Make code prettier

This updates ESLint and our shared eslint-config-openlayers to use Prettier.  Most formatting changes were automatically applied with this:

    npm run lint -- --fix

A few manual changes were required:

 * In `examples/offscreen-canvas.js`, the `//eslint-disable-line` comment needed to be moved to the appropriate line to disable the error about the `'worker-loader!./offscreen-canvas.worker.js'` import.
 * In `examples/webpack/exapmle-builder.js`, spaces could not be added after a couple `function`s for some reason.  While editing this, I reworked `ExampleBuilder` to be a class.
 * In `src/ol/format/WMSGetFeatureInfo.js`, the `// @ts-ignore` comment needed to be moved down one line so it applied to the `parsersNS` argument.
This commit is contained in:
Tim Schaub
2020-04-06 12:25:12 -06:00
parent 53b48baf62
commit 054af09032
790 changed files with 46833 additions and 33765 deletions
+18 -4
View File
@@ -14,7 +14,6 @@ const tmpArray4 = new Uint8Array(4);
* @api
*/
class WebGLRenderTarget {
/**
* @param {import("./Helper.js").default} helper WebGL helper; mandatory.
* @param {Array<number>} [opt_size] Expected size of the render target texture; note: this can be changed later on.
@@ -106,7 +105,15 @@ class WebGLRenderTarget {
const gl = this.helper_.getGL();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer_);
gl.readPixels(0, 0, size[0], size[1], gl.RGBA, gl.UNSIGNED_BYTE, this.data_);
gl.readPixels(
0,
0,
size[0],
size[1],
gl.RGBA,
gl.UNSIGNED_BYTE,
this.data_
);
this.dataCacheDirty_ = false;
}
return this.data_;
@@ -131,7 +138,8 @@ class WebGLRenderTarget {
}
this.readAll();
const index = Math.floor(x) + (this.size_[1] - Math.floor(y) - 1) * this.size_[0];
const index =
Math.floor(x) + (this.size_[1] - Math.floor(y) - 1) * this.size_[0];
tmpArray4[0] = this.data_[index * 4];
tmpArray4[1] = this.data_[index * 4 + 1];
tmpArray4[2] = this.data_[index * 4 + 2];
@@ -164,7 +172,13 @@ class WebGLRenderTarget {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer_);
gl.viewport(0, 0, size[0], size[1]);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture_, 0);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.texture_,
0
);
this.data_ = new Uint8Array(size[0] * size[1] * 4);
}