PropertyLayers

open class PropertyLayers

Class to manage list of VectorElementMapLayers for property

Constructors

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constructor(propertyId: Int, @Nullable vectorElementEventListener: VectorElementEventListener, @Nullable vectorTileClickedListener: IMapstedVectorTileClicked, isVisible: Boolean, @NonNull provider: MapViewAndBaseProjectionProvider, @NonNull mapApi: MapApi)
Constructor for setting up the PropertyLayer

Functions

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open fun addIcons(@NonNull context: Context, @NonNull mapIconList: List<MapIcon>)
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open fun addToPinLayer(vectorElement: VectorElement)
Method to set a pin on the pin layer
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open fun clear()
Call this function to remove all MapLayers of a PropertyLayer.
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open fun clearIconLayer()
Method to clear icon Layer
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Call this function to clear overlay MapLayers of a PropertyLayer.
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open fun clearPinLayer()
Method to clear Pin Layer
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Method to clear Routing Layer
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open fun ensureBuildingExists(buildingId: Int)
Materializes a deferred building's BuildingLayers on-demand.
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Returns all building IDs: both materialized and deferred.
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Get the icon layer.
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Method to get the entity layer
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Get the icon layer for a specific building.
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Get the overlay layer
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Method to get the layer where pin is placed
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Get the plotting layer
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Get the routing layer
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open fun handleEntitySelection(@NonNull entity: Entity, isSelected: Boolean, onComplete: Consumer<Boolean>)
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open fun handleZoom(mapZoom: Float, @NonNull propertyDetails: OnScreenPropertyDetails, fromMapInteraction: Boolean)
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open fun hasDeferredBuilding(buildingId: Int): Boolean
Checks whether a given building has deferred info waiting to be materialized.
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open fun highlightEntity(@NonNull entity: Entity, @NonNull hexColor: String)
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open fun init(callback: Consumer<Boolean>)
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open fun isBuildingVisible(buildingId: Int): Boolean
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open fun isEmpty(): Boolean
Checks whether or not the PropertyLayer is empty.
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open fun isNull(): Boolean
Call this function to check if the PropertyLayer exists or not.
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open fun onDestroy()
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open fun onPositionChanged(position: Position)
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open fun removeEntitiesHighlight(entityList: List<Entity>)
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open fun removeEntityHighlightsByColor(hexColorToRemove: String)
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open fun removeIcons(@NonNull mapIconList: List<MapIcon>)
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open fun setPropertyLevelBuildingVisibility(buildingId: Int, visible: Boolean)
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open fun setVisible(v: Boolean)
Call this function to set if you want the PropertyLayer to be visible or not.
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open fun shutdownExecutor()
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