import {Renderer} from './Renderer';
import * as DomUtil from '../../dom/DomUtil';
import * as DomEvent from '../../dom/DomEvent';
import * as Browser from '../../core/Browser';
import * as Util from '../../core/Util';
import {Bounds} from '../../geometry/Bounds';
/*
* @class Canvas
* @inherits Renderer
* @aka L.Canvas
*
* Allows vector layers to be displayed with [`<canvas>`](https://developer.mozilla.org/docs/Web/API/Canvas_API).
* Inherits `Renderer`.
*
* Due to [technical limitations](http://caniuse.com/#search=canvas), Canvas is not
* available in all web browsers, notably IE8, and overlapping geometries might
* not display properly in some edge cases.
*
* @example
*
* Use Canvas by default for all paths in the map:
*
* ```js
* var map = L.map('map', {
* renderer: L.canvas()
* });
* ```
*
* Use a Canvas renderer with extra padding for specific vector geometries:
*
* ```js
* var map = L.map('map');
* var myRenderer = L.canvas({ padding: 0.5 });
* var line = L.polyline( coordinates, { renderer: myRenderer } );
* var circle = L.circle( center, { renderer: myRenderer } );
* ```
*/
export var Canvas = Renderer.extend({
getEvents: function () {
var events = Renderer.prototype.getEvents.call(this);
events.viewprereset = this._onViewPreReset;
return events;
},
_onViewPreReset: function () {
// Set a flag so that a viewprereset+moveend+viewreset only updates&redraws once
this._postponeUpdatePaths = true;
},
onAdd: function () {
Renderer.prototype.onAdd.call(this);
// Redraw vectors since canvas is cleared upon removal,
// in case of removing the renderer itself from the map.
this._draw();
},
_initContainer: function () {
var container = this._container = document.createElement('canvas');
DomEvent.on(container, 'mousemove', Util.throttle(this._onMouseMove, 32, this), this);
DomEvent.on(container, 'click dblclick mousedown mouseup contextmenu', this._onClick, this);
DomEvent.on(container, 'mouseout', this._handleMouseOut, this);
this._ctx = container.getContext('2d');
},
_destroyContainer: function () {
delete this._ctx;
DomUtil.remove(this._container);
DomEvent.off(this._container);
delete this._container;
},
_updatePaths: function () {
if (this._postponeUpdatePaths) { return; }
var layer;
this._redrawBounds = null;
for (var id in this._layers) {
layer = this._layers[id];
layer._update();
}
this._redraw();
},
_update: function () {
if (this._map._animatingZoom && this._bounds) { return; }
this._drawnLayers = {};
Renderer.prototype._update.call(this);
var b = this._bounds,
container = this._container,
size = b.getSize(),
m = Browser.retina ? 2 : 1;
DomUtil.setPosition(container, b.min);
// set canvas size (also clearing it); use double size on retina
container.width = m * size.x;
container.height = m * size.y;
container.style.width = size.x + 'px';
container.style.height = size.y + 'px';
if (Browser.retina) {
this._ctx.scale(2, 2);
}
// translate so we use the same path coordinates after canvas element moves
this._ctx.translate(-b.min.x, -b.min.y);
// Tell paths to redraw themselves
this.fire('update');
},
_reset: function () {
Renderer.prototype._reset.call(this);
if (this._postponeUpdatePaths) {
this._postponeUpdatePaths = false;
this._updatePaths();
}
},
_initPath: function (layer) {
this._updateDashArray(layer);
this._layers[Util.stamp(layer)] = layer;
var order = layer._order = {
layer: layer,
prev: this._drawLast,
next: null
};
if (this._drawLast) { this._drawLast.next = order; }
this._drawLast = order;
this._drawFirst = this._drawFirst || this._drawLast;
},
_addPath: function (layer) {
this._requestRedraw(layer);
},
_removePath: function (layer) {
var order = layer._order;
var next = order.next;
var prev = order.prev;
if (next) {
next.prev = prev;
} else {
this._drawLast = prev;
}
if (prev) {
prev.next = next;
} else {
this._drawFirst = next;
}
delete layer._order;
delete this._layers[L.stamp(layer)];
this._requestRedraw(layer);
},
_updatePath: function (layer) {
// Redraw the union of the layer's old pixel
// bounds and the new pixel bounds.
