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[busui.git] / labs / Elements.js
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/* Copyright (c) 2006-2010 by OpenLayers Contributors (see authors.txt for 
 * full list of contributors). Published under the Clear BSD license.  
 * See http://svn.openlayers.org/trunk/openlayers/license.txt for the
 * full text of the license. */
 
/**
 * @requires OpenLayers/Renderer.js
 */
 
/**
 * Class: OpenLayers.ElementsIndexer
 * This class takes care of figuring out which order elements should be
 *     placed in the DOM based on given indexing methods. 
 */
OpenLayers.ElementsIndexer = OpenLayers.Class({
   
    /**
     * Property: maxZIndex
     * {Integer} This is the largest-most z-index value for a node
     *     contained within the indexer.
     */
    maxZIndex: null,
    
    /**
     * Property: order
     * {Array<String>} This is an array of node id's stored in the
     *     order that they should show up on screen. Id's higher up in the
     *     array (higher array index) represent nodes with higher z-indeces.
     */
    order: null, 
    
    /**
     * Property: indices
     * {Object} This is a hash that maps node ids to their z-index value
     *     stored in the indexer. This is done to make finding a nodes z-index 
     *     value O(1).
     */
    indices: null,
    
    /**
     * Property: compare
     * {Function} This is the function used to determine placement of
     *     of a new node within the indexer. If null, this defaults to to
     *     the Z_ORDER_DRAWING_ORDER comparison method.
     */
    compare: null,
    
    /**
     * APIMethod: initialize
     * Create a new indexer with 
     * 
     * Parameters:
     * yOrdering - {Boolean} Whether to use y-ordering.
     */
    initialize: function(yOrdering) {
 
        this.compare = yOrdering ? 
            OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER_Y_ORDER :
            OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER_DRAWING_ORDER;
            
        this.order = [];
        this.indices = {};
        this.maxZIndex = 0;
    },
    
    /**
     * APIMethod: insert
     * Insert a new node into the indexer. In order to find the correct 
     *     positioning for the node to be inserted, this method uses a binary 
     *     search. This makes inserting O(log(n)). 
     * 
     * Parameters:
     * newNode - {DOMElement} The new node to be inserted.
     * 
     * Returns
     * {DOMElement} the node before which we should insert our newNode, or
     *     null if newNode can just be appended.
     */
    insert: function(newNode) {
        // If the node is known to the indexer, remove it so we can
        // recalculate where it should go.
        if (this.exists(newNode)) {
            this.remove(newNode);
        }
        
        var nodeId = newNode.id;
        
        this.determineZIndex(newNode);       
 
        var leftIndex = -1;
        var rightIndex = this.order.length;
        var middle;
 
        while (rightIndex - leftIndex > 1) {
            middle = parseInt((leftIndex + rightIndex) / 2);
            
            var placement = this.compare(this, newNode,
                OpenLayers.Util.getElement(this.order[middle]));
            
            if (placement > 0) {
                leftIndex = middle;
            } else {
                rightIndex = middle;
            } 
        }
        
        this.order.splice(rightIndex, 0, nodeId);
        this.indices[nodeId] = this.getZIndex(newNode);
        
        // If the new node should be before another in the index
        // order, return the node before which we have to insert the new one;
        // else, return null to indicate that the new node can be appended.
        return this.getNextElement(rightIndex);
    },
    
    /**
     * APIMethod: remove
     * 
     * Parameters:
     * node - {DOMElement} The node to be removed.
     */
    remove: function(node) {
        var nodeId = node.id;
        var arrayIndex = OpenLayers.Util.indexOf(this.order, nodeId);
        if (arrayIndex >= 0) {
            // Remove it from the order array, as well as deleting the node
            // from the indeces hash.
            this.order.splice(arrayIndex, 1);
            delete this.indices[nodeId];
            
            // Reset the maxium z-index based on the last item in the 
            // order array.
            if (this.order.length > 0) {
                var lastId = this.order[this.order.length - 1];
                this.maxZIndex = this.indices[lastId];
            } else {
                this.maxZIndex = 0;
            }
        }
    },
    
    /**
     * APIMethod: clear
     */
    clear: function() {
        this.order = [];
        this.indices = {};
        this.maxZIndex = 0;
    },
    
    /**
     * APIMethod: exists
     *
     * Parameters:
     * node- {DOMElement} The node to test for existence.
     *
     * Returns:
     * {Boolean} Whether or not the node exists in the indexer?
     */
    exists: function(node) {
        return (this.indices[node.id] != null);
    },
 
    /**
     * APIMethod: getZIndex
     * Get the z-index value for the current node from the node data itself.
     * 
     * Parameters:
     * node - {DOMElement} The node whose z-index to get.
     * 
     * Returns:
     * {Integer} The z-index value for the specified node (from the node 
     *     data itself).
     */
    getZIndex: function(node) {
        return node._style.graphicZIndex;  
    },
    
