Using Texture as label in WhirlyGlobe
WhirlyGlobe is a very useful framework and I would like to display Country Flags i开发者_运维技巧nstead of names for each countries. When looking at LabelLayer.h it seems possible to overwrite the icontexture generated from Text label by a picture:
@interface SingleLabel : NSObject {
NSString *text;
WhirlyGlobe::GeoCoord loc;
NSDictionary *desc; // If set, this overrides the top level description
WhirlyGlobe::SimpleIdentity iconTexture; // If non-zero, this is the texture to use as an icon }
But I didn't find any way to use label for picture display.
Can someone please help me understand how to replace Text label by Picture label?Following @Mousebird first answer here is what I"ve implemented:
// This describes how our labels will look
NSDictionary *labelDesc =
[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES],@"enable",
[UIColor clearColor],@"backgroundColor",
[UIColor whiteColor],@"textColor",
[UIFont boldSystemFontOfSize:16.0],@"font",
[NSNumber numberWithInt:4],@"drawOffset",
[NSNumber numberWithFloat:0.08],@"height",
[NSNumber numberWithFloat:0.08],@"width",
nil];
// Build up an individual label
NSMutableArray *labels = [[[NSMutableArray alloc] init] autorelease];
SingleLabel *texLabel = [[[SingleLabel alloc] init] autorelease];
Texture *theTex = new Texture(@"icon", @"png");
theTex->setUsesMipmaps(true);
texLabel.text = @"";
texLabel.iconTexture = theTex->getId();
theScene->addChangeRequest(new AddTextureReq(theTex));
[texLabel setLoc:GeoCoord::CoordFromDegrees(5, -3)];
[labels addObject:texLabel];
[self.labelLayer addLabels:labels desc:labelDesc];
Still a problem, the texture is loaded in memory but didn't appear. Putting a string as a text create a Blank square on the first character of the label
Sorry for the delay. I need to set up some sort of feed for stackoverflow.
Anyway, the short answer is there isn't a great way to do it. I'm adding Markers for a client, but that won't be out until 1.2. For now, you should be able to make a label display a texture. That's the iconTexture you're showing there.
To create a texture, do the following:
Texture *theTex = new Texture(@"nameoftexture", @"png");
theTex->setUsesMipmaps(true);
theTexId = theTex->getId();
scene->addChangeRequest(new AddTextureReq(theTex));
And then to use it:
singleLabel.text = @"";
singleLabel.iconTexture = theTexId;
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