Merge pull request #7831 from fredj/maxTilesLoading
Add new maxTilesLoading option to ol/PluggableMap
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@@ -3649,6 +3649,7 @@ olx.layer.TileOptions.prototype.zIndex;
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* map: (ol.PluggableMap|undefined),
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* declutter: (boolean|undefined),
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* style: (ol.style.Style|Array.<ol.style.Style>|ol.StyleFunction|undefined),
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* maxTilesLoading: (number|undefined),
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* updateWhileAnimating: (boolean|undefined),
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* updateWhileInteracting: (boolean|undefined),
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* visible: (boolean|undefined),
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@@ -3763,6 +3764,12 @@ olx.layer.VectorOptions.prototype.declutter;
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olx.layer.VectorOptions.prototype.style;
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/**
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* Maximum number tiles to load simultaneously. Default is `16`.
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* @type {number|undefined}
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*/
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olx.layer.VectorOptions.prototype.maxTilesLoading;
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/**
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* When set to `true`, feature batches will be recreated during animations.
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* This means that no vectors will be shown clipped, but the setting will have a
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@@ -76,6 +76,8 @@ export let MapOptions;
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* Note that layers are rendered in the order supplied, so if you want, for
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* example, a vector layer to appear on top of a tile layer, it must come
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* after the tile layer.
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* @param {number|undefined} options.maxTilesLoading Maximum number tiles to load
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* simultaneously. Default is `16`.
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* @param {boolean|undefined} options.loadTilesWhileAnimating When set to true,
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* tiles will be loaded during animations. This may improve the user
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* experience, but can also make animations stutter on devices with slow
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@@ -115,6 +117,12 @@ const PluggableMap = function(options) {
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const optionsInternal = createOptionsInternal(options);
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/**
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* @type {number}
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* @private
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*/
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this.maxTilesLoading_ = options.maxTilesLoading !== undefined ? options.maxTilesLoading : 16;
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/**
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* @type {boolean}
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* @private
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@@ -945,7 +953,7 @@ PluggableMap.prototype.handlePostRender = function() {
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// loading tiles that will quickly disappear from view.
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const tileQueue = this.tileQueue_;
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if (!tileQueue.isEmpty()) {
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let maxTotalLoading = 16;
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let maxTotalLoading = this.maxTilesLoading_;
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let maxNewLoads = maxTotalLoading;
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if (frameState) {
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const hints = frameState.viewHints;
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