diff --git a/src/ol/style/atlas.js b/src/ol/style/atlas.js
new file mode 100644
index 0000000000..7a394eabee
--- /dev/null
+++ b/src/ol/style/atlas.js
@@ -0,0 +1,181 @@
+goog.provide('ol.style.Atlas');
+
+goog.require('ol');
+goog.require('ol.dom');
+
+
+/**
+ * This class facilitates the creation of image atlases.
+ *
+ * Images added to an atlas will be rendered onto a single
+ * atlas canvas. The distribution of images on the canvas is
+ * managed with the bin packing algorithm described in:
+ * http://www.blackpawn.com/texts/lightmaps/
+ *
+ * @constructor
+ * @struct
+ * @param {number} size The size in pixels of the sprite image.
+ * @param {number} space The space in pixels between images.
+ * Because texture coordinates are float values, the edges of
+ * images might not be completely correct (in a way that the
+ * edges overlap when being rendered). To avoid this we add a
+ * padding around each image.
+ */
+ol.style.Atlas = function(size, space) {
+
+ /**
+ * @private
+ * @type {number}
+ */
+ this.space_ = space;
+
+ /**
+ * @private
+ * @type {Array.
}
+ */
+ this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}];
+
+ /**
+ * @private
+ * @type {Object.}
+ */
+ this.entries_ = {};
+
+ /**
+ * @private
+ * @type {CanvasRenderingContext2D}
+ */
+ this.context_ = ol.dom.createCanvasContext2D(size, size);
+
+ /**
+ * @private
+ * @type {HTMLCanvasElement}
+ */
+ this.canvas_ = this.context_.canvas;
+};
+
+
+/**
+ * @param {string} id The identifier of the entry to check.
+ * @return {?ol.AtlasInfo} The atlas info.
+ */
+ol.style.Atlas.prototype.get = function(id) {
+ return this.entries_[id] || null;
+};
+
+
+/**
+ * @param {string} id The identifier of the entry to add.
+ * @param {number} width The width.
+ * @param {number} height The height.
+ * @param {function(CanvasRenderingContext2D, number, number)} renderCallback
+ * Called to render the new image onto an atlas image.
+ * @param {Object=} opt_this Value to use as `this` when executing
+ * `renderCallback`.
+ * @return {?ol.AtlasInfo} The position and atlas image for the entry.
+ */
+ol.style.Atlas.prototype.add = function(id, width, height, renderCallback, opt_this) {
+ var block, i, ii;
+ for (i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) {
+ block = this.emptyBlocks_[i];
+ if (block.width >= width + this.space_ &&
+ block.height >= height + this.space_) {
+ // we found a block that is big enough for our entry
+ var entry = {
+ offsetX: block.x + this.space_,
+ offsetY: block.y + this.space_,
+ image: this.canvas_
+ };
+ this.entries_[id] = entry;
+
+ // render the image on the atlas image
+ renderCallback.call(opt_this, this.context_,
+ block.x + this.space_, block.y + this.space_);
+
+ // split the block after the insertion, either horizontally or vertically
+ this.split_(i, block, width + this.space_, height + this.space_);
+
+ return entry;
+ }
+ }
+
+ // there is no space for the new entry in this atlas
+ return null;
+};
+
+
+/**
+ * @private
+ * @param {number} index The index of the block.
+ * @param {ol.AtlasBlock} block The block to split.
+ * @param {number} width The width of the entry to insert.
+ * @param {number} height The height of the entry to insert.
+ */
+ol.style.Atlas.prototype.split_ = function(index, block, width, height) {
+ var deltaWidth = block.width - width;
+ var deltaHeight = block.height - height;
+
+ /** @type {ol.AtlasBlock} */
+ var newBlock1;
+ /** @type {ol.AtlasBlock} */
+ var newBlock2;
+
+ if (deltaWidth > deltaHeight) {
+ // split vertically
+ // block right of the inserted entry
+ newBlock1 = {
+ x: block.x + width,
+ y: block.y,
+ width: block.width - width,
+ height: block.height
+ };
+
+ // block below the inserted entry
+ newBlock2 = {
+ x: block.x,
+ y: block.y + height,
+ width: width,
+ height: block.height - height
+ };
+ this.updateBlocks_(index, newBlock1, newBlock2);
+ } else {
+ // split horizontally
+ // block right of the inserted entry
+ newBlock1 = {
+ x: block.x + width,
+ y: block.y,
+ width: block.width - width,
+ height: height
+ };
+
+ // block below the inserted entry
+ newBlock2 = {
+ x: block.x,
+ y: block.y + height,
+ width: block.width,
+ height: block.height - height
+ };
+ this.updateBlocks_(index, newBlock1, newBlock2);
+ }
+};
+
+
+/**
+ * Remove the old block and insert new blocks at the same array position.
+ * The new blocks are inserted at the same position, so that splitted
+ * blocks (that are potentially smaller) are filled first.
+ * @private
+ * @param {number} index The index of the block to remove.
+ * @param {ol.AtlasBlock} newBlock1 The 1st block to add.
+ * @param {ol.AtlasBlock} newBlock2 The 2nd block to add.
