mirror of
https://github.com/openseadragon/openseadragon.git
synced 2024-11-25 14:46:10 +03:00
246 lines
8.6 KiB
JavaScript
246 lines
8.6 KiB
JavaScript
/*
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* OpenSeadragon - Tile
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*
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* Copyright (C) 2009 CodePlex Foundation
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* Copyright (C) 2010-2013 OpenSeadragon contributors
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* - Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* - Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* - Neither the name of CodePlex Foundation nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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(function( $ ){
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var TILE_CACHE = {};
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/**
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* @class
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* @param {Number} level The zoom level this tile belongs to.
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* @param {Number} x The vector component 'x'.
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* @param {Number} y The vector component 'y'.
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* @param {OpenSeadragon.Point} bounds Where this tile fits, in normalized
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* coordinates.
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* @param {Boolean} exists Is this tile a part of a sparse image? ( Also has
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* this tile failed to load? )
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* @param {String} url The URL of this tile's image.
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*
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* @property {Number} level The zoom level this tile belongs to.
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* @property {Number} x The vector component 'x'.
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* @property {Number} y The vector component 'y'.
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* @property {OpenSeadragon.Point} bounds Where this tile fits, in normalized
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* coordinates
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* @property {Boolean} exists Is this tile a part of a sparse image? ( Also has
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* this tile failed to load?
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* @property {String} url The URL of this tile's image.
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* @property {Boolean} loaded Is this tile loaded?
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* @property {Boolean} loading Is this tile loading?
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* @property {Element} element The HTML div element for this tile
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* @property {Element} imgElement The HTML img element for this tile
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* @property {Image} image The Image object for this tile
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* @property {String} style The alias of this.element.style.
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* @property {String} position This tile's position on screen, in pixels.
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* @property {String} size This tile's size on screen, in pixels
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* @property {String} blendStart The start time of this tile's blending
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* @property {String} opacity The current opacity this tile should be.
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* @property {String} distance The distance of this tile to the viewport center
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* @property {String} visibility The visibility score of this tile.
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* @property {Boolean} beingDrawn Whether this tile is currently being drawn
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* @property {Number} lastTouchTime Timestamp the tile was last touched.
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*/
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$.Tile = function(level, x, y, bounds, exists, url) {
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this.level = level;
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this.x = x;
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this.y = y;
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this.bounds = bounds;
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this.exists = exists;
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this.url = url;
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this.loaded = false;
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this.loading = false;
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this.element = null;
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this.imgElement = null;
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this.image = null;
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this.style = null;
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this.position = null;
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this.size = null;
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this.blendStart = null;
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this.opacity = null;
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this.distance = null;
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this.visibility = null;
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this.beingDrawn = false;
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this.lastTouchTime = 0;
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};
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$.Tile.prototype = {
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/**
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* Provides a string representation of this tiles level and (x,y)
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* components.
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* @function
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* @returns {String}
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*/
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toString: function() {
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return this.level + "/" + this.x + "_" + this.y;
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},
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/**
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* Renders the tile in an html container.
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* @function
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* @param {Element} container
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*/
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drawHTML: function( container ) {
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if ( !this.loaded || !this.image ) {
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$.console.warn(
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"Attempting to draw tile %s when it's not yet loaded.",
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this.toString()
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);
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return;
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}
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//EXPERIMENTAL - trying to figure out how to scale the container
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// content during animation of the container size.
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if ( !this.element ) {
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this.element = $.makeNeutralElement( "div" );
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this.imgElement = $.makeNeutralElement( "img" );
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this.imgElement.src = this.url;
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this.imgElement.style.msInterpolationMode = "nearest-neighbor";
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this.imgElement.style.width = "100%";
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this.imgElement.style.height = "100%";
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this.style = this.element.style;
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this.style.position = "absolute";
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}
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if ( this.element.parentNode != container ) {
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container.appendChild( this.element );
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}
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if ( this.imgElement.parentNode != this.element ) {
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this.element.appendChild( this.imgElement );
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}
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this.style.top = this.position.y + "px";
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this.style.left = this.position.x + "px";
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this.style.height = this.size.y + "px";
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this.style.width = this.size.x + "px";
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$.setElementOpacity( this.element, this.opacity );
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},
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/**
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* Renders the tile in a canvas-based context.
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* @function
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* @param {Canvas} context
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*/
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drawCanvas: function( context ) {
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var position = this.position,
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size = this.size,
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rendered,
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canvas;
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if ( !this.loaded || !( this.image || TILE_CACHE[ this.url ] ) ){
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$.console.warn(
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"Attempting to draw tile %s when it's not yet loaded.",
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this.toString()
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);
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return;
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}
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context.globalAlpha = this.opacity;
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//context.save();
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//if we are supposed to be rendering fully opaque rectangle,
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//ie its done fading or fading is turned off, and if we are drawing
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//an image with an alpha channel, then the only way
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//to avoid seeing the tile underneath is to clear the rectangle
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if( context.globalAlpha == 1 && this.url.match('.png') ){
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//clearing only the inside of the rectangle occupied
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//by the png prevents edge flikering
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context.clearRect(
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position.x+1,
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position.y+1,
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size.x-2,
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size.y-2
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);
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}
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if( !TILE_CACHE[ this.url ] ){
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canvas = document.createElement( 'canvas' );
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canvas.width = this.image.width;
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canvas.height = this.image.height;
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rendered = canvas.getContext('2d');
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rendered.drawImage( this.image, 0, 0 );
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TILE_CACHE[ this.url ] = rendered;
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//since we are caching the prerendered image on a canvas
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//allow the image to not be held in memory
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this.image = null;
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}
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rendered = TILE_CACHE[ this.url ];
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//rendered.save();
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context.drawImage(
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rendered.canvas,
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0,
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0,
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rendered.canvas.width,
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rendered.canvas.height,
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position.x,
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position.y,
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size.x,
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size.y
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);
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//rendered.restore();
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//context.restore();
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},
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/**
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* Removes tile from it's contianer.
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* @function
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*/
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unload: function() {
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if ( this.imgElement && this.imgElement.parentNode ) {
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this.imgElement.parentNode.removeChild( this.imgElement );
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}
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if ( this.element && this.element.parentNode ) {
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this.element.parentNode.removeChild( this.element );
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}
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if ( TILE_CACHE[ this.url ]){
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delete TILE_CACHE[ this.url ];
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}
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this.element = null;
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this.imgElement = null;
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this.image = null;
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this.loaded = false;
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this.loading = false;
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}
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};
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}( OpenSeadragon ));
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