View / refactor initialization with resolution constraint

This also makes it possible to call `solveConstraints_` with a duration of 0,
which means the target values are modified straight away without triggering
an animation or leaving the current flow.
This commit is contained in:
Olivier Guyot
2019-03-25 11:50:45 +01:00
parent b63c4188e4
commit 91dda5e5ca

View File

@@ -375,17 +375,13 @@ class View extends BaseObject {
if (options.resolution !== undefined) {
this.setResolution(options.resolution);
} else if (options.zoom !== undefined) {
if (this.resolutions_) { // in case map zoom is out of min/max zoom range
const resolution = this.getResolutionForZoom(options.zoom);
this.setResolution(clamp(resolution,
this.minResolution_, this.maxResolution_));
} else {
this.setZoom(options.zoom);
}
}
this.resolveConstraints_(0);
this.setProperties(properties);
/**
* @private
* @type {ViewOptions}
@@ -1283,6 +1279,8 @@ class View extends BaseObject {
/**
* If any constraints need to be applied, an animation will be triggered.
* This is typically done on interaction end.
* Note: calling this with a duration of 0 will apply the constrained values straight away,
* without animation.
* @param {number=} opt_duration The animation duration in ms.
* @param {number=} opt_resolutionDirection Which direction to zoom.
* @param {import("./coordinate.js").Coordinate=} opt_anchor The origin of the transformation.
@@ -1297,6 +1295,14 @@ class View extends BaseObject {
const newResolution = this.constraints_.resolution(this.targetResolution_, direction, size);
const newCenter = this.constraints_.center(this.targetCenter_, newResolution, size);
if (duration === 0) {
this.targetResolution_ = newResolution;
this.targetRotation_ = newRotation;
this.targetCenter_ = newCenter;
this.applyTargetState_();
return;
}
if (this.getResolution() !== newResolution ||
this.getRotation() !== newRotation ||
!this.getCenter() ||