Renderer.js 6.4 KB

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  1. "use strict";
  2. import {Pointer} from "./input/Pointer.js";
  3. import {ViewportControls} from "./controls/ViewportControls.js";
  4. /**
  5. * The renderer is resposible for drawing the structure into the canvas element.
  6. *
  7. * Its also resposible for managing the canvas state.
  8. *
  9. * @class
  10. */
  11. function Renderer(canvas, options)
  12. {
  13. if(options === undefined)
  14. {
  15. options =
  16. {
  17. alpha: true
  18. };
  19. }
  20. /**
  21. * Canvas DOM element, has to be managed by the user.
  22. */
  23. this.canvas = canvas;
  24. /**
  25. * Canvas 2D rendering context used to draw content.
  26. */
  27. this.context = canvas.getContext("2d", {alpha: options.alpha});
  28. this.context.imageSmoothingEnabled = true;
  29. this.context.globalCompositeOperation = "source-over";
  30. /**
  31. * Pointer input handler object.
  32. */
  33. this.pointer = new Pointer(window, canvas);
  34. /**
  35. * Indicates if the canvas should be automatically cleared on each new frame.
  36. */
  37. this.autoClear = true;
  38. }
  39. /**
  40. * Creates a infinite render loop to render the group into a viewport each frame.
  41. *
  42. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  43. *
  44. * @param {Object2D} group Group to be rendererd.
  45. * @param {Viewport} viewport Viewport into the objects.
  46. * @param {Function} onUpdate Function called before rendering the frame.
  47. */
  48. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  49. {
  50. var self = this;
  51. var controls = new ViewportControls(viewport);
  52. function loop()
  53. {
  54. if(onUpdate !== undefined)
  55. {
  56. onUpdate();
  57. }
  58. controls.update(self.pointer);
  59. self.update(group, viewport);
  60. requestAnimationFrame(loop);
  61. }
  62. loop();
  63. };
  64. /**
  65. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  66. *
  67. * Render the object using the viewport into a canvas element.
  68. *
  69. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  70. *
  71. * 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.
  72. *
  73. * @param object Object to be updated.
  74. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  75. */
  76. Renderer.prototype.update = function(object, viewport)
  77. {
  78. // Get objects to be rendered
  79. var objects = []
  80. object.traverse(function(child)
  81. {
  82. if(child.visible)
  83. {
  84. objects.push(child);
  85. }
  86. });
  87. // Sort objects by layer
  88. objects.sort(function(a, b)
  89. {
  90. if(b.layer === a.layer)
  91. {
  92. return b.level - a.level;
  93. }
  94. return b.layer - a.layer;
  95. });
  96. // Pointer object update
  97. var pointer = this.pointer;
  98. pointer.update();
  99. // Viewport transform matrix
  100. viewport.updateMatrix();
  101. // Project pointer coordinates
  102. var point = pointer.position.clone();
  103. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  104. // Object pointer events
  105. for(var i = 0; i < objects.length; i++)
  106. {
  107. var child = objects[i];
  108. //Process the
  109. if(child.pointerEvents)
  110. {
  111. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  112. // Check if the pointer pointer is inside
  113. if(child.isInside(childPoint))
  114. {
  115. // Pointer enter
  116. if(!child.pointerInside && child.onPointerEnter !== null)
  117. {
  118. child.onPointerEnter(pointer, viewport);
  119. }
  120. // Pointer over
  121. if(child.onPointerOver !== null)
  122. {
  123. child.onPointerOver(pointer, viewport);
  124. }
  125. // Pointer pressed
  126. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  127. {
  128. child.onButtonPressed(pointer, viewport);
  129. }
  130. // Just released
  131. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  132. {
  133. child.onButtonUp(pointer, viewport);
  134. }
  135. // Pointer just pressed
  136. if(pointer.buttonJustPressed(Pointer.LEFT))
  137. {
  138. if(child.onButtonDown !== null)
  139. {
  140. child.onButtonDown(pointer, viewport);
  141. }
  142. // Drag object and break to only start a drag operation on the top element.
  143. if(child.draggable)
  144. {
  145. child.beingDragged = true;
  146. break;
  147. }
  148. }
  149. child.pointerInside = true;
  150. }
  151. else if(child.pointerInside)
  152. {
  153. // Pointer leave
  154. if(child.onPointerLeave !== null)
  155. {
  156. child.onPointerLeave(pointer, viewport);
  157. }
  158. child.pointerInside = false;
  159. }
  160. // Stop object drag
  161. if(pointer.buttonJustReleased(Pointer.LEFT))
  162. {
  163. if(child.draggable)
  164. {
  165. child.beingDragged = false;
  166. }
  167. }
  168. }
  169. }
  170. // Object drag events and update logic
  171. for(var i = 0; i < objects.length; i++)
  172. {
  173. var child = objects[i];
  174. // Pointer drag event
  175. if(child.beingDragged)
  176. {
  177. var lastPosition = pointer.position.clone();
  178. lastPosition.sub(pointer.delta);
  179. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  180. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  181. // Mouse delta in world coordinates
  182. positionWorld.sub(lastWorld);
  183. if(child.onPointerDrag !== null)
  184. {
  185. child.onPointerDrag(pointer, viewport, positionWorld);
  186. }
  187. }
  188. // On update
  189. if(child.onUpdate !== null)
  190. {
  191. child.onUpdate();
  192. }
  193. }
  194. // Update transformation matrices
  195. object.traverse(function(child)
  196. {
  197. child.updateMatrix();
  198. });
  199. this.context.setTransform(1, 0, 0, 1, 0, 0);
  200. // Clear canvas content
  201. if(this.autoClear)
  202. {
  203. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  204. }
  205. // Render into the canvas
  206. for(var i = objects.length - 1; i >= 0; i--)
  207. {
  208. if(objects[i].isMask)
  209. {
  210. continue;
  211. }
  212. if(objects[i].saveContextState)
  213. {
  214. this.context.save();
  215. }
  216. // Apply all masks
  217. var masks = objects[i].masks;
  218. for(var j = 0; j < masks.length; j++)
  219. {
  220. if(!masks[j].ignoreViewport)
  221. {
  222. viewport.matrix.setContextTransform(this.context);
  223. }
  224. masks[j].transform(this.context, viewport, this.canvas);
  225. masks[j].clip(this.context, viewport, this.canvas);
  226. }
  227. // Set the viewport transform
  228. if(!objects[i].ignoreViewport)
  229. {
  230. viewport.matrix.setContextTransform(this.context);
  231. }
  232. else if(masks.length > 0)
  233. {
  234. this.context.setTransform(1, 0, 0, 1, 0, 0);
  235. }
  236. // Apply the object transform to the canvas context
  237. objects[i].transform(this.context, viewport, this.canvas);
  238. objects[i].draw(this.context, viewport, this.canvas);
  239. if(objects[i].restoreContextState)
  240. {
  241. this.context.restore();
  242. }
  243. }
  244. };
  245. export {Renderer};