Out of the box, deck.gl offers viewport controllers that map keyboard, mouse or touch input to camera state change. The easiest way to enable pan/zoom/rotate of the visualization is to set the controller
prop on Deck
or <DeckGL>
to true
along with an initialViewState
object that defines the initial camera settings:
import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem';
import {Deck} from '@deck.gl/core';
const INITIAL_VIEW_STATE = {
longitude: -122.4,
latitude: 37.8,
zoom: 12,
pitch: 0,
bearing: 0
};
const deckInstance = new Deck({
initialViewState: INITIAL_VIEW_STATE,
controller: true
});
import {Deck, MapViewState} from '@deck.gl/core';
const INITIAL_VIEW_STATE: MapViewState = {
longitude: -122.4,
latitude: 37.8,
zoom: 12,
pitch: 0,
bearing: 0
};
const deckInstance = new Deck({
initialViewState: INITIAL_VIEW_STATE,
controller: true
});
import React from 'react';
import DeckGL from '@deck.gl/react';
import {MapViewState} from '@deck.gl/core';
const INITIAL_VIEW_STATE: MapViewState = {
longitude: -122.4,
latitude: 37.8,
zoom: 12,
pitch: 0,
bearing: 0
};
function App() {
return <DeckGL
initialViewState={INITIAL_VIEW_STATE}
controller
/>;
}
You can also selectively enable/disable certain controller features:
const deckInstance = new Deck({
initialViewState: INITIAL_VIEW_STATE,
controller: {doubleClickZoom: false, touchRotate: true}
});
const deckInstance = new Deck({
initialViewState: INITIAL_VIEW_STATE,
controller: {doubleClickZoom: false, touchRotate: true}
});
return <DeckGL
initialViewState={INITIAL_VIEW_STATE}
controller={{doubleClickZoom: false, touchRotate: true}}
/>;
See Controller for all options.
An application can reset the camera state by supplying a new initialViewState
object at any time:
import {Deck, FlyToInterpolator} from '@deck.gl/core';
const CITIES = {
SF: {
longitude: -122.4,
latitude: 37.8,
zoom: 10
},
NYC: {
longitude: -74.0,
latitude: 40.7,
zoom: 10
}
}
const deckInstance = new Deck({
initialViewState: CITIES.SF,
controller: true
});
for (const button of document.querySelectorAll('button')) {
button.onclick = () => flyToCity(button.id);
}
function flyToCity(name) {
deckInstance.setProps({
initialViewState: {
...CITIES[name],
transitionInterpolator: new FlyToInterpolator({speed: 2}),
transitionDuration: 'auto'
}
})
}
import {Deck, MapViewState, FlyToInterpolator} from '@deck.gl/core';
const CITIES: {[name: string]: MapViewState} = {
SF: {
longitude: -122.4,
latitude: 37.8,
zoom: 10
},
NYC: {
longitude: -74.0,
latitude: 40.7,
zoom: 10
}
}
const deckInstance = new Deck({
initialViewState: CITIES.SF,
controller: true
});
for (const button of document.querySelectorAll('button')) {
(button as HTMLButtonElement).onclick = () => flyToCity(button.id);
}
function flyToCity(name: string) {
deckInstance.setProps({
initialViewState: {
...CITIES[name],
transitionInterpolator: new FlyToInterpolator({speed: 2}),
transitionDuration: 'auto'
}
})
}
import React, {useState, useCallback} from 'react';
import DeckGL from '@deck.gl/react';
import {MapViewState, FlyToInterpolator} from '@deck.gl/core';
const CITIES: {[name: string]: MapViewState} = {
SF: {
longitude: -122.4,
latitude: 37.8,
zoom: 10
},
NYC: {
longitude: -74.0,
latitude: 40.7,
zoom: 10
}
}
function App() {
const [initialViewState, setInitialViewState] = useState<MapViewState>(CITIES.SF);
const flyToCity = useCallback(evt => {
setInitialViewState({
...CITIES[evt.target.id],
transitionInterpolator: new FlyToInterpolator({speed: 2}),
transitionDuration: 'auto'
});
}, [])
return <>
<DeckGL
initialViewState={initialViewState}
controller
/>;
{Object.keys(CITIES).map(name => <button id={name} onClick={flyToCity}>{name}</button>)}
</>;
}
To learn more about animating a view state change, see view state transitions.
