Manual class transform

This commit is contained in:
Tim Schaub
2018-07-16 17:09:50 -06:00
parent 7b4a73f3b9
commit f78d0d4cfa
96 changed files with 8112 additions and 7964 deletions

View File

@@ -51,214 +51,215 @@ import EventType from './events/EventType.js';
* @param {module:ol/TileState} state State.
* @param {module:ol/Tile~Options=} opt_options Tile options.
*/
const Tile = function(tileCoord, state, opt_options) {
EventTarget.call(this);
class Tile {
constructor(tileCoord, state, opt_options) {
EventTarget.call(this);
const options = opt_options ? opt_options : {};
const options = opt_options ? opt_options : {};
/**
* @type {module:ol/tilecoord~TileCoord}
*/
this.tileCoord = tileCoord;
/**
* @type {module:ol/tilecoord~TileCoord}
*/
this.tileCoord = tileCoord;
/**
* @protected
* @type {module:ol/TileState}
*/
this.state = state;
/**
* An "interim" tile for this tile. The interim tile may be used while this
* one is loading, for "smooth" transitions when changing params/dimensions
* on the source.
* @type {module:ol/Tile}
*/
this.interimTile = null;
/**
* A key assigned to the tile. This is used by the tile source to determine
* if this tile can effectively be used, or if a new tile should be created
* and this one be used as an interim tile for this new tile.
* @type {string}
*/
this.key = '';
/**
* The duration for the opacity transition.
* @type {number}
*/
this.transition_ = options.transition === undefined ? 250 : options.transition;
/**
* Lookup of start times for rendering transitions. If the start time is
* equal to -1, the transition is complete.
* @type {Object.<number, number>}
*/
this.transitionStarts_ = {};
}
/**
* @protected
* @type {module:ol/TileState}
*/
this.state = state;
changed() {
this.dispatchEvent(EventType.CHANGE);
}
/**
* An "interim" tile for this tile. The interim tile may be used while this
* one is loading, for "smooth" transitions when changing params/dimensions
* on the source.
* @type {module:ol/Tile}
* @return {string} Key.
*/
this.interimTile = null;
getKey() {
return this.key + '/' + this.tileCoord;
}
/**
* A key assigned to the tile. This is used by the tile source to determine
* if this tile can effectively be used, or if a new tile should be created
* and this one be used as an interim tile for this new tile.
* @type {string}
* Get the interim tile most suitable for rendering using the chain of interim
* tiles. This corresponds to the most recent tile that has been loaded, if no
* such tile exists, the original tile is returned.
* @return {!module:ol/Tile} Best tile for rendering.
*/
this.key = '';
getInterimTile() {
if (!this.interimTile) {
//empty chain
return this;
}
let tile = this.interimTile;
// find the first loaded tile and return it. Since the chain is sorted in
// decreasing order of creation time, there is no need to search the remainder
// of the list (all those tiles correspond to older requests and will be
// cleaned up by refreshInterimChain)
do {
if (tile.getState() == TileState.LOADED) {
return tile;
}
tile = tile.interimTile;
} while (tile);
// we can not find a better tile
return this;
}
/**
* The duration for the opacity transition.
* @type {number}
* Goes through the chain of interim tiles and discards sections of the chain
* that are no longer relevant.
*/
this.transition_ = options.transition === undefined ? 250 : options.transition;
refreshInterimChain() {
if (!this.interimTile) {
return;
}
let tile = this.interimTile;
let prev = this;
do {
if (tile.getState() == TileState.LOADED) {
//we have a loaded tile, we can discard the rest of the list
//we would could abort any LOADING tile request
//older than this tile (i.e. any LOADING tile following this entry in the chain)
tile.interimTile = null;
break;
} else if (tile.getState() == TileState.LOADING) {
//keep this LOADING tile any loaded tiles later in the chain are
//older than this tile, so we're still interested in the request
prev = tile;
} else if (tile.getState() == TileState.IDLE) {
//the head of the list is the most current tile, we don't need
//to start any other requests for this chain
prev.interimTile = tile.interimTile;
} else {
prev = tile;
}
tile = prev.interimTile;
} while (tile);
}
/**
* Lookup of start times for rendering transitions. If the start time is
* equal to -1, the transition is complete.
* @type {Object.<number, number>}
* Get the tile coordinate for this tile.
* @return {module:ol/tilecoord~TileCoord} The tile coordinate.
* @api
*/
this.transitionStarts_ = {};
getTileCoord() {
return this.tileCoord;
}
};
/**
* @return {module:ol/TileState} State.
*/
getState() {
return this.state;
}
/**
* @param {module:ol/TileState} state State.
*/
setState(state) {
this.state = state;
this.changed();
}
/**
* Load the image or retry if loading previously failed.
* Loading is taken care of by the tile queue, and calling this method is
* only needed for preloading or for reloading in case of an error.
* @abstract
* @api
*/
load() {}
