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https://github.com/openseadragon/openseadragon.git
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Merge branch 'openseadragon:master' into cache-key
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commit
29d16bd535
@ -13,6 +13,8 @@ OPENSEADRAGON CHANGELOG
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* Fixed: Setting useCanvas to false would break the viewer (#2116 @rvv-bouvet)
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* Allow silencing multi-image warnings on viewport coordinate conversion functions (#2120 @claycoleman)
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* Fixed: Swiping fast multiple times made contact points in MouseTracker out of sync for touch events (#2121 @ronnymikalsen)
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* Made MouseTracker more robust in certain scenarios (#2134 @Aiosa)
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* Exposed TiledImage's private functions for better maintainability (#2134 @Aiosa)
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3.0.0:
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@ -1176,7 +1176,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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// Stop the loop if lower-res tiles would all be covered by
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// already drawn tiles
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if ($.TiledImage._providesCoverage(this.coverage, level)) {
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if (this._providesCoverage(this.coverage, level)) {
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break;
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}
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}
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@ -1287,8 +1287,8 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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});
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}
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$.TiledImage._resetCoverage(this.coverage, level);
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$.TiledImage._resetCoverage(this.loadingCoverage, level);
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this._resetCoverage(this.coverage, level);
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this._resetCoverage(this.loadingCoverage, level);
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//OK, a new drawing so do your calculations
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var cornerTiles = this._getCornerTiles(level, topLeftBound, bottomRightBound);
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@ -1392,18 +1392,18 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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});
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}
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$.TiledImage._setCoverage( this.coverage, level, x, y, false );
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this._setCoverage( this.coverage, level, x, y, false );
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var loadingCoverage = tile.loaded || tile.loading || $.TiledImage._isCovered(this.loadingCoverage, level, x, y);
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$.TiledImage._setCoverage(this.loadingCoverage, level, x, y, loadingCoverage);
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var loadingCoverage = tile.loaded || tile.loading || this._isCovered(this.loadingCoverage, level, x, y);
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this._setCoverage(this.loadingCoverage, level, x, y, loadingCoverage);
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if ( !tile.exists ) {
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return best;
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}
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if ( haveDrawn && !drawTile ) {
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if ( $.TiledImage._isCovered( this.coverage, level, x, y ) ) {
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$.TiledImage._setCoverage( this.coverage, level, x, y, true );
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if ( this._isCovered( this.coverage, level, x, y ) ) {
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this._setCoverage( this.coverage, level, x, y, true );
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} else {
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drawTile = true;
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}
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@ -1790,7 +1790,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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this.lastDrawn.push( tile );
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if ( opacity === 1 ) {
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$.TiledImage._setCoverage( this.coverage, level, x, y, true );
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this._setCoverage( this.coverage, level, x, y, true );
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this._hasOpaqueTile = true;
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} else if ( deltaTime < blendTimeMillis ) {
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return true;
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@ -2081,124 +2081,125 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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}
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}
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}
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}
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});
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},
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/**
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* @private
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* @inner
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* Returns true if the given tile provides coverage to lower-level tiles of
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* lower resolution representing the same content. If neither x nor y is
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* given, returns true if the entire visible level provides coverage.
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*
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* Note that out-of-bounds tiles provide coverage in this sense, since
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* there's no content that they would need to cover. Tiles at non-existent
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* levels that are within the image bounds, however, do not.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @returns {Boolean}
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*/
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$.TiledImage._providesCoverage = function( coverage, level, x, y ) {
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var rows,
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cols,
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i, j;
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/**
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* @private
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* @inner
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* Returns true if the given tile provides coverage to lower-level tiles of
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* lower resolution representing the same content. If neither x nor y is
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* given, returns true if the entire visible level provides coverage.
