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@ -5,10 +5,9 @@ OPENSEADRAGON CHANGELOG
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* BREAKING CHANGE: Dropped support for IE11 (#2300, #2361 @AndrewADev)
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* DEPRECATION: The OpenSeadragon.createCallback function is no longer recommended (#2367 @akansjain)
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* Introduced maxTilesPerFrame option to allow loading more tiles simultaneously (#2387 @jetic83)
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* Fixed: Sometimes if the viewport was flipped and the user zoomed in far enough, it would flip back (#2364 @SebDelile)
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* Test improvements (#2382 @AndrewADev)
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* MouseTracker options documentation fixes (#2389 @msalsbery)
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* Fixed: Sometimes if the viewport was flipped and the user zoomed in far enough, it would flip back (#2364 @SebDelile)
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4.1.0:
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@ -290,12 +290,6 @@
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* @property {Number} [rotationIncrement=90]
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* The number of degrees to rotate right or left when the rotate buttons or keyboard shortcuts are activated.
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*
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* @property {Number} [maxTilesPerFrame=1]
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* The number of tiles loaded per frame. As the frame rate of the client's machine is usually high (e.g., 50 fps),
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* one tile per frame should be a good choice. However, for large screens or lower frame rates, the number of
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* loaded tiles per frame can be adjusted here. Reasonable values might be 2 or 3 tiles per frame.
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* (Note that the actual frame rate is given by the client's browser and machine).
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*
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* @property {Number} [pixelsPerWheelLine=40]
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* For pixel-resolution scrolling devices, the number of pixels equal to one scroll line.
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*
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@ -1294,7 +1288,6 @@ function OpenSeadragon( options ){
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preserveImageSizeOnResize: false, // requires autoResize=true
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minScrollDeltaTime: 50,
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rotationIncrement: 90,
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maxTilesPerFrame: 1,
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//DEFAULT CONTROL SETTINGS
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showSequenceControl: true, //SEQUENCE
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@ -182,8 +182,7 @@ $.TiledImage = function( options ) {
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opacity: $.DEFAULT_SETTINGS.opacity,
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preload: $.DEFAULT_SETTINGS.preload,
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compositeOperation: $.DEFAULT_SETTINGS.compositeOperation,
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subPixelRoundingForTransparency: $.DEFAULT_SETTINGS.subPixelRoundingForTransparency,
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maxTilesPerFrame: $.DEFAULT_SETTINGS.maxTilesPerFrame
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subPixelRoundingForTransparency: $.DEFAULT_SETTINGS.subPixelRoundingForTransparency
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}, options );
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this._preload = this.preload;
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@ -1209,7 +1208,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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var levelsInterval = this._getLevelsInterval();
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var lowestLevel = levelsInterval.lowestLevel;
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var highestLevel = levelsInterval.highestLevel;
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var bestTiles = [];
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var bestTile = null;
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var haveDrawn = false;
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var currentTime = $.now();
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@ -1254,7 +1253,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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);
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// Update the level and keep track of 'best' tile to load
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bestTiles = this._updateLevel(
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bestTile = this._updateLevel(
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haveDrawn,
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drawLevel,
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level,
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@ -1262,7 +1261,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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levelVisibility,
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drawArea,
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currentTime,
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bestTiles
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bestTile
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);
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// Stop the loop if lower-res tiles would all be covered by
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@ -1275,13 +1274,9 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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// Perform the actual drawing
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this._drawTiles(this.lastDrawn);
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// Load the new 'best' n tiles
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if (bestTiles && bestTiles.length > 0) {
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bestTiles.forEach(function (tile) {
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if (tile && !tile.context2D) {
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this._loadTile(tile, currentTime);
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}
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}, this);
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// Load the new 'best' tile
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if (bestTile && !bestTile.context2D) {
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this._loadTile(bestTile, currentTime);
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this._needsDraw = true;
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this._setFullyLoaded(false);
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} else {
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@ -1340,7 +1335,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @param {Number} levelVisibility
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* @param {OpenSeadragon.Rect} drawArea
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* @param {Number} currentTime
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* @param {OpenSeadragon.Tile[]} best - The current "best" n tiles to draw.