    /**
     * Method: determineZIndex
     * Determine the z-index for the current node if there isn't one, 
     *     and set the maximum value if we've found a new maximum.
     * 
     * Parameters:
     * node - {DOMElement} 
     */
    determineZIndex: function(node) {
        var zIndex = node._style.graphicZIndex;
        
        // Everything must have a zIndex. If none is specified,
        // this means the user *must* (hint: assumption) want this
        // node to succomb to drawing order. To enforce drawing order
        // over all indexing methods, we'll create a new z-index that's
        // greater than any currently in the indexer.
        if (zIndex == null) {
            zIndex = this.maxZIndex;
            node._style.graphicZIndex = zIndex; 
        } else if (zIndex > this.maxZIndex) {
            this.maxZIndex = zIndex;
        }
    },
 
    /**
     * APIMethod: getNextElement
     * Get the next element in the order stack.
     * 
     * Parameters:
     * index - {Integer} The index of the current node in this.order.
     * 
     * Returns:
     * {DOMElement} the node following the index passed in, or
     *     null.
     */
    getNextElement: function(index) {
        var nextIndex = index + 1;
        if (nextIndex < this.order.length) {
            var nextElement = OpenLayers.Util.getElement(this.order[nextIndex]);
            if (nextElement == undefined) {
                nextElement = this.getNextElement(nextIndex);
            }
            return nextElement;
        } else {
            return null;
        } 
    },
    
    CLASS_NAME: "OpenLayers.ElementsIndexer"
});
 
/**
 * Namespace: OpenLayers.ElementsIndexer.IndexingMethods
 * These are the compare methods for figuring out where a new node should be 
 *     placed within the indexer. These methods are very similar to general 
 *     sorting methods in that they return -1, 0, and 1 to specify the 
 *     direction in which new nodes fall in the ordering.
 */
OpenLayers.ElementsIndexer.IndexingMethods = {
    
    /**
     * Method: Z_ORDER
     * This compare method is used by other comparison methods.
     *     It can be used individually for ordering, but is not recommended,
     *     because it doesn't subscribe to drawing order.
     * 
     * Parameters:
     * indexer - {<OpenLayers.ElementsIndexer>}
     * newNode - {DOMElement}
     * nextNode - {DOMElement}
     * 
     * Returns:
     * {Integer}
     */
    Z_ORDER: function(indexer, newNode, nextNode) {
        var newZIndex = indexer.getZIndex(newNode);
 
        var returnVal = 0;
        if (nextNode) {
            var nextZIndex = indexer.getZIndex(nextNode);
            returnVal = newZIndex - nextZIndex; 
        }
        
        return returnVal;
    },
 
    /**
     * APIMethod: Z_ORDER_DRAWING_ORDER
     * This method orders nodes by their z-index, but does so in a way
     *     that, if there are other nodes with the same z-index, the newest 
     *     drawn will be the front most within that z-index. This is the 
     *     default indexing method.
     * 
     * Parameters:
     * indexer - {<OpenLayers.ElementsIndexer>}
     * newNode - {DOMElement}
     * nextNode - {DOMElement}
     * 
     * Returns:
     * {Integer}
     */
    Z_ORDER_DRAWING_ORDER: function(indexer, newNode, nextNode) {
        var returnVal = OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER(
            indexer, 
            newNode, 
            nextNode
        );
        
        // Make Z_ORDER subscribe to drawing order by pushing it above
        // all of the other nodes with the same z-index.
        if (nextNode && returnVal == 0) {
            returnVal = 1;
        }
        
        return returnVal;
    },
 
    /**
     * APIMethod: Z_ORDER_Y_ORDER
     * This one should really be called Z_ORDER_Y_ORDER_DRAWING_ORDER, as it
     *     best describes which ordering methods have precedence (though, the 
     *     name would be too long). This method orders nodes by their z-index, 
     *     but does so in a way that, if there are other nodes with the same 
     *     z-index, the nodes with the lower y position will be "closer" than 
     *     those with a higher y position. If two nodes have the exact same y 
     *     position, however, then this method will revert to using drawing  
     *     order to decide placement.
     * 
     * Parameters:
     * indexer - {<OpenLayers.ElementsIndexer>}
     * newNode - {DOMElement}
     * nextNode - {DOMElement}
     * 
     * Returns:
     * {Integer}
     */
    Z_ORDER_Y_ORDER: function(indexer, newNode, nextNode) {
        var returnVal = OpenLayers.ElementsIndexer.IndexingMethods.Z_ORDER(
            indexer, 
            newNode, 
            nextNode
        );
        
        if (nextNode && returnVal === 0) {            
            var result = nextNode._boundsBottom - newNode._boundsBottom;
            returnVal = (result === 0) ? 1 : result;
        }
        
        return returnVal;       
    }
};
 
