Allow freehand drawing without a modifier key
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@@ -2695,6 +2695,16 @@ olx.interaction.DrawOptions.prototype.geometryName;
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olx.interaction.DrawOptions.prototype.condition;
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olx.interaction.DrawOptions.prototype.condition;
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/**
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* Operate in freehand mode for lines, polygons, and circles. This makes the
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* interaction always operate in freehand mode and takes precedence over any
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* `freehandCondition` option.
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* @type {boolean|undefined}
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* @api
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*/
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olx.interaction.DrawOptions.prototype.freehand;
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/**
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/**
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* Condition that activates freehand drawing for lines and polygons. This
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* Condition that activates freehand drawing for lines and polygons. This
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* function takes an {@link ol.MapBrowserEvent} and returns a boolean to
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* function takes an {@link ol.MapBrowserEvent} and returns a boolean to
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@@ -251,8 +251,13 @@ ol.interaction.Draw = function(options) {
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* @private
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* @private
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* @type {ol.EventsConditionType}
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* @type {ol.EventsConditionType}
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*/
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*/
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this.freehandCondition_ = options.freehandCondition ?
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this.freehandCondition_;
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options.freehandCondition : ol.events.condition.shiftKeyOnly;
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if (options.freehand) {
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this.freehandCondition_ = ol.events.condition.always;
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} else {
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this.freehandCondition_ = options.freehandCondition ?
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options.freehandCondition : ol.events.condition.shiftKeyOnly;
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}
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ol.events.listen(this,
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ol.events.listen(this,
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ol.Object.getChangeEventType(ol.interaction.Interaction.Property.ACTIVE),
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ol.Object.getChangeEventType(ol.interaction.Interaction.Property.ACTIVE),
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@@ -319,15 +324,15 @@ ol.interaction.Draw.handleEvent = function(mapBrowserEvent) {
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* @private
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* @private
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*/
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*/
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ol.interaction.Draw.handleDownEvent_ = function(event) {
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ol.interaction.Draw.handleDownEvent_ = function(event) {
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if (this.condition_(event)) {
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if (this.freehand_) {
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this.downPx_ = event.pixel;
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return true;
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} else if (this.freehand_) {
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this.downPx_ = event.pixel;
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this.downPx_ = event.pixel;
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if (!this.finishCoordinate_) {
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if (!this.finishCoordinate_) {
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this.startDrawing_(event);
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this.startDrawing_(event);
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}
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}
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return true;
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return true;
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} else if (this.condition_(event)) {
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this.downPx_ = event.pixel;
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return true;
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} else {
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} else {
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return false;
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return false;
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}
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}
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