mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-22 05:06:09 +03:00
Merge pull request #1903 from ali1234/flipmode
Implement per-image flipping
This commit is contained in:
commit
e7d4f87ca9
@ -452,6 +452,7 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
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myItem.setWidth(bounds.width, immediately);
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myItem.setWidth(bounds.width, immediately);
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myItem.setRotation(theirItem.getRotation(), immediately);
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myItem.setRotation(theirItem.getRotation(), immediately);
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myItem.setClip(theirItem.getClip());
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myItem.setClip(theirItem.getClip());
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myItem.setFlip(theirItem.getFlip());
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},
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},
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// private
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// private
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16
src/tile.js
16
src/tile.js
@ -176,6 +176,12 @@ $.Tile = function(level, x, y, bounds, exists, url, context2D, loadWithAjax, aja
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* @memberof OpenSeadragon.Tile#
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* @memberof OpenSeadragon.Tile#
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*/
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*/
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this.size = null;
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this.size = null;
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/**
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* Whether to flip the tile when rendering.
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* @member {Boolean} flipped
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* @memberof OpenSeadragon.Tile#
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*/
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this.flipped = false;
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/**
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/**
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* The start time of this tile's blending.
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* The start time of this tile's blending.
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* @member {Number} blendStart
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* @member {Number} blendStart
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@ -296,6 +302,10 @@ $.Tile.prototype = {
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this.style.height = this.size.y + "px";
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this.style.height = this.size.y + "px";
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this.style.width = this.size.x + "px";
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this.style.width = this.size.x + "px";
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if (this.flipped) {
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this.style.transform = "scaleX(-1)";
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}
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$.setElementOpacity( this.element, this.opacity );
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$.setElementOpacity( this.element, this.opacity );
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},
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},
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@ -376,13 +386,17 @@ $.Tile.prototype = {
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sourceHeight = rendered.canvas.height;
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sourceHeight = rendered.canvas.height;
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}
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}
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context.translate(position.x + size.x / 2, 0);
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if (this.flipped) {
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context.scale(-1, 1);
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}
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context.drawImage(
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context.drawImage(
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rendered.canvas,
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rendered.canvas,
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0,
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0,
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0,
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0,
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sourceWidth,
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sourceWidth,
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sourceHeight,
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sourceHeight,
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position.x,
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-size.x / 2,
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position.y,
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position.y,
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size.x,
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size.x,
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size.y
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size.y
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@ -392,6 +392,26 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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return bounds.rotate(this.getRotation(current), this._getRotationPoint(current));
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return bounds.rotate(this.getRotation(current), this._getRotationPoint(current));
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},
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},
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/**
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* @function
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* @param {Number} level
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* @param {Number} x
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* @param {Number} y
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* @returns {OpenSeadragon.Rect} Where this tile fits (in normalized coordinates).
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*/
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getTileBounds: function( level, x, y ) {
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var numTiles = this.source.getNumTiles(level);
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var xMod = ( numTiles.x + ( x % numTiles.x ) ) % numTiles.x;
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var yMod = ( numTiles.y + ( y % numTiles.y ) ) % numTiles.y;
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var bounds = this.source.getTileBounds(level, xMod, yMod);
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if (this.getFlip()) {
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bounds.x = 1 - bounds.x - bounds.width;
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}
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bounds.x += (x - xMod) / numTiles.x;
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bounds.y += (this._worldHeightCurrent / this._worldWidthCurrent) * ((y - yMod) / numTiles.y);
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return bounds;
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},
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/**
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/**
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* @returns {OpenSeadragon.Point} This TiledImage's content size, in original pixels.
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* @returns {OpenSeadragon.Point} This TiledImage's content size, in original pixels.
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*/
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*/
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@ -832,6 +852,23 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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this.raiseEvent('clip-change');
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this.raiseEvent('clip-change');
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},
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},
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/**
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* @returns {Boolean} Whether the TiledImage should be flipped before rendering.
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*/
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getFlip: function() {
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return !!this.flipped;
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},
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/**
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* @param {Boolean} flip Whether the TiledImage should be flipped before rendering.
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* @fires OpenSeadragon.TiledImage.event:bounds-change
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*/
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setFlip: function(flip) {
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this.flipped = !!flip;
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this._needsDraw = true;
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this._raiseBoundsChange();
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},
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/**
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/**
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* @returns {Number} The TiledImage's current opacity.
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* @returns {Number} The TiledImage's current opacity.
