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L.TileLayer.NoGap.js
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// @class TileLayer
L.TileLayer.mergeOptions({
// @option keepBuffer
// The amount of tiles outside the visible map area to be kept in the stitched
// `TileLayer`.
// @option dumpToCanvas: Boolean = true
// Whether to dump loaded tiles to a `<canvas>` to prevent some rendering
// artifacts. (Disabled by default in IE)
dumpToCanvas: L.Browser.canvas && !L.Browser.ie,
});
L.TileLayer.include({
_onUpdateLevel: function(z, zoom) {
if (this.options.dumpToCanvas) {
this._levels[z].canvas.style.zIndex =
this.options.maxZoom - Math.abs(zoom - z);
}
},
_onRemoveLevel: function(z) {
if (this.options.dumpToCanvas) {
L.DomUtil.remove(this._levels[z].canvas);
}
},
_onCreateLevel: function(level) {
if (this.options.dumpToCanvas) {
level.canvas = L.DomUtil.create(
"canvas",
"leaflet-tile-container leaflet-zoom-animated",
this._container
);
level.ctx = level.canvas.getContext("2d");
this._resetCanvasSize(level);
}
},
_removeTile: function(key) {
if (this.options.dumpToCanvas) {
var tile = this._tiles[key];
var level = this._levels[tile.coords.z];
var tileSize = this.getTileSize();
if (level) {
// Where in the canvas should this tile go?
var offset = L.point(tile.coords.x, tile.coords.y)
.subtract(level.canvasRange.min)
.scaleBy(this.getTileSize());
level.ctx.clearRect(offset.x, offset.y, tileSize.x, tileSize.y);
}
}
L.GridLayer.prototype._removeTile.call(this, key);
},
_resetCanvasSize: function(level) {
var buff = this.options.keepBuffer,
pixelBounds = this._getTiledPixelBounds(this._map.getCenter()),
tileRange = this._pxBoundsToTileRange(pixelBounds),
tileSize = this.getTileSize();
tileRange.min = tileRange.min.subtract([buff, buff]); // This adds the no-prune buffer
tileRange.max = tileRange.max.add([buff + 1, buff + 1]);
var pixelRange = L.bounds(
tileRange.min.scaleBy(tileSize),
tileRange.max.add([1, 1]).scaleBy(tileSize) // This prevents an off-by-one when checking if tiles are inside
),
mustRepositionCanvas = false,
neededSize = pixelRange.max.subtract(pixelRange.min);
// Resize the canvas, if needed, and only to make it bigger.
if (
neededSize.x > level.canvas.width ||
neededSize.y > level.canvas.height
) {
// Resizing canvases erases the currently drawn content, I'm afraid.
// To keep it, dump the pixels to another canvas, then display it on
// top. This could be done with getImageData/putImageData, but that
// would break for tainted canvases (in non-CORS tilesets)
var oldSize = { x: level.canvas.width, y: level.canvas.height };
// console.info('Resizing canvas from ', oldSize, 'to ', neededSize);
var tmpCanvas = L.DomUtil.create("canvas");
tmpCanvas.style.width = (tmpCanvas.width = oldSize.x) + "px";
tmpCanvas.style.height = (tmpCanvas.height = oldSize.y) + "px";
tmpCanvas.getContext("2d").drawImage(level.canvas, 0, 0);
// var data = level.ctx.getImageData(0, 0, oldSize.x, oldSize.y);
level.canvas.style.width = (level.canvas.width = neededSize.x) + "px";
level.canvas.style.height = (level.canvas.height = neededSize.y) + "px";
level.ctx.drawImage(tmpCanvas, 0, 0);
// level.ctx.putImageData(data, 0, 0, 0, 0, oldSize.x, oldSize.y);
}
// Translate the canvas contents if it's moved around
if (level.canvasRange) {
var offset = level.canvasRange.min
.subtract(tileRange.min)
.scaleBy(this.getTileSize());
// console.info('Offsetting by ', offset);
if (!L.Browser.safari) {
// By default, canvases copy things "on top of" existing pixels, but we want
// this to *replace* the existing pixels when doing a drawImage() call.
