# This file describes objects which can be displayed on the screen.
# These objects can reflect the state of the program (e.g., which way
# is north, how strong is the GPS signal), and/or allow actions to
# be performed (e.g. zoom in, show the trip's destination).  These
# objects may be placed anywhere on the screen, but nothing prevents
# them from being obscured by other popup messages and displays, so
# their position should probably be along the sides of the screen.
#
# Syntax:
#
# N <name>              Name of the object (unused, but starts a new object)
#			  Specifying a name, and nothing else at all, will
#                         define a null object which can be used to
#                         override objects defined in other (e.g. system)
#                         screenobjects files.
# P <x> <y>             The screen position of the sprite, measured from
#                         the top left in pixels.  Negative offsets measure
#                         from the right and from the bottom.  If the <x> or
#                         <y> value begins with a 'C', then the remainder
#                         is an offset from the center of the screen.
# E <sprite>            The name of the sprite which will be drawn.
# E <sprite>              Multiple sprites can be specified.  Which one is
#                         displayed is selected via the object's "state"
#                         indicator.
# S <statename>         The "state" indicator which will choose among 
#                         the listed sprites.  For "constant" displays, this
#                         is optional.
# A <actionname>        The action which should be invoked when the sprite
#                         is selected.  Optional.
# R <angle>             Sprites will normally rotate dynamically, either with
#                         the screen, or based on an angle retrieved via the
#                         state indicator.  Specifying 'R' suppresses this
#                         by forcing rotation to the given angle. (default 0)
# B <x> <y> <x> <y>     Optional -- the bounding box used to determine 
#                         whether a selection has taken place.  (I.e., the
#                         size of the sprite.) Normally the bounding box is
#                         provided by the sprite itself, but irregularly
#                         shaped sprites, combined with the rotation of the
#                         sprite, may require that the box be overridden.

# the Compass object shows which way is north.  it changes from a
# traditional "compass rose" to a simple arrow if "dynamic orientation"
# is turned off.
N Compass
S get_orientation
P 20 60
E Compass
E Compass_fixed
A toggleorientation

# The GPS_reception object displays the relative GPS signal strength.
# Selecting it will reposition the map to the current GPS position. 
N GPS_reception
S get_GPS_reception
P 20 100
E Reception_na
E Reception_none
E Reception_poor
E Reception_good
A gps
R

# When the Download object is visible, it indicates that RoadMap is
# willing to download maps from the network.
N Download
S get_download_enabled
P -20, 60
E Download
R

# Uncomment this one to get an on-screen "Menu" icon.  With this enabled,
# you could then get rid of the normal drop-down menus, and the toolbar.
# (You could also get rid of them and use a long-click to get menus.)
# N Menus
# P -20 -60
# E Menu
# A ->Menus...
# R 0

# The Direction_Next object points to the route's next waypoint,
# relative to the current direction of travel (assuming the screen
# is facing forward in the vehicle).
N Direction_Next
S get_direction_next
P -20 100
E Direction_Next
A nextpoint

# # The Direction_2nd object points to waypoint after the next. 
# # relative to the current direction of travel.  This can be
# # useful to see which way the route will go at the next turning.
# N Direction_2nd
# S get_direction_2nd
# P -20 140
# E Direction_2nd
# A 2ndpoint

# The Direction_Dest object points to the route's last waypoint,
# relative to the direction of travel.
N Direction_Dest
S get_direction_dest
P -20 180
E Direction_Dest
A destination

# The ZoomIn/Out_Buttons do just that, when selected.
N ZoomIn_Button
P 20 -100
E ZoomIn
A zoomin
R 0

N ZoomOut_Button
P 20 -60
E ZoomOut
A zoomout
R 0

# The next four are up/down/left/right controls, centered on
# each edge of the screen, each rotated appropriately.
# (Most devices have dedicated arrow keys, though, so these
# are commented out by default.)
# N UpArrow
# P C0 20
# E PurpleTriangle
# A up
# R 0
#
# N DownArrow
# P C0 -20
# E PurpleTriangle
# A down
# R -180
#
# N RightArrow
# P -20 C0
# E PurpleTriangle
# A right
# R 90
#
# N LeftArrow
# P 20 C0
# E PurpleTriangle
# A left
# R -90

