// ========================================================================== // Project: SproutCore - JavaScript Application Framework // Copyright: ©2006-2011 Strobe Inc. and contributors. // Portions ©2008-2011 Apple Inc. All rights reserved. // License: Licensed under MIT license (see license.js) // ========================================================================== SC.IMAGE_ABORTED_ERROR = SC.$error("SC.Image.AbortedError", "Image", -100) ; SC.IMAGE_FAILED_ERROR = SC.$error("SC.Image.FailedError", "Image", -101) ; /** @class The image queue can be used to control the order of loading images. Images queues are necessary because browsers impose strict limits on the number of concurrent connections that can be open at any one time to any one host. By controlling the order and timing of your loads using this image queue, you can improve the percieved performance of your application by ensuring the images you need most load first. Note that if you use the SC.ImageView class, it will use this image queue for you automatically. ## Loading Images When you need to display an image, simply call the loadImage() method with the URL of the image, along with a target/method callback. The signature of your callback should be: imageDidLoad: function(imageUrl, imageOrError) { //... } The "imageOrError" parameter will contain either an image object or an error object if the image could not be loaded for some reason. If you receive an error object, it will be one of SC.IMAGE_ABORTED_ERROR or SC.IMAGE_FAILED_ERROR. You can also optionally specify that the image should be loaded in the background. Background images are loaded with a lower priority than foreground images. ## Aborting Image Loads If you request an image load but then no longer require the image for some reason, you should notify the imageQueue by calling the releaseImage() method. Pass the URL, target and method that you included in your original loadImage() request. If you have requested an image before, you should always call releaseImage() when you are finished with it, even if the image has already loaded. This will allow the imageQueue to properly manage its own internal resources. This method may remove the image from the queue of images that need or load or it may abort an image load in progress to make room for other images. If the image is already loaded, this method will have no effect. ## Reloading an Image If you have already loaded an image, the imageQueue will avoid loading the image again. However, if you need to force the imageQueue to reload the image for some reason, you can do so by calling reloadImage(), passing the URL. This will cause the image queue to attempt to load the image again the next time you call loadImage on it. @extends SC.Object @since SproutCore 1.0 */ SC.imageQueue = SC.Object.create(/** @scope SC.imageQueue.prototype */ { /** The maximum number of images that can load from a single hostname at any one time. For most browsers 4 is a reasonable number, though you may tweak this on a browser-by-browser basis. */ loadLimit: 4, /** The number of currently active requests on the queue. */ activeRequests: 0, /** Loads an image from the server, calling your target/method when complete. You should always pass at least a URL and optionally a target/method. If you do not pass the target/method, the image will be loaded in background priority. Usually, however, you will want to pass a callback to be notified when the image has loaded. Your callback should have a signature like: imageDidLoad: function(imageUrl, imageOrError) { .. } If you do pass a target/method you can optionally also choose to load the image either in the foreground or in the background. The imageQueue prioritizes foreground images over background images. This does not impact how many images load at one time. @param {String} url @param {Object} target @param {String|Function} method @param {Boolean} isBackgroundFlag @returns {SC.imageQueue} receiver */ loadImage: function(url, target, method, isBackgroundFlag) { // normalize params var type = SC.typeOf(target); if (SC.none(method) && SC.typeOf(target)===SC.T_FUNCTION) { target = null; method = target ; } if (SC.typeOf(method) === SC.T_STRING) { method = target[method]; } // if no callback is passed, assume background image. otherwise, assume // foreground image. if (SC.none(isBackgroundFlag)) { isBackgroundFlag = SC.none(target) && SC.none(method); } // get image entry in queue. If entry is loaded, just invoke callback // and quit. var entry = this._imageEntryFor(url) ; if (entry.status === this.IMAGE_LOADED) { if (method) method.call(target || entry.image, entry.url, entry.image); // otherwise, add to list of callbacks and queue image. } else { if (target || method) this._addCallback(entry, target, method); entry.retainCount++; // increment retain count, regardless of callback this._scheduleImageEntry(entry, isBackgroundFlag); } }, /** Invoke this method when you are finished with an image URL. If you passed a target/method, you should also pass it here to remove it from the list of callbacks. @param {String} url @param {Object} target @param {String|Function} method @returns {SC.imageQueue} receiver */ releaseImage: function(url, target, method) { // get entry. if there is no entry, just return as there is nothing to // do. var entry = this._imageEntryFor(url, NO) ; if (!entry) return this ; // there is an entry, decrement the retain count. If <=0, delete! if (--entry.retainCount <= 0) { this._deleteEntry(entry); // if >0, just remove target/method if passed } else if (target || method) { // normalize var type = SC.typeOf(target); if (SC.none(method) && SC.typeOf(target)===SC.T_FUNCTION) { target = null; method = target ; } if (SC.typeOf(method) === SC.T_STRING) { method = target[method]; } // and remove this._removeCallback(entry, target, method) ; } }, /** Forces the image to reload the next time you try to load it. */ reloadImage: function(url) { var entry = this._imageEntryFor(url, NO); if (entry && entry.status===this.IMAGE_LOADED) { entry.status = this.IMAGE_WAITING; } }, /** Initiates a load of the next image in the image queue. Normally you will not need to call this method yourself as it will be initiated automatically when the queue becomes active. */ loadNextImage: function() { var entry = null, queue; // only run if we don't have too many active request... if (this.get('activeRequests')>=this.get('loadLimit')) return; // first look in foreground queue queue = this._foregroundQueue ; while(queue.length>0 && !entry) entry = queue.shift(); // then look in background queue if (!entry) { queue = this._backgroundQueue ; while(queue.length>0 && !entry) entry = queue.shift(); } this.set('isLoading', !!entry); // update isLoading... // if we have an entry, then initiate an image load with the proper // callbacks. if (entry) { // var img = (entry.image = new Image()) ; var img = entry.image ; if(!img) return; // Using bind here instead of setting onabort/onerror/onload directly // fixes an issue with images having 0 width and height $(img).bind('abort', this._imageDidAbort); $(img).bind('error', this._imageDidError); $(img).bind('load', this._imageDidLoad); img.src = entry.url ; // add to loading queue. this._loading.push(entry) ; // increment active requests and start next request until queue is empty // or until load limit is reached. this.incrementProperty('activeRequests'); this.loadNextImage(); } }, // .......................................................... // SUPPORT METHODS // /** @private Find or create an entry for the URL. */ _imageEntryFor: function(url, createIfNeeded) { if (createIfNeeded === undefined) createIfNeeded = YES; var entry = this._images[url] ; if (!entry && createIfNeeded) { var img = new Image() ; entry = this._images[url] = { url: url, status: this.IMAGE_WAITING, callbacks: [], retainCount: 0, image: img }; img.entry = entry ; // provide a link back to the image } else if (entry && entry.image === null) { // Ensure that if we retrieve an entry that it has an associated Image, // since failed/aborted images will have had their image property nulled. entry.image = new Image(); entry.image.entry = entry; } return entry ; }, /** @private deletes an entry from the image queue, descheduling also */ _deleteEntry: function(entry) { this._unscheduleImageEntry(entry) ; delete this._images[entry.url]; }, /** @private Add a callback to the image entry. First search the callbacks to make sure this is only added once. */ _addCallback: function(entry, target, method) { var callbacks = entry.callbacks; // try to find in existing array var handler = callbacks.find(function(x) { return x[0]===target && x[1]===method; }, this); // not found, add... if (!handler) callbacks.push([target, method]); callbacks = null; // avoid memory leaks return this ; }, /** @private Removes a callback from the image entry. Removing a callback just nulls out that position in the array. It will be skipped when executing. */ _removeCallback: function(entry, target, method) { var callbacks = entry.callbacks ; callbacks.forEach(function(x, idx) { if (x[0]===target && x[1]===method) callbacks[idx] = null; }, this); callbacks = null; // avoid memory leaks return this ; }, /** @private Adds an entry to the foreground or background queue to load. If the loader is not already running, start it as well. If the entry is in the queue, but it is in the background queue, possibly move it to the foreground queue. */ _scheduleImageEntry: function(entry, isBackgroundFlag) { var background = this._backgroundQueue ; var foreground = this._foregroundQueue ; // if entry is loaded, nothing to do... if (entry.status === this.IMAGE_LOADED) return this; // if image is already in background queue, but now needs to be // foreground, simply remove from background queue.... if ((entry.status===this.IMAGE_QUEUED) && !isBackgroundFlag && entry.isBackground) { background[background.indexOf(entry)] = null ; entry.status = this.IMAGE_WAITING ; } // if image is not in queue already, add to queue. if (entry.status!==this.IMAGE_QUEUED) { var queue = (isBackgroundFlag) ? background : foreground ; queue.push(entry); entry.status = this.IMAGE_QUEUED ; entry.isBackground = isBackgroundFlag ; } // if the image loader is not already running, start it... if (!this.isLoading) this.invokeLater(this.loadNextImage, 100); this.set('isLoading', YES); return this ; // done! }, /** @private Removes an entry from the foreground or background queue. */ _unscheduleImageEntry: function(entry) { // if entry is not queued, do nothing if (entry.status !== this.IMAGE_QUEUED) return this ; var queue = entry.isBackground ? this._backgroundQueue : this._foregroundQueue ; queue[queue.indexOf(entry)] = null; // if entry is loading, abort it also. Call local abort method in-case // browser decides not to follow up. if (this._loading.indexOf(entry) >= 0) { // In some cases queue.image is undefined. Is it ever defined? if (queue.image) queue.image.abort(); this.imageStatusDidChange(entry, this.ABORTED); } return this ; }, /** @private invoked by Image(). Note that this is the image instance */ _imageDidAbort: function() { SC.run(function() { SC.imageQueue.imageStatusDidChange(this.entry, SC.imageQueue.ABORTED); }, this); }, _imageDidError: function() { SC.run(function() { SC.imageQueue.imageStatusDidChange(this.entry, SC.imageQueue.ERROR); }, this); }, _imageDidLoad: function() { SC.run(function() { SC.imageQueue.imageStatusDidChange(this.entry, SC.imageQueue.LOADED); }, this); }, /** @private called whenever the image loading status changes. Notifies items in the queue and then cleans up the entry. */ imageStatusDidChange: function(entry, status) { if (!entry) return; // nothing to do... var url = entry.url ; // notify handlers. var value ; switch(status) { case this.LOADED: value = entry.image; break; case this.ABORTED: value = SC.IMAGE_ABORTED_ERROR; break; case this.ERROR: value = SC.IMAGE_FAILED_ERROR ; break; default: value = SC.IMAGE_FAILED_ERROR ; break; } entry.callbacks.forEach(function(x){ var target = x[0], method = x[1]; method.call(target, url, value); },this); // now clear callbacks so they aren't called again. entry.callbacks = []; // finally, if the image loaded OK, then set the status. Otherwise // set it to waiting so that further attempts will load again entry.status = (status === this.LOADED) ? this.IMAGE_LOADED : this.IMAGE_WAITING ; // now cleanup image... var image = entry.image ; if (image) { image.onload = image.onerror = image.onabort = null ; // no more notices if (status !== this.LOADED) entry.image = null; } // remove from loading queue and periodically compact this._loading[this._loading.indexOf(entry)]=null; if (this._loading.length > this.loadLimit*2) { this._loading = this._loading.compact(); } this.decrementProperty('activeRequests'); this.loadNextImage() ; }, init: function() { sc_super(); this._images = {}; this._loading = [] ; this._foregroundQueue = []; this._backgroundQueue = []; }, IMAGE_LOADED: "loaded", IMAGE_QUEUED: "queued", IMAGE_WAITING: "waiting", ABORTED: 'aborted', ERROR: 'error', LOADED: 'loaded' });