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tiledImage tests
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@ -129,8 +129,10 @@ $.Drawer = function( options ) {
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
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* @property {OpenSeadragon.Tile} tile
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* @property {?Object} userData - 'context', 'tile' and 'rendered'.
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* @property {OpenSeadragon.Tile} tile - The Tile being drawn.
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* @property {OpenSeadragon.Tile} context - The HTML canvas context being drawn into.
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* @property {OpenSeadragon.Tile} rendered - The HTML canvas context containing the tile imagery.
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* @property {?Object} userData - Arbitrary subscriber-defined object.
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*/
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_this.viewer.raiseEvent('tile-drawing', args);
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}
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@ -868,25 +868,6 @@ function drawTiles( tiledImage, lastDrawn ){
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position,
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tileSource;
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// We need a callback to give image manipulation a chance to happen
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var drawingHandler = function(args) {
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if (tiledImage.viewer) {
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/**
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* This event is fired just before the tile is drawn giving the application a chance to alter the image.
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*
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* NOTE: This event is only fired when the tiledImage is using a <canvas>.
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*
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* @event tile-drawing
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
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* @property {OpenSeadragon.Tile} tile
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* @property {?Object} userData - 'context', 'tile' and 'rendered'.
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*/
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tiledImage.viewer.raiseEvent('tile-drawing', args);
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}
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};
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for ( i = lastDrawn.length - 1; i >= 0; i-- ) {
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tile = lastDrawn[ i ];
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tiledImage._drawer.drawTile( tile );
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@ -33,6 +33,7 @@
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<script src="/test/viewport.js"></script>
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<script src="/test/modules/world.js"></script>
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<script src="/test/modules/drawer.js"></script>
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<script src="/test/modules/tiledimage.js"></script>
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<!-- The navigator tests are the slowest (for now; hopefully they can be sped up)
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so we put them last. -->
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<script src="/test/navigator.js"></script>
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