public static final class FeatureCanvas.TextDrawCommand extends Object implements AutoCloseable
Modifier and Type | Method and Description |
---|---|
FeatureCanvas.TextDrawCommand |
anchor(Geometry anchor)
Sets the anchor of the text.
|
void |
close() |
FeatureCanvas.TextDrawCommand |
draped(boolean draped)
Indicates whether or not the text should be draped on top of the terrain.
|
protected void |
finalize() |
FeatureCanvas.TextDrawCommand |
inMeters()
Interpret the text size and
offset properties as meters instead of pixels. |
FeatureCanvas.TextDrawCommand |
occlusionMode(OcclusionMode occlusionMode)
Determines when this text should be painted in 3D in relation to other 3D data.
|
FeatureCanvas.TextDrawCommand |
orientation(Azimuth orientation)
Sets the azimuth towards which the top side of the text should be oriented.
|
FeatureCanvas.TextDrawCommand |
position(RelativePosition position)
Determines the positioning of the text, relative to the anchor.
|
FeatureCanvas.TextDrawCommand |
queryable(boolean queryable)
Indicates whether or not the text should be considered when a
Map#queryFeatures is requested. |
FeatureCanvas.TextDrawCommand |
scale(double scaleFactor)
Applies a scale factor to the text size and offsets.
|
void |
submit()
Submits this draw command.
|
FeatureCanvas.TextDrawCommand |
text(List<String> text)
Sets the text to draw.
|
FeatureCanvas.TextDrawCommand |
text(List<String> text,
HorizontalAlignment alignment)
Sets the text to draw.
|
FeatureCanvas.TextDrawCommand |
text(String text)
Sets the text to draw.
|
FeatureCanvas.TextDrawCommand |
textStyle(TextStyle textStyle)
Sets the styling for the text.
|
FeatureCanvas.TextDrawCommand |
zOrder(int zOrder)
The Z-order of the text.
|
public void close()
close
in interface AutoCloseable
@NotNull public FeatureCanvas.TextDrawCommand text(@NotNull String text)
This property is mandatory.
text
- the text to draw.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand text(@NotNull List<String> text, @NotNull HorizontalAlignment alignment)
Each element of the vector represents a new line of text to draw.
This property is mandatory.
text
- the text to draw. Each element of the vector represents a new line of text to draw.alignment
- side where text is aligned. By default text is aligned on the left.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand text(@NotNull List<String> text)
Each element of the vector represents a new line of text to draw.
This property is mandatory.
text
- the text to draw. Each element of the vector represents a new line of text to draw.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand anchor(@NotNull Geometry anchor) throws IllegalArgumentException, NullPointerException
This property is mandatory.
anchor
- the anchor of the text, cannot be null
. The anchor must be a Point
.TextDrawCommand
.IllegalArgumentException
- if another geometry than a Point
is used as anchor.NullPointerException
- if anchor is null
.@NotNull public FeatureCanvas.TextDrawCommand position(@NotNull RelativePosition position)
The offset
properties
will be interpreted as device independent pixels or meters
.
This method is optional: if not specified, the default position as defined in RelativePosition
will be used.
position
- the positioning of the icon, relative to the anchor.IconDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand orientation(@NotNull Azimuth orientation)
For example, an azimuth of 0 means that the text will be painted upright when the North arrow points upwards, but the text will rotate along when the map is rotated. The anchor point serves as the center of this rotation.
If no orientation is specified, the text will not be oriented and always be displayed with the same angle in view space, independent of how the map is oriented. In order to set the text's rotation in view space, use position
.
orientation
- the orientation of the text.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand textStyle(@NotNull TextStyle textStyle)
This property is optional. See the text style builder
for the default values.
textStyle
- the styling for the text, cannot be null
.@NotNull public FeatureCanvas.TextDrawCommand draped(boolean draped)
Draping means that the text is painted directly on top of the terrain’s surface relief.
By default, text is not draped.
This setting is only relevant for 3D maps and is ignored for 2D maps.
draped
- true if the text should be draped over terrain.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand queryable(boolean queryable)
Map#queryFeatures
is requested.
The default is true.
queryable
- true if the text should be considered.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand zOrder(int zOrder)
DrawCommands are painted from lowest to highest Z-order, so DrawCommands with a higher Z-order are painted on top of DrawCommands with a lower Z-order. Note that the Z-order only affects the ordering of features within the same layer. A feature from a certain layer will always get painted above any other feature from a layer that comes lower in the map's layer order, regardless of what Z-order they may have. The default value is 0.
zOrder
- the Z-order of this text.TextDrawCommand
.@NotNull public FeatureCanvas.TextDrawCommand scale(double scaleFactor) throws IllegalArgumentException
This method is optional. If it is not called, no scaling will be performed (i.e. a scale of 1.0 is used).
The text size and position on the map is determined using the following methods:
scaleFactor
- the scale factor to apply to the text size and offset
properties
.TextDrawCommand
IllegalArgumentException
- if a value equal to or smaller than 0 is provided@NotNull public FeatureCanvas.TextDrawCommand inMeters()
offset
properties
as meters instead of pixels.
This method is optional. By default, the size and offsets are interpreted as device independent pixels.
The text size and position on the map is determined using the following methods:
TextDrawCommand
@NotNull public FeatureCanvas.TextDrawCommand occlusionMode(@NotNull OcclusionMode occlusionMode)
Details and limitations:
OcclusionMode#VisibleOnly
shows only the part of the text that is not obscured by other 3D data. This is the default.
OcclusionMode#AlwaysVisible
shows the entire text even if behind other 3D data. The text will appear in front of other objects.
OcclusionMode#OccludedOnly
shows only the part of the text that is behind other 3D data. You typically use this to display obscured text in combination with another style that uses OcclusionMode#VisibleOnly
mode.
The default is OcclusionMode#VisibleOnly
.
occlusionMode
- the occlusion mode to useTextDrawCommand
public void submit() throws IllegalStateException
Nothing will be painted if the draw command is not submitted.
IllegalStateException
- when there are missing icon command calls or the command is already submitted.