1 package net.systemeD.halcyon {
3 import flash.display.*;
4 import flash.geom.Matrix;
5 import flash.geom.Point;
6 import flash.geom.Rectangle;
7 import flash.text.TextField;
8 import flash.text.TextFormat;
10 import net.systemeD.halcyon.styleparser.*;
11 import net.systemeD.halcyon.connection.*;
12 import net.systemeD.halcyon.Globals;
14 /** The graphical representation of a Way. */
15 public class WayUI extends EntityUI {
17 /** Total length of way */
18 public var pathlength:Number;
19 /** Area of the way */
20 public var patharea:Number;
21 /** X coord of the centre of the area */
22 public var centroid_x:Number;
23 /** Y coord of the centre of the area */
24 public var centroid_y:Number; // |
25 /** Angle at each node */
26 public var heading:Array=new Array();
27 /** vertex to draw exclusively, or not at all (used by DragWayNode) */
28 public var drawExcept:Number;
30 public var drawOnly:Number;
31 private var indexStart:uint;
32 private var indexEnd:uint;
33 public var nameformat:TextFormat;
34 private var recalculateDue:Boolean=false;
35 // Store the temporary highlight settings applied to all nodes.
36 private var nodehighlightsettings: Object={};
38 private const NODESIZE:uint=6;
40 public function WayUI(way:Way, paint:MapPaint) {
42 entity.addEventListener(Connection.WAY_NODE_ADDED, wayNodeAdded, false, 0, true);
43 entity.addEventListener(Connection.WAY_NODE_REMOVED, wayNodeRemoved, false, 0, true);
44 entity.addEventListener(Connection.WAY_REORDERED, wayReordered, false, 0, true);
45 entity.addEventListener(Connection.ENTITY_DRAGGED, wayDragged, false, 0, true);
46 attachNodeListeners();
47 attachRelationListeners();
53 public function removeEventListeners():void {
54 removeGenericEventListeners();
55 entity.removeEventListener(Connection.WAY_NODE_ADDED, wayNodeAdded);
56 entity.removeEventListener(Connection.WAY_NODE_REMOVED, wayNodeRemoved);
57 entity.removeEventListener(Connection.WAY_REORDERED, wayReordered);
58 entity.removeEventListener(Connection.ENTITY_DRAGGED, wayDragged);
59 removeNodeListeners();
60 removeRelationListeners();
63 private function attachNodeListeners():void {
64 var way:Way=entity as Way;
65 for (var i:uint = 0; i < way.length; i++ ) {
66 way.getNode(i).addEventListener(Connection.NODE_MOVED, nodeMoved, false, 0, true);
70 private function removeNodeListeners():void {
71 var way:Way=entity as Way;
72 for (var i:uint = 0; i < way.length; i++ ) {
73 way.getNode(i).removeEventListener(Connection.NODE_MOVED, nodeMoved);
77 private function wayNodeAdded(event:WayNodeEvent):void {
78 event.node.addEventListener(Connection.NODE_MOVED, nodeMoved, false, 0, true);
84 private function wayNodeRemoved(event:WayNodeEvent):void {
85 if (!event.node.hasParent(event.way)) {
86 event.node.removeEventListener(Connection.NODE_MOVED, nodeMoved);
88 if (paint.nodeuis[event.node.id]) {
89 paint.nodeuis[event.node.id].redraw();
96 private function nodeMoved(event:NodeMovedEvent):void {
101 private function wayReordered(event:EntityEvent):void {
105 private function wayDragged(event:EntityDraggedEvent):void {
106 offsetSprites(event.xDelta,event.yDelta);
109 override protected function relationAdded(event:RelationMemberEvent):void {
110 super.relationAdded(event);
113 override protected function relationRemoved(event:RelationMemberEvent):void {
114 super.relationRemoved(event);
117 override protected function relationTagChanged(event:TagEvent):void {
118 super.relationTagChanged(event);
122 /** Don't redraw until further notice. */
123 override public function suspendRedraw(event:EntityEvent):void {
124 super.suspendRedraw(event);
125 recalculateDue=false;
128 /** Continue redrawing as normal. */
129 override public function resumeRedraw(event:EntityEvent):void {
131 if (recalculateDue) { recalculate(); }
132 super.resumeRedraw(event);
135 /** Redraw other ways that are the "outer" part of a multipolygon of which we are the "inner" */
136 public function redrawMultis():void {
137 var multis:Array=entity.findParentRelationsOfType('multipolygon','inner');
138 for each (var m:Relation in multis) {
139 var outers:Array=m.findMembersByRole('outer');
140 for each (var e:Entity in outers) {
141 if (e is Way && paint.wayuis[e.id]) {
142 paint.wayuis[e.id].redraw();
148 /** Mark every node in this way as highlighted, and redraw it.
