1 package net.systemeD.halcyon {
3 import flash.display.*;
5 import flash.geom.Matrix;
6 import flash.geom.Rectangle;
7 import flash.text.TextField;
8 import flash.text.TextFormat;
10 import net.systemeD.halcyon.connection.*;
11 import net.systemeD.halcyon.styleparser.*;
12 import net.systemeD.halcyon.ImageBank;
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 paint.redrawEntity(event.node);
94 private function nodeMoved(event:NodeMovedEvent):void {
99 private function wayReordered(event:EntityEvent):void {
103 private function wayDragged(event:EntityDraggedEvent):void {
104 offsetSprites(event.xDelta,event.yDelta);
107 override protected function relationAdded(event:RelationMemberEvent):void {
108 super.relationAdded(event);
111 override protected function relationRemoved(event:RelationMemberEvent):void {
112 super.relationRemoved(event);
115 override protected function relationTagChanged(event:TagEvent):void {
116 super.relationTagChanged(event);
120 /** Don't redraw until further notice. */
121 override public function suspendRedraw(event:EntityEvent):void {
122 super.suspendRedraw(event);
123 recalculateDue=false;
126 /** Continue redrawing as normal. */
127 override public function resumeRedraw(event:EntityEvent):void {
129 if (recalculateDue) { recalculate(); }
130 super.resumeRedraw(event);
133 /** Redraw other ways that are the "outer" part of a multipolygon of which we are the "inner" */
134 public function redrawMultis():void {
135 var multis:Array=entity.findParentRelationsOfType('multipolygon','inner');
136 for each (var m:Relation in multis) {
137 var outers:Array=m.findMembersByRole('outer');
138 for each (var e:Entity in outers) {
139 paint.redrawEntity(e);
144 /** Mark every node in this way as highlighted, and redraw it.
146 * @param settings Style state that it applies to. @see EntityUI#setStateClass()
148 public function setHighlightOnNodes(settings:Object):void {
149 for (var i:uint = 0; i < Way(entity).length; i++) {
150 var node:Node = Way(entity).getNode(i);
151 // Speed things up a bit by only setting the highlight if it's either:
152 // a) an "un-highlight" (so we don't leave mess behind when scrolling)
153 // b) currently onscreen
154 // Currently this means if you highlight an object then scroll, nodes will scroll
155 // into view that should be highlighted but aren't.
156 if (settings.hoverway==false ||
157 settings.selectedway==false ||
158 node.within(paint.map.edge_l, paint.map.edge_r, paint.map.edge_t, paint.map.edge_b)) {
159 paint.setHighlight(node,settings); // Triggers redraw if required
161 if (settings.selectedway || settings.hoverway)
162 nodehighlightsettings=settings;
164 nodehighlightsettings={};
168 // An ugly hack to allow nodes that have recently scrolled into view to get highlighted.
169 public function updateHighlights():void {
170 if (nodehighlightsettings)
171 setHighlightOnNodes(nodehighlightsettings);
174 // ------------------------------------------------------------------------------------------
175 /** Calculate pathlength, patharea, centroid_x, centroid_y, heading[].