this._extendRedrawBounds(layer);
layer._project();
layer._update();
// The redraw will extend the redraw bounds
// with the new pixel bounds.
this._requestRedraw(layer);
},
_updateStyle: function (layer) {
this._updateDashArray(layer);
this._requestRedraw(layer);
},
_updateDashArray: function (layer) {
if (layer.options.dashArray) {
var parts = layer.options.dashArray.split(','),
dashArray = [],
i;
for (i = 0; i < parts.length; i++) {
dashArray.push(Number(parts[i]));
}
layer.options._dashArray = dashArray;
}
},
_requestRedraw: function (layer) {
if (!this._map) { return; }
this._extendRedrawBounds(layer);
this._redrawRequest = this._redrawRequest || Util.requestAnimFrame(this._redraw, this);
},
_extendRedrawBounds: function (layer) {
if (layer._pxBounds) {
var padding = (layer.options.weight || 0) + 1;
this._redrawBounds = this._redrawBounds || new Bounds();
this._redrawBounds.extend(layer._pxBounds.min.subtract([padding, padding]));
this._redrawBounds.extend(layer._pxBounds.max.add([padding, padding]));
}
},
_redraw: function () {
this._redrawRequest = null;
if (this._redrawBounds) {
this._redrawBounds.min._floor();
this._redrawBounds.max._ceil();
}
this._clear(); // clear layers in redraw bounds
this._draw(); // draw layers
this._redrawBounds = null;
},
_clear: function () {
var bounds = this._redrawBounds;
if (bounds) {
var size = bounds.getSize();
this._ctx.clearRect(bounds.min.x, bounds.min.y, size.x, size.y);
} else {
this._ctx.clearRect(0, 0, this._container.width, this._container.height);
}
},
_draw: function () {
var layer, bounds = this._redrawBounds;
this._ctx.save();
if (bounds) {
var size = bounds.getSize();
this._ctx.beginPath();
this._ctx.rect(bounds.min.x, bounds.min.y, size.x, size.y);
this._ctx.clip();
}
this._drawing = true;
for (var order = this._drawFirst; order; order = order.next) {
layer = order.layer;
if (!bounds || (layer._pxBounds && layer._pxBounds.intersects(bounds))) {
layer._updatePath();
}
}
this._drawing = false;
this._ctx.restore(); // Restore state before clipping.
},
_updatePoly: function (layer, closed) {
if (!this._drawing) { return; }
var i, j, len2, p,
parts = layer._parts,
len = parts.length,
ctx = this._ctx;
if (!len) { return; }
this._drawnLayers[layer._leaflet_id] = layer;
ctx.beginPath();
for (i = 0; i < len; i++) {
for (j = 0, len2 = parts[i].length; j < len2; j++) {
p = parts[i][j];
ctx[j ? 'lineTo' : 'moveTo'](p.x, p.y);
}
if (closed) {
ctx.closePath();
}
}
this._fillStroke(ctx, layer);
// TODO optimization: 1 fill/stroke for all features with equal style instead of 1 for each feature
},
_updateCircle: function (layer) {
if (!this._drawing || layer._empty()) { return; }
var p = layer._point,
ctx = this._ctx,
r = Math.max(Math.round(layer._radius), 1),
s = (Math.max(Math.round(layer._radiusY), 1) || r) / r;
this._drawnLayers[layer._leaflet_id] = layer;
if (s !== 1) {
ctx.save();
ctx.scale(1, s);
}
ctx.beginPath();
ctx.arc(p.x, p.y / s, r, 0, Math.PI * 2, false);
if (s !== 1) {
ctx.restore();
}
this._fillStroke(ctx, layer);
},
_fillStroke: function (ctx, layer) {
var options = layer.options;
if (options.fill) {
ctx.globalAlpha = options.fillOpacity;
ctx.fillStyle = options.fillColor || options.color;
ctx.fill(options.fillRule || 'evenodd');
}
if (options.stroke && options.weight !== 0) {
if (ctx.setLineDash) {
