LuciadCPillar 2023.1.04
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Command to specify drawing text for a geometry. More...
#include <luciad/layers/features/FeatureCanvas.h>
Public Member Functions | |
virtual | ~TextDrawCommand ()=default |
virtual TextDrawCommand & | anchor (std::shared_ptr< Geometry > anchor)=0 |
Sets the anchor of the text. More... | |
virtual TextDrawCommand & | draped (bool draped)=0 |
Indicates whether or not the text should be draped on top of the terrain. More... | |
virtual TextDrawCommand & | inMeters ()=0 |
Interpret the text size and offset properties as meters instead of pixels. More... | |
virtual TextDrawCommand & | occlusionMode (OcclusionMode occlusionMode)=0 |
Determines when this text should be painted in 3D in relation to other 3D data. More... | |
virtual TextDrawCommand & | orientation (Azimuth orientation)=0 |
Sets the azimuth towards which the top side of the text should be oriented. More... | |
virtual TextDrawCommand & | position (RelativePosition position)=0 |
Determines the positioning of the text, relative to the anchor. More... | |
virtual TextDrawCommand & | queryable (bool queryable)=0 |
Indicates whether or not the text should be considered when a Map::queryFeatures is requested. More... | |
virtual TextDrawCommand & | scale (double scaleFactor)=0 |
Applies a scale factor to the text size and offsets. More... | |
virtual void | submit ()=0 |
Submits this draw command. More... | |
virtual TextDrawCommand & | text (std::string text)=0 |
Sets the text to draw. More... | |
virtual TextDrawCommand & | text (std::vector< std::string > text, HorizontalAlignment alignment=HorizontalAlignment::Left)=0 |
Sets the text to draw. More... | |
virtual TextDrawCommand & | textStyle (TextStyle textStyle)=0 |
Sets the styling for the text. More... | |
virtual TextDrawCommand & | zOrder (ZOrder zOrder)=0 |
The Z-order of the text. More... | |
Command to specify drawing text for a geometry.
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virtualdefault |
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pure virtual |
Sets the anchor of the text.
This property is mandatory.
anchor | the anchor of the text, cannot be nullptr . The anchor must be a luciad::Point . |
InvalidArgumentException | if another geometry than a Point is used as anchor. |
NullArgumentException | if anchor is nullptr . |
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pure virtual |
Indicates whether or not the text should be draped on top of the terrain.
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. |
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pure virtual |
Interpret the text size and 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:
textStyle
: the font size.position
: contains offsets and alignments.inMeters
: the resulting size is interpreted as meters instead of pixels.
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pure virtual |
Determines when this text should be painted in 3D in relation to other 3D data.
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 use |
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pure virtual |
Sets the azimuth towards which the top side of the text should be oriented.
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. |
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pure virtual |
Determines the positioning of the text, relative to the anchor.
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. |
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pure virtual |
Indicates whether or not the text should be considered when a Map::queryFeatures
is requested.
The default is true.
queryable | true if the text should be considered. |
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pure virtual |
Applies a scale factor to the text size and offsets.
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:
textStyle
: the font size.position
: contains offsets and alignments.inMeters
: the resulting size is interpreted as meters instead of pixels.scaleFactor | the scale factor to apply to the text size and offset properties . |
InvalidArgumentException | if a value equal to or smaller than 0 is provided |
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pure virtual |
Submits this draw command.
Nothing will be painted if the draw command is not submitted.
luciad::LogicException | when there are missing icon command calls or the command is already submitted. |
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pure virtual |
Sets the text to draw.
This property is mandatory.
text | the text to draw. |
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pure virtual |
Sets the text to draw.
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. |
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pure virtual |
Sets the styling for the text.
This property is optional. See the text style builder
for the default values.
textStyle | the styling for the text, cannot be nullptr . |
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pure virtual |
The Z-order of the text.
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. |