WebWorldWind/examples/ScreenText.js
Patrick Hogan 09c81f862e Update
2018-06-21 19:03:59 -07:00

104 lines
5.0 KiB
JavaScript

/*
* Copyright 2003-2006, 2009, 2017, 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.
*/
/**
* 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);
});