SourceTermAnalysisSystem_vue/node_modules/.vite/deps/chunk-MESSQWK4.js
2026-05-15 10:22:44 +08:00

311 lines
8.2 KiB
JavaScript

import {
TileState_default
} from "./chunk-5D2XPBR2.js";
import {
easeIn
} from "./chunk-LMC3RO5P.js";
import {
createCanvasContext2D
} from "./chunk-YWIWRQT2.js";
import {
listenImage
} from "./chunk-3HOSDZVQ.js";
import {
abstract
} from "./chunk-H47PV7W6.js";
import {
EventType_default,
Target_default
} from "./chunk-KJXIHBKT.js";
// node_modules/ol/Tile.js
var Tile = class extends Target_default {
/**
* @param {import("./tilecoord.js").TileCoord} tileCoord Tile coordinate.
* @param {import("./TileState.js").default} state State.
* @param {Options} [options] Tile options.
*/
constructor(tileCoord, state, options) {
super();
options = options ? options : {};
this.tileCoord = tileCoord;
this.state = state;
this.key = "";
this.transition_ = options.transition === void 0 ? 250 : options.transition;
this.transitionStarts_ = {};
this.interpolate = !!options.interpolate;
}
/**
* @protected
*/
changed() {
this.dispatchEvent(EventType_default.CHANGE);
}
/**
* Called by the tile cache when the tile is removed from the cache due to expiry
*/
release() {
this.setState(TileState_default.EMPTY);
}
/**
* @return {string} Key.
*/
getKey() {
return this.key + "/" + this.tileCoord;
}
/**
* Get the tile coordinate for this tile.
* @return {import("./tilecoord.js").TileCoord} The tile coordinate.
* @api
*/
getTileCoord() {
return this.tileCoord;
}
/**
* @return {import("./TileState.js").default} State.
*/
getState() {
return this.state;
}
/**
* Sets the state of this tile. If you write your own {@link module:ol/Tile~LoadFunction tileLoadFunction} ,
* it is important to set the state correctly to {@link module:ol/TileState~ERROR}
* when the tile cannot be loaded. Otherwise the tile cannot be removed from
* the tile queue and will block other requests.
* @param {import("./TileState.js").default} state State.
* @api
*/
setState(state) {
if (this.state === TileState_default.EMPTY) {
return;
}
if (this.state !== TileState_default.ERROR && this.state > state) {
throw new Error("Tile load sequence violation");
}
this.state = state;
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.
* @abstract
* @api
*/
load() {
abstract();
}
/**
* Get the alpha value for rendering.
* @param {string} id An id for the renderer.
* @param {number} time The render frame time.
* @return {number} A number between 0 and 1.
*/
getAlpha(id, time) {
if (!this.transition_) {
return 1;
}
let start = this.transitionStarts_[id];
if (!start) {
start = time;
this.transitionStarts_[id] = start;
} else if (start === -1) {
return 1;
}
const delta = time - start + 1e3 / 60;
if (delta >= this.transition_) {
return 1;
}
return easeIn(delta / this.transition_);
}
/**
* Determine if a tile is in an alpha transition. A tile is considered in
* transition if tile.getAlpha() has not yet been called or has been called
* and returned 1.
* @param {string} id An id for the renderer.
* @return {boolean} The tile is in transition.
*/
inTransition(id) {
if (!this.transition_) {
return false;
}
return this.transitionStarts_[id] !== -1;
}
/**
* Mark a transition as complete.
* @param {string} id An id for the renderer.
*/
endTransition(id) {
if (this.transition_) {
this.transitionStarts_[id] = -1;
}
}
/**
* @override
*/
disposeInternal() {
this.release();
super.disposeInternal();
}
};
var Tile_default = Tile;
// node_modules/ol/ImageTile.js
var ImageTile = class extends Tile_default {
/**
* @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);
this.crossOrigin_ = crossOrigin;
this.src_ = src;
this.key = src;
this.image_ = new Image();
if (crossOrigin !== null) {
this.image_.crossOrigin = crossOrigin;
}
this.unlisten_ = null;
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_default.LOADED;
this.unlistenImage_();
this.changed();
}
/**
* Tracks loading or read errors.
*
* @private
*/
handleImageError_() {
this.state = TileState_default.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_default.LOADED;
} else {
this.state = TileState_default.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
* @override
*/
load() {
if (this.state == TileState_default.ERROR) {
this.state = TileState_default.IDLE;
this.image_ = new Image();
if (this.crossOrigin_ !== null) {
this.image_.crossOrigin = this.crossOrigin_;
}
}
if (this.state == TileState_default.IDLE) {
this.state = TileState_default.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;
}
}
/**
* @override
*/
disposeInternal() {
this.unlistenImage_();
this.image_ = null;
super.disposeInternal();
}
};
function getBlankImage() {
const ctx = createCanvasContext2D(1, 1);
ctx.fillStyle = "rgba(0,0,0,0)";
ctx.fillRect(0, 0, 1, 1);
return ctx.canvas;
}
var ImageTile_default = ImageTile;
export {
Tile_default,
ImageTile_default
};
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