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.connection.actions.*;
7 import net.systemeD.halcyon.Globals;
8 import net.systemeD.halcyon.styleparser.RuleSet;
10 public class VectorLayer extends Object {
13 public var paint:MapPaint; // sprites
14 public var name:String;
15 public var url:String;
16 public var style:String='';
18 public var ways:Object=new Object(); // geodata
19 public var nodes:Object=new Object(); // |
20 public var relations:Object=new Object(); // |
21 private var negativeID:Number = -1;
23 public function VectorLayer(n:String,m:Map,s:String) {
27 paint=new MapPaint(m,0,0);
31 public function redrawFromCSS(style:String):void {
32 paint.ruleset=new RuleSet(map.MINSCALE,map.MAXSCALE,paint.redraw);
33 paint.ruleset.loadFromCSS(style);
36 public function createNode(tags:Object,lat:Number,lon:Number):Node {
37 var node:Node = new Node(negativeID, 0, tags, true, lat, lon);
38 nodes[negativeID]=node; negativeID--;
41 public function createWay(tags:Object,nodes:Array):Way {
42 var way:Way = new Way(negativeID, 0, tags, true, nodes.concat());
43 ways[negativeID]=way; negativeID--;
46 public function createRelation(tags:Object,members:Array):Relation {
47 var relation:Relation = new Relation(negativeID, 0, tags, true, members.concat());
48 relations[negativeID]=relation; negativeID--;
52 public function getObjectsByBbox(left:Number, right:Number, top:Number, bottom:Number):Object {
53 // ** FIXME: this is just copied-and-pasted from Connection.as, which really isn't very
54 // good practice. Is there a more elegant way of doing it?
55 var o:Object = { nodesInside: [], nodesOutside: [], waysInside: [], waysOutside: [] };
56 for each (var way:Way in ways) {
57 if (way.within(left,right,top,bottom)) { o.waysInside.push(way); }
58 else { o.waysOutside.push(way); }
60 for each (var node:Node in nodes) {
61 if (node.within(left,right,top,bottom)) { o.nodesInside.push(node); }
62 else { o.nodesOutside.push(node); }
67 public function pullThrough(entity:Entity,connection:Connection):Entity {
69 var oldNode:Node, newNode:Node;
71 // copy way through to main layer
72 // ** shouldn't do this if the nodes are already in the main layer
73 // (or maybe we should just match on lat/long to avoid ways in background having nodes in foreground)
74 var oldWay:Way=Way(entity);
75 var newWay:Way=connection.createWay(oldWay.getTagsCopy(), [], MainUndoStack.getGlobalStack().addAction);
76 var nodemap:Object={};
77 for (i=0; i<oldWay.length; i++) {
78 oldNode = oldWay.getNode(i);
79 newNode = nodemap[oldNode.id] ? nodemap[oldNode.id] : connection.createNode(
80 oldNode.getTagsCopy(), oldNode.lat, oldNode.lon,
81 MainUndoStack.getGlobalStack().addAction);
82 newWay.appendNode(newNode, MainUndoStack.getGlobalStack().addAction);
83 nodemap[oldNode.id]=newNode;
86 while (oldWay.length) {
87 var id:Number=oldWay.getNode(0).id;
88 oldWay.removeNodeByIndex(0,MainUndoStack.getGlobalStack().addAction,false);
91 paint.wayuis[oldWay.id].redraw();
92 delete ways[oldWay.id];
93 map.paint.createWayUI(newWay);
96 } else if (entity is Node && !entity.hasParentWays) {
97 // copy node through to main layer
98 // ** should be properly undoable
100 var newPoiAction:CreatePOIAction = new CreatePOIAction(
101 oldNode.getTagsCopy(), oldNode.lat, oldNode.lon);
102 MainUndoStack.getGlobalStack().addAction(newPoiAction);
103 paint.deleteNodeUI(oldNode);
104 delete nodes[oldNode.id];
105 return newPoiAction.getNode();
110 public function blank():void {
111 for each (var node:Node in nodes) { paint.deleteNodeUI(node); }
112 for each (var way:Way in ways) { paint.deleteWayUI(way); }
113 relations={}; nodes={}; ways={};