// This will also clear the sides, so no clearRect() calls are needed to make room
// for the new tiles.
level.ctx.globalCompositeOperation = "copy";
level.ctx.drawImage(level.canvas, offset.x, offset.y);
level.ctx.globalCompositeOperation = "source-over";
} else {
// Safari clears the canvas when copying from itself :-(
if (!this._tmpCanvas) {
var t = (this._tmpCanvas = L.DomUtil.create("canvas"));
t.width = level.canvas.width;
t.height = level.canvas.height;
this._tmpContext = t.getContext("2d");
}
this._tmpContext.clearRect(
0,
0,
level.canvas.width,
level.canvas.height
);
this._tmpContext.drawImage(level.canvas, 0, 0);
level.ctx.clearRect(0, 0, level.canvas.width, level.canvas.height);
level.ctx.drawImage(this._tmpCanvas, offset.x, offset.y);
}
mustRepositionCanvas = true; // Wait until new props are set
}
level.canvasRange = tileRange;
level.canvasPxRange = pixelRange;
level.canvasOrigin = pixelRange.min;
// console.log('Canvas tile range: ', level, tileRange.min, tileRange.max );
// console.log('Canvas pixel range: ', pixelRange.min, pixelRange.max );
// console.log('Level origin: ', level.origin );
if (mustRepositionCanvas) {
this._setCanvasZoomTransform(
level,
this._map.getCenter(),
this._map.getZoom()
);
}
},
/// set transform/position of canvas, in addition to the transform/position of the individual tile container
_setZoomTransform: function(level, center, zoom) {
L.GridLayer.prototype._setZoomTransform.call(this, level, center, zoom);
if (this.options.dumpToCanvas) {
this._setCanvasZoomTransform(level, center, zoom);
}
},
// This will get called twice:
// * From _setZoomTransform
// * When the canvas has shifted due to a new tile being loaded
_setCanvasZoomTransform: function(level, center, zoom) {
// console.log('_setCanvasZoomTransform', level, center, zoom);
if (!level.canvasOrigin) {
return;
}
var scale = this._map.getZoomScale(zoom, level.zoom),
translate = level.canvasOrigin
.multiplyBy(scale)
.subtract(this._map._getNewPixelOrigin(center, zoom))
.round();
if (L.Browser.any3d) {
L.DomUtil.setTransform(level.canvas, translate, scale);
} else {
L.DomUtil.setPosition(level.canvas, translate);
}
},
_onOpaqueTile: function(tile) {
if (!this.options.dumpToCanvas) {
return;
}
// Guard against an NS_ERROR_NOT_AVAILABLE (or similar) exception
// when a non-image-tile has been loaded (e.g. a WMS error).
// Checking for tile.el.complete is not enough, as it has been
// already marked as loaded and ready somehow.
try {
this.dumpPixels(tile.coords, tile.el);
} catch (ex) {
return this.fire("tileerror", {
error: "Could not copy tile pixels: " + ex,
tile: tile,
coods: tile.coords,
});
}
// If dumping the pixels was successful, then hide the tile.
// Do not remove the tile itself, as it is needed to check if the whole
// level (and its canvas) should be removed (via level.el.children.length)
tile.el.style.display = "none";
},
// @section Extension methods
// @uninheritable
// @method dumpPixels(coords: Object, imageSource: CanvasImageSource): this
// Dumps pixels from the given `CanvasImageSource` into the layer, into
// the space for the tile represented by the `coords` tile coordinates (an object
// like `{x: Number, y: Number, z: Number}`; the image source must have the
// same size as the `tileSize` option for the layer. Has no effect if `dumpToCanvas`
// is `false`.
dumpPixels: function(coords, imageSource) {
var level = this._levels[coords.z],
tileSize = this.getTileSize();
if (!level.canvasRange || !this.options.dumpToCanvas) {
return;
}
// Check if the tile is inside the currently visible map bounds
// There is a possible race condition when tiles are loaded after they
// have been panned outside of the map.
if (!level.canvasRange.contains(coords)) {
this._resetCanvasSize(level);
}
// Where in the canvas should this tile go?
var offset = L.point(coords.x, coords.y)
.subtract(level.canvasRange.min)
.scaleBy(this.getTileSize());
level.ctx.drawImage(imageSource, offset.x, offset.y, tileSize.x, tileSize.y);
// TODO: Clear the pixels of other levels' canvases where they overlap
// this newly dumped tile.
return this;
},
});