openseadragon/src/drawer.js

899 lines
26 KiB
JavaScript

(function( $ ){
// the max number of images we should keep in memory
var QUOTA = 100,
// the most shrunk a tile should be
MIN_PIXEL_RATIO = 0.5,
//TODO: make TIMEOUT configurable
TIMEOUT = 5000,
BROWSER = $.Browser.vendor,
BROWSER_VERSION = $.Browser.version,
SUBPIXEL_RENDERING = (
( BROWSER == $.BROWSERS.FIREFOX ) ||
( BROWSER == $.BROWSERS.OPERA ) ||
( BROWSER == $.BROWSERS.SAFARI && BROWSER_VERSION >= 4 ) ||
( BROWSER == $.BROWSERS.CHROME && BROWSER_VERSION >= 2 )
),
USE_CANVAS = $.isFunction( document.createElement( "canvas" ).getContext ) &&
SUBPIXEL_RENDERING;
/**
* @class
* @param {OpenSeadragon.TileSource} source - Reference to Viewer tile source.
* @param {OpenSeadragon.Viewport} viewport - Reference to Viewer viewport.
* @param {Element} element - Reference to Viewer 'canvas'.
* @property {OpenSeadragon.TileSource} source - Reference to Viewer tile source.
* @property {OpenSeadragon.Viewport} viewport - Reference to Viewer viewport.
* @property {Element} container - Reference to Viewer 'canvas'.
* @property {Element|Canvas} canvas - TODO
* @property {CanvasContext} context - TODO
* @property {Object} config - Reference to Viewer config.
* @property {Number} downloading - How many images are currently being loaded in parallel.
* @property {Number} normHeight - Ratio of zoomable image height to width.
* @property {Object} tilesMatrix - A '3d' dictionary [level][x][y] --> Tile.
* @property {Array} tilesLoaded - An unordered list of Tiles with loaded images.
* @property {Object} coverage - A '3d' dictionary [level][x][y] --> Boolean.
* @property {Array} overlays - An unordered list of Overlays added.
* @property {Array} lastDrawn - An unordered list of Tiles drawn last frame.
* @property {Number} lastResetTime - Last time for which the drawer was reset.
* @property {Boolean} midUpdate - Is the drawer currently updating the viewport?
* @property {Boolean} updateAgain - Does the drawer need to update the viewort again?
* @property {Element} element - DEPRECATED Alias for container.
*/
$.Drawer = function( source, viewport, element ) {
this.viewport = viewport;
this.source = source;
this.container = $.getElement( element );
this.canvas = $.makeNeutralElement( USE_CANVAS ? "canvas" : "div" );
this.context = USE_CANVAS ? this.canvas.getContext( "2d" ) : null;
this.config = this.viewport.config;
this.normHeight = source.dimensions.y / source.dimensions.x;
this.downloading = 0;
this.tilesMatrix = {};
this.tilesLoaded = [];
this.coverage = {};
this.overlays = [];
this.lastDrawn = [];
this.lastResetTime = 0;
this.midUpdate = false;
this.updateAgain = true;
this.element = this.container;
this.canvas.style.width = "100%";
this.canvas.style.height = "100%";
this.canvas.style.position = "absolute";
// explicit left-align
this.container.style.textAlign = "left";
this.container.appendChild( this.canvas );
//this.profiler = new $.Profiler();
};
$.Drawer.prototype = {
/**
* Adds an html element as an overlay to the current viewport. Useful for
* highlighting words or areas of interest on an image or other zoomable
* interface.
* @method
* @param {Element|String} element - A reference to an element or an id for
* the element which will overlayed.
* @param {OpenSeadragon.Point|OpenSeadragon.Rect} location - The point or
* rectangle which will be overlayed.
* @param {OpenSeadragon.OverlayPlacement} placement - The position of the
* viewport which the location coordinates will be treated as relative
* to.
