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5 changed files with 25 additions and 95 deletions

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@ -5,10 +5,9 @@ OPENSEADRAGON CHANGELOG
* BREAKING CHANGE: Dropped support for IE11 (#2300, #2361 @AndrewADev)
* DEPRECATION: The OpenSeadragon.createCallback function is no longer recommended (#2367 @akansjain)
* Introduced maxTilesPerFrame option to allow loading more tiles simultaneously (#2387 @jetic83)
* Fixed: Sometimes if the viewport was flipped and the user zoomed in far enough, it would flip back (#2364 @SebDelile)
* Test improvements (#2382 @AndrewADev)
* MouseTracker options documentation fixes (#2389 @msalsbery)
* Fixed: Sometimes if the viewport was flipped and the user zoomed in far enough, it would flip back (#2364 @SebDelile)
4.1.0:

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@ -290,12 +290,6 @@
* @property {Number} [rotationIncrement=90]
* The number of degrees to rotate right or left when the rotate buttons or keyboard shortcuts are activated.
*
* @property {Number} [maxTilesPerFrame=1]
* The number of tiles loaded per frame. As the frame rate of the client's machine is usually high (e.g., 50 fps),
* one tile per frame should be a good choice. However, for large screens or lower frame rates, the number of
* loaded tiles per frame can be adjusted here. Reasonable values might be 2 or 3 tiles per frame.
* (Note that the actual frame rate is given by the client's browser and machine).
*
* @property {Number} [pixelsPerWheelLine=40]
* For pixel-resolution scrolling devices, the number of pixels equal to one scroll line.
*
@ -1294,7 +1288,6 @@ function OpenSeadragon( options ){
preserveImageSizeOnResize: false, // requires autoResize=true
minScrollDeltaTime: 50,
rotationIncrement: 90,
maxTilesPerFrame: 1,
//DEFAULT CONTROL SETTINGS
showSequenceControl: true, //SEQUENCE

