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Merge pull request #1198 from openseadragon/ig-closest
Improved best first level calculation
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commit
e4771234a2
@ -978,7 +978,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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var targetZeroRatio = viewport.deltaPixelsFromPointsNoRotate(
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this.source.getPixelRatio(
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Math.max(
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this.source.getClosestLevel(viewport.containerSize) - 1,
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this.source.getClosestLevel(),
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0
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)
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),
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@ -320,25 +320,20 @@ $.TileSource.prototype = {
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/**
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* @function
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* @param {Rect} rect
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* @returns {Number} The highest level in this tile source that can be contained in a single tile.
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*/
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getClosestLevel: function( rect ) {
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getClosestLevel: function() {
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var i,
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tilesPerSide,
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tiles;
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for( i = this.minLevel; i < this.maxLevel; i++ ){
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tiles = this.getNumTiles( i );
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tilesPerSide = new $.Point(
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Math.floor( rect.x / this.getTileWidth(i) ),
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Math.floor( rect.y / this.getTileHeight(i) )
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);
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if( tiles.x + 1 >= tilesPerSide.x && tiles.y + 1 >= tilesPerSide.y ){
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for (i = this.minLevel + 1; i <= this.maxLevel; i++){
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tiles = this.getNumTiles(i);
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if (tiles.x > 1 || tiles.y > 1) {
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break;
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}
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}
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return Math.max( 0, i - 1 );
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return i - 1;
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},
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/**
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