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);
43 entity.addEventListener(Connection.WAY_NODE_REMOVED, wayNodeRemoved);
44 entity.addEventListener(Connection.WAY_REORDERED, wayReordered);
45 entity.addEventListener(Connection.ENTITY_DRAGGED, wayDragged);
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 for (var i:uint = 0; i < Way(entity).length; i++ ) {
60 Way(entity).getNode(i).removeEventListener(Connection.NODE_MOVED, nodeMoved);
64 private function attachNodeListeners():void {
65 var way:Way=entity as Way;
66 for (var i:uint = 0; i < way.length; i++ ) {
67 way.getNode(i).addEventListener(Connection.NODE_MOVED, nodeMoved);
71 private function wayNodeAdded(event:WayNodeEvent):void {
72 event.node.addEventListener(Connection.NODE_MOVED, nodeMoved);
78 private function wayNodeRemoved(event:WayNodeEvent):void {
79 if (!event.node.hasParent(event.way)) {
80 event.node.removeEventListener(Connection.NODE_MOVED, nodeMoved);
82 if (paint.nodeuis[event.node.id]) {
83 paint.nodeuis[event.node.id].redraw();
90 private function nodeMoved(event:NodeMovedEvent):void {
95 private function wayReordered(event:EntityEvent):void {
99 private function wayDragged(event:EntityDraggedEvent):void {
100 offsetSprites(event.xDelta,event.yDelta);
103 override protected function relationAdded(event:RelationMemberEvent):void {
104 super.relationAdded(event);
107 override protected function relationRemoved(event:RelationMemberEvent):void {
108 super.relationRemoved(event);
111 override protected function relationTagChanged(event:TagEvent):void {
112 super.relationTagChanged(event);
116 /** Don't redraw until further notice. */
117 override public function suspendRedraw(event:EntityEvent):void {
118 super.suspendRedraw(event);
119 recalculateDue=false;
122 /** Continue redrawing as normal. */
123 override public function resumeRedraw(event:EntityEvent):void {
125 if (recalculateDue) { recalculate(); }
126 super.resumeRedraw(event);
129 /** Redraw other ways that are the "outer" part of a multipolygon of which we are the "inner" */
130 public function redrawMultis():void {
131 var multis:Array=entity.findParentRelationsOfType('multipolygon','inner');
132 for each (var m:Relation in multis) {
133 var outers:Array=m.findMembersByRole('outer');
134 for each (var e:Entity in outers) {
135 if (e is Way && paint.wayuis[e.id]) {
136 paint.wayuis[e.id].redraw();
142 /** Mark every node in this way as highlighted, and redraw it.
144 * @param settings Style state that it applies to. @see EntityUI#setStateClass()
146 public function setHighlightOnNodes(settings:Object):void {
147 for (var i:uint = 0; i < Way(entity).length; i++) {
148 var node:Node = Way(entity).getNode(i);
149 if (paint.nodeuis[node.id]) {
150 // Speed things up a bit by only setting the highlight if it's either:
151 // a) an "un-highlight" (so we don't leave mess behind when scrolling)
152 // b) currently onscreen
153 // Currently this means if you highlight an object then scroll, nodes will scroll
154 // into view that should be highlighted but aren't.
155 if (settings.hoverway==false ||
156 settings.selectedway==false ||
157 node.lat >= paint.map.edge_b && node.lat <= paint.map.edge_t &&
158 node.lon >= paint.map.edge_l && node.lon <= paint.map.edge_r) {
159 paint.nodeuis[node.id].setHighlight(settings); // Triggers redraw if required
161 if (settings.selectedway || settings.hoverway)
162 nodehighlightsettings=settings;
164 nodehighlightsettings={};
169 // An ugly hack to allow nodes that have recently scrolled into view to get highlighted.
170 public function updateHighlights():void {
171 if (nodehighlightsettings)
172 setHighlightOnNodes(nodehighlightsettings);
175 // ------------------------------------------------------------------------------------------
176 /** Calculate pathlength, patharea, centroid_x, centroid_y, heading[].
