Only appending tiles to the dom after load
The tilelayer renderer can be simplified a bit by waiting to append tiles to the dom until they have loaded. By calling `map.render()` on tile load, tiles will be appended to the dom in the next available rendering frame (see #33).
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@@ -45,13 +45,6 @@ ol.renderer.dom.TileLayer = function(mapRenderer, tileLayer, target) {
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*/
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*/
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this.renderedZ_ = undefined;
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this.renderedZ_ = undefined;
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/**
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* Map of tile keys loading at the currently rendered z.
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* @type {Object.<string, ol.Tile>}
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* @private
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*/
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this.loadingTiles_ = {};
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};
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};
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goog.inherits(ol.renderer.dom.TileLayer, ol.renderer.dom.Layer);
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goog.inherits(ol.renderer.dom.TileLayer, ol.renderer.dom.Layer);
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@@ -134,35 +127,8 @@ ol.renderer.dom.TileLayer.prototype.removeOutOfRangeTiles_ = function() {
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* @private
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* @private
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*/
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*/
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ol.renderer.dom.TileLayer.prototype.handleTileChange_ = function(event) {
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ol.renderer.dom.TileLayer.prototype.handleTileChange_ = function(event) {
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var tile = event.target;
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goog.asserts.assert(event.target.getState() == ol.TileState.LOADED);
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goog.asserts.assert(tile.getState() == ol.TileState.LOADED);
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this.getMap().render();
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var tileCoord = tile.tileCoord;
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if (tileCoord.z === this.renderedZ_) {
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var key = tileCoord.toString();
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delete this.loadingTiles_[key];
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// determine if we've fully loaded this zoom level
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var loaded = true;
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for (key in this.loadingTiles_) {
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loaded = false;
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break;
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}
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if (loaded) {
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this.removeAltZTiles_();
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}
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}
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};
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/**
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* Remove all loading tiles that have been appended.
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* @private
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*/
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ol.renderer.dom.TileLayer.prototype.removeLoadingTiles_ = function() {
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for (var key in this.loadingTiles_) {
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var tile = this.loadingTiles_[key];
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goog.dom.removeNode(tile.getImage(this));
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delete this.loadingTiles_[key];
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}
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};
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};
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@@ -186,11 +152,6 @@ ol.renderer.dom.TileLayer.prototype.render = function() {
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// z represents the "best" resolution
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// z represents the "best" resolution
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var z = tileGrid.getZForResolution(mapResolution);
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var z = tileGrid.getZForResolution(mapResolution);
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if (z != this.renderedZ_) {
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// no longer wait for previously loading tiles
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this.removeLoadingTiles_();
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}
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/**
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/**
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* @type {Object.<number, Object.<string, ol.Tile>>}
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* @type {Object.<number, Object.<string, ol.Tile>>}
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*/
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*/
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@@ -211,19 +172,17 @@ ol.renderer.dom.TileLayer.prototype.render = function() {
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}
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}
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var key = tile.tileCoord.toString();
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var key = tile.tileCoord.toString();
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if (tile.getState() == ol.TileState.LOADED) {
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var state = tile.getState();
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if (state == ol.TileState.LOADED) {
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tilesToDrawByZ[z][key] = tile;
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tilesToDrawByZ[z][key] = tile;
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return;
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return;
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} else {
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} else {
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if (!(key in this.loadingTiles_)) {
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allTilesLoaded = false;
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if (state != ol.TileState.LOADING) {
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goog.events.listen(tile, goog.events.EventType.CHANGE,
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goog.events.listen(tile, goog.events.EventType.CHANGE,
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this.handleTileChange_, false, this);
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this.handleTileChange_, false, this);
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this.loadingTiles_[key] = tile;
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tile.load();
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tile.load();
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}
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}
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allTilesLoaded = false;
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// TODO: only append after load?
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tilesToDrawByZ[z][key] = tile;
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}
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}
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/**
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/**
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