Renderer.js 4.3 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. /**
  29. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  30. *
  31. * Render the object using the viewport into a canvas element.
  32. *
  33. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  34. *
  35. * Should be called at a fixed rate preferably using the requestAnimationFrame() method.
  36. *
  37. * @param object Object to be updated.
  38. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  39. */
  40. Renderer.prototype.update = function(object, viewport)
  41. {
  42. // Get objects to be rendered
  43. var objects = []
  44. object.traverse(function(child)
  45. {
  46. if(child.visible)
  47. {
  48. objects.push(child);
  49. }
  50. });
  51. // Sort objects by layer
  52. objects.sort(function(a, b)
  53. {
  54. return b.layer - a.layer;
  55. });
  56. // Pointer object update
  57. var pointer = this.pointer;
  58. pointer.update();
  59. // Viewport transform matrix
  60. viewport.updateControls(pointer);
  61. viewport.updateMatrix();
  62. // Project pointer coordinates
  63. var point = pointer.position.clone();
  64. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  65. // Object transformation matrices
  66. for(var i = 0; i < objects.length; i++)
  67. {
  68. var child = objects[i];
  69. var childPoint = child.inverseGlobalMatrix.transformPoint(viewportPoint);
  70. // Check if the pointer pointer is inside
  71. if(child.isInside(childPoint))
  72. {
  73. // Pointer enter
  74. if(!child.pointerInside && child.onPointerEnter !== null)
  75. {
  76. child.onPointerEnter(pointer, viewport);
  77. }
  78. // Pointer over
  79. if(child.onPointerOver !== null)
  80. {
  81. child.onPointerOver(pointer, viewport);
  82. }
  83. // Pointer just pressed
  84. if(pointer.buttonJustPressed(Pointer.LEFT))
  85. {
  86. if(child.onButtonDown !== null)
  87. {
  88. child.onButtonDown(pointer, viewport);
  89. }
  90. if(child.draggable)
  91. {
  92. child.beingDragged = true;
  93. break;
  94. }
  95. }
  96. // Pointer pressed
  97. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  98. {
  99. child.onButtonPressed(pointer, viewport);
  100. }
  101. // Just released
  102. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  103. {
  104. child.onButtonUp(pointer, viewport);
  105. }
  106. child.pointerInside = true;
  107. }
  108. else if(child.pointerInside)
  109. {
  110. // Pointer leave
  111. if(child.onPointerLeave !== null)
  112. {
  113. child.onPointerLeave(pointer, viewport);
  114. }
  115. child.pointerInside = false;
  116. }
  117. // Stop object drag
  118. if(pointer.buttonJustReleased(Pointer.LEFT))
  119. {
  120. if(child.draggable)
  121. {
  122. child.beingDragged = false;
  123. }
  124. }
  125. }
  126. // Pointer drag event
  127. for(var i = 0; i < objects.length; i++)
  128. {
  129. var child = objects[i];
  130. if(child.beingDragged)
  131. {
  132. var matrix = viewport.inverseMatrix.clone();
  133. matrix.multiply(child.inverseGlobalMatrix);
  134. matrix.setPosition(0, 0);
  135. var delta = matrix.transformPoint(pointer.delta);
  136. child.position.add(delta);
  137. if(child.onPointerDrag !== null)
  138. {
  139. child.onPointerDrag(pointer, viewport, delta);
  140. }
  141. }
  142. // On update
  143. if(child.onUpdate !== null)
  144. {
  145. child.onUpdate();
  146. }
  147. child.updateMatrix();
  148. }
  149. // Sort objects by layer
  150. objects.sort(function(a, b)
  151. {
  152. return a.layer - b.layer;
  153. });
  154. // Render the content
  155. var context = this.context;
  156. // Clear canvas
  157. context.setTransform(1, 0, 0, 1, 0, 0);
  158. context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  159. // Set viewport matrix transform
  160. viewport.matrix.setContextTransform(context);
  161. // Render into the canvas
  162. for(var i = 0; i < objects.length; i++)
  163. {
  164. context.save();
  165. objects[i].globalMatrix.tranformContext(context);
  166. objects[i].draw(context);
  167. context.restore();
  168. }
  169. };
  170. export {Renderer};