Layer is essentially an overlay but with grouping and ordering etc.
note that based on this interface you could create more specialized domain-specific layers (DS interface, automatic conversion from DS types to markers etc)
todo: should we try to abstract more? so we can create layers not using actual SVG/VML nodes.. (to wrap map-native overlays for example, traffic-info etc)
todo: more events..
Constructor
Franson.Map.Layer(id, name, [options])
- Parameters:
-
id
<string>
used to identity the layer (map.getLayer('layerId'))
-
name
<string>
what will typically (probably) be displayed in the GUI
-
[options]
<literal>
Properties
_map
- private Franson.Map.IMap
_root
- private dojox.gfx.Group
Methods
void
addOverlay(overlay)
- Parameters:
-
overlay
<Franson.Map.IOverlay>
- Returns:
void
void
destroy([deep=false])
destructor
- Parameters:
-
[deep=false]
<boolean>
true to destroy layers also
- Returns:
void
Franson.Map.IMap
getMap()
ok? remove?
- Returns:
Franson.Map.IMap
Projection
getProjection()
normally (but not necessarily) same as map's projection
dojox.gfx.Group
getRooot()
Franson.Map.MapSurface
getSurface()
- Returns:
Franson.Map.MapSurface
void
initialize()
IOverlay (+ root)
root is the "handle" we get from mapSurface to attach to
protected
void
redraw([force=false])
IOverlay
- Parameters:
-
[force=false]
<boolean>
- Returns:
void
protected
void
remove()
part of IOverlay
void
removeOverlay(overlay)
- Parameters:
-
overlay
<Franson.Map.IOverlay>
- Returns:
void
void
setName(name)
- Parameters:
-
name
<string>
- Returns:
void
addOverlay,
clearOverlays,
destroy,
getName,
getRooot,
getSurface,
hide,
initialize,
isHidden,
redraw,
remove,
removeOverlay,
setName,
show