150 * @param settings Style state that it applies to. @see EntityUI#setStateClass()
152 public function setHighlightOnNodes(settings:Object):void {
153 for (var i:uint = 0; i < Way(entity).length; i++) {
154 var node:Node = Way(entity).getNode(i);
155 if (paint.nodeuis[node.id]) {
156 // Speed things up a bit by only setting the highlight if it's either:
157 // a) an "un-highlight" (so we don't leave mess behind when scrolling)
158 // b) currently onscreen
159 // Currently this means if you highlight an object then scroll, nodes will scroll
160 // into view that should be highlighted but aren't.
161 if (settings.hoverway==false ||
162 settings.selectedway==false ||
163 node.lat >= paint.map.edge_b && node.lat <= paint.map.edge_t &&
164 node.lon >= paint.map.edge_l && node.lon <= paint.map.edge_r) {
165 paint.nodeuis[node.id].setHighlight(settings); // Triggers redraw if required
167 if (settings.selectedway || settings.hoverway)
168 nodehighlightsettings=settings;
170 nodehighlightsettings={};
175 // An ugly hack to allow nodes that have recently scrolled into view to get highlighted.
176 public function updateHighlights():void {
177 if (nodehighlightsettings)
178 setHighlightOnNodes(nodehighlightsettings);
181 // ------------------------------------------------------------------------------------------
182 /** Calculate pathlength, patharea, centroid_x, centroid_y, heading[].
183 * ** this could be made scale-independent - would speed up redraw
185 public function recalculate():void {
186 if (suspended) { recalculateDue=true; return; }
188 var lx:Number, ly:Number, sc:Number;
189 var node:Node, latp:Number, lon:Number;
190 var cx:Number=0, cy:Number=0;
191 var way:Way=entity as Way;
195 if (way.length==0) { return; }
197 lx = way.getNode(way.length-1).lon;
198 ly = way.getNode(way.length-1).latp;
199 for ( var i:uint = 0; i < way.length; i++ ) {
200 node = way.getNode(i);
205 if ( i>0 ) { pathlength += Math.sqrt( Math.pow(lon-lx,2)+Math.pow(latp-ly,2) ); }
206 sc = (lx*latp-lon*ly)*paint.map.scalefactor;
212 if (i>0) { heading[i-1]=Math.atan2((lon-lx),(latp-ly)); }
216 heading[way.length-1]=heading[way.length-2];
218 pathlength*=paint.map.scalefactor;
220 if (patharea!=0 && way.isArea()) {
221 centroid_x=paint.map.lon2coord(cx/patharea/6);
222 centroid_y=paint.map.latp2coord(cy/patharea/6);
223 } else if (pathlength>0) {
224 var c:Array=pointAt(0.5);
230 // ------------------------------------------------------------------------------------------
232 /** Go through the complex process of drawing this way, including applying styles, casings, fills, fonts... */
233 override public function doRedraw():Boolean {
236 if (Way(entity).length==0) { return false; }
237 if (!paint.ready) { return false; }
239 // Copy tags object, and add states
240 var tags:Object = entity.getTagsCopy();
241 setStateClass('area', Way(entity).isArea());
242 setStateClass('tiger', (entity.isUneditedTiger() && Globals.vars.highlightTiger));
243 tags=applyStateClasses(tags);
245 // Keep track of maximum stroke width for hitzone
246 var maxwidth:Number=4;
248 // Create styleList if not already drawn
249 if (!styleList || !styleList.isValidAt(paint.map.scale)) {
250 styleList=paint.ruleset.getStyles(entity, tags, paint.map.scale);
254 layer=styleList.layerOverride();
257 if (tags['layer']) { layer=Math.min(Math.max(tags['layer'],paint.minlayer),paint.maxlayer); }
260 // Do we have to draw all nodes in the way?
