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https://github.com/openseadragon/openseadragon.git
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Merge branch 'openseadragon:master' into master
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65c727079c
@ -5,7 +5,7 @@ OPENSEADRAGON CHANGELOG
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* BREAKING CHANGE: Dropped support for IE11 (#2300, #2361 @AndrewADev)
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* DEPRECATION: The OpenSeadragon.createCallback function is no longer recommended (#2367 @akansjain)
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* The viewer now uses WebGL when available (#2310, #2462, #2466, #2468, #2469, #2472, #2478, #2488, #2492 @pearcetm, @Aiosa, @thec0keman)
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* The viewer now uses WebGL when available (#2310, #2462, #2466, #2468, #2469, #2472, #2478, #2488, #2492, #2521, #2537 @pearcetm, @Aiosa, @thec0keman)
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* Added webp to supported image formats (#2455 @BeebBenjamin)
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* Introduced maxTilesPerFrame option to allow loading more tiles simultaneously (#2387 @jetic83)
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* Now when creating a viewer or navigator, we leave its position style alone if possible (#2393 @VIRAT9358)
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@ -72,8 +72,8 @@
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* @param {Boolean} [options.iOSDevice] - See {@link OpenSeadragon.Options}.
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* @param {Number} [options.opacity=1] - Set to draw at proportional opacity. If zero, images will not draw.
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* @param {Boolean} [options.preload=false] - Set true to load even when the image is hidden by zero opacity.
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* @param {String} [options.compositeOperation] - How the image is composited onto other images; see compositeOperation in {@link OpenSeadragon.Options} for possible
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values.
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* @param {String} [options.compositeOperation] - How the image is composited onto other images;
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* see compositeOperation in {@link OpenSeadragon.Options} for possible values.
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* @param {Boolean} [options.debugMode] - See {@link OpenSeadragon.Options}.
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* @param {String|CanvasGradient|CanvasPattern|Function} [options.placeholderFillStyle] - See {@link OpenSeadragon.Options}.
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* @param {String|Boolean} [options.crossOriginPolicy] - See {@link OpenSeadragon.Options}.
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@ -1081,7 +1081,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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// _tilesToDraw might have been updated by the update; refresh it
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tileArray = this._tilesToDraw.flat();
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// mark the tiles as being drawn, so that they won't be discarded from
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// mark the tiles as being drawn, so that they won't be discarded from
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// the tileCache
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tileArray.forEach(tileInfo => {
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tileInfo.tile.beingDrawn = true;
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@ -1312,10 +1312,9 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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// returns boolean flag of whether the image should be marked as fully loaded
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_updateLevelsForViewport: function(){
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var levelsInterval = this._getLevelsInterval();
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var lowestLevel = levelsInterval.lowestLevel;
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var highestLevel = levelsInterval.highestLevel;
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var lowestLevel = levelsInterval.lowestLevel; // the lowest level we should draw at our current zoom
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var highestLevel = levelsInterval.highestLevel; // the highest level we should draw at our current zoom
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var bestTiles = [];
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var haveDrawn = false;
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var drawArea = this.getDrawArea();
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var currentTime = $.now();
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@ -1339,6 +1338,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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for(let i = 0, level = highestLevel; level >= lowestLevel; level--, i++){
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levelList[i] = level;
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}
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// if a single-tile level is loaded, add that to the end of the list
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// as a fallback to use during zooming out, until a lower-res tile is
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// loaded
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@ -1350,32 +1350,32 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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);
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if(tile && tile.isBottomMost && tile.isRightMost && tile.loaded){
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levelList.push(level);
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levelList.hasHigherResolutionFallback = true;
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break;
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}
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}
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// Update any level that will be drawn
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// Update any level that will be drawn.
