PointAnnotationGroupState

The state holder for PointAnnotationGroup properties.

Constructors

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Properties

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If true, the icon will be visible even if it collides with other previously drawn symbols.

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Part of the icon placed closest to the anchor.

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The color of the icon. This can only be used with /help/troubleshooting/using-recolorable-images-in-mapbox-maps/.

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Increase or reduce the saturation of the symbol icon.

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Controls the intensity of light emitted on the source features. The unit of iconEmissiveStrength is in intensity.

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Fade out the halo towards the outside. The unit of iconHaloBlur is in density-independent pixels.

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The color of the icon's halo. Icon halos can only be used with /help/troubleshooting/using-recolorable-images-in-mapbox-maps/.

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Distance of halo to the icon outline. The unit of iconHaloWidth is in density-independent pixels.

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If true, other symbols can be visible even if they collide with the icon.

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Name of image in sprite to use for drawing an image background.

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Controls the transition progress between the image variants of icon-image. Zero means the first variant is used, one is the second, and in between they are blended together.

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If true, the icon may be flipped to prevent it from being rendered upside-down.

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The opacity at which the icon will be drawn in case of being depth occluded. Absent value means full occlusion against terrain only.

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Offset distance of icon from its anchor. Positive values indicate right and down, while negative values indicate left and up. Each component is multiplied by the value of {@link PropertyFactory#iconSize} to obtain the final offset in density-independent pixels. When combined with {@link PropertyFactory#iconRotate} the offset will be as if the rotated direction was up.

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The opacity at which the icon will be drawn.

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If true, text will display without their corresponding icons when the icon collides with other symbols and the text does not.

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Size of the additional area around the icon bounding box used for detecting symbol collisions. The unit of iconPadding is in density-independent pixels.

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Orientation of icon when map is pitched.

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Rotates the icon clockwise. The unit of iconRotate is in degrees.

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In combination with {@link Property.SYMBOL_PLACEMENT}, determines the rotation behavior of icons.

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Scales the original size of the icon by the provided factor. The new pixel size of the image will be the original pixel size multiplied by {@link PropertyFactory#iconSize}. 1 is the original size; 3 triples the size of the image. The unit of iconSize is in factor of the original icon size.

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Scales the icon to fit around the associated text.

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Size of the additional area added to dimensions determined by {@link Property.ICON_TEXT_FIT}, in clockwise order: top, right, bottom, left. The unit of iconTextFitPadding is in density-independent pixels.

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Distance that the icon's anchor is moved from its original placement. Positive values indicate right and down, while negative values indicate left and up. The unit of iconTranslate is in density-independent pixels.

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Controls the frame of reference for {@link PropertyFactory#iconTranslate}.

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If true, the symbols will not cross tile edges to avoid mutual collisions. Recommended in layers that don't have enough padding in the vector tile to prevent collisions, or if it is a point symbol layer placed after a line symbol layer. When using a client that supports global collision detection, like Mapbox GL JS version 0.42.0 or greater, enabling this property is not needed to prevent clipped labels at tile boundaries.

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Selects the base of symbol-elevation.

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Label placement relative to its geometry.

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Sorts features in ascending order based on this value. Features with lower sort keys are drawn and placed first. When {@link PropertyFactory#iconAllowOverlap} or {@link PropertyFactory#textAllowOverlap} is false, features with a lower sort key will have priority during placement. When {@link PropertyFactory#iconAllowOverlap} or {@link PropertyFactory#textAllowOverlap} is set to true, features with a higher sort key will overlap over features with a lower sort key.

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Distance between two symbol anchors. The unit of symbolSpacing is in density-independent pixels.

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Position symbol on buildings (both fill extrusions and models) rooftops. In order to have minimal impact on performance, this is supported only when {@link PropertyFactory#fillExtrusionHeight} is not zoom-dependent and remains unchanged. For fading in buildings when zooming in, fill-extrusion-vertical-scale should be used and symbols would raise with building rooftops. Symbols are sorted by elevation, except in cases when viewport-y sorting or {@link PropertyFactory#symbolSortKey} are applied.

