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https://github.com/openseadragon/openseadragon.git
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Use canvas whenever possible (#191)
Drawer uses an HTML5 canvas element if it's available. Viewer.useCanvas can be used to override (default is true).
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@ -35,6 +35,7 @@ OPENSEADRAGON CHANGELOG
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* Button: 'enter', 'exit', 'press', 'release', 'focus', 'blur', 'click'
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* Fixed: IE 10 not reading DZI file correctly in certain circumstances (#218)
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* Fix for non-canvas tile rendering at large size (#264)
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* Drawer now uses an HTML5 canvas element if it's available. Can be overridden with Viewer.useCanvas option (#191)
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0.9.131:
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@ -46,10 +46,7 @@ var DEVICE_SCREEN = $.getWindowSize(),
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( BROWSER == $.BROWSERS.IE && BROWSER_VERSION >= 9 )
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),
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USE_CANVAS = SUBPIXEL_RENDERING &&
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!( DEVICE_SCREEN.x <= 400 || DEVICE_SCREEN.y <= 400 ) &&
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!( navigator.appVersion.match( 'Mobile' ) ) &&
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$.isFunction( document.createElement( "canvas" ).getContext );
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USE_CANVAS = $.supportsCanvas;
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//console.error( 'USE_CANVAS ' + USE_CANVAS );
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@ -124,6 +121,10 @@ $.Drawer = function( options ) {
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}, options );
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if ( this.viewer ) {
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USE_CANVAS = $.supportsCanvas && this.viewer.useCanvas;
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}
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this.container = $.getElement( this.element );
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this.canvas = $.makeNeutralElement( USE_CANVAS ? "canvas" : "div" );
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this.context = USE_CANVAS ? this.canvas.getContext( "2d" ) : null;
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@ -386,6 +386,19 @@ window.OpenSeadragon = window.OpenSeadragon || function( options ){
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};
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/*
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* Detect canvas support
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*/
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var canvasElement = document.createElement( 'canvas' );
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/**
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* True if the browser supports the HTML5 canvas element
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* @name $.supportsCanvas
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* @property
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*/
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$.supportsCanvas = !!( $.isFunction( canvasElement.getContext ) &&
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canvasElement.getContext( '2d' ) );
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}( OpenSeadragon ));
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/**
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@ -559,6 +572,7 @@ window.OpenSeadragon = window.OpenSeadragon || function( options ){
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imageLoaderLimit: 0,
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maxImageCacheCount: 200,
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timeout: 30000,
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useCanvas: true, // Use canvas element for drawing if available
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//INTERFACE RESOURCE SETTINGS
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prefixUrl: "/images/",
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