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openlayers/lib/OpenLayers/Renderer/Elements.js

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JavaScript

/* Copyright (c) 2006-2007 MetaCarta, Inc., published under the Clear BSD
* license. See http://svn.openlayers.org/trunk/openlayers/license.txt for the
* full text of the license. */
/**
* @requires OpenLayers/Renderer.js
*
* Class: OpenLayers.Renderer.Elements
* This is another virtual class in that it should never be instantiated by
* itself as a Renderer. It exists because there is *tons* of shared
* functionality between different vector libraries which use nodes/elements
* as a base for rendering vectors.
*
* The highlevel bits of code that are implemented here are the adding and
* removing of geometries, which is essentially the same for any
* element-based renderer. The details of creating each node and drawing the
* paths are of course different, but the machinery is the same.
*
* Inherits:
* - <OpenLayers.Renderer>
*/
OpenLayers.Renderer.Elements = OpenLayers.Class(OpenLayers.Renderer, {
/**
* Property: rendererRoot
* {DOMElement}
*/
rendererRoot: null,
/**
* Property: root
* {DOMElement}
*/
root: null,
/**
* Property: xmlns
* {String}
*/
xmlns: null,
/**
* Constructor: OpenLayers.Renderer.Elements
*
* Parameters:
* containerID - {String}
*/
initialize: function(containerID) {
OpenLayers.Renderer.prototype.initialize.apply(this, arguments);
this.rendererRoot = this.createRenderRoot();
this.root = this.createRoot();
this.rendererRoot.appendChild(this.root);
this.container.appendChild(this.rendererRoot);
},
/**
* Method: destroy
*/
destroy: function() {
this.clear();
this.rendererRoot = null;
this.root = null;
this.xmlns = null;
OpenLayers.Renderer.prototype.destroy.apply(this, arguments);
},
/**
* Method: clear
* Remove all the elements from the root
*/
clear: function() {
if (this.root) {
while (this.root.childNodes.length > 0) {
this.root.removeChild(this.root.firstChild);
}
}
},
/**
* Method: getNodeType
* This function is in charge of asking the specific renderer which type
* of node to create for the given geometry and style. All geometries
* in an Elements-based renderer consist of one node and some
* attributes. We have the nodeFactory() function which creates a node
* for us, but it takes a 'type' as input, and that is precisely what
* this function tells us.
*
* Parameters:
* geometry - {<OpenLayers.Geometry>}
* style - {Object}
*
* Returns:
* {String} The corresponding node type for the specified geometry
*/
getNodeType: function(geometry, style) { },
/**
* Method: drawGeometry
* Draw the geometry, creating new nodes, setting paths, setting style,
* setting featureId on the node. This method should only be called
* by the renderer itself.
*
* Parameters:
* geometry - {<OpenLayers.Geometry>}
* style - {Object}
* featureId - {String}
*/
drawGeometry: function(geometry, style, featureId) {
var className = geometry.CLASS_NAME;
if ((className == "OpenLayers.Geometry.Collection") ||
(className == "OpenLayers.Geometry.MultiPoint") ||
(className == "OpenLayers.Geometry.MultiLineString") ||
(className == "OpenLayers.Geometry.MultiPolygon")) {
for (var i = 0; i < geometry.components.length; i++) {
this.drawGeometry(geometry.components[i], style, featureId);
}
return;
};
if (style.display != "none") {
//first we create the basic node and add it to the root
var nodeType = this.getNodeType(geometry, style);
var node = this.nodeFactory(geometry.id, nodeType);
node._featureId = featureId;
node._geometryClass = geometry.CLASS_NAME;
node._style = style;
//now actually draw the node, and style it
node = this.drawGeometryNode(node, geometry);
this.root.appendChild(node);
this.postDraw(node);
} else {
node = OpenLayers.Util.getElement(geometry.id);
if (node) {
node.parentNode.removeChild(node);
}
}
},
/**
* Method: drawGeometryNode
* Given a node, draw a geometry on the specified layer.
* node and geometry are required arguments, style is optional.