/**
 * Class: OpenLayers.Renderer.Elements
 * This is another virtual class in that it should never be instantiated by 
 *  itself as a Renderer. It exists because there is *tons* of shared 
 *  functionality between different vector libraries which use nodes/elements
 *  as a base for rendering vectors. 
 * 
 * The highlevel bits of code that are implemented here are the adding and 
 *  removing of geometries, which is essentially the same for any 
 *  element-based renderer. The details of creating each node and drawing the
 *  paths are of course different, but the machinery is the same. 
 * 
 * Inherits:
 *  - <OpenLayers.Renderer>
 */
OpenLayers.Renderer.Elements = OpenLayers.Class(OpenLayers.Renderer, {
 
    /**
     * Property: rendererRoot
     * {DOMElement}
     */
    rendererRoot: null,
    
    /**
     * Property: root
     * {DOMElement}
     */
    root: null,
    
    /**
     * Property: vectorRoot
     * {DOMElement}
     */
    vectorRoot: null,
 
    /**
     * Property: textRoot
     * {DOMElement}
     */
    textRoot: null,
 
    /**
     * Property: xmlns
     * {String}
     */    
    xmlns: null,
    
    /**
     * Property: Indexer
     * {<OpenLayers.ElementIndexer>} An instance of OpenLayers.ElementsIndexer 
     *     created upon initialization if the zIndexing or yOrdering options
     *     passed to this renderer's constructor are set to true.
     */
    indexer: null, 
    
    /**
     * Constant: BACKGROUND_ID_SUFFIX
     * {String}
     */
    BACKGROUND_ID_SUFFIX: "_background",
    
    /**
     * Constant: BACKGROUND_ID_SUFFIX
     * {String}
     */
    LABEL_ID_SUFFIX: "_label",
    
    /**
     * Constructor: OpenLayers.Renderer.Elements
     * 
     * Parameters:
     * containerID - {String}
     * options - {Object} options for this renderer. Supported options are:
     *     * yOrdering - {Boolean} Whether to use y-ordering
     *     * zIndexing - {Boolean} Whether to use z-indexing. Will be ignored
     *         if yOrdering is set to true.
     */
    initialize: function(containerID, options) {
        OpenLayers.Renderer.prototype.initialize.apply(this, arguments);
 
        this.rendererRoot = this.createRenderRoot();
        this.root = this.createRoot("_root");
        this.vectorRoot = this.createRoot("_vroot");
        this.textRoot = this.createRoot("_troot");
        
        this.root.appendChild(this.vectorRoot);
        this.root.appendChild(this.textRoot);
        
        this.rendererRoot.appendChild(this.root);
        this.container.appendChild(this.rendererRoot);
        
        if(options && (options.zIndexing || options.yOrdering)) {
            this.indexer = new OpenLayers.ElementsIndexer(options.yOrdering);
        }
    },
    
    /**
     * Method: destroy
     */
    destroy: function() {
 
        this.clear(); 
 
        this.rendererRoot = null;
        this.root = null;
        this.xmlns = null;
 
        OpenLayers.Renderer.prototype.destroy.apply(this, arguments);
    },
    
    /**
     * Method: clear
     * Remove all the elements from the root
     */    
    clear: function() {
        var child;
        var root = this.vectorRoot;
        if (root) {
            while (child = root.firstChild) {
                root.removeChild(child);
            }
        }
        root = this.textRoot;
        if (root) {
            while (child = root.firstChild) {
                root.removeChild(child);
            }
        }
        if (this.indexer) {
            this.indexer.clear();
        }
    },
 
    /** 
     * Method: getNodeType
     * This function is in charge of asking the specific renderer which type
     *     of node to create for the given geometry and style. All geometries
     *     in an Elements-based renderer consist of one node and some
     *     attributes. We have the nodeFactory() function which creates a node
     *     for us, but it takes a 'type' as input, and that is precisely what
     *     this function tells us.  
     *  
     * Parameters:
     * geometry - {<OpenLayers.Geometry>}
     * style - {Object}
     * 
     * Returns:
     * {String} The corresponding node type for the specified geometry
     */
    getNodeType: function(geometry, style) { },
 
    /** 
     * Method: drawGeometry 
     * Draw the geometry, creating new nodes, setting paths, setting style,
     *     setting featureId on the node.  This method should only be called
     *     by the renderer itself.
     *
     * Parameters:
     * geometry - {<OpenLayers.Geometry>}
     * style - {Object}
     * featureId - {String}
     * 
     * Returns:
     * {Boolean} true if the geometry has been drawn completely; null if
     *     incomplete; false otherwise
     */
    drawGeometry: function(geometry, style, featureId) {
        var className = geometry.CLASS_NAME;
        var rendered = true;
        if ((className == "OpenLayers.Geometry.Collection") ||
            (className == "OpenLayers.Geometry.MultiPoint") ||
            (className == "OpenLayers.Geometry.MultiLineString") ||
            (className == "OpenLayers.Geometry.MultiPolygon")) {
            for (var i = 0, len=geometry.components.length; i<len; i++) {
                rendered = this.drawGeometry(
                    geometry.components[i], style, featureId) && rendered;
            }
            return rendered;
        };
 
      &n