176 * ** this could be made scale-independent - would speed up redraw
178 public function recalculate():void {
179 if (suspended) { recalculateDue=true; return; }
181 var lx:Number, ly:Number, sc:Number;
182 var node:Node, latp:Number, lon:Number;
183 var cx:Number=0, cy:Number=0;
184 var way:Way=entity as Way;
188 if (way.length==0) { return; }
190 lx = way.getNode(way.length-1).lon;
191 ly = way.getNode(way.length-1).latp;
192 for ( var i:uint = 0; i < way.length; i++ ) {
193 node = way.getNode(i);
198 if ( i>0 ) { pathlength += Math.sqrt( Math.pow(lon-lx,2)+Math.pow(latp-ly,2) ); }
199 sc = (lx*latp-lon*ly)*paint.map.scalefactor;
205 if (i>0) { heading[i-1]=Math.atan2((lon-lx),(latp-ly)); }
209 heading[way.length-1]=heading[way.length-2];
211 pathlength*=paint.map.scalefactor;
213 if (patharea!=0 && way.isArea()) {
214 centroid_x=paint.map.lon2coord(cx/patharea/6);
215 centroid_y=paint.map.latp2coord(cy/patharea/6);
216 } else if (pathlength>0) {
217 var c:Array=pointAt(0.5);
221 patharea=Math.abs(patharea);
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('background', paint.isBackground);
237 setStateClass('tiger', (entity.isUneditedTiger() && Globals.vars.highlightTiger));
238 tags=applyStateClasses(tags);
239 if (entity.status) { tags['_status']=entity.status; }
241 // Keep track of maximum stroke width for hitzone
242 var maxwidth:Number=4;
244 // Create styleList if not already drawn
245 if (!styleList || !styleList.isValidAt(paint.map.scale)) {
246 styleList=paint.ruleset.getStyles(entity, tags, paint.map.scale);
250 layer=styleList.layerOverride();
253 if (tags['layer']) { layer=Math.min(Math.max(tags['layer'],paint.minlayer),paint.maxlayer); }
256 // Do we have to draw all nodes in the way?
257 var hasFills:Boolean=styleList.hasFills();
258 if (isNaN(drawOnly) || hasFills) {
259 indexStart=0; indexEnd=Way(entity).length;
261 indexStart=Math.max(0,drawOnly-1);
262 indexEnd =Math.min(drawOnly+2,Way(entity).length);
265 // Iterate through each subpart, drawing any styles on that layer
267 var multis:Array=entity.findParentRelationsOfType('multipolygon','outer');
269 for each (var m:Relation in multis) {
270 inners=inners.concat(m.findMembersByRole('inner',Way));
273 for each (var subpart:String in styleList.subparts) {
274 if (styleList.shapeStyles[subpart]) {
275 var s:ShapeStyle=styleList.shapeStyles[subpart];
276 var stroke:Shape, fill:Shape, casing:Shape, roadname:Sprite;
277 var x0:Number=paint.map.lon2coord(Way(entity).getNode(0).lon);
278 var y0:Number=paint.map.latp2coord(Way(entity).getNode(0).latp);
279 interactive||=s.interactive;
283 stroke=new Shape(); addToLayer(stroke,STROKESPRITE,s.sublayer);
284 stroke.graphics.moveTo(x0,y0);
285 s.applyStrokeStyle(stroke.graphics);
286 if (s.dashes && s.dashes.length>0) {
287 var segments:Array=dashedLine(stroke.graphics,s.dashes);
288 if (s.line_style) { lineDecoration(stroke.graphics,s,segments); }
289 } else { solidLines(stroke.graphics,inners); }
291 if (s.interactive) { maxwidth=Math.max(maxwidth,s.width); }
295 if ((!isNaN(s.fill_color) || s.fill_image) && entity.findParentRelationsOfType('multipolygon','inner').length==0 && isNaN(drawExcept)) {
296 fill=new Shape(); addToLayer(fill,FILLSPRITE,s.sublayer);
297 fill.graphics.moveTo(x0,y0);
299 fill.graphics.beginBitmapFill(ImageBank.getInstance().getAsBitmapData(s.fill_image));
301 s.applyFill(fill.graphics);
303 solidLines(fill.graphics,inners);
304 fill.graphics.endFill();
309 if (s.casing_width) {
310 casing=new Shape(); addToLayer(casing,CASINGSPRITE);
311 casing.graphics.moveTo(x0,y0);
312 s.applyCasingStyle(casing.graphics);
313 if (s.casing_dashes && s.casing_dashes.length>0) { dashedLine(casing.graphics,s.casing_dashes); }
314 else { solidLines(casing.graphics,inners); }
316 if (s.interactive) { maxwidth=Math.max(maxwidth,s.casing_width); }
320 if (styleList.textStyles[subpart] && isNaN(drawExcept)) {
321 var t:TextStyle=styleList.textStyles[subpart];
322 interactive||=t.interactive;