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* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
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*/
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_updateLevel: function(haveDrawn, drawLevel, level, levelOpacity,
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levelVisibility, drawArea, currentTime, best) {
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@ -1365,7 +1360,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @property {Object} topleft deprecated, use drawArea instead
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* @property {Object} bottomright deprecated, use drawArea instead
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* @property {Object} currenttime
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* @property {Object[]} best
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* @property {Object} best
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* @property {?Object} userData - Arbitrary subscriber-defined object.
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*/
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this.viewer.raiseEvent('update-level', {
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@ -1454,7 +1449,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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* @param {OpenSeadragon.Point} viewportCenter
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* @param {Number} numberOfTiles
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* @param {Number} currentTime
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* @param {OpenSeadragon.Tile[]} best - The current "best" tiles to draw.
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* @param {OpenSeadragon.Tile} best - The current "best" tile to draw.
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*/
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_updateTile: function( haveDrawn, drawLevel, x, y, level, levelOpacity,
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levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
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@ -1543,7 +1538,7 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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// the tile is already in the download queue
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this._tilesLoading++;
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} else if (!loadingCoverage) {
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best = this._compareTiles( best, tile, this.maxTilesPerFrame );
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best = this._compareTiles( best, tile );
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}
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return best;
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@ -1917,49 +1912,28 @@ $.extend($.TiledImage.prototype, $.EventSource.prototype, /** @lends OpenSeadrag
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/**
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* @private
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* @inner
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* Determines the 'best tiles' from the given 'last best' tiles and the
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* Determines whether the 'last best' tile for the area is better than the
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* tile in question.
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*
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* @param {OpenSeadragon.Tile[]} previousBest The best tiles so far.
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* @param {OpenSeadragon.Tile} tile The new tile to consider.
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* @param {Number} maxNTiles The max number of best tiles.
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* @returns {OpenSeadragon.Tile[]} The new best tiles.
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* @param {OpenSeadragon.Tile} previousBest
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* @param {OpenSeadragon.Tile} tile
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* @returns {OpenSeadragon.Tile} The new best tile.
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*/
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_compareTiles: function( previousBest, tile, maxNTiles ) {
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_compareTiles: function( previousBest, tile ) {
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if ( !previousBest ) {
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return [tile];
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return tile;
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}
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if ( tile.visibility > previousBest.visibility ) {
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return tile;
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} else if ( tile.visibility === previousBest.visibility ) {
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if ( tile.squaredDistance < previousBest.squaredDistance ) {
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return tile;
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}
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previousBest.push(tile);
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this._sortTiles(previousBest);
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if (previousBest.length > maxNTiles) {
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previousBest.pop();
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}
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return previousBest;
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},
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/**
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* @private
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* @inner
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* Sorts tiles in an array according to distance and visibility.
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*
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* @param {OpenSeadragon.Tile[]} tiles The tiles.
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*/
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_sortTiles: function( tiles ) {
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tiles.sort(function (a, b) {
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if (a === null) {
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return 1;
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}
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if (b === null) {
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return -1;
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}
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if (a.visibility === b.visibility) {
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return (a.squaredDistance - b.squaredDistance);
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} else {
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return (a.visibility - b.visibility);
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}
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});
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},
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/**
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* @private
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* @inner
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@ -1604,7 +1604,6 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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minZoomImageRatio: _this.minZoomImageRatio,
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wrapHorizontal: _this.wrapHorizontal,
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wrapVertical: _this.wrapVertical,
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maxTilesPerFrame: _this.maxTilesPerFrame,
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immediateRender: _this.immediateRender,
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blendTime: _this.blendTime,
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alwaysBlend: _this.alwaysBlend,
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@ -1,35 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>OpenSeadragon maxTilesPerFrame 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: 100vw;
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height: 100vh;
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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 an OpenSeadragon viewer with a higher maxTilesPerFrame.
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</div>
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<div id="contentDiv" class="openseadragon1"></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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tileSources: "https://openseadragon.github.io/example-images/duomo/duomo.dzi",
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showNavigator:true,
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debugMode:true,
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maxTilesPerFrame:3,
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});
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</script>
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</body>
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</html>
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