*/
addOverlay: function( element, location, placement ) {
element = $.getElement( element );
if ( getOverlayIndex( this.overlays, element ) >= 0 ) {
// they're trying to add a duplicate overlay
return;
}
this.overlays.push( new $.Overlay( element, location, placement ) );
this.updateAgain = true;
},
/**
* Updates the overlay represented by the reference to the element or
* element id moving it to the new location, relative to the new placement.
* @method
* @param {OpenSeadragon.Point|OpenSeadragon.Rect} location - The point or
* rectangle which will be overlayed.
* @param {OpenSeadragon.OverlayPlacement} placement - The position of the
* viewport which the location coordinates will be treated as relative
* to.
*/
updateOverlay: function( element, location, placement ) {
var i;
element = $.getElement( element );
i = getOverlayIndex( this.overlays, element );
if ( i >= 0 ) {
this.overlays[ i ].update( location, placement );
this.updateAgain = true;
}
},
/**
* Removes and overlay identified by the reference element or element id
* and schedules and update.
* @method
* @param {Element|String} element - A reference to the element or an
* element id which represent the ovelay content to be removed.
*/
removeOverlay: function( element ) {
var i;
element = $.getElement( element );
i = getOverlayIndex( this.overlays, element );
if ( i >= 0 ) {
this.overlays[ i ].destroy();
this.overlays.splice( i, 1 );
this.updateAgain = true;
}
},
/**
* Removes all currently configured Overlays from this Drawer and schedules
* and update.
* @method
*/
clearOverlays: function() {
while ( this.overlays.length > 0 ) {
this.overlays.pop().destroy();
this.updateAgain = true;
}
},
/**
* Returns whether the Drawer is scheduled for an update at the
* soonest possible opportunity.
* @method
* @returns {Boolean} - Whether the Drawer is scheduled for an update at the
* soonest possible opportunity.
*/
needsUpdate: function() {
return this.updateAgain;
},
/**
* Returns the total number of tiles that have been loaded by this Drawer.
* @method
* @returns {Number} - The total number of tiles that have been loaded by
* this Drawer.
*/
numTilesLoaded: function() {
return this.tilesLoaded.length;
},
/**
* Clears all tiles and triggers an update on the next call to
* Drawer.prototype.update().
* @method
*/
reset: function() {
clearTiles( this );
this.lastResetTime = +new Date();
this.updateAgain = true;
},
/**
* Forces the Drawer to update.
* @method
*/
update: function() {
//this.profiler.beginUpdate();
this.midUpdate = true;
updateViewport( this );
this.midUpdate = false;
//this.profiler.endUpdate();
},
/**
* Used internally to load images when required. May also be used to
* preload a set of images so the browser will have them available in
* the local cache to optimize user experience in certain cases. Because
* the number of parallel image loads is configurable, if too many images
* are currently being loaded, the request will be ignored. Since by
* default viewer.config.imageLoaderLimit is 0, the native browser parallel
* image loading policy will be used.
* @method
* @param {String} src - The url of the image to load.
* @param {Function} callback - The function that will be called with the
* Image object as the only parameter, whether on 'load' or on 'abort'.
* For now this means the callback is expected to distinguish between
* error and success conditions by inspecting the Image object.
* @return {Boolean} loading - Wheter the request was submitted or ignored
* based on viewer.config.imageLoaderLimit.
*/
loadImage: function( src, callback ) {
var _this = this,
loading = false,
image,
jobid,
complete;
if ( !this.config.imageLoaderLimit ||
this.downloading < this.config.imageLoaderLimit ) {
this.downloading++;
image = new Image();
complete = function( imagesrc ){
_this.downloading--;
if (typeof ( callback ) == "function") {
try {
callback( image );
} catch ( e ) {
$.console.error(
"%s while executing %s callback: %s",
e.name,
src,
e.message,
e
);
}
}
};
image.onload = function(){
finishLoadingImage( image, complete, true );
};
image.onabort = image.onerror = function(){
finishLoadingImage( image, complete, false );
};
jobid = window.setTimeout( function(){
finishLoadingImage( image, complete, false, jobid );
}, TIMEOUT );
loading = true;
image.src = src;
}
return loading;
}
};
/**
* @private
* @inner
* Pretty much every other line in this needs to be documented so its clear
* how each piece of this routine contributes to the drawing process. That's
* why there are so many TODO's inside this function.
