/* Copyright (c) 2006-2010 by OpenLayers Contributors (see authors.txt for
* full list of contributors). 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.ElementsIndexer
* This class takes care of figuring out which order elements should be
* placed in the DOM based on given indexing methods.
*/
OpenLayers.ElementsIndexer = OpenLayers.Class({
/**
* Property: maxZIndex
* {Integer} This is the largest-most z-index value for a node
* contained within the indexer.
*/
maxZIndex: null,
/**
* Property: order
* {Array<String>} This is an array of node id's stored in the
* order that they should show up on screen. Id's higher up in the
* array (higher array index) represent nodes with higher z-indeces.
*/
order: null,
/**
* Property: indices
* {Object} This is a hash that maps node ids to their z-index value
* stored in the indexer. This is done to make finding a nodes z-index
* value O(1).
*/
indices: null,
/**
* Property: compare
* {Function} This is the function used to determine placement of
* of a new node within the indexer. If null, this defaults to to
* the Z_ORDER_DRAWING_ORDER comparison method.
*/
compare: null,
/**
* APIMethod: initialize
* Create a new indexer with
*
* Parameters:
* yOrdering - {Boolean} Whether to use y-ordering.
*/
initialize: function(yOrdering) {
this.compare = yOrdering ?
OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER_Y_ORDER :
OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER_DRAWING_ORDER;
this.order = [];
this.indices = {};
this.maxZIndex = 0;
},
/**
* APIMethod: insert
* Insert a new node into the indexer. In order to find the correct
* positioning for the node to be inserted, this method uses a binary
* search. This makes inserting O(log(n)).
*
* Parameters:
* newNode - {DOMElement} The new node to be inserted.
*
* Returns
* {DOMElement} the node before which we should insert our newNode, or
* null if newNode can just be appended.
*/
insert: function(newNode) {
// If the node is known to the indexer, remove it so we can
// recalculate where it should go.
if (this.exists(newNode)) {
this.remove(newNode);
}
var nodeId = newNode.id;
this.determineZIndex(newNode);
var leftIndex = -1;
var rightIndex = this.order.length;
var middle;
while (rightIndex - leftIndex > 1) {
middle = parseInt((leftIndex + rightIndex) / 2);
var placement = this.compare(this, newNode,
OpenLayers.Util.getElement(this.order[middle]));
if (placement > 0) {
leftIndex = middle;
} else {
rightIndex = middle;
}
}
this.order.splice(rightIndex, 0, nodeId);
this.indices[nodeId] = this.getZIndex(newNode);
// If the new node should be before another in the index
// order, return the node before which we have to insert the new one;
// else, return null to indicate that the new node can be appended.
return this.getNextElement(rightIndex);
},
/**
* APIMethod: remove
*
* Parameters:
* node - {DOMElement} The node to be removed.
*/
remove: function(node) {
var nodeId = node.id;
var arrayIndex = OpenLayers.Util.indexOf(this.order, nodeId);
if (arrayIndex >= 0) {
// Remove it from the order array, as well as deleting the node
// from the indeces hash.
this.order.splice(arrayIndex, 1);
delete this.indices[nodeId];
// Reset the maxium z-index based on the last item in the
// order array.
if (this.order.length > 0) {
var lastId = this.order[this.order.length - 1];
this.maxZIndex = this.indices[lastId];
} else {
this.maxZIndex = 0;
}
}
},
/**
* APIMethod: clear
*/
clear: function() {
this.order = [];
this.indices = {};
this.maxZIndex = 0;
},
/**
* APIMethod: exists
*
* Parameters:
* node- {DOMElement} The node to test for existence.
*
* Returns:
* {Boolean} Whether or not the node exists in the indexer?
*/
exists: function(node) {
return (this.indices[node.id] != null);
},
/**
* APIMethod: getZIndex
* Get the z-index value for the current node from the node data itself.
*
* Parameters:
* node - {DOMElement} The node whose z-index to get.
*
* Returns:
* {Integer} The z-index value for the specified node (from the node
* data itself).
*/
getZIndex: function(node) {
return node._style.graphicZIndex;
},
/**
* Method: determineZIndex
* Determine the z-index for the current node if there isn't one,
* and set the maximum value if we've found a new maximum.
