/* Copyright (c) 2006-2013 by OpenLayers Contributors (see authors.txt for * full list of contributors). Published under the 2-clause BSD license. * See license.txt in the OpenLayers distribution or repository for the * full text of the license. */ /** * @requires OpenLayers/BaseTypes/Class.js */ /** * Class: OpenLayers.Renderer * This is the base class for all renderers. * * This is based on a merger code written by Paul Spencer and Bertil Chapuis. * It is largely composed of virtual functions that are to be implemented * in technology-specific subclasses, but there is some generic code too. * * The functions that *are* implemented here merely deal with the maintenance * of the size and extent variables, as well as the cached 'resolution' * value. * * A note to the user that all subclasses should use getResolution() instead * of directly accessing this.resolution in order to correctly use the * cacheing system. * */ OpenLayers.Renderer = OpenLayers.Class({ /** * Property: container * {DOMElement} */ container: null, /** * Property: root * {DOMElement} */ root: null, /** * Property: extent * {} */ extent: null, /** * Property: locked * {Boolean} If the renderer is currently in a state where many things * are changing, the 'locked' property is set to true. This means * that renderers can expect at least one more drawFeature event to be * called with the 'locked' property set to 'true': In some renderers, * this might make sense to use as a 'only update local information' * flag. */ locked: false, /** * Property: size * {} */ size: null, /** * Property: resolution * {Float} cache of current map resolution */ resolution: null, /** * Property: map * {} Reference to the map -- this is set in Vector's setMap() */ map: null, /** * Property: featureDx * {Number} Feature offset in x direction. Will be calculated for and * applied to the current feature while rendering (see * ). */ featureDx: 0, /** * Constructor: OpenLayers.Renderer * * Parameters: * containerID - {} * options - {Object} options for this renderer. See sublcasses for * supported options. */ initialize: function(containerID, options) { this.container = OpenLayers.Util.getElement(containerID); OpenLayers.Util.extend(this, options); }, /** * APIMethod: destroy */ destroy: function() { this.container = null; this.extent = null; this.size = null; this.resolution = null; this.map = null; }, /** * APIMethod: supported * This should be overridden by specific subclasses * * Returns: * {Boolean} Whether or not the browser supports the renderer class */ supported: function() { return false; }, /** * Method: setExtent * Set the visible part of the layer. * * Resolution has probably changed, so we nullify the resolution * cache (this.resolution) -- this way it will be re-computed when * next it is needed. * We nullify the resolution cache (this.resolution) if resolutionChanged * is set to true - this way it will be re-computed on the next * getResolution() request. * * Parameters: * extent - {} * resolutionChanged - {Boolean} * * Returns: * {Boolean} true to notify the layer that the new extent does not exceed * the coordinate range, and the features will not need to be redrawn. * False otherwise. */ setExtent: function(extent, resolutionChanged) { this.extent = extent.clone(); if (this.map.baseLayer && this.map.baseLayer.wrapDateLine) { var ratio = extent.getWidth() / this.map.getExtent().getWidth(), extent = extent.scale(1 / ratio); this.extent = extent.wrapDateLine(this.map.getMaxExtent()).scale(ratio); } if (resolutionChanged) { this.resolution = null; } return true; }, /** * Method: setSize * Sets the size of the drawing surface. * * Resolution has probably changed, so we nullify the resolution * cache (this.resolution) -- this way it will be re-computed when * next it is needed. * * Parameters: * size - {} */ setSize: function(size) { this.size = size.clone(); this.resolution = null; }, /** * Method: getResolution * Uses cached copy of resolution if available to minimize computing * * Returns: * {Float} The current map's resolution */ getResolution: function() { this.resolution = this.resolution || this.map.getResolution(); return this.resolution; }, /** * Method: drawFeature * Draw the feature. The optional style argument can be used * to override the feature's own style. This method should only * be called from layer.drawFeature(). * * Parameters: * feature - {} * style - {} * * Returns: * {Boolean} true if the feature has been drawn completely, false if not, * undefined if the feature had no geometry */ drawFeature: function(feature, style) { if(style == null) { style = feature.style; } if (feature.geometry) { var bounds = feature.geometry.getBounds(); if(bounds) { var worldBounds; if (this.map.baseLayer && this.map.baseLayer.wrapDateLine) { worldBounds = this.map.getMaxExtent(); } if (!bounds.intersectsBounds(this.extent, {worldBounds: worldBounds})) { style = {display: "none"}; } else { this.calculateFeatureDx(bounds, worldBounds); } var rendered = this.drawGeometry(feature.geometry, style, feature.id); if(style.display != "none" && style.label && rendered !