/* * 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}, {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, textAttributes = new WorldWind.TextAttributes(null), textLayer = new WorldWind.RenderableLayer("Screen Text"); // Set up the common text attributes. textAttributes.color = WorldWind.Color.WHITE; textAttributes.font = new WorldWind.Font(20); // Create ScreenText shapes and their attributes. // Indicate the shape's placement on the screen by using an offset as an argument to construct a new ScreenText. // Use ScreenText.attributes.offset to position the text relative to the specified screen offset. // We will exemplify ScreenText creation in two ways. // In the first two ScreenTexts, we define the desired screen position and alignment by directly setting the // offset values at ScreenText creation. With the "Center" ScreenText, the offset values are edited // after ScreenText creation, overwriting the screenOffset and screenText attributes offset values. // Left screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5), "Left"); textAttributes = new WorldWind.TextAttributes(textAttributes); textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); // Right screenText = new WorldWind.ScreenText( new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5), "Right"); textAttributes = new WorldWind.TextAttributes(textAttributes); textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5); screenText.attributes = textAttributes; textLayer.addRenderable(screenText); // Center // Create an offset to feed it to the ScreenText constructor. Its offset values are irrelevant // and will be overwritten after the ScreenText's creation. var offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0); screenText = new WorldWind.ScreenText(offset, "Center"); textAttributes = new WorldWind.TextAttributes(textAttributes); // Edit the screen offset values to position the ScreenText at the center of the screen. screenText.screenOffset.x = 0.5; screenText.screenOffset.y = 0.5; screenText.attributes = textAttributes; // Align the ScreenText to its center point with its attributes offset. screenText.attributes.offset.x = 0.5; screenText.attributes.offset.y = 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); });