*
* Parameters:
* node - {DOMElement}
*/
determineZIndex: function(node) {
var zIndex = node._style.graphicZIndex;
// Everything must have a zIndex. If none is specified,
// this means the user *must* (hint: assumption) want this
// node to succomb to drawing order. To enforce drawing order
// over all indexing methods, we'll create a new z-index that's
// greater than any currently in the indexer.
if (zIndex == null) {
zIndex = this.maxZIndex;
node._style.graphicZIndex = zIndex;
} else if (zIndex > this.maxZIndex) {
this.maxZIndex = zIndex;
}
},
/**
* APIMethod: getNextElement
* Get the next element in the order stack.
*
* Parameters:
* index - {Integer} The index of the current node in this.order.
*
* Returns:
* {DOMElement} the node following the index passed in, or
* null.
*/
getNextElement: function(index) {
var nextIndex = index + 1;
if (nextIndex < this.order.length) {
var nextElement = OpenLayers.Util.getElement(this.order[nextIndex]);
if (nextElement == undefined) {
nextElement = this.getNextElement(nextIndex);
}
return nextElement;
} else {
return null;
}
},
CLASS_NAME: "OpenLayers.ElementsIndexer"
});
/**
* Namespace: OpenLayers.ElementsIndexer.IndexingMethods
* These are the compare methods for figuring out where a new node should be
* placed within the indexer. These methods are very similar to general
* sorting methods in that they return -1, 0, and 1 to specify the
* direction in which new nodes fall in the ordering.
*/
OpenLayers.ElementsIndexer.IndexingMethods = {
/**
* Method: Z_ORDER
* This compare method is used by other comparison methods.
* It can be used individually for ordering, but is not recommended,
* because it doesn't subscribe to drawing order.
*
* Parameters:
* indexer - {<OpenLayers.ElementsIndexer>}
* newNode - {DOMElement}
* nextNode - {DOMElement}
*
* Returns:
* {Integer}
*/
Z_ORDER: function(indexer, newNode, nextNode) {
var newZIndex = indexer.getZIndex(newNode);
var returnVal = 0;
if (nextNode) {
var nextZIndex = indexer.getZIndex(nextNode);
returnVal = newZIndex - nextZIndex;
}
return returnVal;
},
/**
* APIMethod: Z_ORDER_DRAWING_ORDER
* This method orders nodes by their z-index, but does so in a way
* that, if there are other nodes with the same z-index, the newest
* drawn will be the front most within that z-index. This is the
* default indexing method.
*
* Parameters:
* indexer - {<OpenLayers.ElementsIndexer>}
* newNode - {DOMElement}
* nextNode - {DOMElement}
*
* Returns:
* {Integer}
*/
Z_ORDER_DRAWING_ORDER: function(indexer, newNode, nextNode) {
var returnVal = OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER(
indexer,
newNode,
nextNode
);
// Make Z_ORDER subscribe to drawing order by pushing it above
// all of the other nodes with the same z-index.
if (nextNode && returnVal == 0) {
returnVal = 1;
}
return returnVal;
},
/**
* APIMethod: Z_ORDER_Y_ORDER
* This one should really be called Z_ORDER_Y_ORDER_DRAWING_ORDER, as it
* best describes which ordering methods have precedence (though, the
* name would be too long). This method orders nodes by their z-index,
* but does so in a way that, if there are other nodes with the same
* z-index, the nodes with the lower y position will be "closer" than
* those with a higher y position. If two nodes have the exact same y
* position, however, then this method will revert to using drawing
* order to decide placement.
*
* Parameters:
* indexer - {<OpenLayers.ElementsIndexer>}
* newNode - {DOMElement}
* nextNode - {DOMElement}
*
* Returns:
* {Integer}
*/
Z_ORDER_Y_ORDER: function(indexer, newNode, nextNode) {
var returnVal = OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER(
indexer,
newNode,
nextNode
);
if (nextNode && returnVal === 0) {
var result = nextNode._boundsBottom - newNode._boundsBottom;
returnVal = (result === 0) ? 1 : result;
}
return returnVal;
}
};
/**
* 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: vectorRoot
* {DOMElement}
*/
vectorRoot: null,
/**
* Property: textRoot
* {DOMElement}
*/
textRoot: null,
/**
* Property: xmlns
* {String}
*/
xmlns: null,
/**
* Property: Indexer
* {<OpenLayers.ElementIndexer>} An instance of OpenLayers.ElementsIndexer
* created upon initialization if the zIndexing or yOrdering options
* passed to this renderer's constructor are set to true.
