Merge pull request #6452 from tschaub/deprecated

Remove deprecated methods
This commit is contained in:
Tim Schaub
2017-02-06 12:08:13 -07:00
committed by GitHub
4 changed files with 10 additions and 222 deletions

View File

@@ -2,11 +2,9 @@
### Next release
#### Removed build flags (`@define`)
#### Removal of deprecated methods
The `ol.DEBUG`, `ol.ENABLE_TILE`, `ol.ENABLE_IMAGE`, `ol.ENABLE_VECTOR`, and `ol.ENABLE_VECTOR_TILE` build flags are no longer necessary and have been removed. If you were using these in a `define` array for a custom build, you can remove them.
If you leave `ol.ENABLE_WEBGL` set to `true` in your build, you should set `ol.DEBUG_WEBGL` to `false` to avoid including debuggable shader sources.
The deprecated `ol.animation` functions and `map.beforeRender()` method have been removed. Use `view.animate()` instead.
#### Simplified `ol.View#fit()` API
@@ -29,6 +27,13 @@ Advanced use - new API:
map.getView().fit(extent, {size: [200, 100], padding 10});
```
#### Removed build flags (`@define`)
The `ol.DEBUG`, `ol.ENABLE_TILE`, `ol.ENABLE_IMAGE`, `ol.ENABLE_VECTOR`, and `ol.ENABLE_VECTOR_TILE` build flags are no longer necessary and have been removed. If you were using these in a `define` array for a custom build, you can remove them.
If you leave `ol.ENABLE_WEBGL` set to `true` in your build, you should set `ol.DEBUG_WEBGL` to `false` to avoid including debuggable shader sources.
### v3.20.0
#### Use `view.animate()` instead of `map.beforeRender()` and `ol.animation` functions

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@@ -1,173 +0,0 @@
goog.provide('ol.animation');
goog.require('ol.ViewHint');
goog.require('ol.coordinate');
goog.require('ol.easing');
/**
* Generate an animated transition that will "bounce" the resolution as it
* approaches the final value.
* @param {olx.animation.BounceOptions} options Bounce options.
* @return {ol.PreRenderFunction} Pre-render function.
* @deprecated Use {@link ol.View#animate} instead.
* @api
*/
ol.animation.bounce = function(options) {
var resolution = options.resolution;
var start = options.start ? options.start : Date.now();
var duration = options.duration !== undefined ? options.duration : 1000;
var easing = options.easing ?
options.easing : ol.easing.upAndDown;
return (
/**
* @param {ol.Map} map Map.
* @param {?olx.FrameState} frameState Frame state.
* @return {boolean} Run this function in the next frame.
*/
function(map, frameState) {
if (frameState.time < start) {
frameState.animate = true;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else if (frameState.time < start + duration) {
var delta = easing((frameState.time - start) / duration);
var deltaResolution = resolution - frameState.viewState.resolution;
frameState.animate = true;
frameState.viewState.resolution += delta * deltaResolution;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else {
return false;
}
});
};
/**
* Generate an animated transition while updating the view center.
* @param {olx.animation.PanOptions} options Pan options.
* @return {ol.PreRenderFunction} Pre-render function.
* @deprecated Use {@link ol.View#animate} instead.
* @api
*/
ol.animation.pan = function(options) {
var source = options.source;
var start = options.start ? options.start : Date.now();
var sourceX = source[0];
var sourceY = source[1];
var duration = options.duration !== undefined ? options.duration : 1000;
var easing = options.easing ?
options.easing : ol.easing.inAndOut;
return (
/**
* @param {ol.Map} map Map.
* @param {?olx.FrameState} frameState Frame state.
* @return {boolean} Run this function in the next frame.
*/
function(map, frameState) {
if (frameState.time < start) {
frameState.animate = true;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else if (frameState.time < start + duration) {
var delta = 1 - easing((frameState.time - start) / duration);
var deltaX = sourceX - frameState.viewState.center[0];
var deltaY = sourceY - frameState.viewState.center[1];
frameState.animate = true;
frameState.viewState.center[0] += delta * deltaX;
frameState.viewState.center[1] += delta * deltaY;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else {
return false;
}
});
};
/**
* Generate an animated transition while updating the view rotation.
* @param {olx.animation.RotateOptions} options Rotate options.
* @return {ol.PreRenderFunction} Pre-render function.
* @deprecated Use {@link ol.View#animate} instead.
* @api
*/
ol.animation.rotate = function(options) {