/**
* Get the alpha value for rendering.
* @param {number} id An id for the renderer.
* @param {number} time The render frame time.
* @return {number} A number between 0 and 1.
*/
getAlpha(id, time) {
if (!this.transition_) {
return 1;
}
let start = this.transitionStarts_[id];
if (!start) {
start = time;
this.transitionStarts_[id] = start;
} else if (start === -1) {
return 1;
}
const delta = time - start + (1000 / 60); // avoid rendering at 0
if (delta >= this.transition_) {
return 1;
}
return easeIn(delta / this.transition_);
}
/**
* Determine if a tile is in an alpha transition. A tile is considered in
* transition if tile.getAlpha() has not yet been called or has been called
* and returned 1.
* @param {number} id An id for the renderer.
* @return {boolean} The tile is in transition.
*/
inTransition(id) {
if (!this.transition_) {
return false;
}
return this.transitionStarts_[id] !== -1;
}
/**
* Mark a transition as complete.
* @param {number} id An id for the renderer.
*/
endTransition(id) {
if (this.transition_) {
this.transitionStarts_[id] = -1;
}
}
}
inherits(Tile, EventTarget);
/**
* @protected
*/
Tile.prototype.changed = function() {
this.dispatchEvent(EventType.CHANGE);
};
/**
* @return {string} Key.
*/
Tile.prototype.getKey = function() {
return this.key + '/' + this.tileCoord;
};
/**
* Get the interim tile most suitable for rendering using the chain of interim
* tiles. This corresponds to the most recent tile that has been loaded, if no
* such tile exists, the original tile is returned.
* @return {!module:ol/Tile} Best tile for rendering.
*/
Tile.prototype.getInterimTile = function() {
if (!this.interimTile) {
//empty chain
return this;
}
let tile = this.interimTile;
// find the first loaded tile and return it. Since the chain is sorted in
// decreasing order of creation time, there is no need to search the remainder
// of the list (all those tiles correspond to older requests and will be
// cleaned up by refreshInterimChain)
do {
if (tile.getState() == TileState.LOADED) {
return tile;
}
tile = tile.interimTile;
} while (tile);
// we can not find a better tile
return this;
};
/**
* Goes through the chain of interim tiles and discards sections of the chain
* that are no longer relevant.
*/
Tile.prototype.refreshInterimChain = function() {
if (!this.interimTile) {
return;
}
let tile = this.interimTile;
let prev = this;
do {
if (tile.getState() == TileState.LOADED) {
//we have a loaded tile, we can discard the rest of the list
//we would could abort any LOADING tile request
//older than this tile (i.e. any LOADING tile following this entry in the chain)
tile.interimTile = null;
break;
} else if (tile.getState() == TileState.LOADING) {
//keep this LOADING tile any loaded tiles later in the chain are
//older than this tile, so we're still interested in the request
prev = tile;
} else if (tile.getState() == TileState.IDLE) {
//the head of the list is the most current tile, we don't need
//to start any other requests for this chain
prev.interimTile = tile.interimTile;
} else {
prev = tile;
}
tile = prev.interimTile;
} while (tile);
};
/**
* Get the tile coordinate for this tile.
* @return {module:ol/tilecoord~TileCoord} The tile coordinate.
* @api
*/
Tile.prototype.getTileCoord = function() {
return this.tileCoord;
};
/**
* @return {module:ol/TileState} State.
*/
Tile.prototype.getState = function() {
return this.state;
};
/**
* @param {module:ol/TileState} state State.
*/
Tile.prototype.setState = function(state) {
this.state = state;
this.changed();
};
/**
* Load the image or retry if loading previously failed.
* Loading is taken care of by the tile queue, and calling this method is
* only needed for preloading or for reloading in case of an error.
* @abstract
* @api
*/
Tile.prototype.load = function() {};
/**
* Get the alpha value for rendering.
* @param {number} id An id for the renderer.
* @param {number} time The render frame time.
* @return {number} A number between 0 and 1.
*/
Tile.prototype.getAlpha = function(id, time) {
if (!this.transition_) {
return 1;
}
let start = this.transitionStarts_[id];
if (!start) {
start = time;
this.transitionStarts_[id] = start;
} else if (start === -1) {
return 1;
}
const delta = time - start + (1000 / 60); // avoid rendering at 0
if (delta >= this.transition_) {
return 1;
}
return easeIn(delta / this.transition_);
};
/**
* Determine if a tile is in an alpha transition. A tile is considered in
* transition if tile.getAlpha() has not yet been called or has been called
* and returned 1.
* @param {number} id An id for the renderer.
* @return {boolean} The tile is in transition.
*/
Tile.prototype.inTransition = function(id) {
if (!this.transition_) {
return false;
}
return this.transitionStarts_[id] !== -1;
};
/**
* Mark a transition as complete.
* @param {number} id An id for the renderer.
*/
Tile.prototype.endTransition = function(id) {
if (this.transition_) {
this.transitionStarts_[id] = -1;
}
};
export default Tile;