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Merge branch 'master' of https://github.com/openseadragon/openseadragon
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commit
f4be8f859e
@ -20,6 +20,7 @@ OPENSEADRAGON CHANGELOG
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* Now avoiding using eval when JSON.parse is available (#696)
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* Rotation now works properly on retina display (#708)
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* Added option in addTiledImage to replace tiledImage at index (#706)
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* Changed resize behaviour to prevent "snapping" to world bounds when constraints allow more space (#711)
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2.0.0:
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@ -108,7 +108,9 @@ $.Navigator = function( options ){
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immediateRender: true,
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blendTime: 0,
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animationTime: 0,
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autoResize: options.autoResize
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autoResize: options.autoResize,
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// prevent resizing the navigator from adding unwanted space around the image
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minZoomImageRatio: 1.0
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});
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options.minPixelRatio = this.minPixelRatio = viewer.minPixelRatio;
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@ -241,7 +241,7 @@
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* @property {Number} [minZoomImageRatio=0.9]
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* The minimum percentage ( expressed as a number between 0 and 1 ) of
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* the viewport height or width at which the zoom out will be constrained.
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* Setting it to 0, for example will allow you to zoom out infinitly.
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* Setting it to 0, for example will allow you to zoom out infinity.
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*
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* @property {Number} [maxZoomPixelRatio=1.1]
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* The maximum ratio to allow a zoom-in to affect the highest level pixel
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@ -356,7 +356,7 @@
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* @property {Boolean} [showNavigator=false]
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* Set to true to make the navigator minimap appear.
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*
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* @property {Boolean} [navigatorId=navigator-GENERATED DATE]
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* @property {String} [navigatorId=navigator-GENERATED DATE]
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* The ID of a div to hold the navigator minimap.
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* If an ID is specified, the navigatorPosition, navigatorSizeRatio, navigatorMaintainSizeRatio, and navigatorTop|Left|Height|Width options will be ignored.
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* If an ID is not specified, a div element will be generated and placed on top of the main image.
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@ -2965,19 +2965,15 @@ function resizeViewportAndRecenter( viewer, containerSize, oldBounds, oldCenter
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viewport.resize( containerSize, true );
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// We try to remove blanks as much as possible
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var worldBounds = viewer.world.getHomeBounds();
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var newWidth = oldBounds.width <= worldBounds.width ? oldBounds.width : worldBounds.width;
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var newHeight = oldBounds.height <= worldBounds.height ?
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oldBounds.height : worldBounds.height;
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var newBounds = new $.Rect(
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oldCenter.x - ( newWidth / 2.0 ),
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oldCenter.y - ( newHeight / 2.0 ),
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newWidth,
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newHeight
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);
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viewport.fitBounds( newBounds, true );
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oldCenter.x - ( oldBounds.width / 2.0 ),
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oldCenter.y - ( oldBounds.height / 2.0 ),
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oldBounds.width,
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oldBounds.height
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);
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// let the viewport decide if the bounds are too big or too small
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viewport.fitBoundsWithConstraints( newBounds, true );
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}
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function drawWorld( viewer ) {
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