WorldWindow

open class WorldWindow @JvmOverloads constructor(context: Context, attrs: AttributeSet? = null, configChooser: GLSurfaceView.EGLConfigChooser = TranslucentEGLConfigChooser(), renderResourceCache: RenderResourceCache = RenderResourceCache(context)) : GLSurfaceView, Choreographer.FrameCallback, GLSurfaceView.Renderer, WorldWind.EventListener

Provides a WorldWind window that implements a virtual globe inside the Android view hierarchy. By default, World Window is configured to display an ellipsoidal globe using the WGS 84 reference values.

Constructors

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constructor(context: Context, attrs: AttributeSet? = null, configChooser: GLSurfaceView.EGLConfigChooser = TranslucentEGLConfigChooser(), renderResourceCache: RenderResourceCache = RenderResourceCache(context))

Types

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object Companion

Properties

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open var alpha: Float
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open var animation: Animation?
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open val autofillHints: Array<out String?>??
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open val autofillType: Int
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open var background: Drawable?
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open val baseline: Int
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var bottom: Int
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open var clipBounds: Rect?
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Current WorldWindow camera and gestures controller

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open var debugFlags: Int
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open val display: Display?
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open val drawingCache: Bitmap?
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open val drawingTime: Long
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open var elevation: Float
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open val engine: WorldWind

Main WorldWind engine, containing globe, terrain, renderable layers, camera, viewport and frame rendering logic

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open val explicitStyle: Int
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open var focusable: Int
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open var foreground: Drawable?
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open val handler: Handler?
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val height: Int
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open val hostToken: IBinder?
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open var id: Int
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open val isDirty: Boolean
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open var isEnabled: Boolean
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open val isFocused: Boolean
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open var isHovered: Boolean
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open val isLaidOut: Boolean
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open val isOpaque: Boolean
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open var isPressed: Boolean
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open val isShown: Boolean
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open var labelFor: Int
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open val layerType: Int
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var left: Int
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open val matrix: Matrix?
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open var minimumHeight: Int
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open var minimumWidth: Int
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Helper class to process WorldWindow navigation event callbacks

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open var nextFocusUpId: Int
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open val overlay: ViewOverlay?
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open val paddingBottom: Int
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open val paddingEnd: Int
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open val paddingLeft: Int
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open val paddingRight: Int
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open val paddingStart: Int
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open val paddingTop: Int
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open var pivotX: Float
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open var pivotY: Float
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open var renderMode: Int
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open val resources: Resources?
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var right: Int
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open val rootView: View?
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open var rotation: Float
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open var rotationX: Float
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open var rotationY: Float
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open var scaleX: Float
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open var scaleY: Float
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open var scrollBarSize: Int
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Renderable selection and drag gestures detector. Assign SelectDragDetector.callback to handle events.

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open val solidColor: Int
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open var tag: Any?
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open var textAlignment: Int
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open var textDirection: Int
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var top: Int
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open var visibility: Int
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val width: Int
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open val windowId: WindowId?
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open val windowToken: IBinder?
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open var x: Float
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open var y: Float
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open var z: Float

