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shopdb-flask/shopdb/core/models/maplevel.py

110 lines
4.5 KiB
Python

"""Building + MapLevel models: which drawing renders an asset, at what size.
See ADR-017. A site used to have one floor map, described by four settings, and
`assets.mapx`/`mapy` were pixels in that one image. A second level and a likely
second building make that a table rather than a setting.
The alternative - stacking levels on one tall canvas - was rejected because it
turns "which level is this on" into `mapy > 2550`: an inference over a magic
number that changes whenever the drawing is re-exported.
"""
from shopdb.extensions import db
from .base import BaseModel
class Building(BaseModel):
"""A building at this site. Groups levels; holds nothing a level needs.
Separate from Location deliberately (ADR-017): a Location answers which
operation owns an asset, a building groups the drawings it appears on.
"""
__tablename__ = 'buildings'
buildingid = db.Column(db.Integer, primary_key=True)
buildingname = db.Column(db.String(100), nullable=False, unique=True)
# Display order. Buildings have no natural ordering and their names are not
# reliably ordinal ('Main', 'Annex', 'Building 2'), so the order is stated.
sortorder = db.Column(db.Integer, nullable=False, default=0)
levels = db.relationship(
'MapLevel', back_populates='building',
order_by='MapLevel.sortorder', cascade='all, delete-orphan')
def __repr__(self):
return f"<Building {self.buildingname}>"
def to_dict(self):
data = super().to_dict()
data['levels'] = [level.to_dict() for level in self.levels
if level.isactive]
return data
class MapLevel(BaseModel):
"""One drawing: a level of a building, with its own blueprint and size.
WHY THE DIMENSIONS LIVE HERE. They were site-wide settings, which cannot
express a mezzanine drawn at a different scale from the floor below it, and
certainly not a second building. `mapx`/`mapy` are absolute pixels in THIS
level's coordinate space, so a level without its own dimensions cannot place
a marker correctly.
Name and order are separate columns on purpose: levels are not reliably
numbered (basement, ground, mezzanine, roof), and `sortorder` gives
adjacency and up/down navigation without pretending the names are ordinal.
It also lets a mezzanine be inserted later without renumbering anything.
"""
__tablename__ = 'maplevels'
levelid = db.Column(db.Integer, primary_key=True)
buildingid = db.Column(
db.Integer, db.ForeignKey('buildings.buildingid'), nullable=False,
index=True)
levelname = db.Column(db.String(100), nullable=False)
sortorder = db.Column(db.Integer, nullable=False, default=0)
# Both themes, because the map renders in whichever the viewer is using and
# a light-on-white blueprint is unreadable in dark mode. Either may be
# blank; the renderer falls back to the other rather than to nothing.
blueprintlight = db.Column(db.String(255), nullable=True)
blueprintdark = db.Column(db.String(255), nullable=True)
# Native pixel size of the blueprint. Positions are absolute pixels in this
# space (ADR-017), so these are what a marker's coordinates mean.
mapwidth = db.Column(db.Integer, nullable=False, default=3300)
mapheight = db.Column(db.Integer, nullable=False, default=2550)
# Exactly one level carries this. It is where an asset with no level lands,
# and what the map opens on. Enforced in the API rather than by a constraint,
# because "exactly one" across rows is not a column-level rule.
isdefault = db.Column(db.Boolean, nullable=False, default=False)
building = db.relationship('Building', back_populates='levels')
__table_args__ = (
db.UniqueConstraint('buildingid', 'levelname',
name='uq_maplevel_building_name'),
)
def __repr__(self):
return f"<MapLevel {self.levelname}>"
def to_dict(self):
data = super().to_dict()
data['buildingname'] = self.building.buildingname if self.building else None
return data
@classmethod
def default_level(cls):
"""The default level, or the lowest-sorted one if none is marked.
Never returns None on a seeded database: the migration that created this
table also created one level from the settings it replaced.
"""
level = cls.query.filter_by(isdefault=True, isactive=True).first()
if level is not None:
return level
return (cls.query.filter_by(isactive=True)
.order_by(cls.sortorder, cls.levelid).first())