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// user custom graphicname
OpenLayers.Renderer.symbol.lightning = [0, 0, 4, 2, 6, 0, 10, 5, 6, 3, 4, 5, 0, 0];
OpenLayers.Renderer.symbol.rectangle = [0, 0, 4, 0, 4, 10, 0, 10, 0, 0];
OpenLayers.Renderer.symbol.church = [4, 0, 6, 0, 6, 4, 10, 4, 10, 6, 6, 6, 6, 14, 4, 14, 4, 6, 0, 6, 0, 4, 4, 4, 4, 0];
var map;
function init(){
// allow testing of specific renderers via "?renderer=Canvas", etc
var renderer = OpenLayers.Util.getParameters(window.location.href).renderer;
renderer = (renderer) ? [renderer] : OpenLayers.Layer.Vector.prototype.renderers;
map = new OpenLayers.Map('map', {
controls: []
});
// list of well-known graphic names
var graphics = ["star", "cross", "x", "square", "triangle", "circle", "lightning", "rectangle", "church"];
// Create one feature for each well known graphic.
// Give features a type attribute with the graphic name.
var num = graphics.length;
var slot = map.maxExtent.getWidth() / num;
var features = Array(num);
for (var i = 0; i < graphics.length; ++i) {
lon = map.maxExtent.left + (i * slot) + (slot / 2);
features[i] = new OpenLayers.Feature.Vector(new OpenLayers.Geometry.Point(map.maxExtent.left + (i * slot) + (slot / 2), 0), {
type: graphics[i]
});
}
// Create a style map for painting the features.
// The graphicName property of the symbolizer is evaluated using
// the type attribute on each feature (set above).
var styles = new OpenLayers.StyleMap({
"default": {
graphicName: "${type}",
pointRadius: 10,
strokeColor: "fuchsia",
strokeWidth: 2,
fillColor: "lime",
fillOpacity: 0.6
},
"select": {
pointRadius: 20,
fillOpacity: 1,
rotation: 45
}
});
// Create a vector layer and give it your style map.
var layer = new OpenLayers.Layer.Vector("Graphics", {
styleMap: styles,
isBaseLayer: true,
renderers: renderer
});
layer.addFeatures(features);
map.addLayer(layer);
// Create a select feature control and add it to the map.
var select = new OpenLayers.Control.SelectFeature(layer, {
hover: true
});
map.addControl(select);
select.activate();
map.zoomToMaxExtent();
}
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