转自:http://www.openlayers.cn/portal.php?mod=view&aid=12
实际上,OpenLayers的整个表现过程是这样的:通过调用获取数据,然后各种格式的解析器解析数据,在用所谓的渲染器渲染后加到图层上,最后再结合相应的控件表现出来,成为一幅我们看到的“动态”地图。
这里主要讨论OpenLayers.
Renderer这个类及其子类。
Renderer类提供了一些虚方法,以供其子类继承,像setExtent、drawFeature、drawGeometry、eraseFeatures、eraseGeometry等。
Elements继承Renderer,具体实现渲染的类又继承Renderer类。之所以这样设计,是因为不同的矢量格式数据需要共享相应的函数,在Elements这个类中封装一下。这个类的核心是drawGeometry和drawGeometryNode两个函数。其中drawGeometry调用了drawGeometryNode,创建出基本的地理对象。
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; }; //first we create the basic node and add it to the root var nodeType = this.getNodeType(geometry); var node = this.nodeFactory(geometry.id, nodeType, geometry); node._featureId = featureId; node._geometryClass = geometry.CLASS_NAME; node._style = style; this.root.appendChild(node); //now actually draw the node, and style it this.drawGeometryNode(node, geometry); }
渲染器的继承关系这样的:
具体实现渲染的方法在OpenLayers. Renderer.SVG和OpenLayers.
Renderer.VML两个类中实现的,就是实现Elements提供的虚方法,比如drawPoint、drawCircle、drawLineString、drawLinearRing、drawLine、drawPolygon、drawSurface等。以drawCircle为例看看具体的实现过程:
drawCircle: function(node, geometry, radius) { if(!isNaN(geometry.x)&& !isNaN(geometry.y)) { var resolution = this.getResolution(); node.style.left = (geometry.x /resolution).toFixed() - radius; node.style.top = (geometry.y /resolution).toFixed() - radius; var diameter = radius * 2; node.style.width = diameter; node.style.height = diameter; } }