*/
indexer: null,
/**
* Constant: BACKGROUND_ID_SUFFIX
* {String}
*/
BACKGROUND_ID_SUFFIX: "_background",
/**
* Constant: BACKGROUND_ID_SUFFIX
* {String}
*/
LABEL_ID_SUFFIX: "_label",
/**
* Constructor: OpenLayers.Renderer.Elements
*
* Parameters:
* containerID - {String}
* options - {Object} options for this renderer. Supported options are:
* * yOrdering - {Boolean} Whether to use y-ordering
* * zIndexing - {Boolean} Whether to use z-indexing. Will be ignored
* if yOrdering is set to true.
*/
initialize: function(containerID, options) {
OpenLayers.Renderer.prototype.initialize.apply(this, arguments);
this.rendererRoot = this.createRenderRoot();
this.root = this.createRoot("_root");
this.vectorRoot = this.createRoot("_vroot");
this.textRoot = this.createRoot("_troot");
this.root.appendChild(this.vectorRoot);
this.root.appendChild(this.textRoot);
this.rendererRoot.appendChild(this.root);
this.container.appendChild(this.rendererRoot);
if(options && (options.zIndexing || options.yOrdering)) {
this.indexer = new OpenLayers.ElementsIndexer(options.yOrdering);
}
},
/**
* 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() {
var child;
var root = this.vectorRoot;
if (root) {
while (child = root.firstChild) {
root.removeChild(child);
}
}
root = this.textRoot;
if (root) {
while (child = root.firstChild) {
root.removeChild(child);
}
}
if (this.indexer) {
this.indexer.clear();
}
},
/**
* 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}
*
* Returns:
* {Boolean} true if the geometry has been drawn completely; null if
* incomplete; false otherwise
*/
drawGeometry: function(geometry, style, featureId) {
var className = geometry.CLASS_NAME;
var rendered = true;
if ((className == "OpenLayers.Geometry.Collection") ||
(className == "OpenLayers.Geometry.MultiPoint") ||
(className == "OpenLayers.Geometry.MultiLineString") ||
(className == "OpenLayers.Geometry.MultiPolygon")) {
for (var i = 0, len=geometry.components.length; i<len; i++) {
rendered = this.drawGeometry(
geometry.components[i], style, featureId) && rendered;
}
return rendered;
};
rendered = false;
if (style.display != "none") {
if (style.backgroundGraphic) {
this.redrawBackgroundNode(geometry.id, geometry, style,
featureId);
}
rendered = this.redrawNode(geometry.id, geometry, style,
featureId);
}
if (rendered == false) {
var node = document.getElementById(geometry.id);
if (node) {
if (node._style.backgroundGraphic) {
node.parentNode.removeChild(document.getElementById(
geometry.id + this.BACKGROUND_ID_SUFFIX));
}
node.parentNode.removeChild(node);
}
}
return rendered;
},
/**
* Method: redrawNode
*
* Parameters:
* id - {String}
* geometry - {<OpenLayers.Geometry>}
* style - {Object}
* featureId - {String}
*
* Returns:
* {Boolean} true if the complete geometry could be drawn, null if parts of
* the geometry could not be drawn, false otherwise
*/
redrawNode: function(id, geometry, style, featureId) {
style = this.applyDefaultSymbolizer(style);
// Get the node if it's already on the map.
var node = this.nodeFactory(id, this.getNodeType(geometry, style));
// Set the data for the node, then draw it.
node._featureId = featureId;
node._boundsBottom = geometry.getBounds().bottom;
node._geometryClass = geometry.CLASS_NAME;
node._style = style;
var drawResult = this.drawGeometryNode(node, geometry, style);
if(drawResult === false) {
return false;
}
node = drawResult.node;
// Insert the node into the indexer so it can show us where to
// place it. Note that this operation is O(log(n)). If there's a
// performance problem (when dragging, for instance) this is
// likely where it would be.
if (this.indexer) {
var insert = this.indexer.insert(node);
if (insert) {
this.vectorRoot.insertBefore(node, insert);
} else {
this.vectorRoot.appendChild(node);
}
} else {
// if there's no indexer, simply append the node to root,
// but only if the node is a new one
if (node.parentNode !== this.vectorRoot){
this.vectorRoot.appendChild(node);
}
}
this.postDraw(node);
return drawResult.complete;
},
/**
* Method: redrawBackgroundNode
* Redraws the node using special 'background' style properties. Basically
* just calls redrawNode(), but instead of directly using the
* 'externalGraphic', 'graphicXOffset', 'graphicYOffset', and
* 'graphicZIndex' properties directly from the specified 'style'
* parameter, we create a new style object and set those properties
* from the corresponding 'background'-prefixed properties from
* specified 'style' parameter.
