openlayers
Version:
Build tools and sources for developing OpenLayers based mapping applications
174 lines (148 loc) • 4.02 kB
JavaScript
goog.provide('ol.Image');
goog.require('ol');
goog.require('ol.ImageBase');
goog.require('ol.events');
goog.require('ol.events.EventType');
goog.require('ol.extent');
goog.require('ol.obj');
/**
* @constructor
* @extends {ol.ImageBase}
* @param {ol.Extent} extent Extent.
* @param {number|undefined} resolution Resolution.
* @param {number} pixelRatio Pixel ratio.
* @param {Array.<ol.Attribution>} attributions Attributions.
* @param {string} src Image source URI.
* @param {?string} crossOrigin Cross origin.
* @param {ol.ImageLoadFunctionType} imageLoadFunction Image load function.
*/
ol.Image = function(extent, resolution, pixelRatio, attributions, src,
crossOrigin, imageLoadFunction) {
ol.ImageBase.call(this, extent, resolution, pixelRatio, ol.Image.State.IDLE,
attributions);
/**
* @private
* @type {string}
*/
this.src_ = src;
/**
* @private
* @type {HTMLCanvasElement|Image|HTMLVideoElement}
*/
this.image_ = new Image();
if (crossOrigin !== null) {
this.image_.crossOrigin = crossOrigin;
}
/**
* @private
* @type {Object.<number, (HTMLCanvasElement|Image|HTMLVideoElement)>}
*/
this.imageByContext_ = {};
/**
* @private
* @type {Array.<ol.EventsKey>}
*/
this.imageListenerKeys_ = null;
/**
* @protected
* @type {ol.Image.State}
*/
this.state = ol.Image.State.IDLE;
/**
* @private
* @type {ol.ImageLoadFunctionType}
*/
this.imageLoadFunction_ = imageLoadFunction;
};
ol.inherits(ol.Image, ol.ImageBase);
/**
* Get the HTML image element (may be a Canvas, Image, or Video).
* @param {Object=} opt_context Object.
* @return {HTMLCanvasElement|Image|HTMLVideoElement} Image.
* @api
*/
ol.Image.prototype.getImage = function(opt_context) {
if (opt_context !== undefined) {
var image;
var key = ol.getUid(opt_context);
if (key in this.imageByContext_) {
return this.imageByContext_[key];
} else if (ol.obj.isEmpty(this.imageByContext_)) {
image = this.image_;
} else {
image = /** @type {Image} */ (this.image_.cloneNode(false));
}
this.imageByContext_[key] = image;
return image;
} else {
return this.image_;
}
};
/**
* Tracks loading or read errors.
*
* @private
*/
ol.Image.prototype.handleImageError_ = function() {
this.state = ol.Image.State.ERROR;
this.unlistenImage_();
this.changed();
};
/**
* Tracks successful image load.
*
* @private
*/
ol.Image.prototype.handleImageLoad_ = function() {
if (this.resolution === undefined) {
this.resolution = ol.extent.getHeight(this.extent) / this.image_.height;
}
this.state = ol.Image.State.LOADED;
this.unlistenImage_();
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.
* @api
*/
ol.Image.prototype.load = function() {
if (this.state == ol.Image.State.IDLE || this.state == ol.Image.State.ERROR) {
this.state = ol.Image.State.LOADING;
this.changed();
ol.DEBUG && console.assert(!this.imageListenerKeys_,
'this.imageListenerKeys_ should be null');
this.imageListenerKeys_ = [
ol.events.listenOnce(this.image_, ol.events.EventType.ERROR,
this.handleImageError_, this),
ol.events.listenOnce(this.image_, ol.events.EventType.LOAD,
this.handleImageLoad_, this)
];
this.imageLoadFunction_(this, this.src_);
}
};
/**
* @param {HTMLCanvasElement|Image|HTMLVideoElement} image Image.
*/
ol.Image.prototype.setImage = function(image) {
this.image_ = image;
};
/**
* Discards event handlers which listen for load completion or errors.
*
* @private
*/
ol.Image.prototype.unlistenImage_ = function() {
this.imageListenerKeys_.forEach(ol.events.unlistenByKey);
this.imageListenerKeys_ = null;
};
/**
* @enum {number}
*/
ol.Image.State = {
IDLE: 0,
LOADING: 1,
LOADED: 2,
ERROR: 3
};