*/
function updateViewport( drawer ) {
drawer.updateAgain = false;
var tile,
level,
best = null,
haveDrawn = false,
currentTime = +new Date(),
viewportSize = drawer.viewport.getContainerSize(),
viewportBounds = drawer.viewport.getBounds( true ),
viewportTL = viewportBounds.getTopLeft(),
viewportBR = viewportBounds.getBottomRight(),
zeroRatioC = drawer.viewport.deltaPixelsFromPoints(
drawer.source.getPixelRatio( 0 ),
true
).x,
lowestLevel = Math.max(
drawer.source.minLevel,
Math.floor(
Math.log( drawer.config.minZoomImageRatio ) /
Math.log( 2 )
)
),
highestLevel = Math.min(
drawer.source.maxLevel,
Math.floor(
Math.log( zeroRatioC / MIN_PIXEL_RATIO ) /
Math.log( 2 )
)
),
renderPixelRatioC,
renderPixelRatioT,
zeroRatioT,
optimalRatio,
levelOpacity,
levelVisibility;
//TODO
while ( drawer.lastDrawn.length > 0 ) {
tile = drawer.lastDrawn.pop();
tile.beingDrawn = false;
}
//TODO
drawer.canvas.innerHTML = "";
if ( USE_CANVAS ) {
drawer.canvas.width = viewportSize.x;
drawer.canvas.height = viewportSize.y;
drawer.context.clearRect( 0, 0, viewportSize.x, viewportSize.y );
}
//TODO
if ( !drawer.config.wrapHorizontal &&
( viewportBR.x < 0 || viewportTL.x > 1 ) ) {
return;
} else if
( !drawer.config.wrapVertical &&
( viewportBR.y < 0 || viewportTL.y > drawer.normHeight ) ) {
return;
}
//TODO
if ( !drawer.config.wrapHorizontal ) {
viewportTL.x = Math.max( viewportTL.x, 0 );
viewportBR.x = Math.min( viewportBR.x, 1 );
}
if ( !drawer.config.wrapVertical ) {
viewportTL.y = Math.max( viewportTL.y, 0 );
viewportBR.y = Math.min( viewportBR.y, drawer.normHeight );
}
//TODO
lowestLevel = Math.min( lowestLevel, highestLevel );
//TODO
for ( level = highestLevel; level >= lowestLevel; level-- ) {
//Avoid calculations for draw if we have already drawn this
renderPixelRatioC = drawer.viewport.deltaPixelsFromPoints(
drawer.source.getPixelRatio( level ),
true
).x;
if ( ( !haveDrawn && renderPixelRatioC >= MIN_PIXEL_RATIO ) ||
( level == lowestLevel ) ) {
drawLevel = true;
haveDrawn = true;
} else if ( !haveDrawn ) {
continue;
}
renderPixelRatioT = drawer.viewport.deltaPixelsFromPoints(
drawer.source.getPixelRatio( level ),
false
).x;
zeroRatioT = drawer.viewport.deltaPixelsFromPoints(
drawer.source.getPixelRatio( 0 ),
false
).x;
optimalRatio = drawer.config.immediateRender ?