+ */
+ol.style.Atlas.prototype.updateBlocks_ = function(index, newBlock1, newBlock2) {
+ var args = [index, 1];
+ if (newBlock1.width > 0 && newBlock1.height > 0) {
+ args.push(newBlock1);
+ }
+ if (newBlock2.width > 0 && newBlock2.height > 0) {
+ args.push(newBlock2);
+ }
+ this.emptyBlocks_.splice.apply(this.emptyBlocks_, args);
+};
diff --git a/src/ol/style/atlasmanager.js b/src/ol/style/atlasmanager.js
index aa4fdfebdb..40480bc679 100644
--- a/src/ol/style/atlasmanager.js
+++ b/src/ol/style/atlasmanager.js
@@ -1,8 +1,7 @@
goog.provide('ol.style.AtlasManager');
-goog.provide('ol.style.Atlas');
goog.require('ol');
-goog.require('ol.dom');
+goog.require('ol.style.Atlas');
/**
@@ -223,180 +222,3 @@ ol.style.AtlasManager.prototype.add_ = function(isHitAtlas, id, width, height,
ol.DEBUG && console.assert(false, 'Failed to add to atlasmanager');
return null;
};
-
-
-/**
- * This class facilitates the creation of image atlases.
- *
- * Images added to an atlas will be rendered onto a single
- * atlas canvas. The distribution of images on the canvas is
- * managed with the bin packing algorithm described in:
- * http://www.blackpawn.com/texts/lightmaps/
- *
- * @constructor
- * @struct
- * @param {number} size The size in pixels of the sprite image.
- * @param {number} space The space in pixels between images.
- * Because texture coordinates are float values, the edges of
- * images might not be completely correct (in a way that the
- * edges overlap when being rendered). To avoid this we add a
- * padding around each image.
- */
-ol.style.Atlas = function(size, space) {
-
- /**
- * @private
- * @type {number}
- */
- this.space_ = space;
-
- /**
- * @private
- * @type {Array.}
- */
- this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}];
-
- /**
- * @private
- * @type {Object.}
- */
- this.entries_ = {};
-
- /**
- * @private
- * @type {CanvasRenderingContext2D}
- */
- this.context_ = ol.dom.createCanvasContext2D(size, size);
-
- /**
- * @private
- * @type {HTMLCanvasElement}
- */
- this.canvas_ = this.context_.canvas;
-};
-
-
-/**
- * @param {string} id The identifier of the entry to check.
- * @return {?ol.AtlasInfo} The atlas info.
- */
-ol.style.Atlas.prototype.get = function(id) {
- return this.entries_[id] || null;
-};
-
-
-/**
- * @param {string} id The identifier of the entry to add.
- * @param {number} width The width.
- * @param {number} height The height.
- * @param {function(CanvasRenderingContext2D, number, number)} renderCallback
- * Called to render the new image onto an atlas image.
- * @param {Object=} opt_this Value to use as `this` when executing
- * `renderCallback`.
- * @return {?ol.AtlasInfo} The position and atlas image for the entry.
- */
-ol.style.Atlas.prototype.add = function(id, width, height, renderCallback, opt_this) {
- var block, i, ii;
- for (i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) {
- block = this.emptyBlocks_[i];
- if (block.width >= width + this.space_ &&
- block.height >= height + this.space_) {
- // we found a block that is big enough for our entry
- var entry = {
- offsetX: block.x + this.space_,
- offsetY: block.y + this.space_,
- image: this.canvas_
- };
- this.entries_[id] = entry;
-
- // render the image on the atlas image
- renderCallback.call(opt_this, this.context_,
- block.x + this.space_, block.y + this.space_);
-
- // split the block after the insertion, either horizontally or vertically
- this.split_(i, block, width + this.space_, height + this.space_);
-
- return entry;
- }
- }
-
- // there is no space for the new entry in this atlas
- return null;
-};
-
-
-/**
- * @private
- * @param {number} index The index of the block.
- * @param {ol.AtlasBlock} block The block to split.
- * @param {number} width The width of the entry to insert.
- * @param {number} height The height of the entry to insert.
- */
-ol.style.Atlas.prototype.split_ = function(index, block, width, height) {
- var deltaWidth = block.width - width;
- var deltaHeight = block.height - height;
-
- /** @type {ol.AtlasBlock} */
- var newBlock1;
- /** @type {ol.AtlasBlock} */
- var newBlock2;
-
- if (deltaWidth > deltaHeight) {
- // split vertically
- // block right of the inserted entry
- newBlock1 = {
- x: block.x + width,
- y: block.y,
- width: block.width - width,
- height: block.height
- };
-
- // block below the inserted entry
- newBlock2 = {
- x: block.x,
- y: block.y + height,
- width: width,
- height: block.height - height
- };
- this.updateBlocks_(index, newBlock1, newBlock2);
- } else {
- // split horizontally
- // block right of the inserted entry
- newBlock1 = {
- x: block.x + width,
- y: block.y,
- width: block.width - width,
- height: height
- };
-
- // block below the inserted entry
- newBlock2 = {
- x: block.x,
- y: block.y + height,
- width: block.width,
- height: block.height - height
- };
- this.updateBlocks_(index, newBlock1, newBlock2);
- }
-};
-
-
-/**
- * Remove the old block and insert new blocks at the same array position.
- * The new blocks are inserted at the same position, so that splitted
- * blocks (that are potentially smaller) are filled first.
- * @private
- * @param {number} index The index of the block to remove.
- * @param {ol.AtlasBlock} newBlock1 The 1st block to add.
- * @param {ol.AtlasBlock} newBlock2 The 2nd block to add.
- */
-ol.style.Atlas.prototype.updateBlocks_ = function(index, newBlock1, newBlock2) {
- var args = [index, 1];
- if (newBlock1.width > 0 && newBlock1.height > 0) {
- args.push(newBlock1);
- }
- if (newBlock2.width > 0 && newBlock2.height > 0) {
- args.push(newBlock2);
- }
- this.emptyBlocks_.splice.apply(this.emptyBlocks_, args);
-};