/** * @module ol/ImageTile */ import Tile from './Tile.js'; import TileState from './TileState.js'; import {createCanvasContext2D} from './dom.js'; import {listenImage} from './Image.js'; class ImageTile extends Tile { /** * @param {import("./tilecoord.js").TileCoord} tileCoord Tile coordinate. * @param {import("./TileState.js").default} state State. * @param {string} src Image source URI. * @param {?string} crossOrigin Cross origin. * @param {import("./Tile.js").LoadFunction} tileLoadFunction Tile load function. * @param {import("./Tile.js").Options} [options] Tile options. */ constructor(tileCoord, state, src, crossOrigin, tileLoadFunction, options) { super(tileCoord, state, options); /** * @private * @type {?string} */ this.crossOrigin_ = crossOrigin; /** * Image URI * * @private * @type {string} */ this.src_ = src; this.key = src; /** * @private * @type {HTMLImageElement|HTMLCanvasElement} */ this.image_ = new Image(); if (crossOrigin !== null) { this.image_.crossOrigin = crossOrigin; } /** * @private * @type {?function():void} */ this.unlisten_ = null; /** * @private * @type {import("./Tile.js").LoadFunction} */ this.tileLoadFunction_ = tileLoadFunction; } /** * Get the HTML image element for this tile (may be a Canvas, Image, or Video). * @return {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} Image. * @api */ getImage() { return this.image_; } /** * Sets an HTML image element for this tile (may be a Canvas or preloaded Image). * @param {HTMLCanvasElement|HTMLImageElement} element Element. */ setImage(element) { this.image_ = element; this.state = TileState.LOADED; this.unlistenImage_(); this.changed(); } /** * Tracks loading or read errors. * * @private */ handleImageError_() { this.state = TileState.ERROR; this.unlistenImage_(); this.image_ = getBlankImage(); this.changed(); } /** * Tracks successful image load. * * @private */ handleImageLoad_() { const image = /** @type {HTMLImageElement} */ (this.image_); if (image.naturalWidth && image.naturalHeight) { this.state = TileState.LOADED; } else { this.state = TileState.EMPTY; } 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. * * To retry loading tiles on failed requests, use a custom `tileLoadFunction` * that checks for error status codes and reloads only when the status code is * 408, 429, 500, 502, 503 and 504, and only when not too many retries have been * made already: * * ```js * const retryCodes = [408, 429, 500, 502, 503, 504]; * const retries = {}; * source.setTileLoadFunction((tile, src) => { * const image = tile.getImage(); * fetch(src) * .then((response) => { * if (retryCodes.includes(response.status)) { * retries[src] = (retries[src] || 0) + 1; * if (retries[src] <= 3) { * setTimeout(() => tile.load(), retries[src] * 1000); * } * return Promise.reject(); * } * return response.blob(); * }) * .then((blob) => { * const imageUrl = URL.createObjectURL(blob); * image.src = imageUrl; * setTimeout(() => URL.revokeObjectURL(imageUrl), 5000); * }) * .catch(() => tile.setState(3)); // error * }); * ``` * * @api */ load() { if (this.state == TileState.ERROR) { this.state = TileState.IDLE; this.image_ = new Image(); if (this.crossOrigin_ !== null) { this.image_.crossOrigin = this.crossOrigin_; } } if (this.state == TileState.IDLE) { this.state = TileState.LOADING; this.changed(); this.tileLoadFunction_(this, this.src_); this.unlisten_ = listenImage( this.image_, this.handleImageLoad_.bind(this), this.handleImageError_.bind(this) ); } } /** * Discards event handlers which listen for load completion or errors. * * @private */ unlistenImage_() { if (this.unlisten_) { this.unlisten_(); this.unlisten_ = null; } } } /** * Get a 1-pixel blank image. * @return {HTMLCanvasElement} Blank image. */ function getBlankImage() { const ctx = createCanvasContext2D(1, 1); ctx.fillStyle = 'rgba(0,0,0,0)'; ctx.fillRect(0, 0, 1, 1); return ctx.canvas; } export default ImageTile;