1 :
zeroRatioT;
levelOpacity = Math.min( 1, ( renderPixelRatioC - 0.5 ) / 0.5 );
levelVisibility = optimalRatio / Math.abs(
optimalRatio - renderPixelRatioT
);
//TODO
best = updateLevel(
drawer,
haveDrawn,
level,
levelOpacity,
levelVisibility,
viewportTL,
viewportBR,
currentTime,
best
);
//TODO
if ( providesCoverage( drawer.coverage, level ) ) {
break;
}
}
//TODO
drawTiles( drawer, drawer.lastDrawn );
drawOverlays( drawer.viewport, drawer.overlays, drawer.container );
//TODO
if ( best ) {
loadTile( drawer, best, currentTime );
// because we haven't finished drawing, so
drawer.updateAgain = true;
}
};
function updateLevel( drawer, haveDrawn, level, levelOpacity, levelVisibility, viewportTL, viewportBR, currentTime, best ){
var x, y,
tileTL,
tileBR,
numberOfTiles,
viewportCenter = drawer.viewport.pixelFromPoint( drawer.viewport.getCenter() );
//OK, a new drawing so do your calculations
tileTL = drawer.source.getTileAtPoint( level, viewportTL );
tileBR = drawer.source.getTileAtPoint( level, viewportBR );
numberOfTiles = drawer.source.getNumTiles( level );
resetCoverage( drawer.coverage, level );
if ( !drawer.config.wrapHorizontal ) {
tileBR.x = Math.min( tileBR.x, numberOfTiles.x - 1 );
}
if ( !drawer.config.wrapVertical ) {
tileBR.y = Math.min( tileBR.y, numberOfTiles.y - 1 );
}
for ( x = tileTL.x; x <= tileBR.x; x++ ) {
for ( y = tileTL.y; y <= tileBR.y; y++ ) {
best = updateTile(
drawer,
drawLevel,
haveDrawn,
x, y,
level,
levelOpacity,
levelVisibility,
viewportCenter,
numberOfTiles,
currentTime,
best
);
}
}
return best;
};
function updateTile( drawer, drawLevel, haveDrawn, x, y, level, levelOpacity, levelVisibility, viewportCenter, numberOfTiles, currentTime, best){
var tile = getTile(
x, y,
level,
drawer.source,
drawer.tilesMatrix,
currentTime,
numberOfTiles,
drawer.normHeight
),
drawTile = drawLevel;
setCoverage( drawer.coverage, level, x, y, false );
if ( !tile.exists ) {
return best;
}
if ( haveDrawn && !drawTile ) {
if ( isCovered( drawer.coverage, level, x, y ) ) {
setCoverage( drawer.coverage, level, x, y, true );
} else {
drawTile = true;
}
}
if ( !drawTile ) {
return best;
}
positionTile(
tile,
drawer.source.tileOverlap,
drawer.viewport,
viewportCenter,
levelVisibility
);
if ( tile.loaded ) {
drawer.updateAgain = blendTile(
drawer,
tile,
x, y,
level,
levelOpacity,
currentTime
);
} else if ( tile.Loading ) {
//TODO: .Loading is never defined... did they mean .loading?
// but they didnt do anything so what is this block if
// if it does nothing?
} else {
best = compareTiles( best, tile );
}
return best;
};
function getTile( x, y, level, tileSource, tilesMatrix, time, numTiles, normHeight ) {
var xMod,
yMod,
bounds,
exists,
url,
tile;
if ( !tilesMatrix[ level ] ) {
tilesMatrix[ level ] = {};
}
if ( !tilesMatrix[ level ][ x ] ) {
tilesMatrix[ level ][ x ] = {};
}
if ( !tilesMatrix[ level ][ x ][ y ] ) {
xMod = ( numTiles.x + ( x % numTiles.x ) ) % numTiles.x;
yMod = ( numTiles.y + ( y % numTiles.y ) ) % numTiles.y;
bounds = tileSource.getTileBounds( level, xMod, yMod );
exists = tileSource.tileExists( level, xMod, yMod );
url = tileSource.getTileUrl( level, xMod, yMod );
bounds.x += 1.0 * ( x - xMod ) / numTiles.x;
bounds.y += normHeight * ( y - yMod ) / numTiles.y;
tilesMatrix[ level ][ x ][ y ] = new $.Tile(
level,
x,
y,
bounds,
exists,
url
);
}
tile = tilesMatrix[ level ][ x ][ y ];
tile.lastTouchTime = time;
return tile;
