Choosing a town moved the camera and then left the reader to work out which of the settlements now on screen was the one they asked for. A town has no precise position, so the map now marks its centre: a white disc under a coloured dot, drawn as a style layer so the native renderer keeps it pinned through every pan and zoom. The radar frames are inserted below it, because a band of rain must not paint over the one thing that says which town this is. A searched municipality becomes a PointTarget rather than being thrown away as "the whole region". It is marked, the recentre button returns to it, and the chip names it - but it is never persisted, so looking something up no longer costs the user the place their app opens on. That was a real defect: searching went through select(FreeTarget), which wrote null over the stored preference. Following the device was broken outright. MapLibre reports a camera animation the app started exactly as it reports the user grabbing the map, so engaging follow and then animating to the position cancelled the follow it had just started; the resulting FreeTarget then re-framed the whole region. Follow now moves the camera first and switches tracking on second, and FreeTarget no longer moves the camera as a reaction to the state changing - framing the region is an action, so panning away while following keeps the view the user panned to. Verified on the emulator with a fix in Turin: a searched town is marked and saveable, the app reopens on it with the marker in place, following centres on the blue dot, and panning stops the chase without yanking the map away. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
144 lines
5.0 KiB
Dart
144 lines
5.0 KiB
Dart
import 'dart:async';
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import 'dart:typed_data';
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import 'package:maplibre_gl/maplibre_gl.dart';
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import '../../core/region/geo.dart';
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/// Draws radar frames over the map, double buffered.
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///
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/// Two image sources alternate: while one is on screen the next frame is
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/// uploaded into the other, then visibility swaps. Updating a single source in
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/// place flickers, because the layer is briefly showing a half-written texture;
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/// adding every frame as its own layer avoids that too but pins all of them in
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/// GPU memory at once, and twenty 512×512 RGBA frames is about 80 MB. Two
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/// buffers cost the same whether the timeline holds six frames or sixty.
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class RadarOverlay {
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RadarOverlay({
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required this.map,
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required GeoBounds bounds,
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this.belowLayerId,
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}) : _quad = LatLngQuad(
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topLeft: LatLng(bounds.north, bounds.west),
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topRight: LatLng(bounds.north, bounds.east),
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bottomRight: LatLng(bounds.south, bounds.east),
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bottomLeft: LatLng(bounds.south, bounds.west),
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);
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static const String _sourceA = 'nuvolari-radar-a';
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static const String _sourceB = 'nuvolari-radar-b';
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static const String _layerA = 'nuvolari-radar-layer-a';
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static const String _layerB = 'nuvolari-radar-layer-b';
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final MapLibreMapController map;
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/// Layer to insert the frames beneath, or null to put them on top.
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///
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/// The place marker sits above the weather: a band of rain over the town the
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/// user just chose must not hide the thing that says which town it was.
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final String? belowLayerId;
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/// Corners of the published frames. The worker renders in EPSG:3857 cropped
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/// to exactly this box, so the quad is exact and nothing is warped client
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/// side.
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final LatLngQuad _quad;
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bool _attached = false;
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bool _showingA = true;
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String? _visiblePath;
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/// Serialises platform-channel work. `show` can be called faster than the
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/// round trip completes — during playback, or while scrubbing — and
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/// overlapping updates would swap visibility out of order and strobe.
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Future<void> _pending = Future<void>.value();
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bool get isAttached => _attached;
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/// The frame currently on screen, or null before the first one.
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String? get visiblePath => _visiblePath;
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/// Creates the sources and layers, showing [bytes] immediately.
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///
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/// Safe to call again after the style reloads: the previous layers are torn
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/// down first.
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Future<void> attach(String path, Uint8List bytes) => _serialise(() async {
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if (_attached) await _detachUnsafe();
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await map.addImageSource(_sourceA, bytes, _quad);
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await map.addImageSource(_sourceB, bytes, _quad);
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final below = belowLayerId;
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if (below == null) {
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await map.addImageLayer(_layerA, _sourceA);
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await map.addImageLayer(_layerB, _sourceB);
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} else {
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// Both go under the same layer, so which of the two ends up on top of the
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// other does not matter: only one is ever visible.
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await map.addImageLayerBelow(_layerA, _sourceA, below);
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await map.addImageLayerBelow(_layerB, _sourceB, below);
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}
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await map.setLayerVisibility(_layerB, false);
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_attached = true;
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_showingA = true;
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_visiblePath = path;
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});
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/// Swaps [bytes] onto the map.
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///
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/// A no-op when [path] is already visible, so a rebuild that does not change
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/// the playhead costs nothing.
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Future<void> show(String path, Uint8List bytes) {
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if (!_attached) return attach(path, bytes);
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if (path == _visiblePath) return Future<void>.value();
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return _serialise(() async {
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final hiddenSource = _showingA ? _sourceB : _sourceA;
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final hiddenLayer = _showingA ? _layerB : _layerA;
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final visibleLayer = _showingA ? _layerA : _layerB;
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// Upload first, reveal second: the new texture is complete before it is
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// ever shown, which is what removes the flicker.
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await map.updateImageSource(hiddenSource, bytes, null);
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await map.setLayerVisibility(hiddenLayer, true);
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await map.setLayerVisibility(visibleLayer, false);
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_showingA = !_showingA;
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_visiblePath = path;
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});
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}
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/// Removes the layers and sources.
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Future<void> detach() => _serialise(_detachUnsafe);
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Future<void> _detachUnsafe() async {
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// Layers reference sources, so they have to go first. Each removal is
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// tolerated failing: the style may already have dropped them, and the goal
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// here is to end up with nothing rather than to prove what was there.
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for (final layer in <String>[_layerA, _layerB]) {
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try {
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await map.removeLayer(layer);
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} on Object {
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continue;
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}
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}
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for (final source in <String>[_sourceA, _sourceB]) {
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try {
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await map.removeSource(source);
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} on Object {
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continue;
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}
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}
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_attached = false;
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_visiblePath = null;
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}
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Future<void> _serialise(Future<void> Function() action) {
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final next = _pending.then((_) => action());
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// Swallow the failure for the chain's sake only: a platform-channel error
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// on one frame must not deadlock every later frame behind it.
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_pending = next.catchError((Object _) {});
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return next;
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}
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}
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