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*/
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*/
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@ -1255,24 +1292,41 @@ function updateLevel(tiledImage, haveDrawn, drawLevel, level, levelOpacity,
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var viewportCenter = tiledImage.viewport.pixelFromPoint(
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var viewportCenter = tiledImage.viewport.pixelFromPoint(
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tiledImage.viewport.getCenter());
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tiledImage.viewport.getCenter());
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if (tiledImage.getFlip()) {
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// The right-most tile can be narrower than the others. When flipped,
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// this tile is now on the left. Because it is narrower than the normal
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// left-most tile, the subsequent tiles may not be wide enough to completely
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// fill the viewport. Fix this by rendering an extra column of tiles. If we
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// are not wrapping, make sure we never render more than the number of tiles
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// in the image.
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bottomRightTile.x += 1;
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if (!tiledImage.wrapHorizontal) {
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bottomRightTile.x = Math.min(bottomRightTile.x, numberOfTiles.x - 1);
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}
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}
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for (var x = topLeftTile.x; x <= bottomRightTile.x; x++) {
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for (var x = topLeftTile.x; x <= bottomRightTile.x; x++) {
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for (var y = topLeftTile.y; y <= bottomRightTile.y; y++) {
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for (var y = topLeftTile.y; y <= bottomRightTile.y; y++) {
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// Optimisation disabled with wrapping because getTileBounds does not
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var flippedX;
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// work correctly with x and y outside of the number of tiles
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if (tiledImage.getFlip()) {
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if (!tiledImage.wrapHorizontal && !tiledImage.wrapVertical) {
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var xMod = ( numberOfTiles.x + ( x % numberOfTiles.x ) ) % numberOfTiles.x;
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var tileBounds = tiledImage.source.getTileBounds(level, x, y);
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flippedX = x + numberOfTiles.x - xMod - xMod - 1;
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if (drawArea.intersection(tileBounds) === null) {
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} else {
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// This tile is outside of the viewport, no need to draw it
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flippedX = x;
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continue;
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}
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}
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if (drawArea.intersection(tiledImage.getTileBounds(level, flippedX, y)) === null) {
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// This tile is outside of the viewport, no need to draw it
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continue;
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}
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}
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best = updateTile(
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best = updateTile(
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tiledImage,
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tiledImage,
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drawLevel,
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drawLevel,
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haveDrawn,
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haveDrawn,
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x, y,
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flippedX, y,
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level,
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level,
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levelOpacity,
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levelOpacity,
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levelVisibility,
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levelVisibility,
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@ -1447,10 +1501,10 @@ function getTile(
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tilesMatrix[ level ][ x ] = {};
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tilesMatrix[ level ][ x ] = {};
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}
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}
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if ( !tilesMatrix[ level ][ x ][ y ] ) {
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if ( !tilesMatrix[ level ][ x ][ y ] || !tilesMatrix[ level ][ x ][ y ].flipped !== !tiledImage.flipped ) {
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xMod = ( numTiles.x + ( x % numTiles.x ) ) % numTiles.x;
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xMod = ( numTiles.x + ( x % numTiles.x ) ) % numTiles.x;
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yMod = ( numTiles.y + ( y % numTiles.y ) ) % numTiles.y;
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yMod = ( numTiles.y + ( y % numTiles.y ) ) % numTiles.y;
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bounds = tileSource.getTileBounds( level, xMod, yMod );
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bounds = tiledImage.getTileBounds( level, x, y );
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sourceBounds = tileSource.getTileBounds( level, xMod, yMod, true );
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sourceBounds = tileSource.getTileBounds( level, xMod, yMod, true );
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exists = tileSource.tileExists( level, xMod, yMod );
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exists = tileSource.tileExists( level, xMod, yMod );
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url = tileSource.getTileUrl( level, xMod, yMod );
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url = tileSource.getTileUrl( level, xMod, yMod );
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@ -1469,9 +1523,6 @@ function getTile(
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context2D = tileSource.getContext2D ?
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context2D = tileSource.getContext2D ?
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tileSource.getContext2D(level, xMod, yMod) : undefined;
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tileSource.getContext2D(level, xMod, yMod) : undefined;
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bounds.x += ( x - xMod ) / numTiles.x;
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bounds.y += (worldHeight / worldWidth) * (( y - yMod ) / numTiles.y);
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tile = new $.Tile(
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tile = new $.Tile(
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level,
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level,
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x,
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x,
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@ -1485,14 +1536,22 @@ function getTile(
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sourceBounds
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sourceBounds
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);
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);
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if (xMod === numTiles.x - 1) {
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if (tiledImage.getFlip()) {
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tile.isRightMost = true;
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if (xMod === 0) {
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tile.isRightMost = true;
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}
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} else {
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if (xMod === numTiles.x - 1) {
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tile.isRightMost = true;
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}
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}
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}
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if (yMod === numTiles.y - 1) {
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if (yMod === numTiles.y - 1) {
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tile.isBottomMost = true;
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tile.isBottomMost = true;
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}
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}
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tile.flipped = tiledImage.flipped;
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tilesMatrix[ level ][ x ][ y ] = tile;
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tilesMatrix[ level ][ x ][ y ] = tile;
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}
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}
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@ -1301,6 +1301,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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* @param {Boolean} [options.preload=false] Default switch for loading hidden images (true loads, false blocks)
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* @param {Boolean} [options.preload=false] Default switch for loading hidden images (true loads, false blocks)
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* @param {Number} [options.degrees=0] Initial rotation of the tiled image around
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* @param {Number} [options.degrees=0] Initial rotation of the tiled image around
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* its top left corner in degrees.