261 var hasFills:Boolean=styleList.hasFills();
262 if (isNaN(drawOnly) || hasFills) {
263 indexStart=0; indexEnd=Way(entity).length;
265 indexStart=Math.max(0,drawOnly-1);
266 indexEnd =Math.min(drawOnly+2,Way(entity).length);
269 // Iterate through each sublayer, drawing any styles on that layer
271 var multis:Array=entity.findParentRelationsOfType('multipolygon','outer');
273 for each (var m:Relation in multis) {
274 inners=inners.concat(m.findMembersByRole('inner',Way));
277 for each (var sublayer:Number in styleList.sublayers) {
278 if (styleList.shapeStyles[sublayer]) {
279 var s:ShapeStyle=styleList.shapeStyles[sublayer];
280 var stroke:Shape, fill:Shape, casing:Shape, roadname:Sprite;
281 var x0:Number=paint.map.lon2coord(Way(entity).getNode(0).lon);
282 var y0:Number=paint.map.latp2coord(Way(entity).getNode(0).latp);
283 interactive||=s.interactive;
287 stroke=new Shape(); addToLayer(stroke,STROKESPRITE,sublayer);
288 stroke.graphics.moveTo(x0,y0);
289 s.applyStrokeStyle(stroke.graphics);
290 if (s.dashes && s.dashes.length>0) {
291 var segments:Array=dashedLine(stroke.graphics,s.dashes);
292 if (s.line_style) { lineDecoration(stroke.graphics,s,segments); }
293 } else { solidLines(stroke.graphics,inners); }
295 if (s.interactive) { maxwidth=Math.max(maxwidth,s.width); }
299 if ((!isNaN(s.fill_color) || s.fill_image) && entity.findParentRelationsOfType('multipolygon','inner').length==0 && isNaN(drawExcept)) {
300 fill=new Shape(); addToLayer(fill,FILLSPRITE);
301 fill.graphics.moveTo(x0,y0);
302 if (s.fill_image) { new WayBitmapFiller(this,fill.graphics,s); }
303 else { s.applyFill(fill.graphics); }
304 solidLines(fill.graphics,inners);
305 fill.graphics.endFill();
310 if (s.casing_width) {
311 casing=new Shape(); addToLayer(casing,CASINGSPRITE);
312 casing.graphics.moveTo(x0,y0);
313 s.applyCasingStyle(casing.graphics);
314 if (s.casing_dashes && s.casing_dashes.length>0) { dashedLine(casing.graphics,s.casing_dashes); }
315 else { solidLines(casing.graphics,inners); }
317 if (s.interactive) { maxwidth=Math.max(maxwidth,s.casing_width); }
321 if (styleList.textStyles[sublayer] && isNaN(drawExcept)) {
322 var t:TextStyle=styleList.textStyles[sublayer];
323 interactive||=t.interactive;
324 roadname=new Sprite(); addToLayer(roadname,NAMESPRITE);
325 nameformat = t.getTextFormat();
326 var a:String=tags[t.text];
328 if (t.font_caps) { a=a.toUpperCase(); }
329 if (t.text_center && centroid_x) {
330 t.writeNameLabel(roadname,a,centroid_x,centroid_y);
332 writeNameOnPath(roadname,a,t.text_offset ? t.text_offset : 0);
334 if (t.text_halo_radius>0) { roadname.filters=t.getHaloFilter(); }
338 // ** ShieldStyle to do
343 var nodeSelected:int=stateClasses["nodeSelected"];
344 for (var i:uint = indexStart; i < indexEnd; i++) {
345 var node:Node = Way(entity).getNode(i);
346 var nodeStateClasses:Object={};
347 // if (i==0) { nodetags['_heading']= heading[i]; }
348 // else { nodetags['_heading']=(heading[i]+heading[i-1])/2; }
349 // ** FIXME - heading isn't currently applied
350 nodeStateClasses['junction']=(node.numParentWays>1);
351 paint.createNodeUI(node,r,layer,nodeStateClasses);
353 if (!drawn) { return false; } // If not visible, no hitzone.
