vis.js is a dynamic, browser-based visualization library
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import CachedImage from './CachedImage';
/**
* This callback is a callback that accepts an Image.
* @callback ImageCallback
* @param {Image} image
*/
/**
* This class loads images and keeps them stored.
*
* @param {ImageCallback} callback
*/
class Images {
/**
* @param {ImageCallback} callback
*/
constructor(callback){
this.images = {};
this.imageBroken = {};
this.callback = callback;
}
/**
* @param {string} url The original Url that failed to load, if the broken image is successfully loaded it will be added to the cache using this Url as the key so that subsequent requests for this Url will return the broken image
* @param {string} brokenUrl Url the broken image to try and load
* @param {Image} imageToLoadBrokenUrlOn The image object
*/
_tryloadBrokenUrl (url, brokenUrl, imageToLoadBrokenUrlOn) {
//If these parameters aren't specified then exit the function because nothing constructive can be done
if (url === undefined || imageToLoadBrokenUrlOn === undefined) return;
if (brokenUrl === undefined) {
console.warn("No broken url image defined");
return;
}
//Clear the old subscription to the error event and put a new in place that only handle errors in loading the brokenImageUrl
imageToLoadBrokenUrlOn.image.onerror = () => {
console.error("Could not load brokenImage:", brokenUrl);
// cache item will contain empty image, this should be OK for default
};
//Set the source of the image to the brokenUrl, this is actually what kicks off the loading of the broken image
imageToLoadBrokenUrlOn.image.src = brokenUrl;
}
/**
*
* @param {vis.Image} imageToRedrawWith
* @private
*/
_redrawWithImage (imageToRedrawWith) {
if (this.callback) {
this.callback(imageToRedrawWith);
}
}
/**
* @param {string} url Url of the image
* @param {string} brokenUrl Url of an image to use if the url image is not found
* @return {Image} img The image object
*/
load (url, brokenUrl) {
//Try and get the image from the cache, if successful then return the cached image
var cachedImage = this.images[url];
if (cachedImage) return cachedImage;
//Create a new image
var img = new CachedImage();
// Need to add to cache here, otherwise final return will spawn different copies of the same image,
// Also, there will be multiple loads of the same image.
this.images[url] = img;
//Subscribe to the event that is raised if the image loads successfully
img.image.onload = () => {
// Properly init the cached item and then request a redraw
this._fixImageCoordinates(img.image);
img.init();
this._redrawWithImage(img);
};
//Subscribe to the event that is raised if the image fails to load
img.image.onerror = () => {
console.error("Could not load image:", url);
//Try and load the image specified by the brokenUrl using
this._tryloadBrokenUrl(url, brokenUrl, img);
};
//Set the source of the image to the url, this is what actually kicks off the loading of the image
img.image.src = url;
//Return the new image
return img;
}
/**
* IE11 fix -- thanks dponch!
*
* Local helper function
* @param {vis.Image} imageToCache
* @private
*/
_fixImageCoordinates(imageToCache) {
if (imageToCache.width === 0) {
document.body.appendChild(imageToCache);
imageToCache.width = imageToCache.offsetWidth;
imageToCache.height = imageToCache.offsetHeight;
document.body.removeChild(imageToCache);
}
}
}
export default Images;