Conform TextReplay to the new structure
This commit is contained in:
@@ -3,45 +3,23 @@ goog.provide('ol.render.webgl.TextReplay');
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goog.require('ol');
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goog.require('ol.colorlike');
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goog.require('ol.dom');
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goog.require('ol.extent');
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goog.require('ol.has');
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goog.require('ol.render.webgl');
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goog.require('ol.render.webgl.textreplay.defaultshader');
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goog.require('ol.render.webgl.Replay');
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goog.require('ol.webgl');
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goog.require('ol.render.webgl.TextureReplay');
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goog.require('ol.webgl.Buffer');
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goog.require('ol.webgl.Context');
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if (ol.ENABLE_WEBGL) {
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/**
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* @constructor
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* @extends {ol.render.webgl.Replay}
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* @extends {ol.render.webgl.TextureReplay}
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* @param {number} tolerance Tolerance.
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* @param {ol.Extent} maxExtent Max extent.
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* @struct
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*/
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ol.render.webgl.TextReplay = function(tolerance, maxExtent) {
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ol.render.webgl.Replay.call(this, tolerance, maxExtent);
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/**
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* @private
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* @type {ol.render.webgl.textreplay.defaultshader.Locations}
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*/
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this.defaultLocations_ = null;
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/**
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* @private
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* @type {Array.<Array.<?>>}
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*/
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this.styles_ = [];
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/**
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* @private
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* @type {Array.<number>}
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*/
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this.styleIndices_ = [];
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ol.render.webgl.TextureReplay.call(this, tolerance, maxExtent);
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/**
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* @private
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@@ -71,17 +49,13 @@ if (ol.ENABLE_WEBGL) {
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* lineWidth: number,
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* miterLimit: (number|undefined),
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* fillColor: (ol.ColorLike|null),
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* text: string,
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* text: (string|undefined),
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* font: (string|undefined),
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* textAlign: (string|undefined),
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* textBaseline: (string|undefined),
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* textAlign: (number|undefined),
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* textBaseline: (number|undefined),
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* offsetX: (number|undefined),
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* offsetY: (number|undefined),
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* scale: (number|undefined),
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* rotation: (number|undefined),
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* rotateWithView: (boolean|undefined),
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* height: (number|undefined),
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* width: (number|undefined)}}
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* scale: (number|undefined)}}
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*/
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this.state_ = {
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strokeColor: null,
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@@ -98,15 +72,19 @@ if (ol.ENABLE_WEBGL) {
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textBaseline: undefined,
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offsetX: undefined,
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offsetY: undefined,
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scale: undefined,
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rotation: undefined,
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rotateWithView: undefined,
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height: undefined,
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width: undefined
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scale: undefined
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};
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this.originX = 0;
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this.originY = 0;
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this.scale = 1;
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this.opacity = 1;
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};
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ol.inherits(ol.render.webgl.TextReplay, ol.render.webgl.Replay);
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ol.inherits(ol.render.webgl.TextReplay, ol.render.webgl.TextureReplay);
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/**
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@@ -117,12 +95,11 @@ if (ol.ENABLE_WEBGL) {
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//For now we create one texture per feature. That is, only multiparts are grouped.
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//TODO: speed up rendering with SDF, or at least glyph atlases
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var state = this.state_;
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if (state.text && (state.fillColor || state.strokeColor)) {
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if (state.text) {
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this.startIndices.push(this.indices.length);
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this.startIndicesFeature.push(feature);
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this.images_.push(this.createTextImage_());
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this.drawCoordinates_(
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this.drawCoordinates(
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flatCoordinates, offset, end, stride);
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}
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};
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@@ -142,7 +119,9 @@ if (ol.ENABLE_WEBGL) {
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var lines = state.text.split('\n');
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//FIXME: use pixelRatio
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var textHeight = Math.ceil(lineHeight * lines.length * state.scale);
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state.height = textHeight;
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this.height = textHeight;
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this.imageHeight = textHeight;
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this.anchorY = Math.round(textHeight * state.textBaseline + state.offsetY);
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var longestLine = lines.map(function(str) {
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return mCtx.measureText(str).width;
