* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
-var gMapCanvas, gMapContext, gGLMapCanvas, gTrackCanvas, gTrackContext, gGeolocation;
+var gGLMapCanvas, gTrackCanvas, gTrackContext, gGeolocation;
var gDebug = false;
var gMinTrackAccuracy = 1000; // meters
function initMap() {
gGeolocation = navigator.geolocation;
- // Set up canvas contexts. TODO: Remove 2D map once GL support works.
- gMapCanvas = document.getElementById("map");
- gMapContext = gMapCanvas.getContext("2d");
- gGLMapCanvas = document.getElementById("glmap");
+ // Set up canvas context.
+ gGLMapCanvas = document.getElementById("map");
try {
// Try to grab the standard context. If it fails, fallback to experimental.
// We also try to tell it we do not need a depth buffer.
gGLMapCanvas.getContext("experimental-webgl", {depth: false});
}
catch(e) {}
- // If we don't have a GL context, give up now
if (!gMap.gl) {
+ // If we don't have a GL context, give up now
showGLWarningDialog();
gMap.gl = null;
}
+ else {
+ // GL context can be lost at any time, handle that.
+ // See http://www.khronos.org/webgl/wiki/HandlingContextLost
+ gGLMapCanvas.addEventListener("webglcontextlost",
+ gMap.handleContextLost, false);
+ gGLMapCanvas.addEventListener("webglcontextrestored",
+ gMap.handleContextRestored, false);
+ }
gTrackCanvas = document.getElementById("track");
gTrackContext = gTrackCanvas.getContext("2d");
if (!gMap.activeMap)
gAction.addEventListener("prefs-step", loadPrefs, false);
gWaitCounter++;
gPrefs.get("position", function(aValue) {
- if (aValue) {
+ if (aValue && aValue.x && aValue.y && aValue.z) {
gMap.pos = aValue;
}
gWaitCounter--;
glTextureCoordAttr: null,
glResolutionAttr: null,
glMapTexture: null,
+ glTextures: {},
+ glTxCleanIntervalID: null,
+ glTexturesPerZoomLevel: 0,
activeMap: "osm_mapnik",
tileSize: 256,
y: 23670000.0, // The range is 0-67108864 (2^gMap.maxZoom * gMap.tileSize)
z: 5 // This could be fractional if supported being between zoom levels.
},
+ baseDim: { // Map width, height and tile size in level 18 pixels.
+ wid: null,
+ ht: null,
+ tsize: null,
+ },
+
+ get width() { return gMap.gl ? gMap.gl.drawingBufferWidth : gGLMapCanvas.width; },
+ get height() { return gMap.gl ? gMap.gl.drawingBufferHeight : gGLMapCanvas.height; },
getVertShaderSource: function() {
return 'attribute vec2 aVertexPosition;\n' +
' gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n' +
' vTextureCoord = aTextureCoord;\n' +
'}'; },
- getFragShaderSource:function() {
+ getFragShaderSource: function() {
return 'varying highp vec2 vTextureCoord;\n\n' +
'uniform sampler2D uImage;\n\n' +
'void main(void) {\n' +
gMap.gl.enableVertexAttribArray(gMap.glTextureCoordAttr);
gMap.gl.vertexAttribPointer(gMap.glTextureCoordAttr, 2, gMap.gl.FLOAT, false, 0, 0);
- // Map Texture
- gMap.glMapTexture = gMap.gl.createTexture();
- gMap.gl.activeTexture(gMap.gl.TEXTURE0);
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glMapTexture);
- gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0);
- // Set params for how the texture minifies and magnifies (wrap params are not needed as we're power-of-two).
- gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MIN_FILTER, gMap.gl.NEAREST);
- gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MAG_FILTER, gMap.gl.NEAREST);
- // Upload the image into the texture.
- gMap.gl.texImage2D(gMap.gl.TEXTURE_2D, 0, gMap.gl.RGBA, gMap.gl.RGBA, gMap.gl.UNSIGNED_BYTE, gLoadingTile);
+ gMap.loadImageToTexture(gLoadingTile, getTileKey("loading", {x: 0, y: 0, z: 0}));
gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, mapVerticesTextureCoordBuffer);
gMap.gl.enableVertexAttribArray(gMap.glVertexPositionAttr);
gMap.gl.vertexAttribPointer(gMap.glVertexPositionAttr, 2, gMap.gl.FLOAT, false, 0, 0);
+
+ // Call texture cleaning every 30 seconds, for now (is 60 better?).