== false) { var location = feature.geometry.getCentroid(); if(style.labelXOffset || style.labelYOffset) { var xOffset = isNaN(style.labelXOffset) ? 0 : style.labelXOffset; var yOffset = isNaN(style.labelYOffset) ? 0 : style.labelYOffset; var res = this.getResolution(); location.move(xOffset*res, yOffset*res); } this.drawText(feature.id, style, location); } else { this.removeText(feature.id); } return rendered; } } }, /** * Method: calculateFeatureDx * {Number} Calculates the feature offset in x direction. Looking at the * center of the feature bounds and the renderer extent, we calculate how * many world widths the two are away from each other. This distance is * used to shift the feature as close as possible to the center of the * current enderer extent, which ensures that the feature is visible in the * current viewport. * * Parameters: * bounds - {} Bounds of the feature * worldBounds - {} Bounds of the world */ calculateFeatureDx: function(bounds, worldBounds) { this.featureDx = 0; if (worldBounds) { var worldWidth = worldBounds.getWidth(), rendererCenterX = (this.extent.left + this.extent.right) / 2, featureCenterX = (bounds.left + bounds.right) / 2, worldsAway = Math.round((featureCenterX - rendererCenterX) / worldWidth); this.featureDx = worldsAway * worldWidth; } }, /** * Method: drawGeometry * * Draw a geometry. This should only be called from the renderer itself. * Use layer.drawFeature() from outside the renderer. * virtual function * * Parameters: * geometry - {} * style - {Object} * featureId - {} */ drawGeometry: function(geometry, style, featureId) {}, /** * Method: drawText * Function for drawing text labels. * This method is only called by the renderer itself. * * Parameters: * featureId - {String} * style - * location - {} */ drawText: function(featureId, style, location) {}, /** * Method: removeText * Function for removing text labels. * This method is only called by the renderer itself. * * Parameters: * featureId - {String} */ removeText: function(featureId) {}, /** * Method: clear * Clear all vectors from the renderer. * virtual function. */ clear: function() {}, /** * Method: getFeatureIdFromEvent * Returns a feature id from an event on the renderer. * How this happens is specific to the renderer. This should be * called from layer.getFeatureFromEvent(). * Virtual function. * * Parameters: * evt - {} * * Returns: * {String} A feature id or undefined. */ getFeatureIdFromEvent: function(evt) {}, /** * Method: eraseFeatures * This is called by the layer to erase features * * Parameters: * features - {Array()} */ eraseFeatures: function(features) { if(!(OpenLayers.Util.isArray(features))) { features = [features]; } for(var i=0, len=features.length; i} * featureId - {String} */ eraseGeometry: function(geometry, featureId) {}, /** * Method: moveRoot * moves this renderer's root to a (different) renderer. * To be implemented by subclasses that require a common renderer root for * feature selection. * * Parameters: * renderer - {} target renderer for the moved root */ moveRoot: function(renderer) {}, /** * Method: getRenderLayerId * Gets the layer that this renderer's output appears on. If moveRoot was * used, this will be different from the id of the layer containing the * features rendered by this renderer. * * Returns: * {String} the id of the output layer. */ getRenderLayerId: function() { return this.container.id; }, /** * Method: applyDefaultSymbolizer * * Parameters: * symbolizer - {Object} * * Returns: * {Object} */ applyDefaultSymbolizer: function(symbolizer) { var result = OpenLayers.Util.extend({}, OpenLayers.Renderer.defaultSymbolizer); if(symbolizer.stroke === false) { delete result.strokeWidth; delete result.strokeColor; } if(symbolizer.fill === false) { delete result.fillColor; } OpenLayers.Util.extend(result, symbolizer); return result; }, CLASS_NAME: "OpenLayers.Renderer" }); /** * Constant: OpenLayers.Renderer.defaultSymbolizer * {Object} Properties from this symbolizer will be applied to symbolizers * with missing properties. This can also be used to set a global * symbolizer default in OpenLayers. To be SLD 1.x compliant, add the * following code before rendering any vector features: * (code) * OpenLayers.Renderer.defaultSymbolizer = { * fillColor: "#808080", * fillOpacity: 1, * strokeColor: "#000000", * strokeOpacity: 1, * strokeWidth: 1, * pointRadius: 3, * graphicName: "square" * }; * (end) */ OpenLayers.Renderer.defaultSymbolizer = { fillColor: "#000000", strokeColor: "#000000", strokeWidth: 2, fillOpacity: 1, strokeOpacity: 1, pointRadius: 0, labelAlign: 'cm' }; /** * Constant: OpenLayers.Renderer.symbol * Coordinate arrays for well known (named) symbols. */ OpenLayers.Renderer.symbol = { "star": [350,75, 379,161, 469,161, 397,215, 423,301, 350,250, 277,301, 303,215, 231,161, 321,161, 350,75], "cross": [4,0, 6,0, 6,4, 10,4, 10,6, 6,6, 6,10, 4,10, 4,6, 0,6, 0,4, 4,4, 4,0], "x": [0,0, 25,0, 50,35, 75,0, 100,0, 65,50, 100,100, 75,100, 50,65, 25,100, 0,100, 35,50, 0,0], "square": [0,0, 0,1, 1,1, 1,0, 0,0], "triangle": [0,10, 10,10, 5,0, 0,10] };