Functions

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open fun addChildrenForAccessibility(outChildren: ArrayList<View?>?)
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open fun addExtraDataToAccessibilityNodeInfo(info: AccessibilityNodeInfo, extraDataKey: String, arguments: Bundle?)
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open fun addFocusables(views: ArrayList<View?>?, direction: Int)
open fun addFocusables(views: ArrayList<View?>?, direction: Int, focusableMode: Int)
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open fun addKeyboardNavigationClusters(views: Collection<View?>, direction: Int)
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open fun addTouchables(views: ArrayList<View?>?)
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open fun autofill(values: SparseArray<AutofillValue?>)
open fun autofill(value: AutofillValue?)
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open fun bringToFront()
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open fun buildDrawingCache(autoScale: Boolean)
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open fun buildLayer()
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open fun callOnClick(): Boolean
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open fun cancelLongPress()
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open fun canScrollHorizontally(direction: Int): Boolean
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open fun canScrollVertically(direction: Int): Boolean
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open fun clearAnimation()
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open fun clearFocus()
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open fun computeScroll()
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open fun computeSystemWindowInsets(in: WindowInsets?, outLocalInsets: Rect?): WindowInsets?
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open fun dispatchDisplayHint(hint: Int)
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open fun dispatchKeyEvent(event: KeyEvent?): Boolean
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open fun dispatchNestedFling(velocityX: Float, velocityY: Float, consumed: Boolean): Boolean
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open fun dispatchNestedPreFling(velocityX: Float, velocityY: Float): Boolean
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open fun dispatchNestedPreScroll(dx: Int, dy: Int, consumed: IntArray?, offsetInWindow: IntArray?): Boolean
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open fun dispatchNestedScroll(dxConsumed: Int, dyConsumed: Int, dxUnconsumed: Int, dyUnconsumed: Int, offsetInWindow: IntArray?): Boolean
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open fun dispatchScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
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open fun dispatchUnhandledMove(focused: View?, direction: Int): Boolean
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open fun dispatchWindowVisibilityChanged(visibility: Int)
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open override fun doFrame(frameTimeNanos: Long)
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open fun draw(canvas: Canvas)
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open fun findFocus(): View?
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fun <T : View?> findViewById(id: Int): T?
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open fun findViewsWithText(outViews: ArrayList<View?>?, searched: CharSequence?, flags: Int)
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fun <T : View?> findViewWithTag(tag: Any?): T?
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open fun focusSearch(direction: Int): View?
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open fun forceHasOverlappingRendering(hasOverlappingRendering: Boolean)
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open fun forceLayout()
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open fun generateDisplayHash(hashAlgorithm: String, bounds: Rect?, executor: Executor, callback: DisplayHashResultCallback)
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open fun getDrawingRect(outRect: Rect?)
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open fun getFocusables(direction: Int): ArrayList<View?>?
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open fun getFocusedRect(r: Rect?)
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open fun getGlobalVisibleRect(r: Rect?, globalOffset: Point?): Boolean
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open fun getHitRect(outRect: Rect?)
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open fun getLocationInSurface(location: IntArray)
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open fun getLocationInWindow(outLocation: IntArray?)
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open fun getLocationOnScreen(outLocation: IntArray?)
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open fun hasFocus(): Boolean
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open fun hasFocusable(): Boolean
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open fun invalidate()
open fun invalidate(dirty: Rect?)
open fun invalidate(l: Int, t: Int, r: Int, b: Int)
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open fun invalidateDrawable(drawable: Drawable)
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open fun isVisibleToUserForAutofill(virtualId: Int): Boolean
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open fun keyboardNavigationClusterSearch(currentCluster: View?, direction: Int): View?
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open fun layout(l: Int, t: Int, r: Int, b: Int)
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fun measure(widthMeasureSpec: Int, heightMeasureSpec: Int)
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open fun offsetLeftAndRight(offset: Int)
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open fun offsetTopAndBottom(offset: Int)
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open fun onCreateViewTranslationRequest(supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
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open fun onCreateVirtualViewTranslationRequests(virtualIds: LongArray, supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
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open fun onDragEvent(event: DragEvent?): Boolean
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open fun onDrawForeground(canvas: Canvas)
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open override fun onDrawFrame(unused: GL10)
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open fun onHoverChanged(hovered: Boolean)
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open fun onHoverEvent(event: MotionEvent?): Boolean
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open fun onKeyDown(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyLongPress(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyMultiple(keyCode: Int, repeatCount: Int, event: KeyEvent?): Boolean
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open fun onKeyPreIme(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyShortcut(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyUp(keyCode: Int, event: KeyEvent?): Boolean
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open override fun onPause()
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open fun onPointerCaptureChange(hasCapture: Boolean)
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open fun onProvideAutofillStructure(structure: ViewStructure?, flags: Int)
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open fun onProvideStructure(structure: ViewStructure?)
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open fun onResolvePointerIcon(event: MotionEvent?, pointerIndex: Int): PointerIcon?
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open fun onResume()
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open fun onRtlPropertiesChanged(layoutDirection: Int)
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open fun onScreenStateChanged(screenState: Int)
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open fun onScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
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open override fun onSurfaceChanged(unused: GL10, width: Int, height: Int)
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open override fun onSurfaceCreated(unused: GL10, config: EGLConfig)
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open override fun onTouchEvent(event: MotionEvent): Boolean
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open fun onVisibilityAggregated(isVisible: Boolean)
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open fun onWindowFocusChanged(hasWindowFocus: Boolean)
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open fun performAccessibilityAction(action: Int, arguments: Bundle?): Boolean
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open fun performClick(): Boolean
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open fun performHapticFeedback(feedbackConstant: Int): Boolean
open fun performHapticFeedback(feedbackConstant: Int, flags: Int): Boolean
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fun pick(x: Float, y: Float): PickedObjectList

