/* * Copyright 2015-2017 WorldWind Contributors * * 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. */ /** * Illustrates how to display text at screen positions. 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.BMNGLandsatLayer(), enabled: false}, // WorldWindow UI layers. {layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true}, {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, textAttributes = new WorldWind.TextAttributes(null), textLayer = new WorldWind.RenderableLayer("Screen Text"); // Set up the common text attributes. textAttributes.color = WorldWind.Color.RED; // Create a screen text shape and its attributes. screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 1), "Upper Left"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Use offset to position the upper left corner of the text string at the shape's screen location. textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 1); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0), "Lower Left"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Use offset to position the lower left corner of the text string at the shape's screen location. textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 1), "Upper Right"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Use offset to position the upper right corner of the text string at the shape's screen location. textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 1); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0), "Lower Right"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Use offset to position the lower right corner of the text string at the shape's screen location. textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0.5, WorldWind.OFFSET_FRACTION, 0.5), "Center"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Use offset to position the center of the text string at the shape's screen location. textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0.5, WorldWind.OFFSET_FRACTION, 0.5); screenText.attributes = textAttributes; 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); // Set up to handle picking. var handlePick = (function (o) { var pickPoint = wwd.canvasCoordinates(o.clientX, o.clientY); var pickList = wwd.pick(pickPoint); if (pickList.objects.length > 0) { for (var p = 0; p < pickList.objects.length; p++) { var pickedObject = pickList.objects[p]; if (!pickedObject.isTerrain) { if (pickedObject.userObject instanceof WorldWind.ScreenText) { console.log(pickedObject.userObject.text); } } } } }).bind(this); // Listen for mouse moves and highlight text that the cursor rolls over. wwd.addEventListener("mousemove", handlePick); // Listen for taps on mobile devices and highlight text that the user taps. var tapRecognizer = new WorldWind.TapRecognizer(wwd, handlePick); });