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}).reduce(function(max, curr) {
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@@ -150,30 +129,33 @@ if (ol.ENABLE_WEBGL) {
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});
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//FIXME: use pixelRatio
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var textWidth = Math.ceil((longestLine + state.lineWidth * 2) * state.scale);
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state.width = textWidth;
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this.width = textWidth;
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this.imageWidth = textWidth;
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this.anchorX = Math.round(textWidth * state.textAlign + state.offsetX);
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//Create a canvas
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var ctx = ol.dom.createCanvasContext2D(textWidth, textHeight);
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var canvas = ctx.canvas;
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//Parameterize the canvas
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ctx.font = state.font;
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ctx.font = /** @type {string} */ (state.font);
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ctx.fillStyle = state.fillColor;
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ctx.strokeStyle = state.strokeColor;
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ctx.lineWidth = state.lineWidth;
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ctx.lineCap = state.lineCap;
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ctx.lineJoin = state.lineJoin;
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ctx.miterLimit = state.miterLimit;
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ctx.lineCap = /*** @type {string} */ (state.lineCap);
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ctx.lineJoin = /** @type {string} */ (state.lineJoin);
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ctx.miterLimit = /** @type {number} */ (state.miterLimit);
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ctx.textAlign = 'left';
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ctx.textBaseline = 'top';
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if (ol.has.CANVAS_LINE_DASH && state.lineDash) {
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//FIXME: use pixelRatio
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ctx.setLineDash(state.lineDash);
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ctx.lineDashOffset = state.lineDashOffset;
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ctx.lineDashOffset = /** @type {number} */ (state.lineDashOffset);
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}
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if (state.scale !== 1) {
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//FIXME: use pixelRatio
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ctx.setTransform(state.scale, 0, 0, state.scale, 0, 0);
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ctx.setTransform(/** @type {number} */ (state.scale), 0, 0,
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/** @type {number} */ (state.scale), 0, 0);
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}
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//Draw the text on the canvas
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@@ -192,134 +174,14 @@ if (ol.ENABLE_WEBGL) {
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};
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/**
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* @param {Array.<number>} flatCoordinates Flat coordinates.
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* @param {number} offset Offset.
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* @param {number} end End.
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* @param {number} stride Stride.
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* @return {number} My end.
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* @private
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*/
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ol.render.webgl.TextReplay.prototype.drawCoordinates_ = function(flatCoordinates, offset, end, stride) {
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var state = this.state_;
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var anchorX, anchorY;
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var height = /** @type {number} */ (state.height);
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var width = /** @type {number} */ (state.width);
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switch (state.textAlign) {
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default:
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anchorX = width / 2;
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break;
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case 'left': case 'end':
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anchorX = 0;
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break;
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case 'right': case 'start':
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anchorX = width;
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break;
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}
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switch (state.textBaseline) {
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default:
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anchorY = height / 2;
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break;
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case 'top':
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anchorY = 0;
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break;
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case 'bottom':
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anchorY = height;
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break;
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case 'hanging':
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anchorY = height * 0.2;
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break;
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case 'alphabetic': case 'ideographic':
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anchorY = height * 0.8;
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break;
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}
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var rotateWithView = state.rotateWithView ? 1.0 : 0.0;
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// this.rotation_ is anti-clockwise, but rotation is clockwise
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var rotation = /** @type {number} */ (-state.rotation);
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var cos = Math.cos(rotation);
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var sin = Math.sin(rotation);
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var numIndices = this.indices.length;
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var numVertices = this.vertices.length;
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var i, n, offsetX, offsetY, x, y;
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for (i = offset; i < end; i += stride) {
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x = flatCoordinates[i] - this.origin[0];
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y = flatCoordinates[i + 1] - this.origin[1];
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// There are 4 vertices per [x, y] point, one for each corner of the
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// rectangle we're going to draw. We'd use 1 vertex per [x, y] point if
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// WebGL supported Geometry Shaders (which can emit new vertices), but that
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// is not currently the case.
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//
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// And each vertex includes 7 values: the x and y coordinates, the x and
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// y offsets used to calculate the position of the corner, the u and
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// v texture coordinates for the corner, and whether the
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// the image should be rotated with the view (rotateWithView).