};
function loadTile( drawer, tile, time ) {
tile.loading = drawer.loadImage(
tile.url,
function( image ){
onTileLoad( drawer, tile, time, image );
}
);
};
function onTileLoad( drawer, tile, time, image ) {
var insertionIndex,
cutoff,
worstTile,
worstTime,
worstLevel,
worstTileIndex,
prevTile,
prevTime,
prevLevel,
i;
tile.loading = false;
if ( drawer.midUpdate ) {
$.console.warn( "Tile load callback in middle of drawing routine." );
return;
} else if ( !image ) {
$.console.log( "Tile %s failed to load: %s", tile, tile.url );
tile.exists = false;
return;
} else if ( time < drawer.lastResetTime ) {
$.console.log( "Ignoring tile %s loaded before reset: %s", tile, tile.url );
return;
}
tile.loaded = true;
tile.image = image;
insertionIndex = drawer.tilesLoaded.length;
if ( drawer.tilesLoaded.length >= QUOTA ) {
cutoff = Math.ceil( Math.log( drawer.source.tileSize ) / Math.log( 2 ) );
worstTile = null;
worstTileIndex = -1;
for ( i = drawer.tilesLoaded.length - 1; i >= 0; i-- ) {
prevTile = drawer.tilesLoaded[ i ];
if ( prevTile.level <= drawer.cutoff || prevTile.beingDrawn ) {
continue;
} else if ( !worstTile ) {
worstTile = prevTile;
worstTileIndex = i;
continue;
}
prevTime = prevTile.lastTouchTime;
worstTime = worstTile.lastTouchTime;
prevLevel = prevTile.level;
worstLevel = worstTile.level;
if ( prevTime < worstTime ||
( prevTime == worstTime && prevLevel > worstLevel ) ) {
worstTile = prevTile;
worstTileIndex = i;
}
}
if ( worstTile && worstTileIndex >= 0 ) {
worstTile.unload();
insertionIndex = worstTileIndex;
}
}
drawer.tilesLoaded[ insertionIndex ] = tile;
drawer.updateAgain = true;
};
function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility ){
var boundsTL = tile.bounds.getTopLeft(),
boundsSize = tile.bounds.getSize(),
positionC = viewport.pixelFromPoint( boundsTL, true ),
positionT = viewport.pixelFromPoint( boundsTL, false ),
sizeC = viewport.deltaPixelsFromPoints( boundsSize, true ),
sizeT = viewport.deltaPixelsFromPoints( boundsSize, false ),
tileCenter = positionT.plus( sizeT.divide( 2 ) ),
tileDistance = viewportCenter.distanceTo( tileCenter );
if ( !overlap ) {
sizeC = sizeC.plus( new $.Point( 1, 1 ) );
}
tile.position = positionC;
tile.size = sizeC;
tile.distance = tileDistance;
tile.visibility = levelVisibility;
};
function blendTile( drawer, tile, x, y, level, levelOpacity, currentTime ){
var blendTimeMillis = 1000 * drawer.config.blendTime,
deltaTime,
opacity;
if ( !tile.blendStart ) {
tile.blendStart = currentTime;
}
deltaTime = currentTime - tile.blendStart;
opacity = Math.min( 1, deltaTime / blendTimeMillis );
if ( drawer.config.alwaysBlend ) {
opacity *= levelOpacity;
}
tile.opacity = opacity;
drawer.lastDrawn.push( tile );
if ( opacity == 1 ) {
setCoverage( drawer.coverage, level, x, y, true );
} else if ( deltaTime < blendTimeMillis ) {
return true;
}
return false;
};
function clearTiles( drawer ) {
drawer.tilesMatrix = {};
drawer.tilesLoaded = [];
};
/**
* @private
* @inner
* Returns true if the given tile provides coverage to lower-level tiles of
* lower resolution representing the same content. If neither x nor y is
* given, returns true if the entire visible level provides coverage.
*
* Note that out-of-bounds tiles provide coverage in this sense, since
* there's no content that they would need to cover. Tiles at non-existent
* levels that are within the image bounds, however, do not.
