mirror of
https://github.com/NASAWorldWind/WebWorldWind.git
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104 lines
5.0 KiB
JavaScript
104 lines
5.0 KiB
JavaScript
/*
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* Copyright 2003-2006, 2009, 2017, United States Government, as represented by the Administrator of the
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* National Aeronautics and Space Administration. All rights reserved.
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*
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* The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* Illustrates how to display text at screen positions. Uses offsets to align the text relative to its position.
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*/
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requirejs(['./WorldWindShim',
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'./LayerManager'],
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function (WorldWind,
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LayerManager) {
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"use strict";
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// Tell WorldWind to log only warnings and errors.
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WorldWind.Logger.setLoggingLevel(WorldWind.Logger.LEVEL_WARNING);
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// Create the WorldWindow.
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var wwd = new WorldWind.WorldWindow("canvasOne");
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// Create and add layers to the WorldWindow.
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var layers = [
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// Imagery layers.
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{layer: new WorldWind.BMNGLayer(), enabled: true},
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{layer: new WorldWind.BMNGLandsatLayer(), enabled: false},
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{layer: new WorldWind.BingAerialWithLabelsLayer(null), enabled: true},
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// Add atmosphere layer on top of all base layers.
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{layer: new WorldWind.AtmosphereLayer(), enabled: true},
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// WorldWindow UI layers.
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{layer: new WorldWind.CompassLayer(), enabled: true},
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{layer: new WorldWind.CoordinatesDisplayLayer(wwd), enabled: true},
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{layer: new WorldWind.ViewControlsLayer(wwd), enabled: true}
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];
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for (var l = 0; l < layers.length; l++) {
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layers[l].layer.enabled = layers[l].enabled;
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wwd.addLayer(layers[l].layer);
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}
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var screenText,
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textAttributes = new WorldWind.TextAttributes(null),
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textLayer = new WorldWind.RenderableLayer("Screen Text");
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// Set up the common text attributes.
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textAttributes.color = WorldWind.Color.WHITE;
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textAttributes.font = new WorldWind.Font(20);
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// Create ScreenText shapes and their attributes.
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// Indicate the shape's placement on the screen by using an offset as an argument to construct a new ScreenText.
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// Use ScreenText.attributes.offset to position the text relative to the specified screen offset.
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// We will exemplify ScreenText creation in two ways.
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// In the first two ScreenTexts, we define the desired screen position and alignment by directly setting the
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// offset values at ScreenText creation. With the "Center" ScreenText, the offset values are edited
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// after ScreenText creation, overwriting the screenOffset and screenText attributes offset values.
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// Left
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screenText = new WorldWind.ScreenText(
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new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5), "Left");
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textAttributes = new WorldWind.TextAttributes(textAttributes);
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textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0.5);
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screenText.attributes = textAttributes;
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textLayer.addRenderable(screenText);
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// Right
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screenText = new WorldWind.ScreenText(
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new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5), "Right");
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textAttributes = new WorldWind.TextAttributes(textAttributes);
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textAttributes.offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 1, WorldWind.OFFSET_FRACTION, 0.5);
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screenText.attributes = textAttributes;
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textLayer.addRenderable(screenText);
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// Center
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// Create an offset to feed it to the ScreenText constructor. Its offset values are irrelevant
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// and will be overwritten after the ScreenText's creation.
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var offset = new WorldWind.Offset(WorldWind.OFFSET_FRACTION, 0, WorldWind.OFFSET_FRACTION, 0);
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screenText = new WorldWind.ScreenText(offset, "Center");
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textAttributes = new WorldWind.TextAttributes(textAttributes);
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// Edit the screen offset values to position the ScreenText at the center of the screen.
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screenText.screenOffset.x = 0.5;
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screenText.screenOffset.y = 0.5;
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screenText.attributes = textAttributes;
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// Align the ScreenText to its center point with its attributes offset.
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screenText.attributes.offset.x = 0.5;
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screenText.attributes.offset.y = 0.5;
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textLayer.addRenderable(screenText);
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// Add the text layer to the WorldWindow's layer list.
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wwd.addLayer(textLayer);
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// Create a layer manager for controlling layer visibility.
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var layerManager = new LayerManager(wwd);
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}); |