debug menu: initialize state on enabling debug.
Maintaining the state is cheap & easy compared with rendering it, so toggle rendering - but maintain state in debug mode as now. Change-Id: I06b29c8a2a8652a63e9ca1e4b7dc31bfe7cafc1e Signed-off-by: Michael Meeks <michael.meeks@collabora.com>
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1 changed files with 15 additions and 13 deletions
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@ -5132,6 +5132,19 @@ L.CanvasTileLayer = L.Layer.extend({
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this._debugControls = {};
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this._debugLayers = [];
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this._addDebugTools();
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// initialize state that we build in debug mode whether visible or not
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this._debugInvalidBounds = {};
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this._debugInvalidBoundsMessage = {};
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this._debugId = 0;
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this._debugLoadTile = 0;
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this._debugLoadDelta = 0;
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this._debugLoadUpdate = 0;
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this._debugInvalidateCount = 0;
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this._debugTimeKeypress = this._debugGetTimeArray();
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this._debugKeypressQueue = [];
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this._debugRenderCount = 0;
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this._debugTimePING = self._debugGetTimeArray();
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this._debugPINGQueue = [];
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if (this.isCalc()) {
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this._painter._addSplitsSection();
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@ -5141,7 +5154,7 @@ L.CanvasTileLayer = L.Layer.extend({
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_debugStop: function () {
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// Remove layers
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for (var i in this._debugLayers) {
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for (var i in this._debugLayers) {
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this._map.removeLayer(this._debugLayers[i]);
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}
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@ -5214,9 +5227,6 @@ L.CanvasTileLayer = L.Layer.extend({
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onAdd: function () {
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self._debugData = {};
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self._debugDataNames = ['canonicalViewId', 'tileCombine', 'fromKeyInputToInvalidate', 'ping', 'loadCount', 'postMessage'];
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self._debugRenderCount = 0;
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self._debugTimePING = self._debugGetTimeArray();
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self._debugPINGQueue = [];
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for (var i = 0; i < self._debugDataNames.length; i++) {
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self._debugData[self._debugDataNames[i]] = L.control.attribution({prefix: '', position: 'bottomleft'}).addTo(self._map);
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self._debugData[self._debugDataNames[i]].addTo(self._map);
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@ -5226,6 +5236,7 @@ L.CanvasTileLayer = L.Layer.extend({
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for (var i in self._debugData) {
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self._debugData[i].remove();
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}
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delete self._debugData;
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},
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});
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@ -5249,15 +5260,6 @@ L.CanvasTileLayer = L.Layer.extend({
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startsOn: false,
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onAdd: function () {
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self._debugTileInvalidations = true;
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self._debugInvalidBounds = {};
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self._debugInvalidBoundsMessage = {};
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self._debugId = 0;
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self._debugLoadTile = 0;
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self._debugLoadDelta = 0;
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self._debugLoadUpdate = 0;
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self._debugInvalidateCount = 0;
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self._debugTimeKeypress = self._debugGetTimeArray();
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self._debugKeypressQueue = [];
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self._debugTileInvalidationTimeout();
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self._debugTileLayer = new L.LayerGroup();
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self._map.addLayer(self._debugTileLayer);
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