177 * ** this could be made scale-independent - would speed up redraw
179 public function recalculate():void {
180 if (suspended) { recalculateDue=true; return; }
182 var lx:Number, ly:Number, sc:Number;
183 var node:Node, latp:Number, lon:Number;
184 var cx:Number=0, cy:Number=0;
185 var way:Way=entity as Way;
189 if (way.length==0) { return; }
191 lx = way.getNode(way.length-1).lon;
192 ly = way.getNode(way.length-1).latp;
193 for ( var i:uint = 0; i < way.length; i++ ) {
194 node = way.getNode(i);
199 if ( i>0 ) { pathlength += Math.sqrt( Math.pow(lon-lx,2)+Math.pow(latp-ly,2) ); }
200 sc = (lx*latp-lon*ly)*paint.map.scalefactor;
206 if (i>0) { heading[i-1]=Math.atan2((lon-lx),(latp-ly)); }
210 heading[way.length-1]=heading[way.length-2];
212 pathlength*=paint.map.scalefactor;
214 if (patharea!=0 && way.isArea()) {
215 centroid_x=paint.map.lon2coord(cx/patharea/6);
216 centroid_y=paint.map.latp2coord(cy/patharea/6);
217 } else if (pathlength>0) {
218 var c:Array=pointAt(0.5);
224 // ------------------------------------------------------------------------------------------
226 /** Go through the complex process of drawing this way, including applying styles, casings, fills, fonts... */
227 override public function doRedraw():Boolean {
230 if (Way(entity).length==0) { return false; }
231 if (!paint.ready) { return false; }
233 // Copy tags object, and add states
234 var tags:Object = entity.getTagsCopy();
235 setStateClass('area', Way(entity).isArea());
236 setStateClass('tiger', (entity.isUneditedTiger() && Globals.vars.highlightTiger));
237 tags=applyStateClasses(tags);
239 // Keep track of maximum stroke width for hitzone
240 var maxwidth:Number=4;
242 // Create styleList if not already drawn
243 if (!styleList || !styleList.isValidAt(paint.map.scale)) {
244 styleList=paint.ruleset.getStyles(entity, tags, paint.map.scale);
248 layer=styleList.layerOverride();
251 if (tags['layer']) { layer=Math.min(Math.max(tags['layer'],paint.minlayer),paint.maxlayer); }
254 // Do we have to draw all nodes in the way?
255 if (isNaN(drawOnly)) {
256 indexStart=0; indexEnd=Way(entity).length;
258 indexStart=Math.max(0,drawOnly-1);
259 indexEnd =Math.min(drawOnly+2,Way(entity).length);
262 // Iterate through each sublayer, drawing any styles on that layer
264 var multis:Array=entity.findParentRelationsOfType('multipolygon','outer');
266 for each (var m:Relation in multis) {
267 inners=inners.concat(m.findMembersByRole('inner',Way));
270 for each (var sublayer:Number in styleList.sublayers) {
271 if (styleList.shapeStyles[sublayer]) {
272 var s:ShapeStyle=styleList.shapeStyles[sublayer];
273 var stroke:Shape, fill:Shape, casing:Shape, roadname:Sprite;
274 var x0:Number=paint.map.lon2coord(Way(entity).getNode(0).lon);
275 var y0:Number=paint.map.latp2coord(Way(entity).getNode(0).latp);
276 interactive||=s.interactive;
280 stroke=new Shape(); addToLayer(stroke,STROKESPRITE,sublayer);
281 stroke.graphics.moveTo(x0,y0);
282 s.applyStrokeStyle(stroke.graphics);
283 if (s.dashes && s.dashes.length>0) {
284 var segments:Array=dashedLine(stroke.graphics,s.dashes);
285 if (s.line_style) { lineDecoration(stroke.graphics,s,segments); }
286 } else { solidLines(stroke.graphics,inners); }
288 if (s.interactive) { maxwidth=Math.max(maxwidth,s.width); }
292 if ((!isNaN(s.fill_color) || s.fill_image) && entity.findParentRelationsOfType('multipolygon','inner').length==0) {
293 fill=new Shape(); addToLayer(fill,FILLSPRITE);
294 fill.graphics.moveTo(x0,y0);
295 if (s.fill_image) { new WayBitmapFiller(this,fill.graphics,s); }
296 else { s.applyFill(fill.graphics); }
297 solidLines(fill.graphics,inners);
298 fill.graphics.endFill();
303 if (s.casing_width) {
304 casing=new Shape(); addToLayer(casing,CASINGSPRITE);
305 casing.graphics.moveTo(x0,y0);
306 s.applyCasingStyle(casing.graphics);
307 if (s.casing_dashes && s.casing_dashes.length>0) { dashedLine(casing.graphics,s.casing_dashes); }
308 else { solidLines(casing.graphics,inners); }
310 if (s.interactive) { maxwidth=Math.max(maxwidth,s.casing_width); }
314 if (styleList.textStyles[sublayer]) {
315 var t:TextStyle=styleList.textStyles[sublayer];
316 interactive||=t.interactive;
317 roadname=new Sprite(); addToLayer(roadname,NAMESPRITE);
318 nameformat = t.getTextFormat();
319 var a:String=tags[t.text];
321 if (t.font_caps) { a=a.toUpperCase(); }
322 if (t.text_center && centroid_x) {
323 t.writeNameLabel(roadname,a,centroid_x,centroid_y);
325 writeNameOnPath(roadname,a,t.text_offset ? t.text_offset : 0);
327 if (t.text_halo_radius>0) { roadname.filters=t.getHaloFilter(); }
331 // ** ShieldStyle to do
336 var nodeSelected:int=stateClasses["nodeSelected"];
337 for (var i:uint = indexStart; i < indexEnd; i++) {
338 var node:Node = Way(entity).getNode(i);
339 var nodeStateClasses:Object={};
340 // if (i==0) { nodetags['_heading']= heading[i]; }
341 // else { nodetags['_heading']=(heading[i]+heading[i-1])/2; }
342 // ** FIXME - heading isn't currently applied
343 nodeStateClasses['junction']=(node.numParentWays>1);
344 paint.createNodeUI(node,r,layer,nodeStateClasses);
346 if (!drawn) { return false; } // If not visible, no hitzone.