Determines the WorldWind objects displayed at a screen point. The screen point is interpreted as coordinates in Android screen pixels relative to this View.
If the screen point intersects any number of WorldWind shapes, the returned list contains a picked object identifying the top shape at the screen point. This picked object includes the shape renderable (or its non-null pick delegate) and the WorldWind layer that displayed the shape. Shapes which are either hidden behind another shape at the screen point or hidden behind terrain at the screen point are omitted from the returned list. Therefore, if the returned list contains a picked object identifying a shape, it is always marked as 'on top'.
If the screen point intersects the WorldWind terrain, the returned list contains a picked object identifying the associated geographic position. If there are no shapes in the WorldWind scene between the terrain and the screen point, the terrain picked object is marked as 'on top'.
This returns an empty list when nothing in the WorldWind scene intersects the screen point, when the screen point is outside this View's bounds, or if the OpenGL thread displaying the WorldWindow's scene is paused (or becomes paused while this method is executing).

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fun pickAsync(x: Float, y: Float, width: Float = 0.0f, height: Float = 0.0f, pickCenter: Boolean = true): Deferred<PickedObjectList>

Determines the WorldWind shapes displayed in a screen rectangle. The screen rectangle is interpreted as coordinates in Android screen pixels relative to this view.

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fun pickShapesInRect(x: Float, y: Float, width: Float, height: Float): PickedObjectList

Determines the WorldWind shapes displayed in a screen rectangle. The screen rectangle is interpreted as coordinates in Android screen pixels relative to this view.
If the screen rectangle intersects any number of WorldWind shapes, the returned list contains a picked object identifying the all the top shapes in the rectangle. This picked object includes the shape renderable (or its non-null pick delegate) and the WorldWind layer that displayed the shape. Shapes which are entirely hidden behind another shape in the screen rectangle or are entirely hidden behind terrain in the screen rectangle are omitted from the returned list.
This returns an empty list when no shapes in the WorldWind scene intersect the screen rectangle, when the screen rectangle is outside this View's bounds, or if the OpenGL thread displaying the WorldWindow's scene is paused (or becomes paused while this method is executing).

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open fun playSoundEffect(soundConstant: Int)
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open fun post(action: Runnable?): Boolean
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open fun postDelayed(action: Runnable?, delayMillis: Long): Boolean
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open fun postInvalidate()
open fun postInvalidate(left: Int, top: Int, right: Int, bottom: Int)
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open fun postInvalidateDelayed(delayMilliseconds: Long)
open fun postInvalidateDelayed(delayMilliseconds: Long, left: Int, top: Int, right: Int, bottom: Int)
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open fun postInvalidateOnAnimation(left: Int, top: Int, right: Int, bottom: Int)
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open fun postOnAnimation(action: Runnable?)
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open fun postOnAnimationDelayed(action: Runnable?, delayMillis: Long)
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open fun queueEvent(r: Runnable?)
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open fun removeCallbacks(action: Runnable?): Boolean
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open fun reportAppJankStats(appJankStats: AppJankStats)
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fun requestFocus(direction: Int): Boolean
open fun requestFocus(direction: Int, previouslyFocusedRect: Rect?): Boolean
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open fun requestLayout()
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open fun requestRectangleOnScreen(rectangle: Rect?): Boolean
open fun requestRectangleOnScreen(rectangle: Rect?, immediate: Boolean): Boolean
open fun requestRectangleOnScreen(rectangle: Rect, immediate: Boolean, source: Int): Boolean
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open override fun requestRedraw()

Request that this WorldWindow update its display. Prior changes to this WorldWindow's Camera, Globe and Layers (including the contents of layers) are reflected on screen sometime after calling this method. May be called from any thread.