*
* Parameters:
* id - {String}
* geometry - {<OpenLayers.Geometry>}
* style - {Object}
* featureId - {String}
*
* Returns:
* {Boolean} true if the complete geometry could be drawn, null if parts of
* the geometry could not be drawn, false otherwise
*/
redrawBackgroundNode: function(id, geometry, style, featureId) {
var backgroundStyle = OpenLayers.Util.extend({}, style);
// Set regular style attributes to apply to the background styles.
backgroundStyle.externalGraphic = backgroundStyle.backgroundGraphic;
backgroundStyle.graphicXOffset = backgroundStyle.backgroundXOffset;
backgroundStyle.graphicYOffset = backgroundStyle.backgroundYOffset;
backgroundStyle.graphicZIndex = backgroundStyle.backgroundGraphicZIndex;
backgroundStyle.graphicWidth = backgroundStyle.backgroundWidth || backgroundStyle.graphicWidth;
backgroundStyle.graphicHeight = backgroundStyle.backgroundHeight || backgroundStyle.graphicHeight;
// Erase background styles.
backgroundStyle.backgroundGraphic = null;
backgroundStyle.backgroundXOffset = null;
backgroundStyle.backgroundYOffset = null;
backgroundStyle.backgroundGraphicZIndex = null;
return this.redrawNode(
id + this.BACKGROUND_ID_SUFFIX,
geometry,
backgroundStyle,
null
);
},
/**
* 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}
*
* Returns:
* {Object} a hash with properties "node" (the drawn node) and "complete"
* (null if parts of the geometry could not be drawn, false if nothing
* could be drawn)
*/
drawGeometryNode: function(node, geometry, style) {
style = style || node._style;
var options = {
'isFilled': style.fill === undefined ?
true :
style.fill,
'isStroked': style.stroke === undefined ?
!!style.strokeWidth :
style.stroke
};
var drawn;
switch (geometry.CLASS_NAME) {
case "OpenLayers.Geometry.Point":
if(style.graphic === false) {
options.isFilled = false;
options.isStroked = false;
}
drawn = this.drawPoint(node, geometry);
break;
case "OpenLayers.Geometry.LineString":
options.isFilled = false;
drawn = this.drawLineString(node, geometry);
break;
case "OpenLayers.Geometry.LinearRing":
drawn = this.drawLinearRing(node, geometry);
break;
case "OpenLayers.Geometry.Polygon":
drawn = this.drawPolygon(node, geometry);
break;
case "OpenLayers.Geometry.Surface":
drawn = this.drawSurface(node, geometry);
break;
case "OpenLayers.Geometry.Rectangle":
drawn = this.drawRectangle(node, geometry);
break;
default:
break;
}
node._options = options;
//set style
//TBD simplify this
if (drawn != false) {
return {
node: this.setStyle(node, style, options, geometry),
complete: drawn
};
} else {
return false;
}
},
/**
* 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>}
*
* Returns:
* {DOMElement} or false if the renderer could not draw the point
*/
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>}
*
* Returns:
* {DOMElement} or null if the renderer could not draw all components of
* the linestring, or false if nothing could be drawn
*/
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>}
*
* Returns:
* {DOMElement} or null if the renderer could not draw all components
* of the linear ring, or false if nothing could be drawn
*/
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>}
*
* Returns:
* {DOMElement} or null if the renderer could not draw all components
* of the polygon, or false if nothing could be drawn
*/
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>}
*
* Returns:
* {DOMElement} or false if the renderer could not draw the rectangle
*/
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>}
*
* Returns:
* {DOMElement} or false if the renderer could not draw the circle
*/
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>}
*
* Returns:
* {DOMElement} or false if the renderer could not draw the surface
*/
drawSurface: function(node, geometry) {},
/**
* Method: removeText
* Removes a label
*
* Parameters:
* featureId - {String}