An application can optionally supply the onViewStateChange callback and manipulate the view state before it is used. The following example constrains the map in a bounding box:
import {Deck} from '@deck.gl/core';
const bounds = [
[-123, 37], // South west corner
[-122, 38] // North east corner
];
function applyViewStateConstraints(viewState) {
return {
...viewState,
longitude: Math.min(bounds[1][0], Math.max(bounds[0][0], viewState.longitude)),
latitude: Math.min(bounds[1][1], Math.max(bounds[0][1], viewState.latitude))
};
}
new Deck({
initialViewState: {
longitude: -122.4,
latitude: 37.8,
zoom: 12
},
controller: true,
onViewStateChange: ({viewState}) => applyViewStateConstraints(viewState)
});
import {Deck, MapViewState} from '@deck.gl/core';
const bounds: [
[west: number, south: number],
[east: number, north: number]
] = [
[-123, 37],
[-122, 38]
];
function applyViewStateConstraints(viewState: MapViewState): MapViewState {
return {
...viewState,
longitude: Math.min(bounds[1][0], Math.max(bounds[0][0], viewState.longitude)),
latitude: Math.min(bounds[1][1], Math.max(bounds[0][1], viewState.latitude))
};
}
new Deck({
initialViewState: {
longitude: -122.4,
latitude: 37.8,
zoom: 12
},
controller: true,
onViewStateChange: ({viewState}) => applyViewStateConstraints(viewState)
});
import React, {useCallback} from 'react';
import DeckGL from '@deck.gl/react';
import {MapViewState} from '@deck.gl/core';
function App({bounds}: {
bounds: [
[west: number, south: number],
[east: number, north: number]
]
}) {
const applyViewStateConstraints = useCallback((viewState: MapViewState) => ({
...viewState,
longitude: Math.min(bounds[1][0], Math.max(bounds[0][0], viewState.longitude)),
latitude: Math.min(bounds[1][1], Math.max(bounds[0][1], viewState.latitude))
}), [bounds]);
return <DeckGL
initialViewState={{
longitude: -122.4,
latitude: 37.8,
zoom: 12
}}
controller
onViewStateChange={({viewState}) => applyViewStateConstraints(viewState)}
/>;
}
For more flexibility you can maintain the view state yourself and pass it in to deck.gl via the viewState
parameter. This essentially makes Deck
/<DeckGL>
a stateless component, and allows you to synchronize the view state between multiple components, e.g. via a Redux store. The following example shows the most basic form of doing so.
Note: Do not combine initialViewState
and viewState
props. viewState
will always overwrite any internal state.
import {Deck} from '@deck.gl/core';
const deckInstance = new Deck({
viewState: {
longitude: -122.4,
latitude: 37.8,
zoom: 12
},
controller: true,
onViewStateChange: ({viewState}) => {
deckInstance.setProps({viewState})
}
});
import {Deck} from '@deck.gl/core';
const deckInstance = new Deck({
viewState: {
longitude: -122.4,
latitude: 37.8,
zoom: 12
},
controller: true,
onViewStateChange: ({viewState}) => {
deckInstance.setProps({viewState})
}
});
import React, {useState} from 'react';
import DeckGL from '@deck.gl/react';
import {MapViewState} from '@deck.gl/core';
function App() {
const [viewState, setViewState] = useState<MapViewState>({
longitude: -122.4,
latitude: 37.8,
zoom: 12
});
return <DeckGL
viewState={viewState}
controller
onViewStateChange={e => setViewState(e.viewState)}
/>;
}
- Alternative views such as OrbitView, FirstPersonView, and using multiple views such as VR, minimap: Views and Projections
- Implement a custom controller: Controller
Picking is the mechanism through which users interact with the geometries rendered by layers.
deck.gl includes a powerful picking engine that enables the application to precisely determine what object and layer is rendered on a certain pixel on the screen. This picking engine can either be called directly by an application (which is then typically implementing its own event handling), or it can be called automatically by the basic built-in event handling in deck.gl.
The picking engine identifies which object in which layer is at the given coordinates. While usually intuitive, what constitutes a pickable "object" is defined by each layer. Typically, it corresponds to one of the data entries that is passed in via prop.data
. For example, in Scatterplot Layer, an object is an element in the props.data
array that is used to render one circle. In GeoJson Layer, an object is a GeoJSON feature in the props.data
feature collection that is used to render one point, path or polygon.
