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Comments for some private functions in TiledImage.
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@ -896,7 +896,13 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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};
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},
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// private
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/**
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* @private
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* @inner
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* Pretty much every other line in this needs to be documented so it's clear
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* how each piece of this routine contributes to the drawing process. That's
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* why there are so many TODO's inside this function.
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*/
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_updateViewport: function() {
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this._needsDraw = false;
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this._tilesLoading = 0;
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@ -1042,6 +1048,21 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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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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* Updates all tiles at a given resolution level.
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* @param {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
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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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* @param {OpenSeadragon.Point} viewportTL - The index of the most top-left visible tile.
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* @param {OpenSeadragon.Point} viewportBR - The index of the most bottom-right visible tile.
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* @param {Number} currentTime
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* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
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*/
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function updateLevel(tiledImage, haveDrawn, drawLevel, level, levelOpacity,
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levelVisibility, drawArea, currentTime, best) {
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@ -1125,7 +1146,24 @@ function updateLevel(tiledImage, haveDrawn, drawLevel, level, levelOpacity,
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return best;
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}
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function updateTile( tiledImage, drawLevel, haveDrawn, x, y, level, levelOpacity, levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
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/**
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* @private
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* @inner
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* Update a single tile at a particular resolution level.
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* @param {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
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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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* @param {Number} levelOpacity
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* @param {Number} levelVisibility
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* @param {OpenSeadragon.Point} viewportCenter
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* @param {Number} numberOfTiles
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* @param {Number} currentTime
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* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
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*/
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function updateTile( tiledImage, haveDrawn, drawLevel, x, y, level, levelOpacity, levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
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var tile = getTile(
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x, y,
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@ -1219,6 +1257,21 @@ function updateTile( tiledImage, drawLevel, haveDrawn, x, y, level, levelOpacity
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return best;
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}
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/**
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* @private
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* @inner
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* Obtains a tile at the given location.
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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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* @param {OpenSeadragon.TileSource} tileSource
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* @param {Object} tilesMatrix - A '3d' dictionary [level][x][y] --> Tile.
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* @param {Number} time
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* @param {Number} numTiles
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* @param {Number} worldWidth
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* @param {Number} worldHeight
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* @returns {OpenSeadragon.Tile}
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*/
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function getTile( x, y, level, tileSource, tilesMatrix, time, numTiles, worldWidth, worldHeight ) {
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var xMod,
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yMod,
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@ -1264,6 +1317,14 @@ function getTile( x, y, level, tileSource, tilesMatrix, time, numTiles, worldWid
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return tile;
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}
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/**
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* @private
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* @inner
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* Dispatch a job to the ImageLoader to load the Image for a Tile.
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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile} tile
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* @param {Number} time
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*/
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function loadTile( tiledImage, tile, time ) {
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tile.loading = true;
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tiledImage._imageLoader.addJob({
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@ -1278,6 +1339,16 @@ function loadTile( tiledImage, tile, time ) {
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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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* Callback fired when a Tile's Image finished downloading.
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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile} tile
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* @param {Number} time
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* @param {Image} image
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* @param {String} errorMsg
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*/
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function onTileLoad( tiledImage, tile, time, image, errorMsg ) {
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if ( !image ) {
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$.console.log( "Tile %s failed to load: %s - error: %s", tile, tile.url, errorMsg );
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@ -1320,6 +1391,14 @@ function onTileLoad( tiledImage, tile, time, image, errorMsg ) {
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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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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile} tile
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* @param {Image} image
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* @param {Number} cutoff
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*/
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function setTileLoaded(tiledImage, tile, image, cutoff) {
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var increment = 0;
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@ -1370,6 +1449,16 @@ function setTileLoaded(tiledImage, tile, image, cutoff) {
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getCompletionCallback()();
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}
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/**
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* @private
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* @inner
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* @param {OpenSeadragon.Tile} tile
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* @param {Boolean} overlap
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* @param {OpenSeadragon.Viewport} viewport
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* @param {OpenSeadragon.Point} viewportCenter
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* @param {Number} levelVisibility
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* @param {OpenSeadragon.TiledImage} tiledImage
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*/
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function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility, tiledImage ){
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var boundsTL = tile.bounds.getTopLeft();
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@ -1400,7 +1489,23 @@ function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility,
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tile.visibility = levelVisibility;
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}
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/**
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* @private
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* @inner
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* Updates the opacity of a tile according to the time it has been on screen
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* to perform a fade-in.
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* Updates coverage once a tile is fully opaque.
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* Returns whether the fade-in has completed.
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*
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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile} tile
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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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* @param {Number} levelOpacity
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* @param {Number} currentTime
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* @returns {Boolean}
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*/
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function blendTile( tiledImage, tile, x, y, level, levelOpacity, currentTime ){
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var blendTimeMillis = 1000 * tiledImage.blendTime,
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deltaTime,
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@ -1441,6 +1546,12 @@ function blendTile( tiledImage, tile, x, y, level, levelOpacity, currentTime ){
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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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function providesCoverage( coverage, level, x, y ) {
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var rows,
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@ -1480,6 +1591,12 @@ function providesCoverage( coverage, level, x, y ) {
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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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function isCovered( coverage, level, x, y ) {
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if ( x === undefined || y === undefined ) {
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@ -1498,6 +1615,12 @@ function isCovered( coverage, level, x, y ) {
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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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function setCoverage( coverage, level, x, y, covers ) {
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if ( !coverage[ level ] ) {
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@ -1521,6 +1644,9 @@ function setCoverage( coverage, level, x, y, covers ) {
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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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function resetCoverage( coverage, level ) {
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coverage[ level ] = {};
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@ -1531,6 +1657,10 @@ function resetCoverage( coverage, level ) {
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* @inner
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* Determines whether the 'last best' tile for the area is better than the
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* tile in question.
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*
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* @param {OpenSeadragon.Tile} previousBest
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* @param {OpenSeadragon.Tile} tile
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* @returns {OpenSeadragon.Tile} The new best tile.
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*/
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function compareTiles( previousBest, tile ) {
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if ( !previousBest ) {
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@ -1548,6 +1678,13 @@ function compareTiles( previousBest, tile ) {
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return previousBest;
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}
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/**
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* @private
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* @inner
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* Draws a TiledImage.
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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile[]} lastDrawn - An unordered list of Tiles drawn last frame.
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*/
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function drawTiles( tiledImage, lastDrawn ) {
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if (lastDrawn.length === 0) {
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return;
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@ -1720,6 +1857,13 @@ function drawTiles( tiledImage, lastDrawn ) {
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drawDebugInfo( tiledImage, lastDrawn );
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}
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/**
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* @private
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* @inner
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* Draws special debug information for a TiledImage if in debug mode.
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* @param {OpenSeadragon.TiledImage} tiledImage
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* @param {OpenSeadragon.Tile[]} lastDrawn - An unordered list of Tiles drawn last frame.
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*/
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function drawDebugInfo( tiledImage, lastDrawn ) {
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if( tiledImage.debugMode ) {
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for ( var i = lastDrawn.length - 1; i >= 0; i-- ) {
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