348 // create a generic "way" hitzone sprite
349 if (interactive && drawn) {
350 hitzone = new Sprite();
351 hitzone.graphics.lineStyle(maxwidth, 0x000000, 1, false, "normal", CapsStyle.ROUND, JointStyle.ROUND);
352 solidLines(hitzone.graphics,[]);
353 hitzone.visible = false;
360 // ------------------------------------------------------------------------------------------
361 // Drawing support functions
363 /** Draw solid polyline */
365 public function solidLines(g:Graphics,inners:Array):void {
367 for each (var w:Way in inners) { solidLineOtherWay(g,w); }
370 private function solidLine(g:Graphics):void {
371 if (indexEnd==0) { return; }
372 var way:Way=entity as Way;
374 var node:Node = way.getNode(indexStart);
375 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
376 for (var i:uint = indexStart+1; i < indexEnd; i++) {
377 node = way.getNode(i);
378 if (!isNaN(drawExcept) && (i-1==drawExcept || i==drawExcept)) {
379 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
381 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
386 private function solidLineOtherWay(g:Graphics,way:Way):void {
387 if (way.length==0) { return; }
389 var node:Node = way.getNode(indexStart);
390 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
391 for (var i:uint = 1; i < way.length; i++) {
392 node = way.getNode(i);
393 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
397 /** Draw dashed polyline */
399 private function dashedLine(g:Graphics,dashes:Array):Array {
400 var way:Way=entity as Way;
401 var segments:Array=[];
402 var draw:Boolean=false, dashleft:Number=0, dc:Array=new Array();
403 var a:Number, xc:Number, yc:Number;
404 var curx:Number, cury:Number;
405 var dx:Number, dy:Number, segleft:Number=0;
406 var i:int=indexStart;
408 var node:Node = way.getNode(i);
409 var nextNode:Node = way.getNode(i);
410 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
411 while (i < indexEnd-1 || segleft>0) {
412 if (dashleft<=0) { // should be ==0
413 if (dc.length==0) { dc=dashes.slice(0); }
415 if (draw) { segments.push([curx,cury,dx,dy]); }
418 if (i==drawExcept || i==drawExcept+1) { draw=false; }
419 if (segleft<=0) { // should be ==0
420 node = way.getNode(i);
421 nextNode = way.getNode(i+1);
422 curx=paint.map.lon2coord(node.lon);
423 dx=paint.map.lon2coord(nextNode.lon)-curx;
424 cury=paint.map.latp2coord(node.latp);
425 dy=paint.map.latp2coord(nextNode.latp)-cury;
426 a=Math.atan2(dy,dx); xc=Math.cos(a); yc=Math.sin(a);
427 segleft=Math.sqrt(dx*dx+dy*dy);
431 if (segleft<=dashleft) {
432 // the path segment is shorter than the dash
434 moveLine(g,curx,cury,draw);
435 dashleft-=segleft; segleft=0;
437 // the path segment is longer than the dash
438 curx+=dashleft*xc; dx-=dashleft*xc;
439 cury+=dashleft*yc; dy-=dashleft*yc;
440 moveLine(g,curx,cury,draw);
441 segleft-=dashleft; dashleft=0;
447 private function moveLine(g:Graphics,x:Number,y:Number,draw:Boolean):void {
448 if (draw) { g.lineTo(x,y); }
449 else { g.moveTo(x,y); }
452 /** Draw decoration (arrows etc.) */
454 private function lineDecoration(g:Graphics,s:ShapeStyle,segments:Array):void {
455 var c:int=s.color ? s.color : 0;
456 switch (s.line_style.toLowerCase()) {
459 var w:Number=s.width*1.5; // width of arrow
460 var l:Number=s.width*2; // length of arrow
461 var angle0:Number, angle1:Number, angle2:Number;
463 for each (var seg:Array in segments) {
465 angle0= Math.atan2(seg[3],seg[2]);
466 angle1=-Math.atan2(seg[3],seg[2]);
467 angle2=-Math.atan2(seg[3],seg[2])-Math.PI;
468 g.moveTo(seg[0]+l*Math.cos(angle0),
469 seg[1]+l*Math.sin(angle0));
470 g.lineTo(seg[0]+w*Math.sin(angle1),
