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coopgo/node_modules/ol/Tile.js
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var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
/**
* @module ol/Tile
*/
import EventTarget from './events/Target.js';
import EventType from './events/EventType.js';
import TileState from './TileState.js';
import { abstract } from './util.js';
import { easeIn } from './easing.js';
/**
* A function that takes an {@link module:ol/Tile~Tile} for the tile and a
* `{string}` for the url as arguments. The default is
* ```js
* source.setTileLoadFunction(function(tile, src) {
* tile.getImage().src = src;
* });
* ```
* For more fine grained control, the load function can use fetch or XMLHttpRequest and involve
* error handling:
*
* ```js
* import TileState from 'ol/TileState';
*
* source.setTileLoadFunction(function(tile, src) {
* var xhr = new XMLHttpRequest();
* xhr.responseType = 'blob';
* xhr.addEventListener('loadend', function (evt) {
* var data = this.response;
* if (data !== undefined) {
* tile.getImage().src = URL.createObjectURL(data);
* } else {
* tile.setState(TileState.ERROR);
* }
* });
* xhr.addEventListener('error', function () {
* tile.setState(TileState.ERROR);
* });
* xhr.open('GET', src);
* xhr.send();
* });
* ```
*
* @typedef {function(Tile, string): void} LoadFunction
* @api
*/
/**
* {@link module:ol/source/Tile~TileSource} sources use a function of this type to get
* the url that provides a tile for a given tile coordinate.
*
* This function takes an {@link module:ol/tilecoord~TileCoord} for the tile
* coordinate, a `{number}` representing the pixel ratio and a
* {@link module:ol/proj/Projection~Projection} for the projection as arguments
* and returns a `{string}` representing the tile URL, or undefined if no tile
* should be requested for the passed tile coordinate.
*
* @typedef {function(import("./tilecoord.js").TileCoord, number,
* import("./proj/Projection.js").default): (string|undefined)} UrlFunction
* @api
*/
/**
* @typedef {Object} Options
* @property {number} [transition=250] A duration for tile opacity
* transitions in milliseconds. A duration of 0 disables the opacity transition.
* @property {boolean} [interpolate=false] Use interpolated values when resampling. By default,
* the nearest neighbor is used when resampling.
* @api
*/
/**
* @classdesc
* Base class for tiles.
*
* @abstract
*/
var Tile = /** @class */ (function (_super) {
__extends(Tile, _super);
/**
* @param {import("./tilecoord.js").TileCoord} tileCoord Tile coordinate.
* @param {import("./TileState.js").default} state State.
* @param {Options} [opt_options] Tile options.
*/
function Tile(tileCoord, state, opt_options) {
var _this = _super.call(this) || this;
var options = opt_options ? opt_options : {};
/**
* @type {import("./tilecoord.js").TileCoord}
*/
_this.tileCoord = tileCoord;
/**
* @protected
* @type {import("./TileState.js").default}
*/
_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 {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<string, number>}
*/
_this.transitionStarts_ = {};
/**
* @type {boolean}
*/
_this.interpolate = !!options.interpolate;
return _this;
}
/**
* @protected
*/
Tile.prototype.changed = function () {
this.dispatchEvent(EventType.CHANGE);
};
/**
* Called by the tile cache when the tile is removed from the cache due to expiry
*/
Tile.prototype.release = function () { };
/**
* @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 {!Tile} Best tile for rendering.
*/
Tile.prototype.getInterimTile = function () {
if (!this.interimTile) {
//empty chain
return this;
}
var 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) {
// Show tile immediately instead of fading it in after loading, because
// the interim tile is in place already
this.transition_ = 0;
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;
}
var tile = this.interimTile;
/**
* @type {Tile}
*/
var 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 {import("./tilecoord.js").TileCoord} The tile coordinate.
* @api
*/
Tile.prototype.getTileCoord = function () {
return this.tileCoord;
};
/**
* @return {import("./TileState.js").default} State.
*/
Tile.prototype.getState = function () {
return this.state;
};
/**
* Sets the state of this tile. If you write your own {@link module:ol/Tile~LoadFunction tileLoadFunction} ,
* it is important to set the state correctly to {@link module:ol/TileState~ERROR}
* when the tile cannot be loaded. Otherwise the tile cannot be removed from
* the tile queue and will block other requests.
* @param {import("./TileState.js").default} state State.
* @api
*/
Tile.prototype.setState = function (state) {
if (this.state !== TileState.ERROR && this.state > state) {
throw new Error('Tile load sequence violation');
}
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 () {
abstract();
};
/**
* Get the alpha value for rendering.
* @param {string} 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;
}
var start = this.transitionStarts_[id];
if (!start) {
start = time;
this.transitionStarts_[id] = start;
}
else if (start === -1) {
return 1;
}
var 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 {string} 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 {string} id An id for the renderer.
*/
Tile.prototype.endTransition = function (id) {
if (this.transition_) {
this.transitionStarts_[id] = -1;
}
};
return Tile;
}(EventTarget));
export default Tile;
//# sourceMappingURL=Tile.js.map