+ gMap.glTxCleanIntervalID = window.setInterval(gMap.cleanTextures, 30 * 1000);
}
- var throwEv = new CustomEvent("mapinit-done");
- gAction.dispatchEvent(throwEv);
+ if (!gAppInitDone) {
+ // We may be called when context was lost and destroyed,
+ // only send event when we are in app startup
+ // (gAppInitDone is set to true right after we return this event).
+ var throwEv = new CustomEvent("mapinit-done");
+ gAction.dispatchEvent(throwEv);
+ }
},
- drawGLTest: function() {
- if (!gMap.gl) { return; }
-
- this.drawTileGL(5, 10);
- this.drawTileGL(300, 20);
+ draw: function() {
+ gMap.assembleGL();
+ drawTrack();
},
- drawGL: function(aPixels, aOverdraw) {
+ assembleGL: function() {
if (!gMap.gl) { return; }
- // aPixels is an object with left/right/top/bottom members telling how many
- // pixels on the borders should actually be drawn.
- // aOverdraw is a bool that tells if we should draw placeholders or draw
- // straight over the existing content.
- // XXX: Both those optimizations are OFF for GL right now!
- //if (!aPixels)
- aPixels = {left: gMap.gl.drawingBufferWidth, right: gMap.gl.drawingBufferWidth,
- top: gMap.gl.drawingBufferHeight, bottom: gMap.gl.drawingBufferHeight};
- //if (!aOverdraw)
- aOverdraw = false;
document.getElementById("zoomLevel").textContent = gMap.pos.z;
gMap.zoomFactor = Math.pow(2, gMap.maxZoom - gMap.pos.z);
- var wid = gMap.gl.drawingBufferWidth * gMap.zoomFactor; // Width in level 18 pixels.
- var ht = gMap.gl.drawingBufferHeight * gMap.zoomFactor; // Height in level 18 pixels.
- var size = gMap.tileSize * gMap.zoomFactor; // Tile size in level 18 pixels.
+ gMap.baseDim.wid = gMap.gl.drawingBufferWidth * gMap.zoomFactor;
+ gMap.baseDim.ht = gMap.gl.drawingBufferHeight * gMap.zoomFactor;
+ gMap.baseDim.tsize = gMap.tileSize * gMap.zoomFactor;
- var xMin = gMap.pos.x - wid / 2; // Corners of the window in level 18 pixels.
- var yMin = gMap.pos.y - ht / 2;
- var xMax = gMap.pos.x + wid / 2;
- var yMax = gMap.pos.y + ht / 2;
+ var xMin = gMap.pos.x - gMap.baseDim.wid / 2; // Corners of the window in level 18 pixels.
+ var yMin = gMap.pos.y - gMap.baseDim.ht / 2;
+ var xMax = gMap.pos.x + gMap.baseDim.wid / 2;
+ var yMax = gMap.pos.y + gMap.baseDim.ht / 2;
if (gMapPrefsLoaded && mainDB)
gPrefs.set("position", gMap.pos);
- var tiles = {left: Math.ceil((xMin + aPixels.left * gMap.zoomFactor) / size) -
- (aPixels.left ? 0 : 1),
- right: Math.floor((xMax - aPixels.right * gMap.zoomFactor) / size) -
- (aPixels.right ? 1 : 0),
- top: Math.ceil((yMin + aPixels.top * gMap.zoomFactor) / size) -
- (aPixels.top ? 0 : 1),
- bottom: Math.floor((yMax - aPixels.bottom * gMap.zoomFactor) / size) -
- (aPixels.bottom ? 1 : 0)};
-
// Go through all the tiles in the map, find out if to draw them and do so.
- for (var x = Math.floor(xMin / size); x < Math.ceil(xMax / size); x++) {
- for (var y = Math.floor(yMin / size); y < Math.ceil(yMax / size); y++) { // slow script warnings on the tablet appear here!
- // Only go to the drawing step if we need to draw this tile.
- if (x < tiles.left || x > tiles.right ||
- y < tiles.top || y > tiles.bottom) {
- // Round here is **CRUCIAL** otherwise the images are filtered
- // and the performance sucks (more than expected).
- var xoff = Math.round((x * size - xMin) / gMap.zoomFactor);
- var yoff = Math.round((y * size - yMin) / gMap.zoomFactor);
- // Draw placeholder tile unless we overdraw.