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*
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* Note that out-of-bounds tiles provide coverage in this sense, since
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* there's no content that they would need to cover. Tiles at non-existent
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* levels that are within the image bounds, however, do not.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @returns {Boolean}
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*/
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_providesCoverage: function( coverage, level, x, y ) {
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var rows,
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cols,
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i, j;
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if ( !coverage[ level ] ) {
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return false;
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}
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if ( !coverage[ level ] ) {
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return false;
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}
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if ( x === undefined || y === undefined ) {
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rows = coverage[ level ];
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for ( i in rows ) {
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if ( Object.prototype.hasOwnProperty.call( rows, i ) ) {
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cols = rows[ i ];
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for ( j in cols ) {
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if ( Object.prototype.hasOwnProperty.call( cols, j ) && !cols[ j ] ) {
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return false;
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if ( x === undefined || y === undefined ) {
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rows = coverage[ level ];
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for ( i in rows ) {
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if ( Object.prototype.hasOwnProperty.call( rows, i ) ) {
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cols = rows[ i ];
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for ( j in cols ) {
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if ( Object.prototype.hasOwnProperty.call( cols, j ) && !cols[ j ] ) {
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return false;
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}
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}
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}
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}
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return true;
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}
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return true;
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}
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return (
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coverage[ level ][ x] === undefined ||
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coverage[ level ][ x ][ y ] === undefined ||
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coverage[ level ][ x ][ y ] === true
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);
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};
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/**
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* @private
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* @inner
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* Returns true if the given tile is completely covered by higher-level
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* tiles of higher resolution representing the same content. If neither x
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* nor y is given, returns true if the entire visible level is covered.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @returns {Boolean}
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*/
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$.TiledImage._isCovered = function( coverage, level, x, y ) {
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if ( x === undefined || y === undefined ) {
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return this._providesCoverage( coverage, level + 1 );
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} else {
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return (
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this._providesCoverage( coverage, level + 1, 2 * x, 2 * y ) &&
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this._providesCoverage( coverage, level + 1, 2 * x, 2 * y + 1 ) &&
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this._providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y ) &&
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this._providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y + 1 )
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coverage[ level ][ x] === undefined ||
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coverage[ level ][ x ][ y ] === undefined ||
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coverage[ level ][ x ][ y ] === true
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);
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},
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/**
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* @private
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* @inner
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* Returns true if the given tile is completely covered by higher-level
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* tiles of higher resolution representing the same content. If neither x
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* nor y is given, returns true if the entire visible level is covered.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @returns {Boolean}
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*/
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_isCovered: function( coverage, level, x, y ) {
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if ( x === undefined || y === undefined ) {
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return this._providesCoverage( coverage, level + 1 );
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} else {
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return (
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this._providesCoverage( coverage, level + 1, 2 * x, 2 * y ) &&
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this._providesCoverage( coverage, level + 1, 2 * x, 2 * y + 1 ) &&
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this._providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y ) &&
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this._providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y + 1 )
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);
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}
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},
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/**
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* @private
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* @inner
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* Sets whether the given tile provides coverage or not.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @param {Boolean} covers - Whether the tile provides coverage.
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*/
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_setCoverage: function( coverage, level, x, y, covers ) {
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if ( !coverage[ level ] ) {
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$.console.warn(
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"Setting coverage for a tile before its level's coverage has been reset: %s",
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level
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);
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return;
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}
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if ( !coverage[ level ][ x ] ) {
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coverage[ level ][ x ] = {};
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}
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coverage[ level ][ x ][ y ] = covers;
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},
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/**
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* @private
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* @inner
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* Resets coverage information for the given level. This should be called
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* after every draw routine. Note that at the beginning of the next draw
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* routine, coverage for every visible tile should be explicitly set.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of tiles to completely reset.
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*/
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_resetCoverage: function( coverage, level ) {
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coverage[ level ] = {};
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}
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};
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});
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/**
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* @private
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* @inner
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* Sets whether the given tile provides coverage or not.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of the tile.
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* @param {Number} x - The X position of the tile.
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* @param {Number} y - The Y position of the tile.
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* @param {Boolean} covers - Whether the tile provides coverage.
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*/
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$.TiledImage._setCoverage = function( coverage, level, x, y, covers ) {
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if ( !coverage[ level ] ) {
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$.console.warn(
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"Setting coverage for a tile before its level's coverage has been reset: %s",
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level
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);
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return;
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}
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if ( !coverage[ level ][ x ] ) {
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coverage[ level ][ x ] = {};
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}
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coverage[ level ][ x ][ y ] = covers;
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};
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/**
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* @private
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* @inner
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* Resets coverage information for the given level. This should be called
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* after every draw routine. Note that at the beginning of the next draw
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* routine, coverage for every visible tile should be explicitly set.
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*
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* @param {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
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* @param {Number} level - The resolution level of tiles to completely reset.
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*/
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$.TiledImage._resetCoverage = function( coverage, level ) {
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coverage[ level ] = {};
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};
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/**
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* @private
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