X-Git-Url: https://git-public.kairo.at/?p=lantea.git;a=blobdiff_plain;f=js%2Fmap.js;h=024eaf4e655b9a9f34df5e227070bfc87678b716;hp=482f5a4f60e76aea8145e246da2fc1f1c596fdec;hb=d7310ee2c8b72539147c6879be811a960fd2938a;hpb=e8525b4605e8bd81709508b9266e92a686506f28 diff --git a/js/map.js b/js/map.js index 482f5a4..024eaf4 100644 --- a/js/map.js +++ b/js/map.js @@ -2,7 +2,7 @@ * 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 @@ -63,10 +63,8 @@ var gCurPosMapCache; 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. @@ -123,12 +121,14 @@ function loadPrefs(aEvent) { document.getElementById("body").addEventListener("keydown", mapEvHandler, false); + console.log("Events added."); document.getElementById("copyright").innerHTML = gMapStyles[gMap.activeMap].copyright; gLoadingTile = new Image(); gLoadingTile.src = "style/loading.png"; gLoadingTile.onload = function() { + console.log("Loading Tile loaded."); var throwEv = new CustomEvent("prefload-done"); gAction.dispatchEvent(throwEv); }; @@ -140,7 +140,7 @@ function loadPrefs(aEvent) { 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--; @@ -205,7 +205,8 @@ var gMap = { glResolutionAttr: null, glMapTexture: null, glTextures: {}, - glTextureKeys: {}, + glTxCleanIntervalID: null, + glTexturesPerZoomLevel: 0, activeMap: "osm_mapnik", tileSize: 256, @@ -216,6 +217,14 @@ var gMap = { 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' + @@ -228,7 +237,7 @@ var gMap = { ' 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' + @@ -237,12 +246,14 @@ var gMap = { initGL: function() { // When called from the event listener, the "this" reference doesn't work, so use the object name. + console.log("Initializing WebGL..."); if (gMap.gl) { gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight); gMap.gl.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque. gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT|gMap.gl.DEPTH_BUFFER_BIT); // Clear the color. // Create and initialize the shaders. + console.log("Create and compile shaders..."); var vertShader = gMap.gl.createShader(gMap.gl.VERTEX_SHADER); var fragShader = gMap.gl.createShader(gMap.gl.FRAGMENT_SHADER); gMap.gl.shaderSource(vertShader, gMap.getVertShaderSource()); @@ -262,6 +273,7 @@ var gMap = { return null; } + console.log("Create and link shader program..."); gMap.glShaderProgram = gMap.gl.createProgram(); gMap.gl.attachShader(gMap.glShaderProgram, vertShader); gMap.gl.attachShader(gMap.glShaderProgram, fragShader); @@ -276,6 +288,7 @@ var gMap = { gMap.glTextureCoordAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aTextureCoord"); gMap.glResolutionAttr = gMap.gl.getUniformLocation(gMap.glShaderProgram, "uResolution"); + console.log("Set up vertex buffer..."); var tileVerticesBuffer = gMap.gl.createBuffer(); gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, tileVerticesBuffer); // The vertices are the coordinates of the corner points of the square. @@ -291,123 +304,127 @@ var gMap = { gMap.gl.enableVertexAttribArray(gMap.glTextureCoordAttr); gMap.gl.vertexAttribPointer(gMap.glTextureCoordAttr, 2, gMap.gl.FLOAT, false, 0, 0); - gMap.loadImageToTexture(gLoadingTile, 0, "loading::0,0,0"); + gMap.loadImageToTexture(gLoadingTile, getTileKey("loading", {x: 0, y: 0, z: 0})); gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height); // Create a buffer for the position of the rectangle corners. + console.log("Set up coord buffer..."); var mapVerticesTextureCoordBuffer = gMap.gl.createBuffer(); 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); }, - drawGLTest: function() { - if (!gMap.gl) { return; } - - this.drawTileGL(5, 10, 0); - this.drawTileGL(300, 20, 0); + 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, 0); - } + 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, aTileKey) { - // 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() { - var txIndex = gMap.glTextureKeys[aTileKey]; - if (!txIndex) { - txIndex = Object.keys(gMap.glTextureKeys).length; - gMap.loadImageToTexture(imgObj, txIndex, aTileKey); - } - gMap.drawTileGL(ixoff, iyoff, txIndex); + 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; - 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(); + // 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); + } + } }, - drawTileGL: function(aLeft, aRight, aTextureIndex) { - gMap.gl.activeTexture(gMap.gl.TEXTURE0 + aTextureIndex); - gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTextureIndex]); + 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, 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; @@ -426,35 +443,76 @@ var gMap = { gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6); }, - loadImageToTexture: function(aImage, aTextureIndex, aTileKey) { - gMap.glTextureKeys[aTileKey] = aTextureIndex; + loadImageToTexture: function(aImage, aTileKey) { // Create and bind texture. - gMap.glTextures[aTextureIndex] = gMap.gl.createTexture(); - gMap.gl.activeTexture(gMap.gl.TEXTURE0 + aTextureIndex); - gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTextureIndex]); - gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0); + 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); }, -} -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(); - } + 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)"); + //clearInterval(gMap.glTxCleanIntervalID); + } + }, } // Using scale(x, y) together with drawing old data on scaled canvas would be an improvement for zooming. @@ -463,14 +521,14 @@ function resizeAndDraw() { 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(); } } @@ -478,7 +536,7 @@ function zoomTo(aTargetLevel) { aTargetLevel = parseInt(aTargetLevel); if (aTargetLevel >= 0 && aTargetLevel <= gMap.maxZoom) { gMap.pos.z = aTargetLevel; - drawMap(); + gMap.draw(); } } @@ -507,7 +565,7 @@ function setMapStyle() { document.getElementById("copyright").innerHTML = gMapStyles[gMap.activeMap].copyright; showUI(); - drawMap(); + gMap.draw(); } } @@ -524,13 +582,20 @@ function normalizeCoords(aCoords) { 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; @@ -552,84 +617,6 @@ function decodeIndex(encodedIdx) { 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, aTileKey) { - // 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; @@ -646,8 +633,8 @@ function drawTrackPoint(aLatitude, aLongitude, lastPoint) { 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; @@ -669,8 +656,8 @@ function drawTrackPoint(aLatitude, aLongitude, lastPoint) { 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) @@ -682,8 +669,8 @@ function drawTrackPoint(aLatitude, aLongitude, lastPoint) { 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(); @@ -706,8 +693,8 @@ function drawCurrentLocation(trackPoint) { 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); @@ -758,8 +745,8 @@ var mapEvHandler = { 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; @@ -789,15 +776,15 @@ var mapEvHandler = { // 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(); @@ -811,27 +798,14 @@ var mapEvHandler = { // 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; @@ -858,8 +832,8 @@ var mapEvHandler = { // 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 + " - " + @@ -872,13 +846,13 @@ var mapEvHandler = { // 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(); @@ -952,20 +926,7 @@ var mapEvHandler = { 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; } @@ -1048,11 +1009,11 @@ function startTracking() { 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; } } @@ -1096,7 +1057,7 @@ var gTileService = { 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.