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n = numVertices / 7;
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// bottom-left corner
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offsetX = -anchorX;
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offsetY = -(height - anchorY);
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
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this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = rotateWithView;
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// bottom-right corner
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offsetX = width - anchorX;
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offsetY = -(height - anchorY);
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
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this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = rotateWithView;
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// top-right corner
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offsetX = width - anchorX;
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offsetY = anchorY;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
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this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
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this.vertices[numVertices++] = 1;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = rotateWithView;
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// top-left corner
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offsetX = -anchorX;
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offsetY = anchorY;
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this.vertices[numVertices++] = x;
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this.vertices[numVertices++] = y;
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this.vertices[numVertices++] = offsetX * cos - offsetY * sin;
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this.vertices[numVertices++] = offsetX * sin + offsetY * cos;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = 0;
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this.vertices[numVertices++] = rotateWithView;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 1;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n;
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this.indices[numIndices++] = n + 2;
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this.indices[numIndices++] = n + 3;
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}
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return numVertices;
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.finish = function(context) {
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var gl = context.getGL();
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this.startIndices.push(this.indices.length);
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this.groupIndices.push(this.indices.length);
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this.hitDetectionGroupIndices = this.groupIndices;
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// create, bind, and populate the vertices buffer
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this.verticesBuffer = new ol.webgl.Buffer(this.vertices);
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@@ -328,9 +190,11 @@ if (ol.ENABLE_WEBGL) {
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this.indicesBuffer = new ol.webgl.Buffer(this.indices);
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// create textures
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this.createTextures_(gl);
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/** @type {Object.<string, WebGLTexture>} */
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var texturePerImage = {};
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this.createTextures(this.textures_, this.images_, texturePerImage, gl);
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this.images_ = [];
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this.state_ = {
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strokeColor: null,
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lineCap: undefined,
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@@ -346,155 +210,10 @@ if (ol.ENABLE_WEBGL) {
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textBaseline: undefined,
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offsetX: undefined,
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offsetY: undefined,
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scale: undefined,
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rotation: undefined,
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rotateWithView: undefined,
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height: undefined,
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width: undefined
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scale: undefined
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};
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
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// get the program
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var fragmentShader = ol.render.webgl.textreplay.defaultshader.fragment;
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var vertexShader = ol.render.webgl.textreplay.defaultshader.vertex;
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var program = context.getProgram(fragmentShader, vertexShader);
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// get the locations
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var locations;
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if (!this.defaultLocations_) {
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// eslint-disable-next-line openlayers-internal/no-missing-requires
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locations = new ol.render.webgl.textreplay.defaultshader.Locations(gl, program);
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this.defaultLocations_ = locations;
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} else {
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locations = this.defaultLocations_;
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}
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// use the program (FIXME: use the return value)
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context.useProgram(program);
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// enable the vertex attrib arrays
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(locations.a_position, 2, ol.webgl.FLOAT,
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false, 28, 0);
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gl.enableVertexAttribArray(locations.a_offsets);
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gl.vertexAttribPointer(locations.a_offsets, 2, ol.webgl.FLOAT,
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false, 28, 8);
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gl.enableVertexAttribArray(locations.a_texCoord);
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gl.vertexAttribPointer(locations.a_texCoord, 2, ol.webgl.FLOAT,
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false, 28, 16);
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gl.enableVertexAttribArray(locations.a_rotateWithView);
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gl.vertexAttribPointer(locations.a_rotateWithView, 1, ol.webgl.FLOAT,
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false, 28, 24);
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return locations;
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.shutDownProgram = function(gl, locations) {
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gl.disableVertexAttribArray(locations.a_position);
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gl.disableVertexAttribArray(locations.a_offsets);
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gl.disableVertexAttribArray(locations.a_texCoord);
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gl.disableVertexAttribArray(locations.a_rotateWithView);
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
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var textures = this.textures_;
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var startIndices = this.startIndices;
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var i, ii, start, end, feature, featureUid;
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for (i = 0, ii = textures.length, start = 0; i < ii; ++i) {
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feature = this.startIndicesFeature[i];
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featureUid = ol.getUid(feature).toString();
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end = startIndices[i];
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if (skippedFeaturesHash[featureUid] === undefined) {
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gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]);
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this.drawElements(gl, context, start, end);
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}
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start = end;
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}
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
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featureCallback, opt_hitExtent) {
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var textures = this.textures_;
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var startIndices = this.startIndices;
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var i, start, end, feature, featureUid;
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for (i = textures.length - 1; i >= 0; --i) {
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feature = this.startIndicesFeature[i];
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featureUid = ol.getUid(feature).toString();
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start = (i > 0) ? startIndices[i - 1] : 0;
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end = startIndices[i];
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if (skippedFeaturesHash[featureUid] === undefined &&
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feature.getGeometry() &&
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(opt_hitExtent === undefined || ol.extent.intersects(
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/** @type {Array<number>} */ (opt_hitExtent),
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feature.getGeometry().getExtent()))) {
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gl.bindTexture(ol.webgl.TEXTURE_2D, textures[i]);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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this.drawElements(gl, context, start, end);
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var result = featureCallback(feature);
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if (result) {
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return result;
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}
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}
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}
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return undefined;
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.TextReplay.prototype.getDeleteResourcesFunction = function(context) {
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var verticesBuffer = this.verticesBuffer;
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var indicesBuffer = this.indicesBuffer;
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var textures = this.textures_;
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var gl = context.getGL();
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return function() {
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if (!gl.isContextLost()) {
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var i, ii;
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for (i = 0, ii = textures.length; i < ii; ++i) {
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gl.deleteTexture(textures[i]);
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}
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}
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context.deleteBuffer(verticesBuffer);
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context.deleteBuffer(indicesBuffer);
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};
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};
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/**
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* @private
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* @param {WebGLRenderingContext} gl Gl.