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@ -182,8 +182,7 @@ $.TiledImage = function( options ) {
opacity: $.DEFAULT_SETTINGS.opacity,
preload: $.DEFAULT_SETTINGS.preload,
compositeOperation: $.DEFAULT_SETTINGS.compositeOperation,
subPixelRoundingForTransparency: $.DEFAULT_SETTINGS.subPixelRoundingForTransparency,
maxTilesPerFrame: $.DEFAULT_SETTINGS.maxTilesPerFrame
subPixelRoundingForTransparency: $.DEFAULT_SETTINGS.subPixelRoundingForTransparency
}, options );
this._preload = this.preload;
@ -1209,7 +1208,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
var levelsInterval = this._getLevelsInterval();
var lowestLevel = levelsInterval.lowestLevel;
var highestLevel = levelsInterval.highestLevel;
var bestTiles = [];
var bestTile = null;
var haveDrawn = false;
var currentTime = $.now();
@ -1254,7 +1253,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
);
// Update the level and keep track of 'best' tile to load
bestTiles = this._updateLevel(
bestTile = this._updateLevel(
haveDrawn,
drawLevel,
level,
@ -1262,7 +1261,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
levelVisibility,
drawArea,
currentTime,
bestTiles
bestTile
);
// Stop the loop if lower-res tiles would all be covered by
@ -1275,13 +1274,9 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
// Perform the actual drawing
this._drawTiles(this.lastDrawn);
// Load the new 'best' n tiles
if (bestTiles && bestTiles.length > 0) {
bestTiles.forEach(function (tile) {
if (tile && !tile.context2D) {
this._loadTile(tile, currentTime);
}
}, this);
// Load the new 'best' tile
if (bestTile && !bestTile.context2D) {
this._loadTile(bestTile, currentTime);
this._needsDraw = true;
this._setFullyLoaded(false);
} else {
@ -1340,7 +1335,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @param {Number} levelVisibility
* @param {OpenSeadragon.Rect} drawArea
* @param {Number} currentTime
* @param {OpenSeadragon.Tile[]} best - The current "best" n tiles to draw.
* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
*/
_updateLevel: function(haveDrawn, drawLevel, level, levelOpacity,
levelVisibility, drawArea, currentTime, best) {
@ -1365,7 +1360,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @property {Object} topleft deprecated, use drawArea instead
* @property {Object} bottomright deprecated, use drawArea instead
* @property {Object} currenttime
* @property {Object[]} best
* @property {Object} best
* @property {?Object} userData - Arbitrary subscriber-defined object.
*/
this.viewer.raiseEvent('update-level', {
@ -1454,7 +1449,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
* @param {OpenSeadragon.Point} viewportCenter
* @param {Number} numberOfTiles
* @param {Number} currentTime
* @param {OpenSeadragon.Tile[]} best - The current "best" tiles to draw.
* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
*/
_updateTile: function( haveDrawn, drawLevel, x, y, level, levelOpacity,
levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
@ -1543,7 +1538,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
// the tile is already in the download queue
this._tilesLoading++;
} else if (!loadingCoverage) {
best = this._compareTiles( best, tile, this.maxTilesPerFrame );
best = this._compareTiles( best, tile );
}
return best;
@ -1917,49 +1912,28 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
/**
* @private
* @inner
* Determines the 'best tiles' from the given 'last best' tiles and the
* Determines whether the 'last best' tile for the area is better than the
* tile in question.
*
* @param {OpenSeadragon.Tile[]} previousBest The best tiles so far.
* @param {OpenSeadragon.Tile} tile The new tile to consider.
* @param {Number} maxNTiles The max number of best tiles.
* @returns {OpenSeadragon.Tile[]} The new best tiles.
* @param {OpenSeadragon.Tile} previousBest
* @param {OpenSeadragon.Tile} tile
* @returns {OpenSeadragon.Tile} The new best tile.
*/
_compareTiles: function( previousBest, tile, maxNTiles ) {
_compareTiles: function( previousBest, tile ) {
if ( !previousBest ) {
return [tile];
return tile;
}
previousBest.push(tile);
this._sortTiles(previousBest);
if (previousBest.length > maxNTiles) {
previousBest.pop();
if ( tile.visibility > previousBest.visibility ) {
return tile;
} else if ( tile.visibility === previousBest.visibility ) {
if ( tile.squaredDistance < previousBest.squaredDistance ) {
return tile;
}
}
return previousBest;
},
/**
* @private
* @inner
* Sorts tiles in an array according to distance and visibility.
*
* @param {OpenSeadragon.Tile[]} tiles The tiles.
*/
_sortTiles: function( tiles ) {
tiles.sort(function (a, b) {
if (a === null) {
return 1;
}
if (b === null) {
return -1;
}
if (a.visibility === b.visibility) {
return (a.squaredDistance - b.squaredDistance);
} else {
return (a.visibility - b.visibility);
}
});
},
/**
* @private
* @inner

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@ -1604,7 +1604,6 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
minZoomImageRatio: _this.minZoomImageRatio,
wrapHorizontal: _this.wrapHorizontal,
wrapVertical: _this.wrapVertical,
maxTilesPerFrame: _this.maxTilesPerFrame,
immediateRender: _this.immediateRender,
blendTime: _this.blendTime,
alwaysBlend: _this.alwaysBlend,

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@ -1,35 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<title>OpenSeadragon maxTilesPerFrame Demo</title>
<script type="text/javascript" src='../../build/openseadragon/openseadragon.js'></script>
<script type="text/javascript" src='../lib/jquery-1.9.1.min.js'></script>
<style type="text/css">
.openseadragon1 {
width: 100vw;
height: 100vh;
}
</style>
</head>
<body>
<div>
Simple demo page to show an OpenSeadragon viewer with a higher maxTilesPerFrame.
</div>
<div id="contentDiv" class="openseadragon1"></div>
<script type="text/javascript">
var viewer = OpenSeadragon({
debugMode: true,
id: "contentDiv",
prefixUrl: "../../build/openseadragon/images/",
tileSources: "https://openseadragon.github.io/example-images/duomo/duomo.dzi",
showNavigator:true,
debugMode:true,
maxTilesPerFrame:3,
});
</script>
</body>
</html>