*/
removeText: function(featureId) {
var label = document.getElementById(featureId + this.LABEL_ID_SUFFIX);
if (label) {
this.textRoot.removeChild(label);
}
},
/**
* 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 target = evt.target;
var useElement = target && target.correspondingUseElement;
var node = useElement ? useElement : (target || evt.srcElement);
var featureId = node._featureId;
return 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>}
* featureId - {String}
*/
eraseGeometry: function(geometry, featureId) {
if ((geometry.CLASS_NAME == "OpenLayers.Geometry.MultiPoint") ||
(geometry.CLASS_NAME == "OpenLayers.Geometry.MultiLineString") ||
(geometry.CLASS_NAME == "OpenLayers.Geometry.MultiPolygon") ||
(geometry.CLASS_NAME == "OpenLayers.Geometry.Collection")) {
for (var i=0, len=geometry.components.length; i<len; i++) {
this.eraseGeometry(geometry.components[i], featureId);
}
} else {
var element = OpenLayers.Util.getElement(geometry.id);
if (element && element.parentNode) {
if (element.geometry) {
element.geometry.destroy();
element.geometry = null;
}
element.parentNode.removeChild(element);
if (this.indexer) {
this.indexer.remove(element);
}
if (element._style.backgroundGraphic) {
var backgroundId = geometry.id + this.BACKGROUND_ID_SUFFIX;
var bElem = OpenLayers.Util.getElement(backgroundId);
if (bElem && bElem.parentNode) {
// No need to destroy the geometry since the element and the background
// node share the same geometry.
bElem.parentNode.removeChild(bElem);
}
}
}
}
},
/**
* Method: nodeFactory
* Create new node of the specified type, with the (optional) specified id.
*
* If node already exists with same ID and a different 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;
},
/**
* Method: nodeTypeCompare
*
* Parameters:
* node - {DOMElement}
* type - {String} Kind of node
*
* Returns:
* {Boolean} Whether or not the specified node is of the specified type
* This function must be overridden by subclasses.
*/
nodeTypeCompare: function(node, type) {},
/**
* Method: createNode
*
* Parameters:
* type - {String} Kind of node to draw.
* id - {String} Id for node.
*
* Returns:
* {DOMElement} A new node of the given type and id.
* This function must be overridden by subclasses.
*/
createNode: function(type, id) {},
/**
* Method: moveRoot
* moves this renderer's root to a different renderer.
*
* Parameters:
* renderer - {<OpenLayers.Renderer>} target renderer for the moved root
*/
moveRoot: function(renderer) {
var root = this.root;
if(renderer.root.parentNode == this.rendererRoot) {
root = renderer.root;
}
root.parentNode.removeChild(root);
renderer.rendererRoot.appendChild(root);
},
/**
* Method: getRenderLayerId
* Gets the layer that this renderer's output appears on. If moveRoot was
* used, this will be different from the id of the layer containing the
* features rendered by this renderer.
*
* Returns:
* {String} the id of the output layer.
*/
getRenderLayerId: function() {
return this.root.parentNode.parentNode.id;
},
/**
* Method: isComplexSymbol
* Determines if a symbol cannot be rendered using drawCircle
*
* Parameters:
* graphicName - {String}
*
* Returns
* {Boolean} true if the symbol is complex, false if not
*/
isComplexSymbol: function(graphicName) {
return (graphicName != "circle") && !!graphicName;
},
CLASS_NAME: "OpenLayers.Renderer.Elements"
});
/**
* Constant: OpenLayers.Renderer.symbol
* Coordinate arrays for well known (named) symbols.
*/
OpenLayers.Renderer.symbol = {
"star": [350,75, 379,161, 469,161, 397,215, 423,301, 350,250, 277,301,
303,215, 231,161, 321,161, 350,75],
"cross": [4,0, 6,0, 6,4, 10,4, 10,6, 6,6, 6,10, 4,10, 4,6, 0,6, 0,4, 4,4,
4,0],
"x": [0,0, 25,0, 50,35, 75,0, 100,0, 65,50, 100,100, 75,100, 50,65, 25,100, 0,100, 35,50, 0,0],
"square": [0,0, 0,1, 1,1, 1,0, 0,0],
"triangle": [0,10, 10,10, 5,0, 0,10]
};