c8y-openlayer
Version:
This module is designed to help integrate Openlayer with Cumulocity IoT
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JavaScript
import _ol_ from './index.js';
import _ol_TileState_ from './tilestate.js';
import _ol_easing_ from './easing.js';
import _ol_events_EventTarget_ from './events/eventtarget.js';
import _ol_events_EventType_ from './events/eventtype.js';
/**
* @classdesc
* Base class for tiles.
*
* @constructor
* @abstract
* @extends {ol.events.EventTarget}
* @param {ol.TileCoord} tileCoord Tile coordinate.
* @param {ol.TileState} state State.
* @param {olx.TileOptions=} opt_options Tile options.
*/
var _ol_Tile_ = function(tileCoord, state, opt_options) {
_ol_events_EventTarget_.call(this);
var options = opt_options ? opt_options : {};
/**
* @type {ol.TileCoord}
*/
this.tileCoord = tileCoord;
/**
* @protected
* @type {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 {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_ = {};
};
_ol_.inherits(_ol_Tile_, _ol_events_EventTarget_);
/**
* @protected
*/
_ol_Tile_.prototype.changed = function() {
this.dispatchEvent(_ol_events_EventType_.CHANGE);
};
/**
* @return {string} Key.
*/
_ol_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 {!ol.Tile} Best tile for rendering.
*/
_ol_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() == _ol_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.
*/
_ol_Tile_.prototype.refreshInterimChain = function() {
if (!this.interimTile) {
return;
}
var tile = this.interimTile;
var prev = this;
do {
if (tile.getState() == _ol_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() == _ol_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() == _ol_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 {ol.TileCoord} The tile coordinate.
* @api
*/
_ol_Tile_.prototype.getTileCoord = function() {
return this.tileCoord;
};
/**
* @return {ol.TileState} State.
*/
_ol_Tile_.prototype.getState = function() {
return this.state;
};
/**
* @param {ol.TileState} state State.
*/
_ol_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
*/
_ol_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.
*/
_ol_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 _ol_easing_.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.
*/
_ol_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.
*/
_ol_Tile_.prototype.endTransition = function(id) {
if (this.transition_) {
this.transitionStarts_[id] = -1;
}
};
export default _ol_Tile_;