/** * @module ol/control/Control */ import BaseObject from '../Object.js'; import MapEventType from '../MapEventType.js'; import {VOID} from '../functions.js'; import {listen, unlistenByKey} from '../events.js'; import {removeNode} from '../dom.js'; /** * @typedef {Object} Options * @property {HTMLElement} [element] The element is the control's * container element. This only needs to be specified if you're developing * a custom control. * @property {function(import("../MapEvent.js").default):void} [render] Function called when * the control should be re-rendered. This is called in a `requestAnimationFrame` * callback. * @property {HTMLElement|string} [target] Specify a target if you want * the control to be rendered outside of the map's viewport. */ /** * @classdesc * A control is a visible widget with a DOM element in a fixed position on the * screen. They can involve user input (buttons), or be informational only; * the position is determined using CSS. By default these are placed in the * container with CSS class name `ol-overlaycontainer-stopevent`, but can use * any outside DOM element. * * This is the base class for controls. You can use it for simple custom * controls by creating the element with listeners, creating an instance: * ```js * const myControl = new Control({element: myElement}); * ``` * and then adding this to the map. * * The main advantage of having this as a control rather than a simple separate * DOM element is that preventing propagation is handled for you. Controls * will also be objects in a {@link module:ol/Collection~Collection}, so you can use their methods. * * You can also extend this base for your own control class. See * examples/custom-controls for an example of how to do this. * * @api */ class Control extends BaseObject { /** * @param {Options} options Control options. */ constructor(options) { super(); const element = options.element; if (element && !options.target && !element.style.pointerEvents) { element.style.pointerEvents = 'auto'; } /** * @protected * @type {HTMLElement} */ this.element = element ? element : null; /** * @private * @type {HTMLElement} */ this.target_ = null; /** * @private * @type {import("../Map.js").default|null} */ this.map_ = null; /** * @protected * @type {!Array} */ this.listenerKeys = []; if (options.render) { this.render = options.render; } if (options.target) { this.setTarget(options.target); } } /** * Clean up. */ disposeInternal() { removeNode(this.element); super.disposeInternal(); } /** * Get the map associated with this control. * @return {import("../Map.js").default|null} Map. * @api */ getMap() { return this.map_; } /** * Remove the control from its current map and attach it to the new map. * Pass `null` to just remove the control from the current map. * Subclasses may set up event handlers to get notified about changes to * the map here. * @param {import("../Map.js").default|null} map Map. * @api */ setMap(map) { if (this.map_) { removeNode(this.element); } for (let i = 0, ii = this.listenerKeys.length; i < ii; ++i) { unlistenByKey(this.listenerKeys[i]); } this.listenerKeys.length = 0; this.map_ = map; if (map) { const target = this.target_ ? this.target_ : map.getOverlayContainerStopEvent(); target.appendChild(this.element); if (this.render !== VOID) { this.listenerKeys.push( listen(map, MapEventType.POSTRENDER, this.render, this) ); } map.render(); } } /** * Renders the control. * @param {import("../MapEvent.js").default} mapEvent Map event. * @api */ render(mapEvent) {} /** * This function is used to set a target element for the control. It has no * effect if it is called after the control has been added to the map (i.e. * after `setMap` is called on the control). If no `target` is set in the * options passed to the control constructor and if `setTarget` is not called * then the control is added to the map's overlay container. * @param {HTMLElement|string} target Target. * @api */ setTarget(target) { this.target_ = typeof target === 'string' ? document.getElementById(target) : target; } } export default Control;