/* * Copyright 2003-2006, 2009, 2017, 2020 United States Government, as represented * by the Administrator of the National Aeronautics and Space Administration. * All rights reserved. * * The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, * Version 2.0 (the "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License * at http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed * under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. * * NASAWorldWind/WebWorldWind also contains the following 3rd party Open Source * software: * * ES6-Promise – under MIT License * libtess.js – SGI Free Software License B * Proj4 – under MIT License * JSZip – under MIT License * * A complete listing of 3rd Party software notices and licenses included in * WebWorldWind can be found in the WebWorldWind 3rd-party notices and licenses * PDF found in code directory. */ /** * Illustrates how to display text overlays. Uses offsets to align the text relative to its position. */ requirejs(['./WorldWindShim', './LayerManager'], function (WorldWind, LayerManager) { "use strict"; // Tell WorldWind to log only warnings and errors. WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING); // Create the WorldWindow. var wwd = new WorldWind.WorldWindow("canvasOne"); // Create and add layers to the WorldWindow. var layers = [ // Imagery layers. {layer: new WorldWind.BMNGLayer(), enabled: true}, {layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true}, // Add atmosphere layer on top of all base layers. {layer: new WorldWind.AtmosphereLayer(), enabled: true}, // WorldWindow UI layers. {layer: new WorldWind.CompassLayer(), enabled: true}, {layer: new WorldWind.CoordinatesDisplayLayer(wwd), enabled: true}, {layer: new WorldWind.ViewControlsLayer(wwd), enabled: true} ]; for (var l = 0; l < layers.length; l++) { layers[l].layer.enabled = layers[l].enabled; wwd.addLayer(layers[l].layer); } var screenText, screenOffset; // Create a Renderable Layer to hold the ScreenTexts. var textLayer = new WorldWind.RenderableLayer("Screen Text"); // Create left ScreenText screenOffset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5); screenText = new WorldWind.ScreenText(screenOffset, "Left"); // Use the attributes offset to position the left side of the text string at the shape's screen location. screenText.attributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5); textLayer.addRenderable(screenText); // Create right ScreenText screenOffset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5); screenText = new WorldWind.ScreenText(screenOffset, "Right"); // Use the attributes offset to position the right side of the text string at the shape's screen location. screenText.attributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5); textLayer.addRenderable(screenText); // The same screen offset value will be commonly used between the center-positioned ScreenTexts. // Their TextAttributes offsets will be used to adjust their text alignment. screenOffset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0.5, WorldWind.OFFSET_FRACTION, 0.5); // Center ScreenText, right-aligned screenText = new WorldWind.ScreenText(screenOffset, "Center, right-aligned."); // Use the attributes offset to right-align the text to the shape's screen location. screenText.attributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5); textLayer.addRenderable(screenText); // Center ScreenText, left-aligned screenText = new WorldWind.ScreenText(screenOffset, "Center, left-aligned."); // Use the attributes offset to left-align the text to the shape's screen location. screenText.attributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5); textLayer.addRenderable(screenText); // Add the text layer to the WorldWindow's layer list. wwd.addLayer(textLayer); // Create a layer manager for controlling layer visibility. var layerManager = new LayerManager(wwd); });