// @flow import {RGBAImage} from '../util/image'; import type Map from '../ui/map'; export type StyleImageData = { data: RGBAImage, version: number, hasRenderCallback?: boolean, userImage?: StyleImageInterface }; export type StyleImageMetadata = { pixelRatio: number, sdf: boolean, stretchX?: Array<[number, number]>, stretchY?: Array<[number, number]>, content?: [number, number, number, number] }; export type StyleImage = StyleImageData & StyleImageMetadata; export type StyleImageInterface = { width: number, height: number, data: Uint8Array | Uint8ClampedArray, render?: () => boolean, onAdd?: (map: Map, id: string) => void, onRemove?: () => void }; export function renderStyleImage(image: StyleImage) { const {userImage} = image; if (userImage && userImage.render) { const updated = userImage.render(); if (updated) { image.data.replace(new Uint8Array(userImage.data.buffer)); return true; } } return false; } /** * Interface for dynamically generated style images. This is a specification for * implementers to model: it is not an exported method or class. * * Images implementing this interface can be redrawn for every frame. They can be used to animate * icons and patterns or make them respond to user input. Style images can implement a * {@link StyleImageInterface#render} method. The method is called every frame and * can be used to update the image. * * @interface StyleImageInterface * @property {number} width * @property {number} height * @property {Uint8Array | Uint8ClampedArray} data * * @see [Add an animated icon to the map.](https://docs.mapbox.com/mapbox-gl-js/example/add-image-animated/) * * @example * var flashingSquare = { * width: 64, * height: 64, * data: new Uint8Array(64 * 64 * 4), * * onAdd: function(map) { * this.map = map; * }, * * render: function() { * // keep repainting while the icon is on the map * this.map.triggerRepaint(); * * // alternate between black and white based on the time * var value = Math.round(Date.now() / 1000) % 2 === 0 ? 255 : 0; * * // check if image needs to be changed * if (value !== this.previousValue) { * this.previousValue = value; * * var bytesPerPixel = 4; * for (var x = 0; x < this.width; x++) { * for (var y = 0; y < this.height; y++) { * var offset = (y * this.width + x) * bytesPerPixel; * this.data[offset + 0] = value; * this.data[offset + 1] = value; * this.data[offset + 2] = value; * this.data[offset + 3] = 255; * } * } * * // return true to indicate that the image changed * return true; * } * } * } * * map.addImage('flashing_square', flashingSquare); */ /** * This method is called once before every frame where the icon will be used. * The method can optionally update the image's `data` member with a new image. * * If the method updates the image it must return `true` to commit the change. * If the method returns `false` or nothing the image is assumed to not have changed. * * If updates are infrequent it maybe easier to use {@link Map#updateImage} to update * the image instead of implementing this method. * * @function * @memberof StyleImageInterface * @instance * @name render * @return {boolean} `true` if this method updated the image. `false` if the image was not changed. */ /** * Optional method called when the layer has been added to the Map with {@link Map#addImage}. * * @function * @memberof StyleImageInterface * @instance * @name onAdd * @param {Map} map The Map this custom layer was just added to. */ /** * Optional method called when the icon is removed from the map with {@link Map#removeImage}. * This gives the image a chance to clean up resources and event listeners. * * @function * @memberof StyleImageInterface * @instance * @name onRemove */