ctx.setLineDash(layer.options && layer.options._dashArray || []);
}
ctx.globalAlpha = options.opacity;
ctx.lineWidth = options.weight;
ctx.strokeStyle = options.color;
ctx.lineCap = options.lineCap;
ctx.lineJoin = options.lineJoin;
ctx.stroke();
}
},
// Canvas obviously doesn't have mouse events for individual drawn objects,
// so we emulate that by calculating what's under the mouse on mousemove/click manually
_onClick: function (e) {
var point = this._map.mouseEventToLayerPoint(e), layer, clickedLayer;
for (var order = this._drawFirst; order; order = order.next) {
layer = order.layer;
if (layer.options.interactive && layer._containsPoint(point) && !this._map._draggableMoved(layer)) {
clickedLayer = layer;
}
}
if (clickedLayer) {
DomEvent.fakeStop(e);
this._fireEvent([clickedLayer], e);
}
},
_onMouseMove: function (e) {
if (!this._map || this._map.dragging.moving() || this._map._animatingZoom) { return; }
var point = this._map.mouseEventToLayerPoint(e);
this._handleMouseHover(e, point);
},
_handleMouseOut: function (e) {
var layer = this._hoveredLayer;
if (layer) {
// if we're leaving the layer, fire mouseout
DomUtil.removeClass(this._container, 'leaflet-interactive');
this._fireEvent([layer], e, 'mouseout');
this._hoveredLayer = null;
}
},
_handleMouseHover: function (e, point) {
var layer, candidateHoveredLayer;
for (var order = this._drawFirst; order; order = order.next) {
layer = order.layer;
if (layer.options.interactive && layer._containsPoint(point)) {
candidateHoveredLayer = layer;
}
}
if (candidateHoveredLayer !== this._hoveredLayer) {
this._handleMouseOut(e);
if (candidateHoveredLayer) {
DomUtil.addClass(this._container, 'leaflet-interactive'); // change cursor
this._fireEvent([candidateHoveredLayer], e, 'mouseover');
this._hoveredLayer = candidateHoveredLayer;
}
}
if (this._hoveredLayer) {
this._fireEvent([this._hoveredLayer], e);
}
},
_fireEvent: function (layers, e, type) {
this._map._fireDOMEvent(e, type || e.type, layers);
},
_bringToFront: function (layer) {
var order = layer._order;
var next = order.next;
var prev = order.prev;
if (next) {
next.prev = prev;
} else {
// Already last
return;
}
if (prev) {
prev.next = next;
} else if (next) {
// Update first entry unless this is the
// single entry
this._drawFirst = next;
}
order.prev = this._drawLast;
this._drawLast.next = order;
order.next = null;
this._drawLast = order;
this._requestRedraw(layer);
},
_bringToBack: function (layer) {
var order = layer._order;
var next = order.next;
var prev = order.prev;
if (prev) {
prev.next = next;
} else {
// Already first
return;
}
if (next) {
next.prev = prev;
} else if (prev) {
// Update last entry unless this is the
// single entry
this._drawLast = prev;
}
order.prev = null;
order.next = this._drawFirst;
this._drawFirst.prev = order;
this._drawFirst = order;
this._requestRedraw(layer);
}
});
// @factory L.canvas(options?: Renderer options)
// Creates a Canvas renderer with the given options.
export function canvas(options) {
return Browser.canvas ? new Canvas(options) : null;
}
so we emulate that by calculating what's under the mouse on mousemove/click manually
single entry
single entry
Creates a Canvas renderer with the given options.
https://api.github.com/OpenSourcePolitics/decidim-ditp/blob/3d8159af20c373f8f993bf720aad0a330dc1c216/packages/core/node_modules/leaflet/src/layer/vector/Canvas.js#L288