355 // create a generic "way" hitzone sprite
356 if (interactive && drawn) {
357 hitzone = new Sprite();
358 hitzone.graphics.lineStyle(maxwidth, 0x000000, 1, false, "normal", CapsStyle.ROUND, JointStyle.ROUND);
359 solidLines(hitzone.graphics,[]);
360 hitzone.visible = false;
367 // ------------------------------------------------------------------------------------------
368 // Drawing support functions
370 /** Draw solid polyline */
372 public function solidLines(g:Graphics,inners:Array):void {
374 for each (var w:Way in inners) { solidLineOtherWay(g,w); }
377 private function solidLine(g:Graphics):void {
378 if (indexEnd==0) { return; }
379 var way:Way=entity as Way;
381 var node:Node = way.getNode(indexStart);
382 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
383 for (var i:uint = indexStart+1; i < indexEnd; i++) {
384 node = way.getNode(i);
385 if (!isNaN(drawExcept) && (i-1==drawExcept || i==drawExcept)) {
386 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
388 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
393 private function solidLineOtherWay(g:Graphics,way:Way):void {
394 if (way.length==0) { return; }
396 var node:Node = way.getNode(0);
397 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
398 for (var i:uint = 1; i < way.length; i++) {
399 node = way.getNode(i);
400 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
404 /** Draw dashed polyline */
406 private function dashedLine(g:Graphics,dashes:Array):Array {
407 var way:Way=entity as Way;
408 var segments:Array=[];
409 var draw:Boolean=false, dashleft:Number=0, dc:Array=new Array();
410 var a:Number, xc:Number, yc:Number;
411 var curx:Number, cury:Number;
412 var dx:Number, dy:Number, segleft:Number=0;
413 var i:int=indexStart;
415 var node:Node = way.getNode(i);
416 var nextNode:Node = way.getNode(i);
417 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
418 while (i < indexEnd-1 || segleft>0) {
419 if (dashleft<=0) { // should be ==0
420 if (dc.length==0) { dc=dashes.slice(0); }
422 if (draw) { segments.push([curx,cury,dx,dy]); }
425 if (i==drawExcept || i==drawExcept+1) { draw=false; }
426 if (segleft<=0) { // should be ==0
427 node = way.getNode(i);
428 nextNode = way.getNode(i+1);
429 curx=paint.map.lon2coord(node.lon);
430 dx=paint.map.lon2coord(nextNode.lon)-curx;
431 cury=paint.map.latp2coord(node.latp);
432 dy=paint.map.latp2coord(nextNode.latp)-cury;
433 a=Math.atan2(dy,dx); xc=Math.cos(a); yc=Math.sin(a);
434 segleft=Math.sqrt(dx*dx+dy*dy);
438 if (segleft<=dashleft) {
439 // the path segment is shorter than the dash
441 moveLine(g,curx,cury,draw);
442 dashleft-=segleft; segleft=0;
444 // the path segment is longer than the dash
445 curx+=dashleft*xc; dx-=dashleft*xc;
446 cury+=dashleft*yc; dy-=dashleft*yc;
447 moveLine(g,curx,cury,draw);
448 segleft-=dashleft; dashleft=0;
454 private function moveLine(g:Graphics,x:Number,y:Number,draw:Boolean):void {
455 if (draw) { g.lineTo(x,y); }
456 else { g.moveTo(x,y); }
459 /** Draw decoration (arrows etc.) */
461 private function lineDecoration(g:Graphics,s:ShapeStyle,segments:Array):void {
462 var c:int=s.color ? s.color : 0;
463 switch (s.line_style.toLowerCase()) {
466 var w:Number=s.width*1.5; // width of arrow
467 var l:Number=s.width*2; // length of arrow
468 var angle0:Number, angle1:Number, angle2:Number;
470 for each (var seg:Array in segments) {
472 angle0= Math.atan2(seg[3],seg[2]);
473 angle1=-Math.atan2(seg[3],seg[2]);
474 angle2=-Math.atan2(seg[3],seg[2])-Math.PI;
475 g.moveTo(seg[0]+l*Math.cos(angle0),
476 seg[1]+l*Math.sin(angle0));
477 g.lineTo(seg[0]+w*Math.sin(angle1),
478 seg[1]+w*Math.cos(angle1));
479 g.lineTo(seg[0]+w*Math.sin(angle2),
480 seg[1]+w*Math.cos(angle2));
485 w=s.width*10; //triangle egde
487 for each (seg in segments) {
