Refactor ol.TileQueue to extend ol.structs.PriorityQueue
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@@ -307,7 +307,7 @@ ol.renderer.Layer.prototype.manageTilePyramid =
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}
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var wantedTiles = frameState.wantedTiles[tileSourceKey];
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var tileQueue = frameState.tileQueue;
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var tile, tileCenter, tileRange, tileResolution, x, y, z;
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var tile, tileRange, tileResolution, x, y, z;
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// FIXME this should loop up to tileGrid's minZ when implemented
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for (z = currentZ; z >= 0; --z) {
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tileRange = tileGrid.getTileRangeForExtentAndZ(extent, z);
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@@ -317,9 +317,11 @@ ol.renderer.Layer.prototype.manageTilePyramid =
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if (ol.PREEMPTIVELY_LOAD_LOW_RESOLUTION_TILES || z == currentZ) {
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tile = tileSource.getTile(z, x, y, tileGrid, projection);
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if (tile.getState() == ol.TileState.IDLE) {
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tileCenter = tileGrid.getTileCoordCenter(tile.tileCoord);
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wantedTiles[tile.tileCoord.toString()] = true;
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tileQueue.enqueue(tile, tileSourceKey, tileCenter, tileResolution);
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if (!tileQueue.isKeyQueued(tile.getKey())) {
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tileQueue.enqueue([tile, tileSourceKey,
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tileGrid.getTileCoordCenter(tile.tileCoord), tileResolution]);
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}
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}
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} else {
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tileSource.useTile(z, x, y);
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