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https://github.com/openseadragon/openseadragon.git
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Merge branch 'openseadragon:master' into master
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commit
67b9b16f6e
@ -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 @pearcetm, @Aiosa, @thec0keman)
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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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* 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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@ -17,6 +17,7 @@ OPENSEADRAGON CHANGELOG
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* Fixed: dragToPan gesture could not be disabled when flickEnabled was activated (#2464 @jonasengelmann)
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* Fixed: placeholderFillStyle didn't work properly when the image was rotated (#2469 @pearcetm)
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* Fixed: Sometimes exponential springs wouldn't ever settle (#2469 @pearcetm)
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* Fixed: The navigator wouldn't update its tracking rectangle when the navigator was resized (#2491 @pearcetm)
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4.1.0:
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@ -309,6 +309,7 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
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this.oldContainerSize = containerSize;
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this.world.update();
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this.world.draw();
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this.update(this.viewer.viewport);
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}
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}
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},
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@ -355,7 +356,7 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
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/**
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* Used to update the navigator minimap's viewport rectangle when a change in the viewer's viewport occurs.
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* @function
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* @param {OpenSeadragon.Viewport} The viewport this navigator is tracking.
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* @param {OpenSeadragon.Viewport} [viewport] The viewport to display. Default: the viewport this navigator is tracking.
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*/
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update: function( viewport ) {
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@ -366,6 +367,10 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
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topleft,
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bottomright;
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if(!viewport){
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viewport = this.viewer.viewport;
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}
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viewerSize = $.getElementSize( this.viewer.element );
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if ( this._resizeWithViewer && viewerSize.x && viewerSize.y && !viewerSize.equals( this.oldViewerSize ) ) {
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this.oldViewerSize = viewerSize;
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@ -897,19 +897,32 @@
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let texture = gl.createTexture();
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let position;
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let overlap = tiledImage.source.tileOverlap;
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// deal with tiles where there is padding, i.e. the pixel data doesn't take up the entire provided canvas
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let sourceWidthFraction, sourceHeightFraction;
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if (tile.sourceBounds) {
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sourceWidthFraction = Math.min(tile.sourceBounds.width, canvas.width) / canvas.width;
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sourceHeightFraction = Math.min(tile.sourceBounds.height, canvas.height) / canvas.height;
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} else {
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sourceWidthFraction = 1;
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sourceHeightFraction = 1;
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}
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if( overlap > 0){
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// calculate the normalized position of the rect to actually draw
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// discarding overlap.
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let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
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let left = tile.x === 0 ? 0 : overlapFraction.x;
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let top = tile.y === 0 ? 0 : overlapFraction.y;
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let right = tile.isRightMost ? 1 : 1 - overlapFraction.x;
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let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y;
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let left = (tile.x === 0 ? 0 : overlapFraction.x) * sourceWidthFraction;
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let top = (tile.y === 0 ? 0 : overlapFraction.y) * sourceHeightFraction;
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let right = (tile.isRightMost ? 1 : 1 - overlapFraction.x) * sourceWidthFraction;
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let bottom = (tile.isBottomMost ? 1 : 1 - overlapFraction.y) * sourceHeightFraction;
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position = this._makeQuadVertexBuffer(left, right, top, bottom);
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} else {
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// no overlap: this texture can use the unit quad as its position data
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} else if (sourceWidthFraction === 1 && sourceHeightFraction === 1) {
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// no overlap and no padding: this texture can use the unit quad as its position data
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position = this._unitQuad;
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} else {
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position = this._makeQuadVertexBuffer(0, sourceWidthFraction, 0, sourceHeightFraction);
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}
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let textureInfo = {
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