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Add getCompletionCallback method.
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@ -976,11 +976,16 @@ function onTileLoad( tiledImage, tile, time, image ) {
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}
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function setTileLoaded(tiledImage, tile, image, cutoff) {
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tiledImage.viewer.raiseEvent("tile-loaded", {
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tile: tile,
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tiledImage: tiledImage,
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image: image
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});
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var increment = 0;
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function getCompletionCallback() {
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increment++;
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return completionCallback;
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}
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function completionCallback() {
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increment--;
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if (increment === 0) {
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tile.loading = false;
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tile.loaded = true;
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tiledImage._tileCache.cacheTile({
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@ -989,6 +994,33 @@ function setTileLoaded(tiledImage, tile, image, cutoff) {
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cutoff: cutoff,
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tiledImage: tiledImage
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});
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}
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}
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/**
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* Triggered when a tile has just been loaded in memory. That means that the
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* image has been downloaded and can be modified asynchronously before being
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* drawn to the canvas.
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*
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* @event tile-loaded
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {Image} image - The image of the tile.
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* @property {OpenSeadragon.TiledImage} tiledImage - The tiled image of the loaded tile.
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* @property {OpenSeadragon.Tile} tile - The tile which has been loaded.
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* @property {function} getCompletionCallback - A function giving a callback to call
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* when the asynchronous processing of the image is done. The image will be
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* marked as entirely loaded once the callback has been called as many times as
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* getCompletionCallback
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*/
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tiledImage.viewer.raiseEvent("tile-loaded", {
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tile: tile,
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tiledImage: tiledImage,
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image: image,
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getCompletionCallback: getCompletionCallback
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});
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// In case the completion callback is never called, we at least force it once.
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getCompletionCallback()();
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}
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function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility, tiledImage ){
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