/*
* L.TileLayer.Canvas is a class that you can use as a base for creating
* dynamically drawn Canvas-based tile layers.
*/
L.TileLayer.Canvas = L.TileLayer.extend({
options: {
async: false
},
initialize: function (options) {
L.setOptions(this, options);
},
redraw: function () {
var tiles = this._tiles;
for (var i in tiles) {
if (tiles.hasOwnProperty(i)) {
this._redrawTile(tiles[i]);
}
}
return this;
},
_redrawTile: function (tile) {
this.drawTile(tile, tile._tilePoint, this._map._zoom);
},
_createTileProto: function () {
var proto = this._canvasProto = L.DomUtil.create('canvas', 'leaflet-tile');
proto.width = proto.height = this.options.tileSize;
},
_createTile: function () {
var tile = this._canvasProto.cloneNode(false);
tile.onselectstart = tile.onmousemove = L.Util.falseFn;
return tile;
},
_loadTile: function (tile, tilePoint) {
tile._layer = this;
tile._tilePoint = tilePoint;
this._redrawTile(tile);
if (!this.options.async) {
this.tileDrawn(tile);
}
},
drawTile: function (/*tile, tilePoint*/) {
// override with rendering code
},
tileDrawn: function (tile) {
this._tileOnLoad.call(tile);
}
});
L.tileLayer.canvas = function (options) {
return new L.TileLayer.Canvas(options);
};
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