- if (!aOverdraw &&
- (x < tiles.left -1 || x > tiles.right + 1 ||
- y < tiles.top -1 || y > tiles.bottom + 1))
- gMap.drawTileGL(xoff, yoff);
-/*
+ for (var x = Math.floor(xMin / gMap.baseDim.tsize); x < Math.ceil(xMax / gMap.baseDim.tsize); x++) {
+ for (var y = Math.floor(yMin / gMap.baseDim.tsize); y < Math.ceil(yMax / gMap.baseDim.tsize); y++) {
+ // Only go to loading step if we haven't loaded the texture.
+ var coords = {x: x, y: y, z: gMap.pos.z};
+ var tileKey = getTileKey(gMap.activeMap, normalizeCoords(coords));
+ if (!gMap.glTextures[tileKey]) {
// Initiate loading/drawing of the actual tile.
- gTileService.get(gMap.activeMap, {x: x, y: y, z: gMap.pos.z},
- function(aImage, aStyle, aCoords) {
- // Only draw if this applies for the current view.
+ gTileService.get(gMap.activeMap, coords,
+ function(aImage, aStyle, aCoords, aTileKey) {
+ // Only actually load if this still applies for the current view.
if ((aStyle == gMap.activeMap) && (aCoords.z == gMap.pos.z)) {
- var ixMin = gMap.pos.x - wid / 2;
- var iyMin = gMap.pos.y - ht / 2;
- var ixoff = Math.round((aCoords.x * size - ixMin) / gMap.zoomFactor);
- var iyoff = Math.round((aCoords.y * size - iyMin) / gMap.zoomFactor);
var URL = window.URL;
var imgURL = URL.createObjectURL(aImage);
var imgObj = new Image();
- imgObj.src = imgURL;
imgObj.onload = function() {
- gMapContext.drawImage(imgObj, ixoff, iyoff);
+ gMap.loadImageToTexture(imgObj, aTileKey);
+ window.requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
URL.revokeObjectURL(imgURL);
}
+ imgObj.src = imgURL;
}
});
-*/
}
}
}
- //drawTrack();
+ window.requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
},
- resizeAndDrawGL: function() {
- if (!gMap.gl) { return; }
+ drawGL: function() {
+ var xMin = gMap.pos.x - gMap.baseDim.wid / 2; // Corners of the window in level 18 pixels.
+ var yMin = gMap.pos.y - gMap.baseDim.ht / 2;
+ var xMax = gMap.pos.x + gMap.baseDim.wid / 2;
+ var yMax = gMap.pos.y + gMap.baseDim.ht / 2;
+
+ // Go through all the tiles in the map, find out if to draw them and do so.
+ for (var x = Math.floor(xMin / gMap.baseDim.tsize); x < Math.ceil(xMax / gMap.baseDim.tsize); x++) {
+ for (var y = Math.floor(yMin / gMap.baseDim.tsize); y < Math.ceil(yMax / gMap.baseDim.tsize); y++) {
+ // Rounding the pixel offsets ensures we position the tiles precisely.
+ var xoff = Math.round((x * gMap.baseDim.tsize - xMin) / gMap.zoomFactor);
+ var yoff = Math.round((y * gMap.baseDim.tsize - yMin) / gMap.zoomFactor);
+ // Draw the tile, first find out the actual texture to use.
+ var norm = normalizeCoords({x: x, y: y, z: gMap.pos.z});
+ var tileKey = getTileKey(gMap.activeMap, norm);
+ if (!gMap.glTextures[tileKey]) {
+ tileKey = getTileKey("loading", {x: 0, y: 0, z: 0});
+ }
+ gMap.drawTileGL(xoff, yoff, tileKey);
+ }
+ }
+ },
- gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight);
- gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT); // Clear the color.
- gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
- //gMap.drawGLTest();
- gMap.drawGL();
+ resizeAndDraw: function() {
+ var viewportWidth = Math.min(window.innerWidth, window.outerWidth);
+ var viewportHeight = Math.min(window.innerHeight, window.outerHeight);
+ if (gGLMapCanvas && gTrackCanvas) {
+ gGLMapCanvas.width = viewportWidth;
+ gGLMapCanvas.height = viewportHeight;
+ gTrackCanvas.width = viewportWidth;
+ gTrackCanvas.height = viewportHeight;
+ if (gMap.gl) {
+ // Size viewport to canvas size.
+ gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight);
+ // Clear the color.
+ gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT);
+ // Make sure the vertex shader get the right resolution.
+ gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
+ // Prepare recalculation of textures to keep for one zoom level.
