PropertyFactory

open class PropertyFactory

Constructs paint/layout properties for Layers

See also

<a href="https://www.mapbox.com/mapbox-gl-style-spec/#layers">Layer style documentation</a>

Functions

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The color with which the background will be drawn.
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The opacity at which the background will be drawn.
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Name of image in sprite to use for drawing an image background.
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open fun circleBlur(value: Float): PropertyValue<Float>
Amount to blur the circle.
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The fill color of the circle.
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The opacity at which the circle will be drawn.
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Orientation of circle when map is pitched.
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Controls the scaling behavior of the circle when the map is pitched.
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Circle radius.
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Sorts features in ascending order based on this value.
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The stroke color of the circle.
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The opacity of the circle's stroke.
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The width of the circle's stroke.
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The geometry's offset.
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Controls the frame of reference for circleTranslate.
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Whether or not the fill should be antialiased.
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The color of the filled part of this layer.
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The height with which to extrude the base of this layer.
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The base color of the extruded fill.
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The height with which to extrude this layer.
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The opacity of the entire fill extrusion layer.
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Name of image in sprite to use for drawing images on extruded fills.
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The geometry's offset.
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Controls the frame of reference for fillExtrusionTranslate.
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Whether to apply a vertical gradient to the sides of a fill-extrusion layer.
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The opacity of the entire fill layer.
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The outline color of the fill.
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Name of image in sprite to use for drawing image fills.
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Sorts features in ascending order based on this value.
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The geometry's offset.
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Controls the frame of reference for fillTranslate.
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Defines the color of each pixel based on its density value in a heatmap.
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Similar to heatmapWeight but controls the intensity of the heatmap globally.
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The global opacity at which the heatmap layer will be drawn.
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Radius of influence of one heatmap point in density-independent pixels.
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A measure of how much an individual point contributes to the heatmap.
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The shading color used to accentuate rugged terrain like sharp cliffs and gorges.
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Intensity of the hillshade
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The shading color of areas that faces towards the light source.
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Direction of light source when map is rotated.
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The direction of the light source used to generate the hillshading with 0 as the top of the viewport if Property.HILLSHADE_ILLUMINATION_ANCHOR is set to `viewport` and due north if Property.HILLSHADE_ILLUMINATION_ANCHOR is set to `map`.
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The shading color of areas that face away from the light source.
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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.
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Fade out the halo towards the outside.
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The color of the icon's halo.
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Distance of halo to the icon outline.
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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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If true, the icon may be flipped to prevent it from being rendered upside-down.
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Offset distance of icon from its anchor.
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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.
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Orientation of icon when map is pitched.
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open fun iconRotate(value: Float): PropertyValue<Float>
Rotates the icon clockwise.
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In combination with Property.SYMBOL_PLACEMENT, determines the rotation behavior of icons.
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open fun iconSize(value: Float): PropertyValue<Float>
Scales the original size of the icon by the provided factor.
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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 Property.ICON_TEXT_FIT, in clockwise order: top, right, bottom, left.
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Distance that the icon's anchor is moved from its original placement.
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Controls the frame of reference for iconTranslate.
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open fun lineBlur(value: Float): PropertyValue<Float>
Blur applied to the line, in density-independent pixels.
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open fun lineCap(value: String): PropertyValue<String>
The display of line endings.
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The color with which the line will be drawn.
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Specifies the lengths of the alternating dashes and gaps that form the dash pattern.
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Draws a line casing outside of a line's actual path.
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Defines a gradient with which to color a line feature.
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open fun lineJoin(value: String): PropertyValue<String>
The display of lines when joining.
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Used to automatically convert miter joins to bevel joins for sharp angles.
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open fun lineOffset(value: Float): PropertyValue<Float>
The line's offset.
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The opacity at which the line will be drawn.
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Name of image in sprite to use for drawing image lines.
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Used to automatically convert round joins to miter joins for shallow angles.
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Sorts features in ascending order based on this value.
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The geometry's offset.
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Controls the frame of reference for lineTranslate.
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open fun lineWidth(value: Float): PropertyValue<Float>
Stroke thickness.
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Increase or reduce the brightness of the image.
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Increase or reduce the brightness of the image.
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Increase or reduce the contrast of the image.
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Fade duration when a new tile is added.
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Rotates hues around the color wheel.
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The opacity at which the image will be drawn.
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The resampling/interpolation method to use for overscaling, also known as texture magnification filter
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Increase or reduce the saturation of the image.
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If true, the symbols will not cross tile edges to avoid mutual collisions.
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Label placement relative to its geometry.
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Sorts features in ascending order based on this value.
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Distance between two symbol anchors.
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Controls the order in which overlapping symbols in the same layer are rendered
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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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Value to use for a text label.
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Font stack to use for displaying text.
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The halo's fadeout distance towards the outside.
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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.
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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.
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Text leading value for multi-line text.
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Maximum angle change between adjacent characters.
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The maximum line width for text wrapping.
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Offset distance of text from its anchor.
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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.
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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.
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open fun textRotate(value: Float): PropertyValue<Float>
Rotates the text clockwise.
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In combination with Property.SYMBOL_PLACEMENT, determines the rotation behavior of the individual glyphs forming the text.
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open fun textSize(value: Float): PropertyValue<Float>
Font size.
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Specifies how to capitalize text, similar to the CSS textTransform property.
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Distance that the text's anchor is moved from its original placement.
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Controls the frame of reference for textTranslate.
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To increase the chance of placing high-priority labels on the map, you can provide an array of Property.TEXT_ANCHOR locations: the renderer will attempt to place the label at each location, in order, before moving onto the next label.
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The property allows control over a symbol's orientation.
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Set the property visibility.