Because the picking engine uses 8-bit RGBA colors to encode object and layer index, there is a limit of 255 - 1
layers and 255 * 255 * 255 - 1
objects per layer that can be picked at the same time. While deck.gl can easily create more than 254 layers (e.g. with tiled data), the picking process is smart about excluding layers that do not overlap with the queried pixel, so this limit is unlikely a problem in normal circumstances. If your app does hit this limit, it can be circumvented by calling the picking engine directly with multiple batches of layers.
At the moment, the picking mechanism does not work for objects that are offscreen.
Picking can be enabled or disabled on a layer-by-layer basis. To enable picking on a layer, set its pickable
prop to true
. This value is false
by default.
For applications that have basic event handling needs, deck.gl has built-in support for handling selected pointer events. When the application registers callbacks, deck.gl automatically tracks these events, runs the picking engine and invokes the callbacks with the resulting PickingInfo
object.
The following event handlers are supported:
onHover
onClick
onDragStart
onDrag
onDragEnd
A event handler function is called with two parameters: info
that contains information about the object being interacted with, and event
that contains the pointer event.
There are two ways to subscribe to the built-in picking event handling:
- Specify callbacks for each pickable layer by passing event handler props:
import {ScatterplotLayer} from '@deck.gl/layers';
const layer = new ScatterplotLayer({
data: [
{position: [-122.45, 37.78]}
],
getPosition: d => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true
// Callback when the pointer enters or leaves an object
onHover: (info, event) => console.log('Hovered:', info, event),
// Callback when the pointer clicks on an object
onClick: (info, event) => console.log('Clicked:', info, event)
});
import {PickingInfo} from '@deck.gl/core';
import {MjolnirEvent} from 'mjolnir.js';
import {ScatterplotLayer} from '@deck.gl/layers';
type DataType = {
position: [longitude: number, latitude: number];
};
const layer = new ScatterplotLayer<DataType>({
data: [
{position: [-122.45, 37.78]}
],
getPosition: (d: DataType) => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true
// Callback when the pointer enters or leaves an object
onHover: (info: PickingInfo<DataType>, event: MjolnirEvent) => console.log('Hovered:', info, event),
// Callback when the pointer clicks on an object
onClick: (info: PickingInfo<DataType>, event: MjolnirEvent) => console.log('Clicked:', info, event)
});
- Specify callbacks for all pickable layers by setting event handler props of the
Deck
/DeckGL
component:
import {Deck} from '@deck.gl/core';
new Deck({
// ...
// Callback when the pointer enters or leaves an object in any pickable layer
onHover: (info, event) => console.log('Hovered:', info, event),
// Callback when the pointer clicks on an object in any pickable layer
onClick: (info, event) => console.log('Clicked:', info, event)
})
import {Deck, PickingInfo} from '@deck.gl/core';
import {MjolnirEvent} from 'mjolnir.js';
new Deck({
// ...
// Callback when the pointer enters or leaves an object in any pickable layer
onHover: (info: PickingInfo, event: MjolnirEvent) => console.log('Hovered:', info, event),
// Callback when the pointer clicks on an object in any pickable layer
onClick: (info: PickingInfo, event: MjolnirEvent) => console.log('Clicked:', info, event)
})
import React, {useCallback} from 'react';
import DeckGL from '@deck.gl/react';
import {Deck, PickingInfo} from '@deck.gl/core';
import {MjolnirEvent} from 'mjolnir.js';
function App() {
// Callback when the pointer enters or leaves an object in any pickable layer
const onHover = useCallback((info: PickingInfo, event: MjolnirEvent) => {
console.log('Hovered:', info, event);
}, []);
// Callback when the pointer clicks on an object in any pickable layer
const onClick = useCallback((info: PickingInfo, event: MjolnirEvent) => {
console.log('Clicked:', info, event);
}, []);
return <DeckGL
// ...
onHover={onHover}
onClick={onClick}
/>;
}
Picking events are triggered based on pickable objects:
- A
click
event is triggered every time the pointer clicked on an object in a pickable layer. - A
hover
event is triggered every time the hovered object of a pickable layer changes.
When an event is fired, the onHover
or onClick
callback of the affected layer is called first. If the callback returns a truthy value, the event is marked as handled. Otherwise, the event will bubble up to the Deck
/DeckGL
canvas and be visible to its onHover
and onClick
callbacks.
The picking engine returns "picking info" objects which contains a variety of fields describing what layer and object was picked.
