pointsel.sml

  Download

More scripts: Display Toolbar

Syntax Highlighing:

comments, key words, predefined symbols, class members & methods, functions & classes
            
#  POINTSEL.SML -
# View ToolScript
# Allows user to select and highlight a vector point.
#  Authors: Mark Smith and Randy Smith
#  Most recent revision: 6 May 2008
#  Requires version 2007:73 or later of the TNT products
	# The following symbols are predefined
	#    class GRE_VIEW View            {use to access the view the tool script is attached to}
	#    class GRE_GROUP Group          {use to access the group being viewed if the script is run from a group view}
	#    class GRE_LAYOUT Layout        {use to access the layout being viewed if the script is run from a layout view}
	#    numeric ToolIsActive           Will be 0 if tool is inactive or 1 if tool is active
	#
	# The following values are also predefined and are valid when the various On...()
	# functions are called which deal with pointer and keyboard events.
	#    numeric PointerX            Pointer X coordinate within view in pixels
	#    numeric PointerY            Pointer Y coordinate within view in pixels
	#    numeric ShiftPressed        1 if <shift> key being pressed or 0 if not
	#    numeric CtrlPressed         1 if <ctrl> key being pressed or 0 if not
	#    numeric LeftButtonPressed   1 if left pointer button pressed or 0 if not
	#    numeric RightButtonPressed  1 if right pointer button pressed or 0 if not
	#    numeric MiddleButtonPressed 1 if middle pointer button pressed or 0 if not
### GLOBAL VARIABLES
class GRE_LAYER_VECTOR vectorLayer;
class RVC_VECTOR targetVector;
class GRE_GROUP activegroup;
class RVC_GEOREFERENCE vecGeoref;
###################################################################################
##############   USER-DEFINED FUNCTIONS AND PROCEDURES   ##########################
###################################################################################
# Checks layer to see if it is valid.
func checkLayer()
	{
	local numeric valid = true;
	# Get names layers if usable.  If not output error messages.
	# Get name of active layer if it is usable.  If not output an error message.
	if ( activegroup.ActiveLayer.Type == "" )
		{
		PopupMessage( "Group has no layers!" );
		valid = false;
		}
	else if ( activegroup.ActiveLayer.Type == "Vector" )
		{
		vectorLayer = activegroup.ActiveLayer;
		DispGetVectorFromLayer( targetVector, vectorLayer );
		targetVector.GetDefaultGeoref(vecGeoref);
		if ( targetVector.$Info.NumPoints < 1 ) {
			PopupMessage("No points!");
			valid = false;
			}
		}
	else {
		PopupMessage( "Not a vector!" );
		valid = false;
		}
	return valid;
	}  # end of checkLayer();
### Callback for when the active layer changes.
proc cbLayer()
	{
	checkLayer();
	}
# Callback for when the active group changes.
proc cbGroup() {
	activegroup = Layout.ActiveGroup;
	WidgetAddCallback(activegroup.LayerSelectedCallback, cbLayer);
	}
##################################################################################
# The following script functions will be called (if used in the script) when
# the appropriate action or event occurs as described in the comments before each.
# To use a function, uncomment the lines containing the 'func' definition
# and ending brace '}' by removing the leftmost '#' on the line and add the
# function code between the two lines.
# Called when user presses 'left' pointer/mouse button.
proc OnLeftButtonPress ()
	{
	# If the selected layer is not valid, don't do anything.
	if ( checkLayer() ) {
		# Set local variables
		local class POINT2D point;
		local numeric elementNum;
		local class TRANS2D_MAPGEN trans;	# coordinate transformation parameters
		# Check point.
		point.x = PointerX;
		point.y = PointerY;
		# convert point position from screen coordinates to map coordinates for the targetVector
		trans = View.GetTransViewToScreen(1);	# transformation from screen to view coordinates
		point = trans.ConvertPoint2DFwd(point);
		trans = View.GetTransMapToView(vecGeoref.GetCoordRefSys(), 1);	# transformation from view to layer map coordinates
		point = trans.ConvertPoint2DFwd(point);		
		elementNum = FindClosestPoint( targetVector, point.x, point.y, GetLastUsedGeorefObject( targetVector ) );
		if (elementNum > 0)
			vectorLayer.Point.HighlightSingle( elementNum );
		}
	}  # end of OnLeftButtonPress
# Called the first time the tool is activated.
# If the tool implements a dialog it should be created (but not displayed) here.
proc OnInitialize () {
	if (Layout) {
		WidgetAddCallback( Layout.GroupSelectedCallback, cbGroup );
		activegroup = Layout.ActiveGroup;
		}
	else
		activegroup = Group;
	PopupMessage("Left-click in the View to select the nearest point.");
	}  # end of OnInitialize
# Called when tool is activated.
# If the tool implements a dialog it should be "managed" (displayed) here.
proc OnActivate ()
	{
	checkLayer();
	}  # end of OnActivate
# Called when tool is deactivated (usually when switching to another tool).
# If the tool implements a dialog it should be "unmanaged" (hidden) here.
proc OnDeactivate ()
	{
	if (activegroup.ActiveLayer.Type == "Vector") then
		activegroup.ActiveLayer.UnhighlightAllElements();
	}  # end of OnDeactivate
# Called when tool is to be 'suspended' during a redraw operation.
# proc OnSuspend () {
# }  # end of OnSuspend
# Called when tool is to be 'resumed' after a redraw operation.
# If the tool displays any graphics they should be updated by this function.
# proc OnResume () {
# }  # end of OnResume
# Called when user presses 'right' pointer/mouse button.
# proc OnRightButtonPress () {
# }  # end of OnRightButtonPress
# Called when user presses 'middle' pointer/mouse button.
# proc OnMiddleButtonPress () {
# }  # end of OnMiddleButtonPress
# Called when user releases 'left' pointer/mouse button.
# proc OnLeftButtonRelease () {
# }  # end of OnLeftButtonRelease
# Called when user releases 'right' pointer/mouse button.
# proc OnRightButtonRelease () {
# }  # end of OnRightButtonRelease
# Called when user releases 'middle' pointer/mouse button.
# proc OnMiddleButtonRelease () {
# }  # end of OnMiddleButtonRelease
# Called when user moves cursor if no button being pressed
# proc OnPointerMoveNoButton () {
# }  # end of OnPointerMoveNoButton
# Called when user moves cursor while holding down button
# proc OnPointerMoveWithButton () {
# }  # end of OnPointerMoveWithButton
# Called when cursor enters window associated with view.
# proc OnEnterWindow () {
# }  # end of OnEnterWindow
# Called when cursor leaves window associated with view.
# proc OnLeaveWindow () {
# }  # end of OnLeaveWindow
# Called when user presses 'key' on keyboard.
# proc OnKeyPress (key) {
# }  # end of OnKeyPress