+ gMap.glTexturesPerZoomLevel = 0;
+ }
+ gMap.draw();
+ showUI();
+ }
},
- drawTileGL: function(aLeft, aRight) {
+ drawTileGL: function(aLeft, aRight, aTileKey) {
+ gMap.gl.activeTexture(gMap.gl.TEXTURE0);
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTileKey]);
+ // Set uImage to refer to TEXTURE0
+ gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0);
var x_start = aLeft;
var i_width = gMap.tileSize;
var y_start = aRight;
x_start + i_width, y_start + i_height,
];
gMap.gl.bufferData(gMap.gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gMap.gl.STATIC_DRAW);
- // gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glMapTexture);
// There are 6 indices in textureCoordinates.
gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6);
- }
-}
+ },
-function resizeAndDraw() {
- var viewportWidth = Math.min(window.innerWidth, window.outerWidth);
- var viewportHeight = Math.min(window.innerHeight, window.outerHeight);
- if (gMapCanvas && gGLMapCanvas && gTrackCanvas) {
- gMapCanvas.width = viewportWidth;
- gMapCanvas.height = viewportHeight;
- gGLMapCanvas.width = viewportWidth;
- gGLMapCanvas.height = viewportHeight;
- gTrackCanvas.width = viewportWidth;
- gTrackCanvas.height = viewportHeight;
- drawMap();
- gMap.resizeAndDrawGL();
- showUI();
- }
+ loadImageToTexture: function(aImage, aTileKey) {
+ // Create and bind texture.
+ gMap.glTextures[aTileKey] = gMap.gl.createTexture();
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTileKey]);
+ // Set params for how the texture minifies and magnifies (wrap params are not needed as we're power-of-two).
+ gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MIN_FILTER, gMap.gl.NEAREST);
+ gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MAG_FILTER, gMap.gl.NEAREST);
+ // Upload the image into the texture.
+ gMap.gl.texImage2D(gMap.gl.TEXTURE_2D, 0, gMap.gl.RGBA, gMap.gl.RGBA, gMap.gl.UNSIGNED_BYTE, aImage);
+ },
+
+ cleanTextures: function() {
+ // Get rid of unneeded textures to save memory.
+ // TODO: Be less aggressive, maybe keep neighboring zoom levels (but x/y coords there are zoom-specific).
+ if (!gMap.glTexturesPerZoomLevel) {
+ // Calculate how many textures we need to keep for one zoom level.
+ // ceil(width/size) gives us the minimum, keep one on either side as well.
+ gMap.glTexturesPerZoomLevel =
+ Math.ceil(gMap.gl.drawingBufferWidth / gMap.tileSize + 2) *
+ Math.ceil(gMap.gl.drawingBufferHeight / gMap.tileSize + 2);
+ console.log("Keeping " + gMap.glTexturesPerZoomLevel + " textures per level");
+ }
+ if (Object.keys(gMap.glTextures).length > gMap.glTexturesPerZoomLevel) {
+ console.log("Cleaning textures... (have " + Object.keys(gMap.glTextures).length + " atm)");
+
+ // Find coordinate ranges for tiles to keep.
+ var tMin = normalizeCoords({x: Math.floor((gMap.pos.x - gMap.baseDim.wid / 2) / gMap.baseDim.tsize) - 1,
+ y: Math.floor((gMap.pos.y - gMap.baseDim.ht / 2) / gMap.baseDim.tsize) - 1,
+ z: gMap.pos.z});
+ var tMax = normalizeCoords({x: Math.ceil((gMap.pos.x + gMap.baseDim.wid / 2) / gMap.baseDim.tsize) + 1,
+ y: Math.ceil((gMap.pos.y + gMap.baseDim.ht / 2) / gMap.baseDim.tsize) + 1,
+ z: gMap.pos.z});
+ console.log("In range: " + tMin.x + "," + tMin.y + "," + tMin.z + " - " + tMax.x + "," + tMax.y + "," + tMax.z);
+ for (aTileKey in gMap.glTextures) {
+ var keyMatches = aTileKey.match(/([^:]+)::(\d+),(\d+),(\d+)/);
+ if (keyMatches && keyMatches[1] != "loading") {
+ var txData = {
+ style: keyMatches[1],
+ x: keyMatches[2],
+ y: keyMatches[3],
+ z: keyMatches[4],
+ }
+ var delTx = false;
+ if (txData.style != gMap.activeMap) { delTx = true; console.log("Different map style: " + txData.style); }
+ if (!delTx && (txData.z < tMin.z || txData.z > tMax.z)) { delTx = true; console.log("Out-of-range zoom: " + txData.z); }
+ if (tMin.x < tMax.x) {
+ if (!delTx && (txData.x < tMin.x || txData.x > tMax.x)) { delTx = true; console.log("Out-of-range X: " + txData.x); }
+ }
+ else {
+ // We are crossing over the 0 coordinate!
