Implement Raster#_setImage() that doesn't trigger events.

For internal use / updates.
This commit is contained in:
Jürg Lehni 2016-01-27 10:33:01 +01:00
parent 26a64415a5
commit 9cf912090c

View file

@ -105,13 +105,13 @@ var Raster = Item.extend(/** @lends Raster# */{
var image = source._image,
canvas = source._canvas;
if (image) {
this.setImage(image);
this._setImage(image);
} else if (canvas) {
// If the Raster contains a Canvas object, we need to create a new
// one and draw this raster's canvas on it.
var copyCanvas = CanvasProvider.getCanvas(source._size);
copyCanvas.getContext('2d').drawImage(canvas, 0, 0);
this.setImage(copyCanvas);
this._setImage(copyCanvas);
}
// TODO: Shouldn't this be copied with attributes instead of content?
this._crossOrigin = source._crossOrigin;
@ -136,8 +136,8 @@ var Raster = Item.extend(/** @lends Raster# */{
// Get reference to image before changing canvas.
var element = this.getElement();
// NOTE: Setting canvas internally sets _size.
// NOTE: No need to release previous canvas as #setImage() does.
this.setImage(CanvasProvider.getCanvas(size));
// NOTE: No need to release canvas because #_setImage() does so.
this._setImage(CanvasProvider.getCanvas(size));
// Draw element back onto new canvas.
if (element)
this.getContext(true).drawImage(element, 0, 0,
@ -211,7 +211,8 @@ var Raster = Item.extend(/** @lends Raster# */{
getPpi: '#getResolution',
/**
* The HTMLImageElement of the raster, if one is associated.
* The HTMLImageElement or Canvas element of the raster, if one is
* associated.
*
* @bean
* @type HTMLImageElement|Canvas
@ -221,8 +222,7 @@ var Raster = Item.extend(/** @lends Raster# */{
},
setImage: function(image) {
var that = this,
loaded = false;
var that = this;
function emit(event) {
var view = that.getView(),
@ -233,18 +233,25 @@ var Raster = Item.extend(/** @lends Raster# */{
}
}
function update() {
// Both canvas and image have width / height attributes. Due to IE,
// naturalWidth / Height needs to be checked for a swell, because it
// apparently can have width / height set to 0 when the image is
// invisible in the document.
that._size = new Size(
image ? image.naturalWidth || image.width : 0,
image ? image.naturalHeight || image.height : 0);
that._context = null;
that._changed(/*#=*/(Change.GEOMETRY | Change.PIXELS));
this._setImage(image);
if (this._loaded) {
// Emit load event with a delay, so behavior is the same as when
// it's actually loaded and we give the code time to install event.
setTimeout(emit, 0);
} else if (image) {
// Trigger the load event on the image once it's loaded
DomEvent.add(image, {
load: function(event) {
that._loaded = true;
that._setImage(image);
emit(event);
},
error: emit
});
}
},
_setImage: function(image) {
if (this._canvas)
CanvasProvider.release(this._canvas);
// Due to similarities, we can handle both canvas and image types here.
@ -252,30 +259,22 @@ var Raster = Item.extend(/** @lends Raster# */{
// A canvas object
this._image = null;
this._canvas = image;
loaded = true;
this._loaded = true;
} else {
// A image object
this._image = image;
this._canvas = null;
loaded = image && image.complete;
}
this._loaded = loaded;
if (loaded) {
// Emit load event with a delay, so behavior is the same as when
// it's actually loaded and we give the code time to install event.
update();
setTimeout(emit, 0);
} else if (image) {
// Trigger the load event on the image once it's loaded
DomEvent.add(image, {
load: function(event) {
that._loaded = true;
update();
emit(event);
},
error: emit
});
this._loaded = image && image.complete;
}
// Both canvas and image have width / height attributes. Due to IE,
// naturalWidth / Height needs to be checked for a swell, because it
// apparently can have width / height set to 0 when the image is
// invisible in the document.
this._size = new Size(
image ? image.naturalWidth || image.width : 0,
image ? image.naturalHeight || image.height : 0);
this._context = null;
this._changed(/*#=*/(Change.GEOMETRY | Change.PIXELS));
},
/**
@ -365,10 +364,10 @@ var Raster = Item.extend(/** @lends Raster# */{
image = document.getElementById(src) || new window.Image();
if (crossOrigin)
image.crossOrigin = crossOrigin;
this.setImage(image);
// A new image created above? Set the source now.
if (!image.src)
image.src = src;
this.setImage(image);
},
/**
@ -440,7 +439,7 @@ var Raster = Item.extend(/** @lends Raster# */{
getSubRaster: function(/* rect */) {
var rect = Rectangle.read(arguments),
raster = new Raster(Item.NO_INSERT);
raster.setImage(this.getSubCanvas(rect));
raster._setImage(this.getSubCanvas(rect));
raster.translate(rect.getCenter().subtract(this.getSize().divide(2)));
raster._matrix.prepend(this._matrix);
raster.insertAbove(this);