Pass instructions to executor constructor
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@@ -22,6 +22,8 @@ class ExecutorGroup extends BaseExecutorGroup {
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* @param {number} pixelRatio Pixel ratio.
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* @param {boolean} overlaps The executor group can have overlapping geometries.
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* @param {?} declutterTree Declutter tree for declutter processing in postrender.
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* @param {!Object<string, !Object<ReplayType, import("./Builder.js").SerializableInstructions>>} allInstructions
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* The serializable instructions.
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* @param {number=} opt_renderBuffer Optional rendering buffer.
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*/
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constructor(
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@@ -31,6 +33,7 @@ class ExecutorGroup extends BaseExecutorGroup {
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pixelRatio,
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overlaps,
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declutterTree,
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allInstructions,
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opt_renderBuffer
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) {
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super();
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@@ -100,6 +103,8 @@ class ExecutorGroup extends BaseExecutorGroup {
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* @type {import("../../transform.js").Transform}
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*/
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this.hitDetectionTransform_ = createTransform();
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this.createExectutors_(allInstructions);
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}
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/**
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@@ -118,16 +123,20 @@ class ExecutorGroup extends BaseExecutorGroup {
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/**
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* Create executors and populate them using the provided instructions.
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* @private
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* @param {!Object<string, !Object<ReplayType, import("./Builder.js").SerializableInstructions>>} allInstructions The serializable instructions
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*/
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replaceInstructions(allInstructions) {
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this.executorsByZIndex_ = {};
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createExectutors_(allInstructions) {
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for (const zIndex in allInstructions) {
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let executors = this.executorsByZIndex_[zIndex];
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if (executors === undefined) {
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this.executorsByZIndex_[zIndex] = executors = {};
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}
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const instructionByZindex = allInstructions[zIndex];
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for (const replayType in instructionByZindex) {
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const instructions = instructionByZindex[replayType];
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const executor = this.getExecutor(zIndex, replayType);
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executor.replaceInstructions(instructions);
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executors[replayType] = new CanvasExecutor(this.tolerance_, this.maxExtent_,
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this.resolution_, this.pixelRatio_, this.overlaps_, this.declutterTree_, instructions);
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}
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}
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}
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@@ -301,8 +310,14 @@ class ExecutorGroup extends BaseExecutorGroup {
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}
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let executor = executors[replayType];
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if (executor === undefined) {
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// FIXME: it should not be possible to ask for an executor that does not exist
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executor = new CanvasExecutor(this.tolerance_, this.maxExtent_,
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this.resolution_, this.pixelRatio_, this.overlaps_, this.declutterTree_);
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this.resolution_, this.pixelRatio_, this.overlaps_, {
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instructions: [],
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hitDetectionInstructions: [],
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coordinates: []
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},
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this.declutterTree_);
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executors[replayType] = executor;
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}
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return executor;
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