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*/
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ol.render.webgl.TextReplay.prototype.createTextures_ = function(gl) {
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for (var i = 0, ii = this.images_.length; i < ii; ++i) {
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var image = this.images_[i];
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this.textures_.push(ol.webgl.Context.createTexture(
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gl, image, ol.webgl.CLAMP_TO_EDGE, ol.webgl.CLAMP_TO_EDGE));
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}
|
||||
this.images_ = null;
|
||||
ol.render.webgl.TextureReplay.prototype.finish.call(this, context);
|
||||
};
|
||||
|
||||
|
||||
@@ -503,10 +222,11 @@ if (ol.ENABLE_WEBGL) {
|
||||
*/
|
||||
ol.render.webgl.TextReplay.prototype.setTextStyle = function(textStyle) {
|
||||
var state = this.state_;
|
||||
if (!textStyle) {
|
||||
var textFillStyle = textStyle.getFill();
|
||||
var textStrokeStyle = textStyle.getStroke();
|
||||
if (!textStyle || !textStyle.getText() || (!textFillStyle && !textStrokeStyle)) {
|
||||
state.text = '';
|
||||
} else {
|
||||
var textFillStyle = textStyle.getFill();
|
||||
if (!textFillStyle) {
|
||||
state.fillColor = null;
|
||||
} else {
|
||||
@@ -514,7 +234,6 @@ if (ol.ENABLE_WEBGL) {
|
||||
state.fillColor = ol.colorlike.asColorLike(textFillStyleColor ?
|
||||
textFillStyleColor : ol.render.webgl.defaultFillStyle);
|
||||
}
|
||||
var textStrokeStyle = textStyle.getStroke();
|
||||
if (!textStrokeStyle) {
|
||||
state.strokeColor = null;
|
||||
state.lineWidth = 0;
|
||||
@@ -531,15 +250,61 @@ if (ol.ENABLE_WEBGL) {
|
||||
state.lineDash = lineDash ? lineDash.slice() : ol.render.webgl.defaultLineDash;
|
||||
}
|
||||
state.font = textStyle.getFont() || ol.render.webgl.defaultFont;
|
||||
state.scale = textStyle.getScale() || 1;
|
||||
state.text = textStyle.getText();
|
||||
var textAlign = ol.render.webgl.TextReplay.Align_[textStyle.getTextAlign()];
|
||||
var textBaseline = ol.render.webgl.TextReplay.Align_[textStyle.getTextBaseline()];
|
||||
state.textAlign = textAlign === undefined ?
|
||||
ol.render.webgl.defaultTextAlign : textAlign;
|
||||
state.textBaseline = textBaseline === undefined ?
|
||||
ol.render.webgl.defaultTextBaseline : textBaseline;
|
||||
state.offsetX = textStyle.getOffsetX() || 0;
|
||||
state.offsetY = textStyle.getOffsetY() || 0;
|
||||
state.rotateWithView = !!textStyle.getRotateWithView();
|
||||
state.rotation = textStyle.getRotation() || 0;
|
||||
state.scale = textStyle.getScale() || 1;
|
||||
state.text = textStyle.getText() || '';
|
||||
state.textAlign = textStyle.getTextAlign() || ol.render.webgl.defaultTextAlign;
|
||||
state.textBaseline = textStyle.getTextBaseline() || ol.render.webgl.defaultTextBaseline;
|
||||
this.rotateWithView = !!textStyle.getRotateWithView();
|
||||
this.rotation = textStyle.getRotation() || 0;
|
||||
|
||||
if (this.images_.length === 0) {
|
||||
this.images_.push(this.createTextImage_());
|
||||
} else {
|
||||
this.groupIndices.push(this.indices.length);
|
||||
this.images_.push(this.createTextImage_());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
ol.render.webgl.TextReplay.prototype.getTextures = function(opt_all) {
|
||||
return this.textures_;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
ol.render.webgl.TextReplay.prototype.getHitDetectionTextures = function() {
|
||||
return this.textures_;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @enum {number}
|
||||
* @private
|
||||
*/
|
||||
ol.render.webgl.TextReplay.Align_ = {
|
||||
left: 0,
|
||||
end: 0,
|
||||
center: 0.5,
|
||||
right: 1,
|
||||
start: 1,
|
||||
top: 0,
|
||||
middle: 0.5,
|
||||
hanging: 0.2,
|
||||
alphabetic: 0.8,
|
||||
ideographic: 0.8,
|
||||
bottom: 1
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user