1 package net.systemeD.halcyon {
3 import net.systemeD.halcyon.Map;
4 import net.systemeD.halcyon.MapPaint;
5 import net.systemeD.halcyon.connection.*;
6 import net.systemeD.halcyon.Globals;
7 import net.systemeD.halcyon.styleparser.RuleSet;
9 public class VectorLayer extends Object {
12 public var paint:MapPaint; // sprites
13 public var name:String;
14 public var url:String;
15 public var style:String='';
17 public var ways:Object=new Object(); // geodata
18 public var nodes:Object=new Object(); // |
19 public var relations:Object=new Object(); // |
20 private var negativeID:Number = -1;
22 public function VectorLayer(n:String,m:Map,s:String) {
26 paint=new MapPaint(m,0,0);
30 public function redrawFromCSS(style:String):void {
31 paint.ruleset=new RuleSet(map.MINSCALE,map.MAXSCALE,paint.redraw);
32 paint.ruleset.loadFromCSS(style);
35 public function createNode(tags:Object,lat:Number,lon:Number):Node {
36 var node:Node = new Node(negativeID, 0, tags, true, lat, lon);
37 nodes[negativeID]=node; negativeID--;
40 public function createWay(tags:Object,nodes:Array):Way {
41 var way:Way = new Way(negativeID, 0, tags, true, nodes.concat());
42 ways[negativeID]=way; negativeID--;
45 public function createRelation(tags:Object,members:Array):Relation {
46 var relation:Relation = new Relation(negativeID, 0, tags, true, members.concat());
47 relations[negativeID]=relation; negativeID--;
51 public function getObjectsByBbox(left:Number, right:Number, top:Number, bottom:Number):Object {
52 // ** FIXME: this is just copied-and-pasted from Connection.as, which really isn't very
53 // good practice. Is there a more elegant way of doing it?
54 var o:Object = { nodesInside: [], nodesOutside: [], waysInside: [], waysOutside: [] };
55 for each (var way:Way in ways) {
56 if (way.within(left,right,top,bottom)) { o.waysInside.push(way); }
57 else { o.waysOutside.push(way); }
59 for each (var node:Node in nodes) {
60 if (node.within(left,right,top,bottom)) { o.nodesInside.push(node); }
61 else { o.nodesOutside.push(node); }
66 public function pullThrough(entity:Entity,connection:Connection):Way {
69 // copy way through to main layer
70 // ** shouldn't do this if the nodes are already in the main layer
71 // (or maybe we should just match on lat/long to avoid ways in background having nodes in foreground)
72 var oldWay:Way=Way(entity);
73 var newWay:Way=connection.createWay(oldWay.getTagsCopy(), [], MainUndoStack.getGlobalStack().addAction);
74 var nodemap:Object={};
75 var oldNode:Node, newNode:Node;
76 for (i=0; i<oldWay.length; i++) {
77 oldNode = oldWay.getNode(i);
78 newNode = nodemap[oldNode.id] ? nodemap[oldNode.id] : connection.createNode(
79 oldNode.getTagsCopy(), oldNode.lat, oldNode.lon,
80 MainUndoStack.getGlobalStack().addAction);
81 newWay.appendNode(newNode, MainUndoStack.getGlobalStack().addAction);
82 nodemap[oldNode.id]=newNode;
85 while (oldWay.length) {
86 var id:Number=oldWay.getNode(0).id;
87 oldWay.removeNodeByIndex(0,MainUndoStack.getGlobalStack().addAction,false);
90 paint.wayuis[oldWay.id].redraw();
91 delete ways[oldWay.id];
92 map.paint.createWayUI(newWay);
97 public function blank():void {
98 for each (var node:Node in nodes) { paint.deleteNodeUI(node); }
99 for each (var way:Way in ways) { paint.deleteWayUI(way); }
100 relations={}; nodes={}; ways={};