323 roadname=new Sprite(); addToLayer(roadname,NAMESPRITE);
324 nameformat = t.getTextFormat();
325 var a:String=tags[t.text];
327 if (t.font_caps) { a=a.toUpperCase(); }
328 if (t.text_center && centroid_x) {
329 t.writeNameLabel(roadname,a,centroid_x,centroid_y);
331 writeNameOnPath(roadname,a,t.text_offset ? t.text_offset : 0);
333 if (t.text_halo_radius>0) { roadname.filters=t.getHaloFilter(); }
337 // ** ShieldStyle to do
342 var nodeSelected:int=stateClasses["nodeSelected"];
343 for (var i:uint = indexStart; i < indexEnd; i++) {
344 var node:Node = Way(entity).getNode(i);
345 var nodeStateClasses:Object={};
346 // if (i==0) { nodetags['_heading']= heading[i]; }
347 // else { nodetags['_heading']=(heading[i]+heading[i-1])/2; }
348 // ** FIXME - heading isn't currently applied
349 nodeStateClasses['junction']=(node.numParentWays>1);
350 paint.createNodeUI(node,r,layer,nodeStateClasses);
352 if (!drawn) { return false; } // If not visible, no hitzone.
354 // create a generic "way" hitzone sprite
355 if (interactive && drawn) {
356 hitzone = new Sprite();
357 hitzone.graphics.lineStyle(maxwidth, 0x000000, 1, false, "normal", CapsStyle.ROUND, JointStyle.ROUND);
358 solidLines(hitzone.graphics,[]);
359 hitzone.visible = false;
366 // ------------------------------------------------------------------------------------------
367 // Drawing support functions
369 /** Draw solid polyline */
371 public function solidLines(g:Graphics,inners:Array):void {
373 for each (var w:Way in inners) { solidLineOtherWay(g,w); }
376 private function solidLine(g:Graphics):void {
377 if (indexEnd==0) { return; }
378 var way:Way=entity as Way;
380 var node:Node = way.getNode(indexStart);
381 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
382 for (var i:uint = indexStart+1; i < indexEnd; i++) {
383 node = way.getNode(i);
384 if (!isNaN(drawExcept) && (i-1==drawExcept || i==drawExcept)) {
385 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
387 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
392 private function solidLineOtherWay(g:Graphics,way:Way):void {
393 if (way.length==0) { return; }
395 var node:Node = way.getNode(0);
396 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
397 for (var i:uint = 1; i < way.length; i++) {
398 node = way.getNode(i);
399 g.lineTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
403 /** Draw dashed polyline */
405 private function dashedLine(g:Graphics,dashes:Array):Array {
406 var way:Way=entity as Way;
407 var segments:Array=[]; // array of dash locations being constructed for later arrow drawing
408 var draw:Boolean=false; // are we drawing or marking empty space till next dash
409 var dashleft:Number=0; // how much of current dash is left
410 var dc:Array=new Array(); // copy of dashes, gets consumed then replaced
411 var xc:Number, yc:Number; // normalised vector coordinates of direction to next node
412 var curx:Number, cury:Number; // current drawing location
413 var dx:Number, dy:Number, segleft:Number=0; // distance remaining until next node
414 var i:int=indexStart; // node index
415 var dashstartx:int, dashstarty:int; // needed to draw reverse arrows
416 var dashstartxc: Number, dashstartyc: Number;
418 var node:Node = way.getNode(i);
419 var nextNode:Node = way.getNode(i);
420 g.moveTo(paint.map.lon2coord(node.lon), paint.map.latp2coord(node.latp));
421 while (i < indexEnd-1 || segleft>0) {
422 if (dashleft<=0) { // should be ==0
423 // finished drawing current dash, pop another one off the pattern, looping if necessary
424 if (dc.length==0) { dc=dashes.slice(0); }
426 if (draw) { segments.push([curx,cury,xc,yc, dashstartx, dashstarty, dashstartxc, dashstartyc]); }
428 // record start of each dash, if we need to draw a reverse arrow head later
429 dashstartx = curx; dashstarty = cury;
430 dashstartxc = xc; dashstartyc = yc;
432 if (i==drawExcept || i==drawExcept+1) { draw=false; }
433 if (segleft<=0) { // should be ==0
434 // arrived at target node. calculate direction to next node.
