mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-25 14:46:10 +03:00
commit
6f6207412c
@ -166,14 +166,6 @@
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return new $.Point(0, 0);
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return new $.Point(0, 0);
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}
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}
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},
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},
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/**
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* @function
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* @param {Number} level
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* @param {OpenSeadragon.Point} point
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*/
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getTileAtPoint: function (level, point) {
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return new $.Point(0, 0);
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},
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/**
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/**
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* Retrieves a tile url
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* Retrieves a tile url
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* @function
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* @function
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@ -169,16 +169,6 @@ $.extend( $.LegacyTileSource.prototype, $.TileSource.prototype, /** @lends OpenS
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}
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}
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},
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},
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/**
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* @function
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* @param {Number} level
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* @param {OpenSeadragon.Point} point
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*/
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getTileAtPoint: function( level, point ) {
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return new $.Point( 0, 0 );
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},
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/**
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/**
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* This method is not implemented by this class other than to throw an Error
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* This method is not implemented by this class other than to throw an Error
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* announcing you have to implement it. Because of the variety of tile
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* announcing you have to implement it. Because of the variety of tile
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@ -967,10 +967,14 @@ function updateLevel( tiledImage, haveDrawn, drawLevel, level, levelOpacity, lev
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resetCoverage( tiledImage.coverage, level );
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resetCoverage( tiledImage.coverage, level );
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if ( !tiledImage.wrapHorizontal ) {
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if ( tiledImage.wrapHorizontal ) {
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tileTL.x -= 1; // left invisible column (othervise we will have empty space after scroll at left)
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} else {
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tileBR.x = Math.min( tileBR.x, numberOfTiles.x - 1 );
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tileBR.x = Math.min( tileBR.x, numberOfTiles.x - 1 );
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}
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}
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if ( !tiledImage.wrapVertical ) {
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if ( tiledImage.wrapVertical ) {
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tileTL.y -= 1; // top invisible row (othervise we will have empty space after scroll at top)
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} else {
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tileBR.y = Math.min( tileBR.y, numberOfTiles.y - 1 );
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tileBR.y = Math.min( tileBR.y, numberOfTiles.y - 1 );
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}
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}
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@ -345,11 +345,11 @@ $.TileSource.prototype = {
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* @param {OpenSeadragon.Point} point
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* @param {OpenSeadragon.Point} point
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*/
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*/
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getTileAtPoint: function( level, point ) {
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getTileAtPoint: function( level, point ) {
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var pixel = point.times( this.dimensions.x ).times( this.getLevelScale(level) ),
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var numTiles = this.getNumTiles( level );
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tx = Math.floor( pixel.x / this.getTileWidth(level) ),
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return new $.Point(
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ty = Math.floor( pixel.y / this.getTileHeight(level) );
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Math.floor( (point.x * numTiles.x) / 1 ),
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Math.floor( (point.y * numTiles.y * this.dimensions.x) / this.dimensions.y )
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return new $.Point( tx, ty );
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);
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},
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},
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/**
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/**
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