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// We are iterating from highest resolution to lowest resolution
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// Once a level fully covers the viewport the loop is halted and
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// lower-resolution levels are skipped
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let useLevel = false;
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for (let i = 0; i < levelList.length; i++) {
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let level = levelList[i];
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var drawLevel = false;
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//Avoid calculations for draw if we have already drawn this
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var currentRenderPixelRatio = this.viewport.deltaPixelsFromPointsNoRotate(
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this.source.getPixelRatio(level),
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true
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).x * this._scaleSpring.current.value;
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if (i === levelList.length - 1 ||
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(!haveDrawn && currentRenderPixelRatio >= this.minPixelRatio) ) {
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drawLevel = true;
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haveDrawn = true;
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} else if (!haveDrawn) {
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// make sure we skip levels until currentRenderPixelRatio becomes >= minPixelRatio
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// but always use the last level in the list so we draw something
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if (i === levelList.length - 1 || currentRenderPixelRatio >= this.minPixelRatio ) {
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useLevel = true;
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} else if (!useLevel) {
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continue;
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}
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//Perform calculations for draw if we haven't drawn this
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var targetRenderPixelRatio = this.viewport.deltaPixelsFromPointsNoRotate(
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this.source.getPixelRatio(level),
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false
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@ -1398,10 +1398,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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);
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// Update the level and keep track of 'best' tiles to load
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// the bestTiles
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var result = this._updateLevel(
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haveDrawn,
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drawLevel,
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level,
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levelOpacity,
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levelVisibility,
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@ -1558,8 +1555,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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/**
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* Updates all tiles at a given resolution level.
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* @private
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* @param {Boolean} haveDrawn
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* @param {Boolean} drawLevel
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* @param {Number} level
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* @param {Number} levelOpacity
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* @param {Number} levelVisibility
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@ -1568,8 +1563,8 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @param {OpenSeadragon.Tile[]} best Array of the current best tiles
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* @returns {Object} Dictionary {bestTiles: OpenSeadragon.Tile - the current "best" tiles to draw, updatedTiles: OpenSeadragon.Tile) - the updated tiles}.
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*/
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_updateLevel: function(haveDrawn, drawLevel, level, levelOpacity,
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levelVisibility, drawArea, currentTime, best) {
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_updateLevel: function(level, levelOpacity,
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levelVisibility, drawArea, currentTime, best) {
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var topLeftBound = drawArea.getBoundingBox().getTopLeft();
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var bottomRightBound = drawArea.getBoundingBox().getBottomRight();
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@ -1583,7 +1578,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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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.TiledImage} tiledImage - Which TiledImage is being drawn.
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* @property {Object} havedrawn
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* @property {Object} havedrawn - deprecated, always true (kept for backwards compatibility)
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* @property {Object} level
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* @property {Object} opacity
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* @property {Object} visibility
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@ -1596,7 +1591,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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*/
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this.viewer.raiseEvent('update-level', {
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tiledImage: this,
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havedrawn: haveDrawn,
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havedrawn: true, // deprecated, kept for backwards compatibility
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level: level,
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opacity: levelOpacity,
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visibility: levelVisibility,
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@ -1651,8 +1646,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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}
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var result = this._updateTile(
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drawLevel,
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haveDrawn,
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flippedX, y,
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level,
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levelVisibility,
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@ -1729,8 +1722,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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/**
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* Update a single tile at a particular resolution level.
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* @private
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* @param {Boolean} haveDrawn
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* @param {Boolean} drawLevel
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* @param {Number} x
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* @param {Number} y
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* @param {Number} level
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@ -1741,16 +1732,15 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
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* @returns {Object} Dictionary {bestTiles: OpenSeadragon.Tile[] - the current best tiles, tile: OpenSeadragon.Tile the current tile}
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*/
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_updateTile: function( haveDrawn, drawLevel, x, y, level,
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levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
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_updateTile: function( x, y, level,
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levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
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var tile = this._getTile(
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x, y,
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level,
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currentTime,
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numberOfTiles
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),
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drawTile = drawLevel;
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);
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if( this.viewer ){
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/**
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@ -1784,20 +1774,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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if (tile.loaded && tile.opacity === 1){
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this._setCoverage( this.coverage, level, x, y, true );
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}
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if ( haveDrawn && !drawTile ) {
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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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}
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if ( !drawTile ) {
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return {
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bestTiles: best,
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tile: tile
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};
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}
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this._positionTile(
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tile,
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@ -2183,9 +2159,11 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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return -1;
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}
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if (a.visibility === b.visibility) {
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// sort by smallest squared distance
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return (a.squaredDistance - b.squaredDistance);
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} else {
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return (a.visibility - b.visibility);
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// sort by largest visibility value
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return (b.visibility - a.visibility);
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}
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});
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},
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