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Specifies an uniform elevation from the ground, in meters.

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Determines whether overlapping symbols in the same layer are rendered in the order that they appear in the data source or by their y-position relative to the viewport. To control the order and prioritization of symbols otherwise, use {@link PropertyFactory#symbolSortKey}.

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If true, the text will be visible even if it collides with other previously drawn symbols.

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Part of the text placed closest to the anchor.

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The color with which the text will be drawn.

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Controls the intensity of light emitted on the source features. The unit of textEmissiveStrength is in intensity.

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Value to use for a text label. If a plain string is provided, it will be treated as a formatted with default/inherited formatting options. SDF images are not supported in formatted text and will be ignored.

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Font stack to use for displaying text.

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The halo's fadeout distance towards the outside. The unit of textHaloBlur is in density-independent pixels.

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The color of the text's halo, which helps it stand out from backgrounds.

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Distance of halo to the font outline. Max text halo width is 1/4 of the font-size. The unit of textHaloWidth is in density-independent pixels.

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If true, other symbols can be visible even if they collide with the text.

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Text justification options.

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If true, the text may be flipped vertically to prevent it from being rendered upside-down.

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Text tracking amount. The unit of textLetterSpacing is in ems.

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Text leading value for multi-line text. The unit of textLineHeight is in ems.

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Maximum angle change between adjacent characters. The unit of textMaxAngle is in degrees.

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The maximum line width for text wrapping. The unit of textMaxWidth is in ems.

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The opacity at which the text will be drawn in case of being depth occluded. Absent value means full occlusion against terrain only.

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Offset distance of text from its anchor. Positive values indicate right and down, while negative values indicate left and up. If used with text-variable-anchor, input values will be taken as absolute values. Offsets along the x- and y-axis will be applied automatically based on the anchor position. The unit of textOffset is in ems.

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The opacity at which the text will be drawn.

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If true, icons will display without their corresponding text when the text collides with other symbols and the icon does not.

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Size of the additional area around the text bounding box used for detecting symbol collisions. The unit of textPadding is in density-independent pixels.

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Orientation of text when map is pitched.

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Radial offset of text, in the direction of the symbol's anchor. Useful in combination with {@link PropertyFactory#textVariableAnchor}, which defaults to using the two-dimensional {@link PropertyFactory#textOffset} if present. The unit of textRadialOffset is in ems.

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Rotates the text clockwise. The unit of textRotate is in degrees.

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In combination with {@link Property.SYMBOL_PLACEMENT}, determines the rotation behavior of the individual glyphs forming the text.

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Font size. The unit of textSize is in density-independent pixels.

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Specifies how to capitalize text, similar to the CSS {@link PropertyFactory#textTransform} property.

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Distance that the text's anchor is moved from its original placement. Positive values indicate right and down, while negative values indicate left and up. The unit of textTranslate is in density-independent pixels.

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Controls the frame of reference for {@link PropertyFactory#textTranslate}.

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To increase the chance of placing high-priority labels on the map, you can provide an array of {@link Property.TEXT_ANCHOR} locations: the renderer will attempt to place the label at each location, in order, before moving onto the next label. Use text-justify: auto to choose justification based on anchor position. To apply an offset, use the {@link PropertyFactory#textRadialOffset} or the two-dimensional {@link PropertyFactory#textOffset}.

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The property allows control over a symbol's orientation. Note that the property values act as a hint, so that a symbol whose language doesn’t support the provided orientation will be laid out in its natural orientation. Example: English point symbol will be rendered horizontally even if array value contains single 'vertical' enum value. For symbol with point placement, the order of elements in an array define priority order for the placement of an orientation variant. For symbol with line placement, the default text writing mode is either 'horizontal', 'vertical' or 'vertical', 'horizontal', the order doesn't affect the placement.