*/
function providesCoverage( coverage, level, x, y ) {
var rows,
cols,
i, j;
if ( !coverage[ level ] ) {
return false;
}
if ( x === undefined || y === undefined ) {
rows = coverage[ level ];
for ( i in rows ) {
if ( rows.hasOwnProperty( i ) ) {
cols = rows[ i ];
for ( j in cols ) {
if ( cols.hasOwnProperty( j ) && !cols[ j ] ) {
return false;
}
}
}
}
return true;
}
return (
coverage[ level ][ x] === undefined ||
coverage[ level ][ x ][ y ] === undefined ||
coverage[ level ][ x ][ y ] === true
);
};
/**
* @private
* @inner
* Returns true if the given tile is completely covered by higher-level
* tiles of higher resolution representing the same content. If neither x
* nor y is given, returns true if the entire visible level is covered.
*/
function isCovered( coverage, level, x, y ) {
if ( x === undefined || y === undefined ) {
return providesCoverage( coverage, level + 1 );
} else {
return (
providesCoverage( coverage, level + 1, 2 * x, 2 * y ) &&
providesCoverage( coverage, level + 1, 2 * x, 2 * y + 1 ) &&
providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y ) &&
providesCoverage( coverage, level + 1, 2 * x + 1, 2 * y + 1 )
);
}
};
/**
* @private
* @inner
* Sets whether the given tile provides coverage or not.
*/
function setCoverage( coverage, level, x, y, covers ) {
if ( !coverage[ level ] ) {
$.console.warn(
"Setting coverage for a tile before its level's coverage has been reset: %s",
level
);
return;
}
if ( !coverage[ level ][ x ] ) {
coverage[ level ][ x ] = {};
}
coverage[ level ][ x ][ y ] = covers;
};
/**
* @private
* @inner
* Resets coverage information for the given level. This should be called
* after every draw routine. Note that at the beginning of the next draw
* routine, coverage for every visible tile should be explicitly set.
*/
function resetCoverage( coverage, level ) {
coverage[ level ] = {};
};
/**
* @private
* @inner
* Determines the 'z-index' of the given overlay. Overlays are ordered in
* a z-index based on the order they are added to the Drawer.
*/
function getOverlayIndex( overlays, element ) {
var i;
for ( i = overlays.length - 1; i >= 0; i-- ) {
if ( overlays[ i ].element == element ) {
return i;
}
}
return -1;
};
/**
* @private
* @inner
* Determines whether the 'last best' tile for the area is better than the
* tile in question.
*/
function compareTiles( previousBest, tile ) {
if ( !previousBest ) {
return tile;
}
if ( tile.visibility > previousBest.visibility ) {
return tile;
} else if ( tile.visibility == previousBest.visibility ) {
if ( tile.distance < previousBest.distance ) {
return tile;
}
}
return previousBest;
};
function finishLoadingImage( image, callback, successful, jobid ){
image.onload = null;
image.onabort = null;
image.onerror = null;
if ( jobid ) {
window.clearTimeout( jobid );
}
window.setTimeout( function() {
callback( image.src, successful ? image : null);
}, 1 );
};
function drawOverlays( viewport, overlays, container ){
var i,
length = overlays.length;
for ( i = 0; i < length; i++ ) {
drawOverlay( viewport, overlays[ i ], container );
}
};
function drawOverlay( viewport, overlay, container ){
overlay.position = viewport.pixelFromPoint(
overlay.bounds.getTopLeft(),
true
);
overlay.size = viewport.deltaPixelsFromPoints(
overlay.bounds.getSize(),
true
);
overlay.drawHTML( container );
};
function drawTiles( drawer, lastDrawn ){
var i,
tile;
for ( i = lastDrawn.length - 1; i >= 0; i-- ) {
tile = lastDrawn[ i ];
//TODO: get rid of this if by determining the tile draw method once up
// front and defining the appropriate 'draw' function
if ( USE_CANVAS ) {
tile.drawCanvas( drawer.context );
} else {
tile.drawHTML( drawer.canvas );
}
tile.beingDrawn = true;
}
};
}( OpenSeadragon ));