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- "use strict";
- import {Pointer} from "./input/Pointer.js";
- /**
- * The renderer is resposible for drawing the structure into the canvas element.
- *
- * Its also resposible for managing the canvas state.
- *
- * @class
- */
- function Renderer(canvas)
- {
- /**
- * Canvas DOM element, has to be managed by the user.
- */
- this.canvas = canvas;
- /**
- * Canvas 2D rendering context used to draw content.
- */
- this.context = canvas.getContext("2d");
- this.context.imageSmoothingEnabled = true;
- this.context.globalCompositeOperation = "source-over";
- /**
- * Pointer input handler object.
- */
- this.pointer = new Pointer();
- this.pointer.setCanvas(canvas);
- }
- /**
- * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
- *
- * Render the object using the viewport into a canvas element.
- *
- * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
- *
- * Should be called at a fixed rate preferably using the requestAnimationFrame() method.
- *
- * @param object Object to be updated.
- * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
- */
- Renderer.prototype.update = function(object, viewport)
- {
- // Get objects to be rendered
- var objects = []
- object.traverse(function(child)
- {
- if(child.visible)
- {
- objects.push(child);
- }
- });
- // Sort objects by layer
- objects.sort(function(a, b)
- {
- return b.layer - a.layer;
- });
- // Pointer object update
- var pointer = this.pointer;
- pointer.update();
- // Viewport transform matrix
- viewport.updateControls(pointer);
- viewport.updateMatrix();
- // Project pointer coordinates
- var point = pointer.position.clone();
- var viewportPoint = viewport.inverseMatrix.transformPoint(point);
- // Object transformation matrices
- for(var i = 0; i < objects.length; i++)
- {
- var child = objects[i];
- var childPoint = child.inverseGlobalMatrix.transformPoint(viewportPoint);
- // Check if the pointer pointer is inside
- if(child.isInside(childPoint))
- {
- // Pointer enter
- if(!child.pointerInside && child.onPointerEnter !== null)
- {
- child.onPointerEnter(pointer, viewport);
- }
- // Pointer over
- if(child.onPointerOver !== null)
- {
- child.onPointerOver(pointer, viewport);
- }
- // Pointer just pressed
- if(pointer.buttonJustPressed(Pointer.LEFT))
- {
- if(child.onButtonDown !== null)
- {
- child.onButtonDown(pointer, viewport);
- }
- if(child.draggable)
- {
- child.beingDragged = true;
- break;
- }
- }
- // Pointer pressed
- if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
- {
- child.onButtonPressed(pointer, viewport);
- }
- // Just released
- if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
- {
- child.onButtonUp(pointer, viewport);
- }
- child.pointerInside = true;
- }
- else if(child.pointerInside)
- {
- // Pointer leave
- if(child.onPointerLeave !== null)
- {
- child.onPointerLeave(pointer, viewport);
- }
- child.pointerInside = false;
- }
- // Stop object drag
- if(pointer.buttonJustReleased(Pointer.LEFT))
- {
- if(child.draggable)
- {
- child.beingDragged = false;
- }
- }
- }
- // Pointer drag event
- for(var i = 0; i < objects.length; i++)
- {
- var child = objects[i];
- if(child.beingDragged)
- {
- var matrix = viewport.inverseMatrix.clone();
- matrix.multiply(child.inverseGlobalMatrix);
- matrix.setPosition(0, 0);
- var delta = matrix.transformPoint(pointer.delta);
- child.position.add(delta);
- if(child.onPointerDrag !== null)
- {
- child.onPointerDrag(pointer, viewport, delta);
- }
- }
- // On update
- if(child.onUpdate !== null)
- {
- child.onUpdate();
- }
- child.updateMatrix();
- }
- // Sort objects by layer
- objects.sort(function(a, b)
- {
- return a.layer - b.layer;
- });
- // Render the content
- var context = this.context;
- // Clear canvas
- context.setTransform(1, 0, 0, 1, 0, 0);
- context.clearRect(0, 0, this.canvas.width, this.canvas.height);
- // Set viewport matrix transform
- viewport.matrix.setContextTransform(context);
- // Render into the canvas
- for(var i = 0; i < objects.length; i++)
- {
- context.save();
- objects[i].globalMatrix.tranformContext(context);
- objects[i].draw(context);
- context.restore();
- }
- };
- export {Renderer};
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