var sourceRotation = options.rotation ? options.rotation : 0;
var start = options.start ? options.start : Date.now();
var duration = options.duration !== undefined ? options.duration : 1000;
var easing = options.easing ?
options.easing : ol.easing.inAndOut;
var anchor = options.anchor ?
options.anchor : null;
return (
/**
* @param {ol.Map} map Map.
* @param {?olx.FrameState} frameState Frame state.
* @return {boolean} Run this function in the next frame.
*/
function(map, frameState) {
if (frameState.time < start) {
frameState.animate = true;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else if (frameState.time < start + duration) {
var delta = 1 - easing((frameState.time - start) / duration);
var deltaRotation =
(sourceRotation - frameState.viewState.rotation) * delta;
frameState.animate = true;
frameState.viewState.rotation += deltaRotation;
if (anchor) {
var center = frameState.viewState.center;
ol.coordinate.sub(center, anchor);
ol.coordinate.rotate(center, deltaRotation);
ol.coordinate.add(center, anchor);
}
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else {
return false;
}
});
};
/**
* Generate an animated transition while updating the view resolution.
* @param {olx.animation.ZoomOptions} options Zoom options.
* @return {ol.PreRenderFunction} Pre-render function.
* @deprecated Use {@link ol.View#animate} instead.
* @api
*/
ol.animation.zoom = function(options) {
var sourceResolution = options.resolution;
var start = options.start ? options.start : Date.now();
var duration = options.duration !== undefined ? options.duration : 1000;
var easing = options.easing ?
options.easing : ol.easing.inAndOut;
return (
/**
* @param {ol.Map} map Map.
* @param {?olx.FrameState} frameState Frame state.
* @return {boolean} Run this function in the next frame.
*/
function(map, frameState) {
if (frameState.time < start) {
frameState.animate = true;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else if (frameState.time < start + duration) {
var delta = 1 - easing((frameState.time - start) / duration);
var deltaResolution =
sourceResolution - frameState.viewState.resolution;
frameState.animate = true;
frameState.viewState.resolution += delta * deltaResolution;
frameState.viewHints[ol.ViewHint.ANIMATING] += 1;
return true;
} else {
return false;
}
});
};

View File

@@ -1,13 +0,0 @@
/**
* The animation static methods are designed to be used with the
* {@link ol.Map#beforeRender} method. For example:
*
* var map = new ol.Map({ ... });
* var zoom = ol.animation.zoom({
* resolution: map.getView().getResolution()
* });
* map.beforeRender(zoom);
* map.getView().setResolution(map.getView().getResolution() * 2);
*
* @namespace ol.animation
*/

View File

@@ -345,12 +345,6 @@ ol.Map = function(options) {
*/
this.focus_ = null;
/**
* @private
* @type {Array.<ol.PreRenderFunction>}
*/
this.preRenderFunctions_ = [];
/**
* @private
* @type {Array.<ol.PostRenderFunction>}
@@ -520,20 +514,6 @@ ol.Map.prototype.addOverlayInternal_ = function(overlay) {
};
/**
* Add functions to be called before rendering. This can be used for attaching
* animations before updating the map's view. The {@link ol.animation}
* namespace provides several static methods for creating prerender functions.
* @param {...ol.PreRenderFunction} var_args Any number of pre-render functions.
* @deprecated Use {@link ol.View#animate} instead.
* @api
*/
ol.Map.prototype.beforeRender = function(var_args) {
this.render();
Array.prototype.push.apply(this.preRenderFunctions_, arguments);
};
/**
*
* @inheritDoc
@@ -1256,16 +1236,6 @@ ol.Map.prototype.renderFrame_ = function(time) {
}
if (frameState) {
var preRenderFunctions = this.preRenderFunctions_;
var n = 0, preRenderFunction;
for (i = 0, ii = preRenderFunctions.length; i < ii; ++i) {
preRenderFunction = preRenderFunctions[i];
if (preRenderFunction(this, frameState)) {
preRenderFunctions[n++] = preRenderFunction;
}
}
preRenderFunctions.length = n;
frameState.extent = ol.extent.getForViewAndSize(viewState.center,
viewState.resolution, viewState.rotation, frameState.size, extent);
}
@@ -1280,8 +1250,7 @@ ol.Map.prototype.renderFrame_ = function(time) {
Array.prototype.push.apply(
this.postRenderFunctions_, frameState.postRenderFunctions);
var idle = this.preRenderFunctions_.length === 0 &&
!frameState.viewHints[ol.ViewHint.ANIMATING] &&
var idle = !frameState.viewHints[ol.ViewHint.ANIMATING] &&
!frameState.viewHints[ol.ViewHint.INTERACTING] &&
!ol.extent.equals(frameState.extent, this.previousExtent_);