Renderer.js 6.0 KB

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  1. "use strict";
  2. import {Pointer} from "./input/Pointer.js";
  3. /**
  4. * The renderer is resposible for drawing the structure into the canvas element.
  5. *
  6. * Its also resposible for managing the canvas state.
  7. *
  8. * @class
  9. */
  10. function Renderer(canvas)
  11. {
  12. /**
  13. * Canvas DOM element, has to be managed by the user.
  14. */
  15. this.canvas = canvas;
  16. /**
  17. * Canvas 2D rendering context used to draw content.
  18. */
  19. this.context = canvas.getContext("2d");
  20. this.context.imageSmoothingEnabled = true;
  21. this.context.globalCompositeOperation = "source-over";
  22. /**
  23. * Pointer input handler object.
  24. */
  25. this.pointer = new Pointer();
  26. this.pointer.setCanvas(canvas);
  27. /**
  28. * Indicates if the canvas should be automatically cleared on each new frame.
  29. */
  30. this.autoClear = true;
  31. }
  32. /**
  33. * Creates a infinite render loop to render the group into a viewport each frame.
  34. *
  35. * The render loop cannot be destroyed.
  36. *
  37. * @param {Object2D} group Group to be rendererd.
  38. * @param {Viewport} viewport Viewport into the objects.
  39. * @param {Function} onUpdate Function called before rendering the frame.
  40. */
  41. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  42. {
  43. var self = this;
  44. function loop()
  45. {
  46. if(onUpdate !== undefined)
  47. {
  48. onUpdate();
  49. }
  50. self.update(group, viewport);
  51. requestAnimationFrame(loop);
  52. }
  53. loop();
  54. };
  55. /**
  56. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  57. *
  58. * Render the object using the viewport into a canvas element.
  59. *
  60. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  61. *
  62. * Should be called at a fixed rate preferably using the requestAnimationFrame() method, its also possible to use the createRenderLoop() method, that automatically creates a infinite render loop.
  63. *
  64. * @param object Object to be updated.
  65. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  66. */
  67. Renderer.prototype.update = function(object, viewport)
  68. {
  69. // Get objects to be rendered
  70. var objects = []
  71. object.traverse(function(child)
  72. {
  73. if(child.visible)
  74. {
  75. objects.push(child);
  76. }
  77. });
  78. // Sort objects by layer
  79. objects.sort(function(a, b)
  80. {
  81. return b.layer - a.layer;
  82. });
  83. // Pointer object update
  84. var pointer = this.pointer;
  85. pointer.update();
  86. // Viewport transform matrix
  87. viewport.updateControls(pointer);
  88. viewport.updateMatrix();
  89. // Project pointer coordinates
  90. var point = pointer.position.clone();
  91. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  92. // Object pointer events
  93. for(var i = 0; i < objects.length; i++)
  94. {
  95. var child = objects[i];
  96. //Process the
  97. if(child.pointerEvents)
  98. {
  99. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  100. // Check if the pointer pointer is inside
  101. if(child.isInside(childPoint))
  102. {
  103. // Pointer enter
  104. if(!child.pointerInside && child.onPointerEnter !== null)
  105. {
  106. child.onPointerEnter(pointer, viewport);
  107. }
  108. // Pointer over
  109. if(child.onPointerOver !== null)
  110. {
  111. child.onPointerOver(pointer, viewport);
  112. }
  113. // Pointer pressed
  114. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  115. {
  116. child.onButtonPressed(pointer, viewport);
  117. }
  118. // Just released
  119. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  120. {
  121. child.onButtonUp(pointer, viewport);
  122. }
  123. // Pointer just pressed
  124. if(pointer.buttonJustPressed(Pointer.LEFT))
  125. {
  126. if(child.onButtonDown !== null)
  127. {
  128. child.onButtonDown(pointer, viewport);
  129. }
  130. // Drag object and break to only start a drag operation on the top element.
  131. if(child.draggable)
  132. {
  133. child.beingDragged = true;
  134. break;
  135. }
  136. }
  137. child.pointerInside = true;
  138. }
  139. else if(child.pointerInside)
  140. {
  141. // Pointer leave
  142. if(child.onPointerLeave !== null)
  143. {
  144. child.onPointerLeave(pointer, viewport);
  145. }
  146. child.pointerInside = false;
  147. }
  148. // Stop object drag
  149. if(pointer.buttonJustReleased(Pointer.LEFT))
  150. {
  151. if(child.draggable)
  152. {
  153. child.beingDragged = false;
  154. }
  155. }
  156. }
  157. }
  158. // Object drag events and update logic
  159. for(var i = 0; i < objects.length; i++)
  160. {
  161. var child = objects[i];
  162. // Pointer drag event
  163. if(child.beingDragged)
  164. {
  165. var lastPosition = pointer.position.clone();
  166. lastPosition.sub(pointer.delta);
  167. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  168. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  169. // Mouse delta in world coordinates
  170. positionWorld.sub(lastWorld);
  171. if(child.onPointerDrag !== null)
  172. {
  173. child.onPointerDrag(pointer, viewport, positionWorld);
  174. }
  175. }
  176. // On update
  177. if(child.onUpdate !== null)
  178. {
  179. child.onUpdate();
  180. }
  181. }
  182. // Update transformation matrices
  183. object.traverse(function(child)
  184. {
  185. child.updateMatrix();
  186. });
  187. this.context.setTransform(1, 0, 0, 1, 0, 0);
  188. // Clear canvas content
  189. if(this.autoClear)
  190. {
  191. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  192. }
  193. // Render into the canvas
  194. for(var i = objects.length - 1; i >= 0; i--)
  195. {
  196. if(objects[i].isMask)
  197. {
  198. continue;
  199. }
  200. if(objects[i].saveContextState)
  201. {
  202. this.context.save();
  203. }
  204. // Apply all masks
  205. var masks = objects[i].masks;
  206. for(var j = 0; j < masks.length; j++)
  207. {
  208. if(!masks[j].ignoreViewport)
  209. {
  210. viewport.matrix.setContextTransform(this.context);
  211. }
  212. masks[j].transform(this.context, viewport, this.canvas);
  213. masks[j].clip(this.context, viewport, this.canvas);
  214. }
  215. // Set the viewport transform
  216. if(!objects[i].ignoreViewport)
  217. {
  218. viewport.matrix.setContextTransform(this.context);
  219. }
  220. else if(masks.length > 0)
  221. {
  222. this.context.setTransform(1, 0, 0, 1, 0, 0);
  223. }
  224. // Apply the object transform to the canvas context
  225. objects[i].transform(this.context, viewport, this.canvas);
  226. objects[i].draw(this.context, viewport, this.canvas);
  227. if(objects[i].restoreContextState)
  228. {
  229. this.context.restore();
  230. }
  231. }
  232. };
  233. export {Renderer};