+ if (!delTx && (txData.x < tMin.x && txData.x > tMax.x)) { delTx = true; console.log("Out-of-range X: " + txData.x); }
+ }
+ if (tMin.y < tMax.y) {
+ if (!delTx && (txData.y < tMin.y || txData.y > tMax.y)) { delTx = true; console.log("Out-of-range Y: " + txData.y); }
+ }
+ else {
+ // We are crossing over the 0 coordinate!
+ if (!delTx && (txData.y < tMin.y && txData.y > tMax.y)) { delTx = true; console.log("Out-of-range Y: " + txData.y); }
+ }
+ if (delTx) {
+ // Delete texture from GL and from the array we are holding.
+ gMap.gl.deleteTexture(gMap.glTextures[aTileKey]);
+ delete gMap.glTextures[aTileKey];
+ }
+ }
+ }
+ console.log("Cleaning complete, " + Object.keys(gMap.glTextures).length + " textures left)");
+ }
+ },
+
+ handleContextLost: function(event) {
+ event.preventDefault();
+ // GL context is gone, let's reset everything that depends on it.
+ clearInterval(gMap.glTxCleanIntervalID);
+ gMap.glTextures = {};
+ },
+
+ handleContextRestored: function(event) {
+ // When GL context is back, init GL again and draw.
+ gMap.initGL();
+ gMap.draw();
+ },
}
// Using scale(x, y) together with drawing old data on scaled canvas would be an improvement for zooming.
function zoomIn() {
if (gMap.pos.z < gMap.maxZoom) {
gMap.pos.z++;
- drawMap();
+ gMap.draw();
}
}
function zoomOut() {
if (gMap.pos.z > 0) {
gMap.pos.z--;
- drawMap();
+ gMap.draw();
}
}
aTargetLevel = parseInt(aTargetLevel);
if (aTargetLevel >= 0 && aTargetLevel <= gMap.maxZoom) {
gMap.pos.z = aTargetLevel;
- drawMap();
+ gMap.draw();
}
}
document.getElementById("copyright").innerHTML =
gMapStyles[gMap.activeMap].copyright;
showUI();
- drawMap();
+ gMap.draw();
}
}
z: aCoords.z};
}
+function getTileKey(aStyle, aNormalizedCoords) {
+ return aStyle + "::" +
+ aNormalizedCoords.x + "," +
+ aNormalizedCoords.y + "," +
+ aNormalizedCoords.z;
+}
+
// Returns true if the tile is outside the current view.
function isOutsideWindow(t) {
var pos = decodeIndex(t);
var zoomFactor = Math.pow(2, gMap.maxZoom - pos.z);
- var wid = gMapCanvas.width * zoomFactor;
- var ht = gMapCanvas.height * zoomFactor;
+ var wid = gMap.width * zoomFactor;
+ var ht = gMap.height * zoomFactor;
pos.x *= zoomFactor;
pos.y *= zoomFactor;
return {x: ind[0], y: ind[1], z: ind[2]};
}
-function drawMap(aPixels, aOverdraw) {
- gMap.drawGL(aPixels, aOverdraw);
- // aPixels is an object with left/right/top/bottom members telling how many
- // pixels on the borders should actually be drawn.
- // aOverdraw is a bool that tells if we should draw placeholders or draw
- // straight over the existing content.
- if (!aPixels)
- aPixels = {left: gMapCanvas.width, right: gMapCanvas.width,
- top: gMapCanvas.height, bottom: gMapCanvas.height};
- if (!aOverdraw)
- aOverdraw = false;
-
- document.getElementById("zoomLevel").textContent = gMap.pos.z;
- gMap.zoomFactor = Math.pow(2, gMap.maxZoom - gMap.pos.z);
- var wid = gMapCanvas.width * gMap.zoomFactor; // Width in level 18 pixels.
- var ht = gMapCanvas.height * gMap.zoomFactor; // Height in level 18 pixels.
- var size = gMap.tileSize * gMap.zoomFactor; // Tile size in level 18 pixels.
-
- var xMin = gMap.pos.x - wid / 2; // Corners of the window in level 18 pixels.