471 seg[1]+w*Math.cos(angle1));
472 g.lineTo(seg[0]+w*Math.sin(angle2),
473 seg[1]+w*Math.cos(angle2));
481 /** Find point partway (0-1) along a path
482 * @return (x,y,angle)
483 * inspired by senocular's Path.as */
485 private function pointAt(t:Number):Array {
486 var way:Way=entity as Way;
487 var totallen:Number = t*pathlength;
488 var curlen:Number = 0;
489 var dx:Number, dy:Number, seglen:Number;
490 for (var i:int = 1; i < way.length; i++){
491 dx=paint.map.lon2coord(way.getNode(i).lon)-paint.map.lon2coord(way.getNode(i-1).lon);
492 dy=paint.map.latp2coord(way.getNode(i).latp)-paint.map.latp2coord(way.getNode(i-1).latp);
493 seglen=Math.sqrt(dx*dx+dy*dy);
494 if (totallen > curlen+seglen) { curlen+=seglen; continue; }
495 return new Array(paint.map.lon2coord(way.getNode(i-1).lon)+(totallen-curlen)/seglen*dx,
496 paint.map.latp2coord(way.getNode(i-1).latp)+(totallen-curlen)/seglen*dy,
499 return new Array(0, 0, 0);
502 /** Draw name along path
503 * based on code by Tom Carden
506 private function writeNameOnPath(s:Sprite,a:String,textOffset:Number=0):void {
508 // make a dummy textfield so we can measure its width
509 var tf:TextField = new TextField();
510 tf.defaultTextFormat = nameformat;
512 tf.width = tf.textWidth+4;
513 tf.height = tf.textHeight+4;
514 if (pathlength<tf.width) { return; } // no room for text?
516 var t1:Number = (pathlength/2 - tf.width/2) / pathlength; var p1:Array=pointAt(t1);
517 var t2:Number = (pathlength/2 + tf.width/2) / pathlength; var p2:Array=pointAt(t2);
519 var angleOffset:Number; // so we can do a 180ยบ if we're running backwards
520 var offsetSign:Number; // -1 if we're starting at t2
521 var tStart:Number; // t1 or t2
523 // make sure text doesn't run right->left or upside down
526 p1[2] > -Math.PI/2) {
527 angleOffset = 0; offsetSign = 1; tStart = t1;
529 angleOffset = Math.PI; offsetSign = -1; tStart = t2;
532 // make a textfield for each char, centered on the line,
533 // using getCharBoundaries to rotate it around its center point
534 var chars:Array = a.split('');
535 for (var i:int = 0; i < chars.length; i++) {
536 var rect:Rectangle = tf.getCharBoundaries(i);
538 s.addChild(rotatedLetter(chars[i],
539 tStart + offsetSign*(rect.left+rect.width/2)/pathlength,
540 rect.width, tf.height, angleOffset, textOffset));
545 private function rotatedLetter(char:String, t:Number, w:Number, h:Number, a:Number, o:Number):TextField {
546 var tf:TextField = new TextField();
547 tf.mouseEnabled = false;
548 tf.mouseWheelEnabled = false;
549 tf.defaultTextFormat = nameformat;
550 tf.embedFonts = true;
552 tf.width = tf.textWidth+4;
553 tf.height = tf.textHeight+4;
555 var p:Array=pointAt(t);
556 var matrix:Matrix = new Matrix();
557 matrix.translate(-w/2, -h/2-o);
558 // ** add (say) -4 to the height to move it up by 4px
559 matrix.rotate(p[2]+a);
560 matrix.translate(p[0], p[1]);
561 tf.transform.matrix = matrix;
565 public function getNodeAt(x:Number, y:Number):Node {
566 var way:Way=entity as Way;
567 for (var i:uint = 0; i < way.length; i++) {
568 var node:Node = way.getNode(i);
569 var nodeX:Number = paint.map.lon2coord(node.lon);
570 var nodeY:Number = paint.map.latp2coord(node.latp);
571 if ( nodeX >= x-NODESIZE && nodeX <= x+NODESIZE &&
572 nodeY >= y-NODESIZE && nodeY <= y+NODESIZE )
578 // ------------------------------------------------------------------------------------------
580 // TODO: can this be sped up? Hit testing for long ways (that go off the screen) seems to be very slow. */
581 public function hitTest(x:Number, y:Number):Way {
582 if (hitzone.hitTestPoint(x,y,true)) { return entity as Way; }