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Merge pull request #1595 from doutsh/pr/imagesmoothing
[WIP] Fixing "imageSmoothingEnabled" resetting to 'True' (should fix #1593)
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commit
d003aab06f
@ -130,6 +130,10 @@ $.Drawer = function( options ) {
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// explicit left-align
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this.container.style.textAlign = "left";
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this.container.appendChild( this.canvas );
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// Image smoothing for canvas rendering (only if canvas is used).
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// Canvas default is "true", so this will only be changed if user specified "false".
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this._imageSmoothingEnabled = true;
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};
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/** @lends OpenSeadragon.Drawer.prototype */
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@ -254,6 +258,7 @@ $.Drawer.prototype = {
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this.sketchCanvas.width = sketchCanvasSize.x;
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this.sketchCanvas.height = sketchCanvasSize.y;
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}
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this._updateImageSmoothingEnabled();
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}
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this._clear();
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}
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@ -608,7 +613,6 @@ $.Drawer.prototype = {
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}
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},
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/**
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* Turns image smoothing on or off for this viewer. Note: Ignored in some (especially older) browsers that do not support this property.
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*
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@ -619,16 +623,21 @@ $.Drawer.prototype = {
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*/
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setImageSmoothingEnabled: function(imageSmoothingEnabled){
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if ( this.useCanvas ) {
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var context = this.context;
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context.mozImageSmoothingEnabled = imageSmoothingEnabled;
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context.webkitImageSmoothingEnabled = imageSmoothingEnabled;
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context.msImageSmoothingEnabled = imageSmoothingEnabled;
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context.imageSmoothingEnabled = imageSmoothingEnabled;
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this._imageSmoothingEnabled = imageSmoothingEnabled;
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this._updateImageSmoothingEnabled();
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this.viewer.forceRedraw();
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}
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},
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// private
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_updateImageSmoothingEnabled: function(){
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var context = this.context;
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context.mozImageSmoothingEnabled = this._imageSmoothingEnabled;
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context.webkitImageSmoothingEnabled = this._imageSmoothingEnabled;
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context.msImageSmoothingEnabled = this._imageSmoothingEnabled;
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context.imageSmoothingEnabled = this._imageSmoothingEnabled;
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},
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/**
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* Get the canvas size
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* @param {Boolean} sketch If set to true return the size of the sketch canvas
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@ -686,8 +695,9 @@ $.Drawer.prototype = {
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var pixelDensityRatio = $.pixelDensityRatio;
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var viewportSize = this.viewport.getContainerSize();
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return {
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x: viewportSize.x * pixelDensityRatio,
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y: viewportSize.y * pixelDensityRatio
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// canvas width and height are integers
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x: Math.round(viewportSize.x * pixelDensityRatio),
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y: Math.round(viewportSize.y * pixelDensityRatio)
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};
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},
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