diff --git a/changelog.txt b/changelog.txt index 13ee1015..d01aecfb 100644 --- a/changelog.txt +++ b/changelog.txt @@ -5,7 +5,7 @@ OPENSEADRAGON CHANGELOG * BREAKING CHANGE: Dropped support for IE11 (#2300, #2361 @AndrewADev) * DEPRECATION: The OpenSeadragon.createCallback function is no longer recommended (#2367 @akansjain) -* The viewer now uses WebGL when available (#2310, #2462, #2466, #2468, #2469, #2472, #2478 @pearcetm, @Aiosa, @thec0keman) +* The viewer now uses WebGL when available (#2310, #2462, #2466, #2468, #2469, #2472, #2478, #2488, #2492 @pearcetm, @Aiosa, @thec0keman) * Added webp to supported image formats (#2455 @BeebBenjamin) * Introduced maxTilesPerFrame option to allow loading more tiles simultaneously (#2387 @jetic83) * Now when creating a viewer or navigator, we leave its position style alone if possible (#2393 @VIRAT9358) @@ -17,6 +17,7 @@ OPENSEADRAGON CHANGELOG * Fixed: dragToPan gesture could not be disabled when flickEnabled was activated (#2464 @jonasengelmann) * Fixed: placeholderFillStyle didn't work properly when the image was rotated (#2469 @pearcetm) * Fixed: Sometimes exponential springs wouldn't ever settle (#2469 @pearcetm) +* Fixed: The navigator wouldn't update its tracking rectangle when the navigator was resized (#2491 @pearcetm) 4.1.0: diff --git a/src/navigator.js b/src/navigator.js index 6a213624..fb95e4b1 100644 --- a/src/navigator.js +++ b/src/navigator.js @@ -309,6 +309,7 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /* this.oldContainerSize = containerSize; this.world.update(); this.world.draw(); + this.update(this.viewer.viewport); } } }, @@ -355,7 +356,7 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /* /** * Used to update the navigator minimap's viewport rectangle when a change in the viewer's viewport occurs. * @function - * @param {OpenSeadragon.Viewport} The viewport this navigator is tracking. + * @param {OpenSeadragon.Viewport} [viewport] The viewport to display. Default: the viewport this navigator is tracking. */ update: function( viewport ) { @@ -366,6 +367,10 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /* topleft, bottomright; + if(!viewport){ + viewport = this.viewer.viewport; + } + viewerSize = $.getElementSize( this.viewer.element ); if ( this._resizeWithViewer && viewerSize.x && viewerSize.y && !viewerSize.equals( this.oldViewerSize ) ) { this.oldViewerSize = viewerSize; diff --git a/src/webgldrawer.js b/src/webgldrawer.js index 5d121e6f..f0b69d00 100644 --- a/src/webgldrawer.js +++ b/src/webgldrawer.js @@ -897,19 +897,32 @@ let texture = gl.createTexture(); let position; let overlap = tiledImage.source.tileOverlap; + + // deal with tiles where there is padding, i.e. the pixel data doesn't take up the entire provided canvas + let sourceWidthFraction, sourceHeightFraction; + if (tile.sourceBounds) { + sourceWidthFraction = Math.min(tile.sourceBounds.width, canvas.width) / canvas.width; + sourceHeightFraction = Math.min(tile.sourceBounds.height, canvas.height) / canvas.height; + } else { + sourceWidthFraction = 1; + sourceHeightFraction = 1; + } + if( overlap > 0){ // calculate the normalized position of the rect to actually draw // discarding overlap. let overlapFraction = this._calculateOverlapFraction(tile, tiledImage); - let left = tile.x === 0 ? 0 : overlapFraction.x; - let top = tile.y === 0 ? 0 : overlapFraction.y; - let right = tile.isRightMost ? 1 : 1 - overlapFraction.x; - let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y; + let left = (tile.x === 0 ? 0 : overlapFraction.x) * sourceWidthFraction; + let top = (tile.y === 0 ? 0 : overlapFraction.y) * sourceHeightFraction; + let right = (tile.isRightMost ? 1 : 1 - overlapFraction.x) * sourceWidthFraction; + let bottom = (tile.isBottomMost ? 1 : 1 - overlapFraction.y) * sourceHeightFraction; position = this._makeQuadVertexBuffer(left, right, top, bottom); - } else { - // no overlap: this texture can use the unit quad as its position data + } else if (sourceWidthFraction === 1 && sourceHeightFraction === 1) { + // no overlap and no padding: this texture can use the unit quad as its position data position = this._unitQuad; + } else { + position = this._makeQuadVertexBuffer(0, sourceWidthFraction, 0, sourceHeightFraction); } let textureInfo = {