/** * @module ol/VectorRenderTile */ import Tile from './Tile.js'; import {createCanvasContext2D, releaseCanvas} from './dom.js'; import {getUid} from './util.js'; /** * @typedef {Object} ReplayState * @property {boolean} dirty Dirty. * @property {null|import("./render.js").OrderFunction} renderedRenderOrder RenderedRenderOrder. * @property {number} renderedTileRevision RenderedTileRevision. * @property {number} renderedResolution RenderedResolution. * @property {number} renderedRevision RenderedRevision. * @property {number} renderedTileResolution RenderedTileResolution. * @property {number} renderedTileZ RenderedTileZ. */ /** * @type {Array} */ const canvasPool = []; class VectorRenderTile extends Tile { /** * @param {import("./tilecoord.js").TileCoord} tileCoord Tile coordinate. * @param {import("./TileState.js").default} state State. * @param {import("./tilecoord.js").TileCoord} urlTileCoord Wrapped tile coordinate for source urls. * @param {function(VectorRenderTile):Array} getSourceTiles Function * to get source tiles for this tile. */ constructor(tileCoord, state, urlTileCoord, getSourceTiles) { super(tileCoord, state, {transition: 0}); /** * @private * @type {!Object} */ this.context_ = {}; /** * Executor groups by layer uid. Entries are read/written by the renderer. * @type {Object>} */ this.executorGroups = {}; /** * Executor groups for decluttering, by layer uid. Entries are read/written by the renderer. * @type {Object>} */ this.declutterExecutorGroups = {}; /** * Number of loading source tiles. Read/written by the source. * @type {number} */ this.loadingSourceTiles = 0; /** * @type {Object} */ this.hitDetectionImageData = {}; /** * @private * @type {!Object} */ this.replayState_ = {}; /** * @type {Array} */ this.sourceTiles = []; /** * @type {Object} */ this.errorTileKeys = {}; /** * @type {number} */ this.wantedResolution; /** * @type {!function():Array} */ this.getSourceTiles = getSourceTiles.bind(undefined, this); /** * @type {import("./tilecoord.js").TileCoord} */ this.wrappedTileCoord = urlTileCoord; } /** * @param {import("./layer/Layer.js").default} layer Layer. * @return {CanvasRenderingContext2D} The rendering context. */ getContext(layer) { const key = getUid(layer); if (!(key in this.context_)) { this.context_[key] = createCanvasContext2D(1, 1, canvasPool); } return this.context_[key]; } /** * @param {import("./layer/Layer.js").default} layer Layer. * @return {boolean} Tile has a rendering context for the given layer. */ hasContext(layer) { return getUid(layer) in this.context_; } /** * Get the Canvas for this tile. * @param {import("./layer/Layer.js").default} layer Layer. * @return {HTMLCanvasElement} Canvas. */ getImage(layer) { return this.hasContext(layer) ? this.getContext(layer).canvas : null; } /** * @param {import("./layer/Layer.js").default} layer Layer. * @return {ReplayState} The replay state. */ getReplayState(layer) { const key = getUid(layer); if (!(key in this.replayState_)) { this.replayState_[key] = { dirty: false, renderedRenderOrder: null, renderedResolution: NaN, renderedRevision: -1, renderedTileResolution: NaN, renderedTileRevision: -1, renderedTileZ: -1, }; } return this.replayState_[key]; } /** * Load the tile. */ load() { this.getSourceTiles(); } /** * Remove from the cache due to expiry */ release() { for (const key in this.context_) { const context = this.context_[key]; releaseCanvas(context); canvasPool.push(context.canvas); delete this.context_[key]; } super.release(); } } export default VectorRenderTile;