- var yMin = gMap.pos.y - ht / 2;
- var xMax = gMap.pos.x + wid / 2;
- var yMax = gMap.pos.y + ht / 2;
-
- if (gMapPrefsLoaded && mainDB)
- gPrefs.set("position", gMap.pos);
-
- var tiles = {left: Math.ceil((xMin + aPixels.left * gMap.zoomFactor) / size) -
- (aPixels.left ? 0 : 1),
- right: Math.floor((xMax - aPixels.right * gMap.zoomFactor) / size) -
- (aPixels.right ? 1 : 0),
- top: Math.ceil((yMin + aPixels.top * gMap.zoomFactor) / size) -
- (aPixels.top ? 0 : 1),
- bottom: Math.floor((yMax - aPixels.bottom * gMap.zoomFactor) / size) -
- (aPixels.bottom ? 1 : 0)};
-
- // Go through all the tiles in the map, find out if to draw them and do so.
- for (var x = Math.floor(xMin / size); x < Math.ceil(xMax / size); x++) {
- for (var y = Math.floor(yMin / size); y < Math.ceil(yMax / size); y++) { // slow script warnings on the tablet appear here!
- // Only go to the drawing step if we need to draw this tile.
- if (x < tiles.left || x > tiles.right ||
- y < tiles.top || y > tiles.bottom) {
- // Round here is **CRUCIAL** otherwise the images are filtered
- // and the performance sucks (more than expected).
- var xoff = Math.round((x * size - xMin) / gMap.zoomFactor);
- var yoff = Math.round((y * size - yMin) / gMap.zoomFactor);
- // Draw placeholder tile unless we overdraw.
- if (!aOverdraw &&
- (x < tiles.left -1 || x > tiles.right + 1 ||
- y < tiles.top -1 || y > tiles.bottom + 1))
- gMapContext.drawImage(gLoadingTile, xoff, yoff);
-
- // Initiate loading/drawing of the actual tile.
- gTileService.get(gMap.activeMap, {x: x, y: y, z: gMap.pos.z},
- function(aImage, aStyle, aCoords) {
- // Only draw if this applies for the current view.
- if ((aStyle == gMap.activeMap) && (aCoords.z == gMap.pos.z)) {
- var ixMin = gMap.pos.x - wid / 2;
- var iyMin = gMap.pos.y - ht / 2;
- var ixoff = Math.round((aCoords.x * size - ixMin) / gMap.zoomFactor);
- var iyoff = Math.round((aCoords.y * size - iyMin) / gMap.zoomFactor);
- var URL = window.URL;
- var imgURL = URL.createObjectURL(aImage);
- var imgObj = new Image();
- imgObj.src = imgURL;
- imgObj.onload = function() {
- gMapContext.drawImage(imgObj, ixoff, iyoff);
- URL.revokeObjectURL(imgURL);
- }
- }
- });
- }
- }
- }
- drawTrack();
-}
-
function drawTrack() {
gLastDrawnPoint = null;
gCurPosMapCache = undefined;
var trackpoint = gps2xy(aLatitude, aLongitude);
// lastPoint is for optimizing (not actually executing the draw until the last)
trackpoint.optimized = (lastPoint === false);
- var mappos = {x: Math.round((trackpoint.x - gMap.pos.x) / gMap.zoomFactor + gMapCanvas.width / 2),
- y: Math.round((trackpoint.y - gMap.pos.y) / gMap.zoomFactor + gMapCanvas.height / 2)};
+ var mappos = {x: Math.round((trackpoint.x - gMap.pos.x) / gMap.zoomFactor + gMap.width / 2),
+ y: Math.round((trackpoint.y - gMap.pos.y) / gMap.zoomFactor + gMap.height / 2)};
if (!gLastDrawnPoint || !gLastDrawnPoint.optimized) {
gTrackContext.strokeStyle = gTrackColor;
else {
if (!gLastDrawnPoint || !gLastDrawnPoint.optimized) {
gTrackContext.beginPath();
- gTrackContext.moveTo(Math.round((gLastDrawnPoint.x - gMap.pos.x) / gMap.zoomFactor + gMapCanvas.width / 2),
- Math.round((gLastDrawnPoint.y - gMap.pos.y) / gMap.zoomFactor + gMapCanvas.height / 2));
+ gTrackContext.moveTo(Math.round((gLastDrawnPoint.x - gMap.pos.x) / gMap.zoomFactor + gMap.width / 2),