435 node = way.getNode(i);
436 nextNode = way.getNode(i+1);
437 curx=paint.map.lon2coord(node.lon);
438 dx=paint.map.lon2coord(nextNode.lon)-curx;
439 cury=paint.map.latp2coord(node.latp);
440 dy=paint.map.latp2coord(nextNode.latp)-cury;
441 segleft=Math.sqrt(dx*dx+dy*dy);
445 // record start location of very first dash
446 dashstartx = curx; dashstarty = cury;
447 dashstartxc = xc; dashstartyc = yc;
452 if (segleft<=dashleft) {
453 // the path segment is shorter than the dash: draw to end of segment
455 moveLine(g,curx,cury,draw);
456 dashleft-=segleft; segleft=0;
458 // draw whole dash, then loop
459 curx+=dashleft*xc; dx-=dashleft*xc;
460 cury+=dashleft*yc; dy-=dashleft*yc;
461 moveLine(g,curx,cury,draw);
462 segleft-=dashleft; dashleft=0;
468 private function moveLine(g:Graphics,x:Number,y:Number,draw:Boolean):void {
469 if (draw) { g.lineTo(x,y); }
470 else { g.moveTo(x,y); }
473 /** Draw decoration (arrows etc.) */
475 private function lineDecoration(g:Graphics,s:ShapeStyle,segments:Array):void {
476 var c:int=s.color ? s.color : 0;
477 switch (s.line_style.toLowerCase()) {
479 case 'arrows':; case 'arrows-reversed':
480 var w:Number=s.width*1.5; // width of arrow
481 var l:Number=s.width*2; // length of arrow
483 for each (var seg:Array in segments) {
485 // seg: {dashendx, dashendy, dx, dy, dashstartx, dashstarty, dashstartdx, dashstartdy}
486 // where dx is normalised x component of direction vector
487 // note that a dash can go around a corner, so the info is not redundant
489 if (s.line_style.toLowerCase() == "arrows-reversed") {
490 g.moveTo(seg[4]-l*seg[6], seg[5]-l*seg[7]); // note reversed arrow head
491 g.lineTo(seg[4]-w*seg[7], seg[5]+w*seg[6]);
492 g.lineTo(seg[4]+w*seg[7], seg[5]-w*seg[6]);
494 g.moveTo(seg[0]+l*seg[2], seg[1]+l*seg[3]);
495 g.lineTo(seg[0]-w*seg[3], seg[1]+w*seg[2]);
496 g.lineTo(seg[0]+w*seg[3], seg[1]-w*seg[2]);
502 w=s.width*10; //triangle egde
504 for each (seg in segments) {
506 var angle0:Number = -Math.atan2(seg[3], seg[2]) + Math.PI / 2; //0
507 var angle1:Number = -Math.atan2(seg[3], seg[2]) - Math.PI/6; //60
508 g.moveTo(seg[0], seg[1]);//start 0,0
509 g.lineTo(seg[0] - w * Math.sin(angle0), seg[1] - w * Math.cos(angle0));
510 g.lineTo(seg[0] + w * Math.sin(angle1), seg[1] + w * Math.cos(angle1));
517 /** Find point partway (0-1) along a path
518 * @return (x,y,angle)
519 * inspired by senocular's Path.as */
521 private function pointAt(t:Number):Array {
522 var way:Way=entity as Way;
523 var totallen:Number = t*pathlength;
524 var curlen:Number = 0;
525 var dx:Number, dy:Number, seglen:Number;
526 for (var i:int = 1; i < way.length; i++){
527 dx=paint.map.lon2coord(way.getNode(i).lon)-paint.map.lon2coord(way.getNode(i-1).lon);
528 dy=paint.map.latp2coord(way.getNode(i).latp)-paint.map.latp2coord(way.getNode(i-1).latp);
529 seglen=Math.sqrt(dx*dx+dy*dy);
530 if (totallen > curlen+seglen) { curlen+=seglen; continue; }