489 angle0 = -Math.atan2(seg[3], seg[2]) + Math.PI / 2; //0
490 angle1 = -Math.atan2(seg[3], seg[2]) - Math.PI/6; //60
491 g.moveTo(seg[0], seg[1]);//start 0,0
492 g.lineTo(seg[0] - w * Math.sin(angle0), seg[1] - w * Math.cos(angle0));
493 g.lineTo(seg[0] + w * Math.sin(angle1), seg[1] + w * Math.cos(angle1));
501 /** Find point partway (0-1) along a path
502 * @return (x,y,angle)
503 * inspired by senocular's Path.as */
505 private function pointAt(t:Number):Array {
506 var way:Way=entity as Way;
507 var totallen:Number = t*pathlength;
508 var curlen:Number = 0;
509 var dx:Number, dy:Number, seglen:Number;
510 for (var i:int = 1; i < way.length; i++){
511 dx=paint.map.lon2coord(way.getNode(i).lon)-paint.map.lon2coord(way.getNode(i-1).lon);
512 dy=paint.map.latp2coord(way.getNode(i).latp)-paint.map.latp2coord(way.getNode(i-1).latp);
513 seglen=Math.sqrt(dx*dx+dy*dy);
514 if (totallen > curlen+seglen) { curlen+=seglen; continue; }
515 return new Array(paint.map.lon2coord(way.getNode(i-1).lon)+(totallen-curlen)/seglen*dx,
516 paint.map.latp2coord(way.getNode(i-1).latp)+(totallen-curlen)/seglen*dy,
519 return new Array(0, 0, 0);
522 /** Draw name along path
523 * based on code by Tom Carden
526 private function writeNameOnPath(s:Sprite,a:String,textOffset:Number=0):void {
528 // make a dummy textfield so we can measure its width
529 var tf:TextField = new TextField();
530 tf.defaultTextFormat = nameformat;
532 tf.width = tf.textWidth+4;
533 tf.height = tf.textHeight+4;
534 if (pathlength<tf.width) { return; } // no room for text?
536 var t1:Number = (pathlength/2 - tf.width/2) / pathlength; var p1:Array=pointAt(t1);
537 var t2:Number = (pathlength/2 + tf.width/2) / pathlength; var p2:Array=pointAt(t2);
539 var angleOffset:Number; // so we can do a 180ยบ if we're running backwards
540 var offsetSign:Number; // -1 if we're starting at t2
541 var tStart:Number; // t1 or t2
543 // make sure text doesn't run right->left or upside down
546 p1[2] > -Math.PI/2) {
547 angleOffset = 0; offsetSign = 1; tStart = t1;
549 angleOffset = Math.PI; offsetSign = -1; tStart = t2;
552 // make a textfield for each char, centered on the line,
553 // using getCharBoundaries to rotate it around its center point
554 var chars:Array = a.split('');
555 for (var i:int = 0; i < chars.length; i++) {
556 var rect:Rectangle = tf.getCharBoundaries(i);
558 s.addChild(rotatedLetter(chars[i],
559 tStart + offsetSign*(rect.left+rect.width/2)/pathlength,
560 rect.width, tf.height, angleOffset, textOffset));
565 private function rotatedLetter(char:String, t:Number, w:Number, h:Number, a:Number, o:Number):TextField {
566 var tf:TextField = new TextField();
567 tf.mouseEnabled = false;
568 tf.mouseWheelEnabled = false;
569 tf.defaultTextFormat = nameformat;
570 tf.embedFonts = true;
572 tf.width = tf.textWidth+4;
573 tf.height = tf.textHeight+4;
575 var p:Array=pointAt(t);
576 var matrix:Matrix = new Matrix();
577 matrix.translate(-w/2, -h/2-o);
578 // ** add (say) -4 to the height to move it up by 4px
579 matrix.rotate(p[2]+a);
580 matrix.translate(p[0], p[1]);
581 tf.transform.matrix = matrix;
585 public function getNodeAt(x:Number, y:Number):Node {
586 var way:Way=entity as Way;
587 for (var i:uint = 0; i < way.length; i++) {
588 var node:Node = way.getNode(i);
589 var nodeX:Number = paint.map.lon2coord(node.lon);
590 var nodeY:Number = paint.map.latp2coord(node.latp);
591 if ( nodeX >= x-NODESIZE && nodeX <= x+NODESIZE &&
592 nodeY >= y-NODESIZE && nodeY <= y+NODESIZE )
598 // ------------------------------------------------------------------------------------------
600 // TODO: can this be sped up? Hit testing for long ways (that go off the screen) seems to be very slow. */
601 public function hitTest(x:Number, y:Number):Way {
602 if (hitzone.hitTestPoint(x,y,true)) { return entity as Way; }