Key | Type | Value |
---|---|---|
picked |
boolean | Whether something was found under the pointer. This can be a more reliable test than object because object may be null for certain layer and data types. |
index |
number | The index of the object in the layer that was picked. |
layer |
Layer | The top-level layer that the picked object belongs to. Only layers with the pickable prop set to true can be picked. |
sourceLayer |
Layer | The immediate layer that rendered the picked pixel. This would be different from layer if layer is a CompositeLayer. |
object |
any | The object that was picked. This is typically an element from the layer's props.data array, but can vary from layer to layer. This field is usually only present when picking from layers where props.data is an array, unless indicated otherwise in the layer's documentation. |
x |
number | Mouse position x relative to the viewport. |
y |
number | Mouse position y relative to the viewport. |
coordinate |
number[] | Corresponding point of the mouse position in the coordinate system of the layer. When using the built-in callbacks, this coordinate is 2D, assuming z=0 (i.e. on sea level in a geospatial dataset). You may optionally acquire a 3D position with a performance overhead by calling the picking engine directly. |
viewport |
Viewport | The viewport that the picked object belongs to. |
Remarks:
- Specific deck.gl layers, such as the
BitmapLayer
andTileLayer
, may add additional fields to the picking info object. Check the documentation of each layer. - Limitation when using multiple views:
viewport
could potentially be misidentified if two views that contain the picked layer also overlap with each other and do not clear the background.
Deck
automatically renders a tooltip if the getTooltip
callback is supplied:
import {Deck} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
// Callback to populate the default tooltip with content
function getTooltip({object}) {
return object && object.message;
}
const deckInstance = new Deck({
initialViewState: {
longitude: -122.45,
latitude: 37.78,
zoom: 12
},
controller: true,
layers: [
new ScatterplotLayer({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: d => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true
})
],
getTooltip
});
import {Deck, PickingInfo} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
type DataType = {
position: [longitude: number, latitude: number];
message: string;
};
// Callback to populate the default tooltip with content
function getTooltip({object}: PickingInfo<DataType>) {
return object && object.message;
}
const deckInstance = new Deck({
initialViewState: {
longitude: -122.45,
latitude: 37.78,
zoom: 12
},
controller: true,
layers: [
new ScatterplotLayer<DataType>({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: (d: DataType) => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true
})
],
getTooltip
});
import React, {useCallback} from 'react';
import DeckGL from '@deck.gl/react';
import {PickingInfo} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
type DataType = {
position: [longitude: number, latitude: number];
message: string;
};
function App() {
const layers = [
new ScatterplotLayer<DataType>({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: (d: DataType) => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true
})
];
// Callback to populate the default tooltip with content
const getTooltip = useCallback(({object}: PickingInfo<DataType>) => {
return object && object.message;
}, []);
return <DeckGL
initialViewState={{
longitude: -122.45,
latitude: 37.78,
zoom: 12
}}
controller
layers={layers}
getTooltip={getTooltip}
/>
}
It receives a picking info object and returns the content of the tooltip. To customize the tooltip further, return an object instead:
function getTooltip({object}) {
return object && {
html: `<h2>Message:</h2> <div>${object.message}</div>`,
style: {
backgroundColor: '#f00',
fontSize: '0.8em'
}
};
}
function getTooltip({object}: PickingInfo<DataType>) {
return object && {
html: `<h2>Message:</h2> <div>${object.message}</div>`,
style: {
backgroundColor: '#f00',
fontSize: '0.8em'
}
};
}
const getTooltip = useCallback(({object}: PickingInfo<DataType>) => {
return object && {
html: `<h2>Message:</h2> <div>${object.message}</div>`,
style: {
backgroundColor: '#f00',
fontSize: '0.8em'
}
};
}, []);
For a range of options, see getTooltip documentation.