531 return new Array(paint.map.lon2coord(way.getNode(i-1).lon)+(totallen-curlen)/seglen*dx,
532 paint.map.latp2coord(way.getNode(i-1).latp)+(totallen-curlen)/seglen*dy,
535 return new Array(0, 0, 0);
538 /** Draw name along path
539 * based on code by Tom Carden
542 private function writeNameOnPath(s:Sprite,a:String,textOffset:Number=0):void {
544 // make a dummy textfield so we can measure its width
545 var tf:TextField = new TextField();
546 tf.defaultTextFormat = nameformat;
548 tf.width = tf.textWidth+4;
549 tf.height = tf.textHeight+4;
550 if (pathlength<tf.width) { return; } // no room for text?
552 var t1:Number = (pathlength/2 - tf.width/2) / pathlength; var p1:Array=pointAt(t1);
553 var t2:Number = (pathlength/2 + tf.width/2) / pathlength; var p2:Array=pointAt(t2);
555 var angleOffset:Number; // so we can do a 180ยบ if we're running backwards
556 var offsetSign:Number; // -1 if we're starting at t2
557 var tStart:Number; // t1 or t2
559 // make sure text doesn't run right->left or upside down
562 p1[2] > -Math.PI/2) {
563 angleOffset = 0; offsetSign = 1; tStart = t1;
565 angleOffset = Math.PI; offsetSign = -1; tStart = t2;
568 // make a textfield for each char, centered on the line,
569 // using getCharBoundaries to rotate it around its center point
570 var chars:Array = a.split('');
571 for (var i:int = 0; i < chars.length; i++) {
572 var rect:Rectangle = tf.getCharBoundaries(i);
574 s.addChild(rotatedLetter(chars[i],
575 tStart + offsetSign*(rect.left+rect.width/2)/pathlength,
576 rect.width, tf.height, angleOffset, textOffset));
581 private function rotatedLetter(char:String, t:Number, w:Number, h:Number, a:Number, o:Number):TextField {
582 var tf:TextField = new TextField();
583 tf.mouseEnabled = false;
584 tf.mouseWheelEnabled = false;
585 tf.defaultTextFormat = nameformat;
586 tf.embedFonts = true;
588 tf.width = tf.textWidth+4;
589 tf.height = tf.textHeight+4;
591 var p:Array=pointAt(t);
592 var matrix:Matrix = new Matrix();
593 matrix.translate(-w/2, -h/2-o);
594 // ** add (say) -4 to the height to move it up by 4px
595 matrix.rotate(p[2]+a);
596 matrix.translate(p[0], p[1]);
597 tf.transform.matrix = matrix;
601 public function getNodeAt(x:Number, y:Number):Node {
602 var way:Way=entity as Way;
603 for (var i:uint = 0; i < way.length; i++) {
604 var node:Node = way.getNode(i);
605 var nodeX:Number = paint.map.lon2coord(node.lon);
606 var nodeY:Number = paint.map.latp2coord(node.latp);
607 if ( nodeX >= x-NODESIZE && nodeX <= x+NODESIZE &&
608 nodeY >= y-NODESIZE && nodeY <= y+NODESIZE )
614 // ------------------------------------------------------------------------------------------
616 // TODO: can this be sped up? Hit testing for long ways (that go off the screen) seems to be very slow. */
617 public function hitTest(x:Number, y:Number):Way {
618 if (hitzone.hitTestPoint(x,y,true)) { return entity as Way; }