+ Math.round((gLastDrawnPoint.y - gMap.pos.y) / gMap.zoomFactor + gMap.height / 2));
}
gTrackContext.lineTo(mappos.x, mappos.y);
if (!trackpoint.optimized)
function drawCurrentLocation(trackPoint) {
var locpoint = gps2xy(trackPoint.coords.latitude, trackPoint.coords.longitude);
var circleRadius = Math.round(gCurLocSize / 2);
- var mappos = {x: Math.round((locpoint.x - gMap.pos.x) / gMap.zoomFactor + gMapCanvas.width / 2),
- y: Math.round((locpoint.y - gMap.pos.y) / gMap.zoomFactor + gMapCanvas.height / 2)};
+ var mappos = {x: Math.round((locpoint.x - gMap.pos.x) / gMap.zoomFactor + gMap.width / 2),
+ y: Math.round((locpoint.y - gMap.pos.y) / gMap.zoomFactor + gMap.height / 2)};
undrawCurrentLocation();
function undrawCurrentLocation() {
if (gCurPosMapCache) {
var oldpoint = gCurPosMapCache.point;
- var oldmp = {x: Math.round((oldpoint.x - gMap.pos.x) / gMap.zoomFactor + gMapCanvas.width / 2),
- y: Math.round((oldpoint.y - gMap.pos.y) / gMap.zoomFactor + gMapCanvas.height / 2)};
+ var oldmp = {x: Math.round((oldpoint.x - gMap.pos.x) / gMap.zoomFactor + gMap.width / 2),
+ y: Math.round((oldpoint.y - gMap.pos.y) / gMap.zoomFactor + gMap.height / 2)};
gTrackContext.putImageData(gCurPosMapCache.data,
oldmp.x - gCurPosMapCache.radius,
oldmp.y - gCurPosMapCache.radius);
gDragTouchID = aEvent.changedTouches.item(0).identifier;
coordObj = aEvent.changedTouches.identifiedTouch(gDragTouchID);
}
- var x = coordObj.clientX - gMapCanvas.offsetLeft;
- var y = coordObj.clientY - gMapCanvas.offsetTop;
+ var x = coordObj.clientX - gGLMapCanvas.offsetLeft;
+ var y = coordObj.clientY - gGLMapCanvas.offsetTop;
if (touchEvent || aEvent.button === 0) {
gDragging = true;
// must equal pixel distance of new center and middle.
var x = (aEvent.targetTouches.item(1).clientX +
aEvent.targetTouches.item(0).clientX) / 2 -
- gMapCanvas.offsetLeft;
+ gGLMapCanvas.offsetLeft;
var y = (aEvent.targetTouches.item(1).clientY +
aEvent.targetTouches.item(0).clientY) / 2 -
- gMapCanvas.offsetTop;
+ gGLMapCanvas.offsetTop;
// Zoom factor after this action.
var newZoomFactor = Math.pow(2, gMap.maxZoom - newZoomLevel);
- gMap.pos.x -= (x - gMapCanvas.width / 2) * (newZoomFactor - gMap.zoomFactor);
- gMap.pos.y -= (y - gMapCanvas.height / 2) * (newZoomFactor - gMap.zoomFactor);
+ gMap.pos.x -= (x - gMap.width / 2) * (newZoomFactor - gMap.zoomFactor);
+ gMap.pos.y -= (y - gMap.height / 2) * (newZoomFactor - gMap.zoomFactor);
if (gPinchStartWidth < curPinchStartWidth)
zoomIn();
// If we are in a pinch, do not drag.
break;
}
- var x = coordObj.clientX - gMapCanvas.offsetLeft;
- var y = coordObj.clientY - gMapCanvas.offsetTop;
+ var x = coordObj.clientX - gGLMapCanvas.offsetLeft;
+ var y = coordObj.clientY - gGLMapCanvas.offsetTop;
if (gDragging === true) {
var dX = x - gLastMouseX;
var dY = y - gLastMouseY;
gMap.pos.x -= dX * gMap.zoomFactor;
gMap.pos.y -= dY * gMap.zoomFactor;
- if (true) { // use optimized path
- var mapData = gMapContext.getImageData(0, 0,
- gMapCanvas.width,
- gMapCanvas.height);
- gMapContext.clearRect(0, 0, gMapCanvas.width, gMapCanvas.height);
- gMapContext.putImageData(mapData, dX, dY);
- drawMap({left: (dX > 0) ? dX : 0,
- right: (dX < 0) ? -dX : 0,
- top: (dY > 0) ? dY : 0,
- bottom: (dY < 0) ? -dY : 0});
- }
- else {
- drawMap(false, true);
- }
+ gMap.draw();
showUI();
}
gLastMouseX = x;
// Debug output: "coordinates" of the point the mouse was over.
