+ //gDebug = true;
+ if (gDebug) {
+ gGeolocation = geofake;
+ var hiddenList = document.getElementsByClassName("debugHide");
+ // last to first - list of elements with that class is changing!
+ for (var i = hiddenList.length - 1; i >= 0; i--) {
+ hiddenList[i].classList.remove("debugHide");
+ }
+ }
+
+ gAction.addEventListener("prefload-done", gMap.initGL, false);
+
+ console.log("map vars set, loading prefs...");
+ loadPrefs();
+}
+
+function loadPrefs(aEvent) {
+ if (aEvent && aEvent.type == "prefs-step") {
+ console.log("wait: " + gWaitCounter);
+ if (gWaitCounter == 0) {
+ gAction.removeEventListener(aEvent.type, loadPrefs, false);
+ gMapPrefsLoaded = true;
+ console.log("prefs loaded.");
+
+ gTrackCanvas.addEventListener("mouseup", mapEvHandler, false);
+ gTrackCanvas.addEventListener("mousemove", mapEvHandler, false);
+ gTrackCanvas.addEventListener("mousedown", mapEvHandler, false);
+ gTrackCanvas.addEventListener("mouseout", mapEvHandler, false);
+
+ gTrackCanvas.addEventListener("touchstart", mapEvHandler, false);
+ gTrackCanvas.addEventListener("touchmove", mapEvHandler, false);
+ gTrackCanvas.addEventListener("touchend", mapEvHandler, false);
+ gTrackCanvas.addEventListener("touchcancel", mapEvHandler, false);
+ gTrackCanvas.addEventListener("touchleave", mapEvHandler, false);
+
+ gTrackCanvas.addEventListener("wheel", mapEvHandler, false);
+
+ document.getElementById("body").addEventListener("keydown", mapEvHandler, false);
+
+ document.getElementById("copyright").innerHTML =
+ gMapStyles[gActiveMap].copyright;
+
+ gLoadingTile = new Image();
+ gLoadingTile.src = "style/loading.png";
+ gLoadingTile.onload = function() {
+ var throwEv = new CustomEvent("prefload-done");
+ gAction.dispatchEvent(throwEv);
+ };
+ }
+ }
+ else {
+ if (aEvent)
+ gAction.removeEventListener(aEvent.type, loadPrefs, false);
+ gAction.addEventListener("prefs-step", loadPrefs, false);
+ gWaitCounter++;
+ gPrefs.get("position", function(aValue) {
+ if (aValue) {
+ gPos = aValue;
+ }
+ gWaitCounter--;
+ var throwEv = new CustomEvent("prefs-step");
+ gAction.dispatchEvent(throwEv);
+ });
+ gWaitCounter++;
+ gPrefs.get("center_map", function(aValue) {
+ if (aValue === undefined)
+ document.getElementById("centerCheckbox").checked = true;
+ else
+ document.getElementById("centerCheckbox").checked = aValue;
+ setCentering(document.getElementById("centerCheckbox"));
+ gWaitCounter--;
+ var throwEv = new CustomEvent("prefs-step");
+ gAction.dispatchEvent(throwEv);
+ });
+ gWaitCounter++;
+ gPrefs.get("tracking_enabled", function(aValue) {
+ if (aValue === undefined)
+ document.getElementById("trackCheckbox").checked = true;
+ else
+ document.getElementById("trackCheckbox").checked = aValue;
+ gWaitCounter--;
+ var throwEv = new CustomEvent("prefs-step");
+ gAction.dispatchEvent(throwEv);
+ });
+ gWaitCounter++;
+ var trackLoadStarted = false;
+ var redrawBase = 100;
+ gTrackStore.getListStepped(function(aTPoint) {
+ if (aTPoint) {
+ // Add in front and return new length.
+ var tracklen = gTrack.unshift(aTPoint);
+ // Redraw track periodically, larger distance the longer it gets.
+ // Initial paint will do initial track drawing.
+ if (tracklen % redrawBase == 0) {
+ drawTrack();
+ redrawBase = tracklen;
+ }
+ }
+ else {
+ // Last point received.
+ drawTrack();
+ }
+ if (!trackLoadStarted) {
+ // We have the most recent point, if present, rest will load async.
+ trackLoadStarted = true;
+ gWaitCounter--;
+ var throwEv = new CustomEvent("prefs-step");
+ gAction.dispatchEvent(throwEv);
+ }
+ });
+ }
+}
+
+var gMap = {
+ gl: null,
+ glShaderProgram: null,
+ glVertexPositionAttr: null,
+ glTextureCoordAttr: null,
+ glResolutionAttr: null,
+ glMapTexture: null,
+
+ getVertShaderSource: function() {
+ return 'attribute vec2 aVertexPosition;\n' +
+ 'attribute vec2 aTextureCoord;\n\n' +
+ 'uniform vec2 uResolution;\n\n' +
+ 'varying highp vec2 vTextureCoord;\n\n' +
+ 'void main(void) {\n' +
+ // convert the rectangle from pixels to -1.0 to +1.0 (clipspace) 0.0 to 1.0
+ ' vec2 clipSpace = aVertexPosition * 2.0 / uResolution - 1.0;\n' +
+ ' gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n' +
+ ' vTextureCoord = aTextureCoord;\n' +
+ '}'; },
+ getFragShaderSource:function() {
+ return 'varying highp vec2 vTextureCoord;\n\n' +
+ 'uniform sampler2D uImage;\n\n' +
+ 'void main(void) {\n' +
+ ' gl_FragColor = texture2D(uImage, vTextureCoord);\n' +
+ '}'; },
+
+ initGL: function() {
+ // When called from the event listener, the "this" reference doesn't work, so use the object name.