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* its top left corner in degrees.
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* @param {Boolean} [options.flipped=false] Whether to horizontally flip the image.
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* @param {String} [options.compositeOperation] How the image is composited onto other images.
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* @param {String} [options.compositeOperation] How the image is composited onto other images.
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* @param {String} [options.crossOriginPolicy] The crossOriginPolicy for this specific image,
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* @param {String} [options.crossOriginPolicy] The crossOriginPolicy for this specific image,
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* overriding viewer.crossOriginPolicy.
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* overriding viewer.crossOriginPolicy.
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@ -1463,6 +1464,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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opacity: queueItem.options.opacity,
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opacity: queueItem.options.opacity,
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preload: queueItem.options.preload,
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preload: queueItem.options.preload,
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degrees: queueItem.options.degrees,
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degrees: queueItem.options.degrees,
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flipped: queueItem.options.flipped,
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compositeOperation: queueItem.options.compositeOperation,
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compositeOperation: queueItem.options.compositeOperation,
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springStiffness: _this.springStiffness,
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springStiffness: _this.springStiffness,
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animationTime: _this.animationTime,
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animationTime: _this.animationTime,
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113
test/demo/flipping.html
Normal file
113
test/demo/flipping.html
Normal file
@ -0,0 +1,113 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>OpenSeadragon Flipping Demo</title>
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<script type="text/javascript" src='../../build/openseadragon/openseadragon.js'></script>
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<script type="text/javascript" src='../lib/jquery-1.9.1.min.js'></script>
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<style type="text/css">
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.openseadragon1 {
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width: 800px;
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height: 600px;
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float: left;
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}
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.options {
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margin: 0.5em;
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}
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.button {
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margin: 0.3em;
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}
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</style>
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</head>
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<body>
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<div>
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Simple demo page to show image flipping.
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</div>
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<div id="contentDiv" class="openseadragon1">
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</div>
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<div class="options">
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First
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<div class="button">
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<input type="checkbox" id="ffirst" onchange="flip(0, this.checked)">
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<label for="ffirst">Flip</label>
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</div>
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<div class="button">
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<input type="checkbox" id="rfirst" onchange="rotate(0, this.checked * 45)">
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<label for="rfirst">Rotate</label>
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</div>
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</div>
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<div class="options">
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Second
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<div class="button">
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<input type="checkbox" id="fsecond" onchange="flip(1, this.checked)" checked>
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<label for="fsecond">Flip</label>
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</div>
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<div class="button">
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<input type="checkbox" id="rsecond" onchange="rotate(1, this.checked * 45)">
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<label for="rsecond">Rotate</label>
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</div>
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</div>
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<div class="options">
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Viewport
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<div class="button">
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<input type="checkbox" id="fview" onchange="flipViewport(this.checked)">
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<label for="fview">Flip Viewport</label>
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</div>
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<div class="button">
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<input type="checkbox" id="debug" onchange="debug(this.checked)">
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<label for="debug">Debug Mode</label>
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</div>
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</div>
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<script type="text/javascript">
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var viewer = OpenSeadragon({
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// debugMode: true,
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id: "contentDiv",
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prefixUrl: "../../build/openseadragon/images/",
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showNavigator:true,
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tileSources: [
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{
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tileSource: "../data/testpattern.dzi",
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x: 0,
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y: 0,
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flipped: document.getElementById("ffirst").checked,
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degrees: document.getElementById("rfirst").checked * 45,
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}, {
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tileSource: "../data/testpattern.dzi",
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x: 1,
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y: 0,
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flipped: document.getElementById("fsecond").checked,
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degrees: document.getElementById("rsecond").checked * 45,
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}
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]
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});
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viewer.viewport.setFlip(document.getElementById("fview").checked);
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function debug(v) {
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viewer.setDebugMode(v);
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}
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function flip(n, v) {
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viewer.world.getItemAt(n).setFlip(v);
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}
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function rotate(n, v) {
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viewer.world.getItemAt(n).setRotation(v);
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}
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function flipViewport(v) {
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viewer.viewport.setFlip(v);
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}
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</script>
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</body>
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</html>
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Block a user