Graphic

class Graphic : GeoElement

A graphic.

Constructors

Link copied to clipboard
fun Graphic(    geometry: Geometry? = null,     attributes: Map<String, Any?> = emptyMap(),     symbol: Symbol? = null)

Create a Graphic object.

Link copied to clipboard
fun Graphic(geometry: Geometry?, symbol: Symbol?)

Create a Graphic object.

Properties

Link copied to clipboard
open override val attributes: MutableMap<String, Any?>

All attributes of the geoelement.

Link copied to clipboard
open override var geometry: Geometry?

The geometry of a geoelement.

Link copied to clipboard
val graphicsOverlay: GraphicsOverlay?

The graphics overlay the graphic is contained in. If the graphic is not contained in an overlay then null is returned.

Link copied to clipboard
var isSelected: Boolean

Graphic selected.

Link copied to clipboard
var isVisible: Boolean

Graphic visibility.

Link copied to clipboard
var symbol: Symbol?
Link copied to clipboard
var zIndex: Int

Defines the draw order for graphics. Graphics with higher Z-index values are drawn on top of lower Z-index graphics A graphic's Z-index is mostly relevant for display in a two dimensional map. For dynamic 3D rendering (in a scene), graphic display order is determined by the distance to the camera rather than by Z-index. Z-index is considered, however, when using static rendering in a scene (draping graphics on the surface, in other words). If Z-index is not set, graphics will usually render in the order in which they were added to the graphics overlay, the first added is rendered first and subsequent ones on top. In rare cases, the rendering algorithm may change the display order to provide more efficient rendering. If ordering is important, set the Z-index explicitly on graphics. You can also place graphics of the same geometry type in their own graphics overlay and manage the order of the overlays in the MapView or SceneView.