import {Deck} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
const tooltip = document.createElement('div');
tooltip.style.position = 'absolute';
tooltip.style.zIndex = 1;
tooltip.style.pointerEvents = 'none';
document.body.append(tooltip);
function updateTooltip({object, x, y}) {
if (object) {
tooltip.style.display = 'block';
tooltip.style.left = `${x}px`;
tooltip.style.top = `${y}px`;
tooltip.innerText = object.message;
} else {
tooltip.style.display = 'none';
}
}
const deckInstance = new Deck({
initialViewState: {
longitude: -122.45,
latitude: 37.78,
zoom: 12
},
controller: true,
layers: [
new ScatterplotLayer({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: d => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true,
// Update tooltip position and content
onHover: updateTooltip
})
]
});
import {Deck, PickingInfo} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
type DataType = {
position: [longitude: number, latitude: number];
message: string;
};
const tooltip: HTMLDivElement = document.createElement('div');
tooltip.style.position = 'absolute';
tooltip.style.zIndex = 1;
tooltip.style.pointerEvents = 'none';
document.body.append(tooltip);
function updateTooltip({object, x, y}: PickingInfo<DataType>) {
if (object) {
tooltip.style.display = 'block';
tooltip.style.left = `${x}px`;
tooltip.style.top = `${y}px`;
tooltip.innerText = object.message;
} else {
tooltip.style.display = 'none';
}
}
const deckInstance = new Deck({
initialViewState: {
longitude: -122.45,
latitude: 37.78,
zoom: 12
},
controller: true,
layers: [
new ScatterplotLayer<DataType>({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: (d: DataType) => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true,
// Update tooltip position and content
onHover: updateTooltip
})
]
});
import React, {useState} from 'react';
import DeckGL from '@deck.gl/react';
import {PickingInfo} from '@deck.gl/core';
import {ScatterplotLayer} from '@deck.gl/layers';
type DataType = {
position: [longitude: number, latitude: number];
message: string;
};
const tooltipStyle: React.CSSProperties = {
position: 'absolute',
zIndex: 1,
pointerEvents: 'none'
};
function App() {
const [hoverInfo, setHoverInfo] = useState<PickingInfo<DataType>>();
const layers = [
new ScatterplotLayer<DataType>({
data: [
{position: [-122.45, 37.78], message: 'Hover over me'}
],
getPosition: (d: DataType) => d.position,
getRadius: 1000,
getFillColor: [255, 255, 0],
// Required to enable picking
pickable: true,
// Update app state
onHover: info => setHoverInfo(info)
})
];
return <DeckGL
initialViewState={{
longitude: -122.45,
latitude: 37.78,
zoom: 12
}}
controller
layers={layers} >
{hoverInfo.object && (
<div style={{...tooltipStyle, left: hoverInfo.x, top: hoverInfo.y}}>
{ hoverInfo.object.message }
</div>
)}
</DeckGL>;
}
While the default events handle most of the use cases, sometimes applications need more control over when and how picking is performed.
The picking engine is exposed through the Deck.pickObject
and Deck.pickObjects
methods. These methods allow you to query what layers and objects within those layers are under a specific point or within a specified rectangle. They return PickingInfo
objects as described above.
import {Deck} from '@deck.gl/core';
const deckInstance = new Deck({
// ...
onClick: ({x, y}) => {
// Query up to 5 overlapping objects under the pointer
const pickInfos = deckInstance.pickMultipleObjects({x, y, radius: 1, depth: 5});
console.log(pickInfo);
}
});
import {Deck, PickingInfo} from '@deck.gl/core';
const deckInstance = new Deck({
// ...
onClick: ({x, y}: PickingInfo) => {
// Query up to 5 overlapping objects under the pointer
const pickInfos: PickingInfo[] = deckInstance.pickMultipleObjects({x, y, radius: 1, depth: 5});
console.log(pickInfo);
}
});
import React, {useRef, useCallback} from 'react';
import DeckGL from '@deck.gl/react';
import {PickingInfo} from '@deck.gl/core';
function App() {
const deckRef = useRef<DeckGL>();
const onClick = useCallback((evt: React.MouseEvent<HTMLDivElement, MouseEvent>) => {
// Get mouse position relative to the containing div
const containerRect = evt.currentTarget.getBoundingClientRect();
const x = evt.clientX - containerRect.left;
const y = evt.clientY = containerRect.top;
// Query up to 5 overlapping objects under the pointer
const pickInfos: PickingInfo[] = deckRef.current?.pickMultipleObjects({x, y, radius: 1, depth: 5});
console.log(pickInfo);
}, [])
return <div onClick={onClick}>
<DeckGL ref={deckRef} ... />
</div>;
}
Also note that by directly calling pickObject
, integrating deck.gl into an existing application often becomes easier since you don't have to change the application's existing approach to event handling.
If you are using the core layers, all has been taken care of.
If you are implementing a custom layer, read more about how picking is implemented.