Use ol.dom.createCanvasContext2D in ol.style.Circle

This commit is contained in:
Frederic Junod
2016-04-05 11:08:58 +02:00
parent fc6b078642
commit 38718ee5e6
+5 -14
View File
@@ -4,6 +4,7 @@ goog.require('goog.asserts');
goog.require('ol'); goog.require('ol');
goog.require('ol.color'); goog.require('ol.color');
goog.require('ol.colorlike'); goog.require('ol.colorlike');
goog.require('ol.dom');
goog.require('ol.has'); goog.require('ol.has');
goog.require('ol.render.canvas'); goog.require('ol.render.canvas');
goog.require('ol.style.Fill'); goog.require('ol.style.Fill');
@@ -268,18 +269,14 @@ ol.style.Circle.prototype.render_ = function(atlasManager) {
if (atlasManager === undefined) { if (atlasManager === undefined) {
// no atlas manager is used, create a new canvas // no atlas manager is used, create a new canvas
this.canvas_ = /** @type {HTMLCanvasElement} */ var context = ol.dom.createCanvasContext2D(size, size);
(document.createElement('CANVAS')); this.canvas_ = context.canvas;
this.canvas_.height = size;
this.canvas_.width = size;
// canvas.width and height are rounded to the closest integer // canvas.width and height are rounded to the closest integer
size = this.canvas_.width; size = this.canvas_.width;
imageSize = size; imageSize = size;
// draw the circle on the canvas // draw the circle on the canvas
var context = /** @type {CanvasRenderingContext2D} */
(this.canvas_.getContext('2d'));
this.draw_(renderOptions, context, 0, 0); this.draw_(renderOptions, context, 0, 0);
this.createHitDetectionCanvas_(renderOptions); this.createHitDetectionCanvas_(renderOptions);
@@ -369,15 +366,9 @@ ol.style.Circle.prototype.createHitDetectionCanvas_ = function(renderOptions) {
// if no fill style is set, create an extra hit-detection image with a // if no fill style is set, create an extra hit-detection image with a
// default fill style // default fill style
this.hitDetectionCanvas_ = /** @type {HTMLCanvasElement} */ var context = ol.dom.createCanvasContext2D(renderOptions.size, renderOptions.size);
(document.createElement('CANVAS')); this.hitDetectionCanvas_ = context.canvas;
var canvas = this.hitDetectionCanvas_;
canvas.height = renderOptions.size;
canvas.width = renderOptions.size;
var context = /** @type {CanvasRenderingContext2D} */
(canvas.getContext('2d'));
this.drawHitDetectionCanvas_(renderOptions, context, 0, 0); this.drawHitDetectionCanvas_(renderOptions, context, 0, 0);
}; };