* This method is only called by the render itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
* style - {Object}
*/
drawGeometryNode: function(node, geometry, style) {
style = style || node._style;
var options = {
'isFilled': true,
'isStroked': true
};
switch (geometry.CLASS_NAME) {
case "OpenLayers.Geometry.Point":
this.drawPoint(node, geometry);
break;
case "OpenLayers.Geometry.LineString":
options.isFilled = false;
this.drawLineString(node, geometry);
break;
case "OpenLayers.Geometry.LinearRing":
this.drawLinearRing(node, geometry);
break;
case "OpenLayers.Geometry.Polygon":
this.drawPolygon(node, geometry);
break;
case "OpenLayers.Geometry.Surface":
this.drawSurface(node, geometry);
break;
case "OpenLayers.Geometry.Rectangle":
this.drawRectangle(node, geometry);
break;
default:
break;
}
node._style = style;
node._options = options;
//set style
//TBD simplify this
return this.setStyle(node, style, options, geometry);
},
/**
* Method: postDraw
* Things that have do be done after the geometry node is appended
* to its parent node. To be overridden by subclasses.
*
* Parameters:
* node - {DOMElement}
*/
postDraw: function(node) {},
/**
* Method: drawPoint
* Virtual function for drawing Point Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawPoint: function(node, geometry) {},
/**
* Method: drawLineString
* Virtual function for drawing LineString Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawLineString: function(node, geometry) {},
/**
* Method: drawLinearRing
* Virtual function for drawing LinearRing Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawLinearRing: function(node, geometry) {},
/**
* Method: drawPolygon
* Virtual function for drawing Polygon Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawPolygon: function(node, geometry) {},
/**
* Method: drawRectangle
* Virtual function for drawing Rectangle Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawRectangle: function(node, geometry) {},
/**
* Method: drawCircle
* Virtual function for drawing Circle Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawCircle: function(node, geometry) {},
/**
* Method: drawSurface
* Virtual function for drawing Surface Geometry.
* Should be implemented by subclasses.
* This method is only called by the renderer itself.
*
* Parameters:
* node - {DOMElement}
* geometry - {<OpenLayers.Geometry>}
*/
drawSurface: function(node, geometry) {},
/**
* Method: getFeatureIdFromEvent
*
* Parameters:
* evt - {Object} An <OpenLayers.Event> object
*
* Returns:
* {<OpenLayers.Geometry>} A geometry from an event that
* happened on a layer
*/
getFeatureIdFromEvent: function(evt) {
var node = evt.target || evt.srcElement;
return node._featureId;
},
/**
* Method: eraseGeometry
* Erase a geometry from the renderer. In the case of a multi-geometry,
* we cycle through and recurse on ourselves. Otherwise, we look for a
* node with the geometry.id, destroy its geometry, and remove it from
* the DOM.
*
* Parameters:
* geometry - {<OpenLayers.Geometry>}
*/
eraseGeometry: function(geometry) {
if ((geometry.CLASS_NAME == "OpenLayers.Geometry.MultiPoint") ||
(geometry.CLASS_NAME == "OpenLayers.Geometry.MultiLineString") ||
(geometry.CLASS_NAME == "OpenLayers.Geometry.MultiPolygon")) {
for (var i = 0; i < geometry.components.length; i++) {
this.eraseGeometry(geometry.components[i]);
}
} else {
var element = OpenLayers.Util.getElement(geometry.id);
if (element && element.parentNode) {
element.parentNode.removeChild(element);
}
}
},
/**
* Method: nodeFactory
* Create new node of the specified type, with the (optional) specified id.
*
* If node already exists with same ID and type, we remove it and then
* call ourselves again to recreate it.
*
* Parameters:
* id - {String}
* type - {String} type Kind of node to draw
*
* Returns:
* {DOMElement} A new node of the given type and id
*/
nodeFactory: function(id, type) {
var node = OpenLayers.Util.getElement(id);
if (node) {
if (!this.nodeTypeCompare(node, type)) {
node.parentNode.removeChild(node);
node = this.nodeFactory(id, type);
}
} else {
node = this.createNode(type, id);
}
return node;
},
CLASS_NAME: "OpenLayers.Renderer.Elements"
});