+ if (gMap.gl) {
+ gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight);
+ gMap.gl.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque.
+ gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT|gMap.gl.DEPTH_BUFFER_BIT); // Clear the color.
+
+ // Create and initialize the shaders.
+ var vertShader = gMap.gl.createShader(gMap.gl.VERTEX_SHADER);
+ var fragShader = gMap.gl.createShader(gMap.gl.FRAGMENT_SHADER);
+ gMap.gl.shaderSource(vertShader, gMap.getVertShaderSource());
+ // Compile the shader program.
+ gMap.gl.compileShader(vertShader);
+ // See if it compiled successfully.
+ if (!gMap.gl.getShaderParameter(vertShader, gMap.gl.COMPILE_STATUS)) {
+ console.log("An error occurred compiling the vertex shader: " + gMap.gl.getShaderInfoLog(vertShader));
+ return null;
+ }
+ gMap.gl.shaderSource(fragShader, gMap.getFragShaderSource());
+ // Compile the shader program.
+ gMap.gl.compileShader(fragShader);
+ // See if it compiled successfully.
+ if (!gMap.gl.getShaderParameter(fragShader, gMap.gl.COMPILE_STATUS)) {
+ console.log("An error occurred compiling the fragment shader: " + gMap.gl.getShaderInfoLog(fragShader));
+ return null;
+ }
+
+ gMap.glShaderProgram = gMap.gl.createProgram();
+ gMap.gl.attachShader(gMap.glShaderProgram, vertShader);
+ gMap.gl.attachShader(gMap.glShaderProgram, fragShader);
+ gMap.gl.linkProgram(gMap.glShaderProgram);
+ // If creating the shader program failed, alert
+ if (!gMap.gl.getProgramParameter(gMap.glShaderProgram, gMap.gl.LINK_STATUS)) {
+ alert("Unable to initialize the shader program.");
+ }
+ gMap.gl.useProgram(gMap.glShaderProgram);
+ // Get locations of the attributes.
+ gMap.glVertexPositionAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aVertexPosition");
+ gMap.glTextureCoordAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aTextureCoord");
+ gMap.glResolutionAttr = gMap.gl.getUniformLocation(gMap.glShaderProgram, "uResolution");
+
+ var tileVerticesBuffer = gMap.gl.createBuffer();
+ gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, tileVerticesBuffer);
+ // The vertices are the coordinates of the corner points of the square.
+ var vertices = [
+ 0.0, 0.0,
+ 1.0, 0.0,
+ 0.0, 1.0,
+ 0.0, 1.0,
+ 1.0, 0.0,
+ 1.0, 1.0,
+ ];
+ gMap.gl.bufferData(gMap.gl.ARRAY_BUFFER, new Float32Array(vertices), gMap.gl.STATIC_DRAW);
+ gMap.gl.enableVertexAttribArray(gMap.glTextureCoordAttr);
+ gMap.gl.vertexAttribPointer(gMap.glTextureCoordAttr, 2, gMap.gl.FLOAT, false, 0, 0);
+
+ // Map Texture
+ gMap.glMapTexture = gMap.gl.createTexture();
+ gMap.gl.activeTexture(gMap.gl.TEXTURE0);
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glMapTexture);
+ gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0);
+ // Set params for how the texture minifies and magnifies (wrap params are not needed as we're power-of-two).
+ gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MIN_FILTER, gMap.gl.NEAREST);
+ gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MAG_FILTER, gMap.gl.NEAREST);
+ // Upload the image into the texture.
+ gMap.gl.texImage2D(gMap.gl.TEXTURE_2D, 0, gMap.gl.RGBA, gMap.gl.RGBA, gMap.gl.UNSIGNED_BYTE, gLoadingTile);
+
+ gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
+
+ // Create a buffer for the position of the rectangle corners.
+ var mapVerticesTextureCoordBuffer = gMap.gl.createBuffer();
+ gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, mapVerticesTextureCoordBuffer);
+ gMap.gl.enableVertexAttribArray(gMap.glVertexPositionAttr);
+ gMap.gl.vertexAttribPointer(gMap.glVertexPositionAttr, 2, gMap.gl.FLOAT, false, 0, 0);
+ }
+
+ var throwEv = new CustomEvent("mapinit-done");
+ gAction.dispatchEvent(throwEv);
+ },
+
+ drawGL: function() {
+ if (!gMap.gl) { return; }