remove unused code paths

This commit is contained in:
Tom 2024-05-22 18:54:29 -04:00
parent 3f03bd6e20
commit be30b429f8

View File

@ -1312,10 +1312,9 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
// returns boolean flag of whether the image should be marked as fully loaded
_updateLevelsForViewport: function(){
var levelsInterval = this._getLevelsInterval();
var lowestLevel = levelsInterval.lowestLevel;
var highestLevel = levelsInterval.highestLevel;
var lowestLevel = levelsInterval.lowestLevel; // the lowest level we should draw at our current zoom
var highestLevel = levelsInterval.highestLevel; // the highest level we should draw at our current zoom
var bestTiles = [];
var haveDrawn = false;
var drawArea = this.getDrawArea();
var currentTime = $.now();
@ -1339,6 +1338,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
for(let i = 0, level = highestLevel; level >= lowestLevel; level--, i++){
levelList[i] = level;
}
// if a single-tile level is loaded, add that to the end of the list
// as a fallback to use during zooming out, until a lower-res tile is
// loaded
@ -1350,32 +1350,23 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
);
if(tile && tile.isBottomMost && tile.isRightMost && tile.loaded){
levelList.push(level);
levelList.hasHigherResolutionFallback = true;
break;
}
}
// Update any level that will be drawn
// Update any level that will be drawn.
// We are iterating from highest resolution to lowest resolution
// Once a level fully covers the viewport the loop is halted and
// lower-resolution levels are skipped
for (let i = 0; i < levelList.length; i++) {
let level = levelList[i];
var drawLevel = false;
//Avoid calculations for draw if we have already drawn this
var currentRenderPixelRatio = this.viewport.deltaPixelsFromPointsNoRotate(
this.source.getPixelRatio(level),
true
).x * this._scaleSpring.current.value;
if (i === levelList.length - 1 ||
(!haveDrawn && currentRenderPixelRatio >= this.minPixelRatio) ) {
drawLevel = true;
haveDrawn = true;
} else if (!haveDrawn) {
continue;
}
//Perform calculations for draw if we haven't drawn this
var targetRenderPixelRatio = this.viewport.deltaPixelsFromPointsNoRotate(
this.source.getPixelRatio(level),
false
@ -1398,10 +1389,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
);
// Update the level and keep track of 'best' tiles to load
// the bestTiles
var result = this._updateLevel(
haveDrawn,
drawLevel,
level,
levelOpacity,
levelVisibility,
@ -1558,8 +1546,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
/**
* Updates all tiles at a given resolution level.
* @private
* @param {Boolean} haveDrawn
* @param {Boolean} drawLevel
* @param {Number} level
* @param {Number} levelOpacity
* @param {Number} levelVisibility
@ -1568,7 +1554,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @param {OpenSeadragon.Tile[]} best Array of the current best tiles
* @returns {Object} Dictionary {bestTiles: OpenSeadragon.Tile - the current "best" tiles to draw, updatedTiles: OpenSeadragon.Tile) - the updated tiles}.
*/
_updateLevel: function(haveDrawn, drawLevel, level, levelOpacity,
_updateLevel: function(level, levelOpacity,
levelVisibility, drawArea, currentTime, best) {
var topLeftBound = drawArea.getBoundingBox().getTopLeft();
@ -1583,7 +1569,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @type {object}
* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
* @property {Object} havedrawn
* @property {Object} havedrawn - deprecated, always true (kept for backwards compatibility)
* @property {Object} level
* @property {Object} opacity
* @property {Object} visibility
@ -1596,7 +1582,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
*/
this.viewer.raiseEvent('update-level', {
tiledImage: this,
havedrawn: haveDrawn,
havedrawn: true, // deprecated, kept for backwards compatibility
level: level,
opacity: levelOpacity,
visibility: levelVisibility,
@ -1651,8 +1637,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
}
var result = this._updateTile(
haveDrawn,
drawLevel,
flippedX, y,
level,
levelVisibility,
@ -1729,8 +1713,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
/**
* Update a single tile at a particular resolution level.
* @private
* @param {Boolean} haveDrawn
* @param {Boolean} drawLevel
* @param {Number} x
* @param {Number} y
* @param {Number} level
@ -1741,7 +1723,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
* @returns {Object} Dictionary {bestTiles: OpenSeadragon.Tile[] - the current best tiles, tile: OpenSeadragon.Tile the current tile}
*/
_updateTile: function( haveDrawn, drawLevel, x, y, level,
_updateTile: function( x, y, level,
levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
var tile = this._getTile(
@ -1749,8 +1731,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
level,
currentTime,
numberOfTiles
),
drawTile = drawLevel;
);
if( this.viewer ){
/**
@ -1784,20 +1765,6 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
if (tile.loaded && tile.opacity === 1){
this._setCoverage( this.coverage, level, x, y, true );
}
if ( drawTile && !haveDrawn ) {
if ( this._isCovered( this.coverage, level, x, y ) ) {
this._setCoverage( this.coverage, level, x, y, true );
} else {
haveDrawn = true;
}
}
if ( !haveDrawn ) {
return {
bestTiles: best,
tile: tile
};
}
this._positionTile(
tile,