Merge pull request #1198 from openseadragon/ig-closest

Improved best first level calculation
This commit is contained in:
Ian Gilman 2017-05-22 10:17:19 -07:00 committed by GitHub
commit e4771234a2
2 changed files with 8 additions and 13 deletions

View File

@ -978,7 +978,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
var targetZeroRatio = viewport.deltaPixelsFromPointsNoRotate(
this.source.getPixelRatio(
Math.max(
this.source.getClosestLevel(viewport.containerSize) - 1,
this.source.getClosestLevel(),
0
)
),

View File

@ -320,25 +320,20 @@ $.TileSource.prototype = {
/**
* @function
* @param {Rect} rect
* @returns {Number} The highest level in this tile source that can be contained in a single tile.
*/
getClosestLevel: function( rect ) {
getClosestLevel: function() {
var i,
tilesPerSide,
tiles;
for( i = this.minLevel; i < this.maxLevel; i++ ){
tiles = this.getNumTiles( i );
tilesPerSide = new $.Point(
Math.floor( rect.x / this.getTileWidth(i) ),
Math.floor( rect.y / this.getTileHeight(i) )
);
if( tiles.x + 1 >= tilesPerSide.x && tiles.y + 1 >= tilesPerSide.y ){
for (i = this.minLevel + 1; i <= this.maxLevel; i++){
tiles = this.getNumTiles(i);
if (tiles.x > 1 || tiles.y > 1) {
break;
}
}
return Math.max( 0, i - 1 );
return i - 1;
},
/**