Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -13,7 +13,7 @@ describe('ol.renderer.canvas.TileLayer', function() {
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describe('#prepareFrame', function() {
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var map, target, source, tile;
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let map, target, source, tile;
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beforeEach(function(done) {
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target = document.createElement('div');
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target.style.width = '100px';
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@@ -45,10 +45,10 @@ describe('ol.renderer.canvas.TileLayer', function() {
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});
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it('properly handles interim tiles', function() {
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var layer = map.getLayers().item(0);
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const layer = map.getLayers().item(0);
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source.updateParams({TIME: '1'});
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map.renderSync();
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var tiles = map.getRenderer().getLayerRenderer(layer).renderedTiles;
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const tiles = map.getRenderer().getLayerRenderer(layer).renderedTiles;
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expect(tiles.length).to.be(1);
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expect(tiles[0]).to.equal(tile);
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});
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@@ -56,7 +56,7 @@ describe('ol.renderer.canvas.TileLayer', function() {
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describe('#composeFrame()', function() {
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var img = null;
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let img = null;
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beforeEach(function(done) {
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img = new Image(1, 1);
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img.onload = function() {
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@@ -70,14 +70,14 @@ describe('ol.renderer.canvas.TileLayer', function() {
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});
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it('uses correct draw scale when rotating (HiDPI)', function() {
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var layer = new TileLayer({
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const layer = new TileLayer({
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source: new XYZ({
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tileSize: 1
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})
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});
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var renderer = new CanvasTileLayerRenderer(layer);
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const renderer = new CanvasTileLayerRenderer(layer);
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renderer.renderedTiles = [];
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var frameState = {
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const frameState = {
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viewHints: [],
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time: Date.now(),
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viewState: {
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@@ -98,11 +98,11 @@ describe('ol.renderer.canvas.TileLayer', function() {
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return _ol_transform_.create();
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};
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MapRenderer.prototype.calculateMatrices2D(frameState);
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var layerState = layer.getLayerState();
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var canvas = document.createElement('canvas');
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const layerState = layer.getLayerState();
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const canvas = document.createElement('canvas');
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canvas.width = 200;
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canvas.height = 100;
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var context = {
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const context = {
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canvas: canvas,
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drawImage: sinon.spy()
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};
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