* @function LevelRenderer.Painter.prototype.getLayer * @description 获取 zlevel 所在层,如果不存在则会创建一个新的层。 * * @param {number} zlevel - zlevel。 * @return {LevelRenderer.Painter} this。
(zlevel)
| 319 | * @return {LevelRenderer.Painter} this。 |
| 320 | */ |
| 321 | getLayer(zlevel) { |
| 322 | // Change draw layer |
| 323 | var currentLayer = this._layers[zlevel]; |
| 324 | if (!currentLayer) { |
| 325 | var len = this._zlevelList.length; |
| 326 | var prevLayer = null; |
| 327 | var i = -1; |
| 328 | if (len > 0 && zlevel > this._zlevelList[0]) { |
| 329 | for (i = 0; i < len - 1; i++) { |
| 330 | if ( |
| 331 | this._zlevelList[i] < zlevel |
| 332 | && this._zlevelList[i + 1] > zlevel |
| 333 | ) { |
| 334 | break; |
| 335 | } |
| 336 | } |
| 337 | prevLayer = this._layers[this._zlevelList[i]]; |
| 338 | } |
| 339 | this._zlevelList.splice(i + 1, 0, zlevel); |
| 340 | |
| 341 | // Create a new layer |
| 342 | //currentLayer = new PaintLayer(zlevel, this); |
| 343 | currentLayer = new PaintLayer(CommonUtil.createUniqueID("_levelLayer_" + zlevel), this); |
| 344 | var prevDom = prevLayer ? prevLayer.dom : this._bgDom; |
| 345 | if (prevDom.nextSibling) { |
| 346 | prevDom.parentNode.insertBefore( |
| 347 | currentLayer.dom, |
| 348 | prevDom.nextSibling |
| 349 | ); |
| 350 | } else { |
| 351 | prevDom.parentNode.appendChild( |
| 352 | currentLayer.dom |
| 353 | ); |
| 354 | } |
| 355 | currentLayer.initContext(); |
| 356 | |
| 357 | this._layers[zlevel] = currentLayer; |
| 358 | |
| 359 | if (this._layerConfig[zlevel]) { |
| 360 | new Util().merge(currentLayer, this._layerConfig[zlevel], true); |
| 361 | } |
| 362 | |
| 363 | currentLayer.updateTransform(); |
| 364 | } |
| 365 | |
| 366 | return currentLayer; |
| 367 | } |
| 368 | |
| 369 | |
| 370 | /** |
no test coverage detected