Get rid of ol.FeatureOverlay
This also introduces a wrapX option to the Draw, Modify and Select interaction.
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@@ -31,52 +31,6 @@ describe('ol.renderer.canvas.Map', function() {
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renderer.layerRenderers_[goog.getUid(layer)] = layerRenderer;
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});
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it('uses correct extent and offset on wrapped worlds', function() {
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var spy = sinon.spy(renderer, 'getTransform');
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var proj = new ol.proj.Projection({
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code: 'foo',
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extent: [-180, -90, 180, 90],
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global: true
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});
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var frameState = {
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coordinateToPixelMatrix: map.coordinateToPixelMatrix_,
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pixelToCoordinateMatrix: map.pixelToCoordinateMatrix_,
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pixelRatio: 1,
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size: [100, 100],
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skippedFeatureUids: {},
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extent: proj.getExtent(),
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viewState: {
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center: [0, 0],
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projection: proj,
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resolution: 1,
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rotation: 0
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},
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layerStates: {},
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layerStatesArray: [{
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layer: layer,
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sourceState: 'ready',
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visible: true,
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minResolution: 1,
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maxResolution: 2
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}],
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postRenderFunctions: []
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};
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frameState.focus = [0, 0];
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// focus is on real world
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renderer.renderFrame(frameState);
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expect(spy.getCall(0).args[1]).to.be(0);
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expect(renderer.replayGroup.maxExtent_).to.eql([-180, -90, 180, 90]);
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frameState.focus = [-200, 0];
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// focus is one world left of the real world
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renderer.renderFrame(frameState);
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expect(spy.getCall(1).args[1]).to.be(360);
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expect(renderer.replayGroup.maxExtent_).to.eql([180, -90, 540, 90]);
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frameState.focus = [200, 0];
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// focus is one world right of the real world
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renderer.renderFrame(frameState);
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expect(spy.getCall(2).args[1]).to.be(-360);
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expect(renderer.replayGroup.maxExtent_).to.eql([-540, -90, -180, 90]);
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});
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});
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});
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@@ -84,7 +38,6 @@ describe('ol.renderer.canvas.Map', function() {
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goog.require('ol.layer.Vector');
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goog.require('ol.Map');
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goog.require('ol.proj.Projection');
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goog.require('ol.renderer.canvas.Layer');
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goog.require('ol.renderer.canvas.Map');
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goog.require('ol.source.Vector');
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