/*
- var ptCoord = {x: gMap.pos.x + (x - gMapCanvas.width / 2) * gMap.zoomFactor,
- y: gMap.pos.y + (x - gMapCanvas.height / 2) * gMap.zoomFactor};
+ var ptCoord = {x: gMap.pos.x + (x - gMap.width / 2) * gMap.zoomFactor,
+ y: gMap.pos.y + (x - gMap.height / 2) * gMap.zoomFactor};
var gpsCoord = xy2gps(ptCoord.x, ptCoord.y);
var pt2Coord = gps2xy(gpsCoord.latitude, gpsCoord.longitude);
console.log(ptCoord.x + "/" + ptCoord.y + " - " +
// Calculate new center of the map - same point stays under the mouse.
// This means that the pixel distance between the old center and point
// must equal the pixel distance of the new center and that point.
- var x = coordObj.clientX - gMapCanvas.offsetLeft;
- var y = coordObj.clientY - gMapCanvas.offsetTop;
+ var x = coordObj.clientX - gGLMapCanvas.offsetLeft;
+ var y = coordObj.clientY - gGLMapCanvas.offsetTop;
// Zoom factor after this action.
var newZoomFactor = Math.pow(2, gMap.maxZoom - newZoomLevel);
- gMap.pos.x -= (x - gMapCanvas.width / 2) * (newZoomFactor - gMap.zoomFactor);
- gMap.pos.y -= (y - gMapCanvas.height / 2) * (newZoomFactor - gMap.zoomFactor);
+ gMap.pos.x -= (x - gMap.width / 2) * (newZoomFactor - gMap.zoomFactor);
+ gMap.pos.y -= (y - gMap.height / 2) * (newZoomFactor - gMap.zoomFactor);
if (aEvent.deltaY < 0)
zoomIn();
if (dX || dY) {
gMap.pos.x -= dX * gMap.zoomFactor;
gMap.pos.y -= dY * gMap.zoomFactor;
- if (true) { // use optimized path
- var mapData = gMapContext.getImageData(0, 0,
- gMapCanvas.width,
- gMapCanvas.height);
- gMapContext.clearRect(0, 0, gMapCanvas.width, gMapCanvas.height);
- gMapContext.putImageData(mapData, dX, dY);
- drawMap({left: (dX > 0) ? dX : 0,
- right: (dX < 0) ? -dX : 0,
- top: (dY > 0) ? dY : 0,
- bottom: (dY < 0) ? -dY : 0});
- }
- else {
- drawMap(false, true);
- }
+ gMap.draw();
}
break;
}
if (gCenterPosition) {
var posCoord = gps2xy(position.coords.latitude,
position.coords.longitude);
- if (Math.abs(gMap.pos.x - posCoord.x) > gMapCanvas.width * gMap.zoomFactor / 4 ||
- Math.abs(gMap.pos.y - posCoord.y) > gMapCanvas.height * gMap.zoomFactor / 4) {
+ if (Math.abs(gMap.pos.x - posCoord.x) > gMap.width * gMap.zoomFactor / 4 ||
+ Math.abs(gMap.pos.y - posCoord.y) > gMap.height * gMap.zoomFactor / 4) {
gMap.pos.x = posCoord.x;
gMap.pos.y = posCoord.y;
- drawMap(); // This draws the current point as well.
+ gMap.draw(); // This draws the current point as well.
redrawn = true;
}
}
get: function(aStyle, aCoords, aCallback) {
var norm = normalizeCoords(aCoords);
- var dbkey = aStyle + "::" + norm.x + "," + norm.y + "," + norm.z;
+ var dbkey = getTileKey(aStyle, norm);
this.getDBCache(dbkey, function(aResult, aEvent) {
if (aResult) {
// We did get a cached object.
- aCallback(aResult.image, aStyle, aCoords);
+ aCallback(aResult.image, aStyle, aCoords, dbkey);
// Look at the timestamp and return if it's not too old.
if (aResult.timestamp + gTileService.ageLimit > Date.now())
return;
.replace("{x}", norm.x)
.replace("{y}", norm.y)
.replace("{z}", norm.z)
- .replace("[a-c]", String.fromCharCode(97 + Math.floor(Math.random() * 2)))
- .replace("[1-4]", 1 + Math.floor(Math.random() * 3)),
+ .replace("[a-c]", String.fromCharCode(97 + Math.floor(Math.random() * 3)))
+ .replace("[1-4]", 1 + Math.floor(Math.random() * 4)),
true);
XHR.responseType = "blob";
XHR.addEventListener("load", function () {
if (XHR.status === 200) {
var blob = XHR.response;
- aCallback(blob, aStyle, aCoords);
+ aCallback(blob, aStyle, aCoords, dbkey);
gTileService.setDBCache(dbkey, {image: blob, timestamp: Date.now()});
}
}, false);