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Added a patch to help slow down the scroll devices that fire too fast. This new code reduces the number of 'canvas-scroll' events that fire and slows down the zoom process.
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@ -255,6 +255,11 @@
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* @property {Boolean} [preserveImageSizeOnResize=false]
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* Set to true to have the image size preserved when the viewer is resized. This requires autoResize=true (default).
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*
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* @property {Number} [minScrollDelta=3]
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* Number of milliseconds between canvas-scroll events. This value helps normalize the rate of canvas-scroll
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* events between different devices, causing the faster devices to slow down enough to make the zoom control
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* more manageable.
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*
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* @property {Number} [pixelsPerWheelLine=40]
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* For pixel-resolution scrolling devices, the number of pixels equal to one scroll line.
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*
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@ -1003,6 +1008,7 @@ if (typeof define === 'function' && define.amd) {
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pixelsPerWheelLine: 40,
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autoResize: true,
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preserveImageSizeOnResize: false, // requires autoResize=true
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minScrollDelta: 3,
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//DEFAULT CONTROL SETTINGS
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showSequenceControl: true, //SEQUENCE
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@ -2735,9 +2735,20 @@ function onCanvasPinch( event ) {
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return false;
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}
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var lastScroll = new Date().getTime();
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function onCanvasScroll( event ) {
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var gestureSettings,
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factor;
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factor,
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thisScroll,
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deltaScroll;
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/* Certain scroll devices fire the scroll event way too fast so we are injecting a simple adjustment to keep things
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* partially normalized. If we have already fired an event within the last 'minScrollDelta' milliseconds we skip
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* this one and wait for the next event. */
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thisScroll = new Date().getTime();
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deltaScroll = thisScroll - lastScroll;
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if (deltaScroll > this.minScrollDelta) {
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lastScroll = thisScroll;
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if ( !event.preventDefaultAction && this.viewport ) {
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gestureSettings = this.gestureSettingsByDeviceType( event.pointerType );
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@ -2771,6 +2782,7 @@ function onCanvasScroll( event ) {
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shift: event.shift,
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originalEvent: event.originalEvent
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});
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}
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if (gestureSettings && gestureSettings.scrollToZoom) {
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//cancels event
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