A new viewport function was created (toggleFlip()) to change viewport's flip state and demand new viewers drawing.
The onFlip function exists on openseadragon to handle flip control button press and demand viewport toggle flip.
More than changing the store object of flip state, the code was simplified and the onFlip function from openseadragon was changed to receive a viewer argument.
TiledImage had a flipped variable wrongly stored.
From now on, flipped state must be read from the viewport object.
There were created a new helper method "setDisplayTransform" to change navigator styling.
Also, a new general function "setElementTransform" was created to help on element styling.
For this commit, I also made some changes on viewer onCanvasKeyPress method:
- r is rotating the image clockwise;
- R is rotating the image counter clockwise;
- Freed "F" keycode to other purposes (like filters or others).
This commit adds full support for a new OpenSeaDragon(OSD) feature - Mirror/Flip.
In order to fully support this new feature, the following OSD objects had to be modified:
- drawer.js:
- navigator
- openseadragon
- strings
- tiledImage
- viewer
Additionally, a new flip button was created (similar to the existing ones).
Flip Logic
Whenever the state is flip button is pressed, flip state is toogled, inverting all the controls and displays (the rotation direction is inverted as well).
This means that all viewer coordinates (including user inputs) must me inverted too.
Summary of modifications
- drawer.js: modified _offsetForRotation to invert rotation angle on flipped state. Added a _flip method to scale/mirror canvas context.
- navigator.js: adds full flip support and inverts nagivator inputs.
- openseadragon.js: new buttons, flip state variable and showFlipControl variable.
- strings.js: flip tool help tips.
- tiledImage.js: flips the actual drawing canvas.
- viewer.js: Added keyboardshortcuts to rotate 90degrees (r/R) and flip image (f/F). flip button state is stored here and flip order is set.
The flipped state is stored on viewer object.
This is an option for different applications or user preferences:
If zoomToRefPoint in a gesture setting is true (default), the zoom is
centered at the pointer position. Otherwise, the zoom is centered at the
canvas center.