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open fun requestRender()
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fun <T : View?> requireViewById(id: Int): T & Any
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open fun resetPivot()
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fun saveAttributeDataForStyleable(context: Context, styleable: IntArray, attrs: AttributeSet?, t: TypedArray, defStyleAttr: Int, defStyleRes: Int)
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open fun saveHierarchyState(container: SparseArray<Parcelable?>?)
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open fun scheduleDrawable(who: Drawable, what: Runnable, when: Long)
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open fun scrollBy(x: Int, y: Int)
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open fun scrollTo(x: Int, y: Int)
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open fun sendAccessibilityEvent(eventType: Int)
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open fun setAccessibilityDataSensitive(accessibilityDataSensitive: Int)
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open fun setAllowClickWhenDisabled(clickableWhenDisabled: Boolean)
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open fun setAllowedHandwritingDelegatePackage(allowedPackageName: String?)
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open fun setAllowedHandwritingDelegatorPackage(allowedPackageName: String?)
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open fun setAutofillHints(vararg autofillHints: String?)
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open fun setBackgroundColor(color: Int)
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open fun setBackgroundDrawable(background: Drawable?)
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open fun setBackgroundResource(resid: Int)
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open fun setBlurRegions(blurRegions: Collection<BlurRegion?>??)
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open fun setDesiredHdrHeadroom(desiredHeadroom: Float)
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open fun setEGLConfigChooser(needDepth: Boolean)
open fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int)
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open fun setEGLContextClientVersion(version: Int)
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open fun setFadingEdgeLength(length: Int)
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open fun setHandwritingBoundsOffsets(offsetLeft: Float, offsetTop: Float, offsetRight: Float, offsetBottom: Float)
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open fun setHasTransientState(hasTransientState: Boolean)
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open fun setIsCredential(isCredential: Boolean)
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open fun setIsHandwritingDelegate(isHandwritingDelegate: Boolean)
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open fun setLayerPaint(paint: Paint?)
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open fun setLayerType(layerType: Int, paint: Paint?)
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fun setLeftTopRightBottom(left: Int, top: Int, right: Int, bottom: Int)
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open fun setOnReceiveContentListener(mimeTypes: Array<out String?>??, listener: OnReceiveContentListener?)
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open fun setPadding(left: Int, top: Int, right: Int, bottom: Int)
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open fun setPaddingRelative(start: Int, top: Int, end: Int, bottom: Int)
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open fun setRenderEffect(renderEffect: RenderEffect?)
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open fun setRenderer(renderer: GLSurfaceView.Renderer?)
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open fun setSecure(isSecure: Boolean)
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open fun setSurfaceLifecycle(lifecycleStrategy: Int)
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open fun setTransitionVisibility(visibility: Int)
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open fun setWillNotCacheDrawing(willNotCacheDrawing: Boolean)
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open fun setWillNotDraw(willNotDraw: Boolean)
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open fun setZOrderMediaOverlay(isMediaOverlay: Boolean)
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open fun setZOrderOnTop(onTop: Boolean)
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open fun startAnimation(animation: Animation?)
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fun startDrag(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
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fun startDragAndDrop(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
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open fun startNestedScroll(axes: Int): Boolean
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open fun stopNestedScroll()
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open fun surfaceChanged(holder: SurfaceHolder, format: Int, w: Int, h: Int)
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open override fun surfaceCreated(holder: SurfaceHolder)
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open override fun surfaceDestroyed(holder: SurfaceHolder)
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open fun surfaceRedrawNeededAsync(holder: SurfaceHolder, finishDrawing: Runnable)
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open fun transformMatrixToLocal(matrix: Matrix)
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open override fun unmarkResourceAbsent(resourceId: Int)

Removes resource ID from the missed resource list

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open fun unscheduleDrawable(who: Drawable, what: Runnable)
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open fun willNotDraw(): Boolean