Use blocked scoped variables

In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
Tim Schaub
2018-01-11 23:32:36 -07:00
parent 0bf2b04dee
commit ad62739a6e
684 changed files with 18120 additions and 18184 deletions

View File

@@ -24,7 +24,7 @@ import SourceState from '../../source/State.js';
* @param {ol.PluggableMap} map Map.
* @api
*/
var CanvasMapRenderer = function(container, map) {
const CanvasMapRenderer = function(container, map) {
MapRenderer.call(this, container, map);
@@ -90,20 +90,20 @@ CanvasMapRenderer['create'] = function(container, map) {
* @private
*/
CanvasMapRenderer.prototype.dispatchComposeEvent_ = function(type, frameState) {
var map = this.getMap();
var context = this.context_;
const map = this.getMap();
const context = this.context_;
if (map.hasListener(type)) {
var extent = frameState.extent;
var pixelRatio = frameState.pixelRatio;
var viewState = frameState.viewState;
var rotation = viewState.rotation;
const extent = frameState.extent;
const pixelRatio = frameState.pixelRatio;
const viewState = frameState.viewState;
const rotation = viewState.rotation;
var transform = this.getTransform(frameState);
const transform = this.getTransform(frameState);
var vectorContext = new CanvasImmediateRenderer(context, pixelRatio,
extent, transform, rotation);
var composeEvent = new RenderEvent(type, vectorContext,
frameState, context, null);
const vectorContext = new CanvasImmediateRenderer(context, pixelRatio,
extent, transform, rotation);
const composeEvent = new RenderEvent(type, vectorContext,
frameState, context, null);
map.dispatchEvent(composeEvent);
}
};
@@ -115,14 +115,14 @@ CanvasMapRenderer.prototype.dispatchComposeEvent_ = function(type, frameState) {
* @return {!ol.Transform} Transform.
*/
CanvasMapRenderer.prototype.getTransform = function(frameState) {
var viewState = frameState.viewState;
var dx1 = this.canvas_.width / 2;
var dy1 = this.canvas_.height / 2;
var sx = frameState.pixelRatio / viewState.resolution;
var sy = -sx;
var angle = -viewState.rotation;
var dx2 = -viewState.center[0];
var dy2 = -viewState.center[1];
const viewState = frameState.viewState;
const dx1 = this.canvas_.width / 2;
const dy1 = this.canvas_.height / 2;
const sx = frameState.pixelRatio / viewState.resolution;
const sy = -sx;
const angle = -viewState.rotation;
const dx2 = -viewState.center[0];
const dy2 = -viewState.center[1];
return _ol_transform_.compose(this.transform_, dx1, dy1, sx, sy, angle, dx2, dy2);
};
@@ -148,10 +148,10 @@ CanvasMapRenderer.prototype.renderFrame = function(frameState) {
return;
}
var context = this.context_;
var pixelRatio = frameState.pixelRatio;
var width = Math.round(frameState.size[0] * pixelRatio);
var height = Math.round(frameState.size[1] * pixelRatio);
const context = this.context_;
const pixelRatio = frameState.pixelRatio;
const width = Math.round(frameState.size[0] * pixelRatio);
const height = Math.round(frameState.size[1] * pixelRatio);
if (this.canvas_.width != width || this.canvas_.height != height) {
this.canvas_.width = width;
this.canvas_.height = height;
@@ -159,13 +159,13 @@ CanvasMapRenderer.prototype.renderFrame = function(frameState) {
context.clearRect(0, 0, width, height);
}
var rotation = frameState.viewState.rotation;
const rotation = frameState.viewState.rotation;
this.calculateMatrices2D(frameState);
this.dispatchComposeEvent_(RenderEventType.PRECOMPOSE, frameState);
var layerStatesArray = frameState.layerStatesArray;
const layerStatesArray = frameState.layerStatesArray;
stableSort(layerStatesArray, MapRenderer.sortByZIndex);
if (rotation) {
@@ -173,8 +173,8 @@ CanvasMapRenderer.prototype.renderFrame = function(frameState) {
_ol_render_canvas_.rotateAtOffset(context, rotation, width / 2, height / 2);
}
var viewResolution = frameState.viewState.resolution;
var i, ii, layer, layerRenderer, layerState;
const viewResolution = frameState.viewState.resolution;
let i, ii, layer, layerRenderer, layerState;
for (i = 0, ii = layerStatesArray.length; i < ii; ++i) {
layerState = layerStatesArray[i];
layer = layerState.layer;
@@ -208,26 +208,26 @@ CanvasMapRenderer.prototype.renderFrame = function(frameState) {
* @inheritDoc
*/
CanvasMapRenderer.prototype.forEachLayerAtPixel = function(pixel, frameState, callback, thisArg,
layerFilter, thisArg2) {
var result;
var viewState = frameState.viewState;
var viewResolution = viewState.resolution;
layerFilter, thisArg2) {
let result;
const viewState = frameState.viewState;
const viewResolution = viewState.resolution;
var layerStates = frameState.layerStatesArray;
var numLayers = layerStates.length;
const layerStates = frameState.layerStatesArray;
const numLayers = layerStates.length;
var coordinate = _ol_transform_.apply(
frameState.pixelToCoordinateTransform, pixel.slice());
const coordinate = _ol_transform_.apply(
frameState.pixelToCoordinateTransform, pixel.slice());
var i;
let i;
for (i = numLayers - 1; i >= 0; --i) {
var layerState = layerStates[i];
var layer = layerState.layer;
const layerState = layerStates[i];
const layer = layerState.layer;
if (Layer.visibleAtResolution(layerState, viewResolution) &&
layerFilter.call(thisArg2, layer)) {
var layerRenderer = /** @type {ol.renderer.canvas.Layer} */ (this.getLayerRenderer(layer));
const layerRenderer = /** @type {ol.renderer.canvas.Layer} */ (this.getLayerRenderer(layer));
result = layerRenderer.forEachLayerAtCoordinate(
coordinate, frameState, callback, thisArg);
coordinate, frameState, callback, thisArg);
if (result) {
return result;
}