Renderer.js 7.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310
  1. import {Pointer} from "./input/Pointer.js";
  2. import {ViewportControls} from "./controls/ViewportControls.js";
  3. /**
  4. * The renderer is responsible for drawing the objects structure into the canvas element and manage its rendering state.
  5. *
  6. * @class
  7. * @param {Element} canvas Canvas to render the content.
  8. * @param {Object} options Renderer canvas options.
  9. */
  10. function Renderer(canvas, options)
  11. {
  12. if(options === undefined)
  13. {
  14. options =
  15. {
  16. alpha: true
  17. };
  18. }
  19. /**
  20. * Canvas DOM element, has to be managed by the user.
  21. */
  22. this.canvas = canvas;
  23. /**
  24. * Canvas 2D rendering context used to draw content.
  25. */
  26. this.context = canvas.getContext("2d", {alpha: options.alpha});
  27. this.context.imageSmoothingEnabled = true;
  28. this.context.globalCompositeOperation = "source-over";
  29. /**
  30. * Pointer input handler object.
  31. */
  32. this.pointer = new Pointer(window, canvas);
  33. /**
  34. * Indicates if the canvas should be automatically cleared before new frame is drawn.
  35. *
  36. * If set to false the user should clear the frame before drawing.
  37. */
  38. this.autoClear = true;
  39. }
  40. /**
  41. * Creates a infinite render loop to render the group into a viewport each frame.
  42. *
  43. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  44. *
  45. * @param {Object2D} group Group to be rendered.
  46. * @param {Viewport} viewport Viewport into the objects.
  47. * @param {Function} onUpdate Function called before rendering the frame.
  48. */
  49. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  50. {
  51. var self = this;
  52. var controls = new ViewportControls(viewport);
  53. function loop()
  54. {
  55. if(onUpdate !== undefined)
  56. {
  57. onUpdate();
  58. }
  59. controls.update(self.pointer);
  60. self.update(group, viewport);
  61. requestAnimationFrame(loop);
  62. }
  63. loop();
  64. };
  65. /**
  66. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  67. *
  68. * Render the object using the viewport into a canvas element.
  69. *
  70. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  71. *
  72. * 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.
  73. *
  74. * @param object {Object2D} Object to be updated and drawn into the canvas, the Object2D should be used as a group to store all the other objects to be updated and drawn.
  75. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  76. */
  77. Renderer.prototype.update = function(object, viewport)
  78. {
  79. // Get objects to be rendered
  80. var objects = []
  81. object.traverse(function(child)
  82. {
  83. if(child.visible)
  84. {
  85. objects.push(child);
  86. }
  87. });
  88. // Sort objects by layer
  89. objects.sort(function(a, b)
  90. {
  91. if(b.layer === a.layer)
  92. {
  93. return b.level - a.level;
  94. }
  95. return b.layer - a.layer;
  96. });
  97. // Pointer object update
  98. var pointer = this.pointer;
  99. pointer.update();
  100. // Viewport transform matrix
  101. viewport.updateMatrix();
  102. // Project pointer coordinates
  103. var point = pointer.position.clone();
  104. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  105. // Object pointer events
  106. for(var i = 0; i < objects.length; i++)
  107. {
  108. var child = objects[i];
  109. //Process the
  110. if(child.pointerEvents)
  111. {
  112. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  113. // Check if the pointer pointer is inside
  114. if(child.isInside(childPoint))
  115. {
  116. // Pointer enter
  117. if(!child.pointerInside && child.onPointerEnter !== null)
  118. {
  119. child.onPointerEnter(pointer, viewport);
  120. }
  121. // Pointer over
  122. if(child.onPointerOver !== null)
  123. {
  124. child.onPointerOver(pointer, viewport);
  125. }
  126. // Double click
  127. if(pointer.buttonDoubleClicked(Pointer.LEFT) && child.onDoubleClick !== null)
  128. {
  129. child.onDoubleClick(pointer, viewport);
  130. }
  131. // Pointer pressed
  132. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  133. {
  134. child.onButtonPressed(pointer, viewport);
  135. }
  136. // Just released
  137. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  138. {
  139. child.onButtonUp(pointer, viewport);
  140. }
  141. // Pointer just pressed
  142. if(pointer.buttonJustPressed(Pointer.LEFT))
  143. {
  144. if(child.onButtonDown !== null)
  145. {
  146. child.onButtonDown(pointer, viewport);
  147. }
  148. // Drag object and break to only start a drag operation on the top element.
  149. if(child.draggable)
  150. {
  151. child.beingDragged = true;
  152. break;
  153. }
  154. }
  155. child.pointerInside = true;
  156. }
  157. else if(child.pointerInside)
  158. {
  159. // Pointer leave
  160. if(child.onPointerLeave !== null)
  161. {
  162. child.onPointerLeave(pointer, viewport);
  163. }
  164. child.pointerInside = false;
  165. }
  166. // Stop object drag
  167. if(pointer.buttonJustReleased(Pointer.LEFT))
  168. {
  169. if(child.draggable)
  170. {
  171. if(child.onPointerDragEnd !== null)
  172. {
  173. child.onPointerDragEnd(pointer, viewport);
  174. }
  175. child.beingDragged = false;
  176. }
  177. }
  178. }
  179. }
  180. // Object drag events and update logic
  181. for(var i = 0; i < objects.length; i++)
  182. {
  183. var child = objects[i];
  184. // Pointer drag event
  185. if(child.beingDragged)
  186. {
  187. var lastPosition = pointer.position.clone();
  188. lastPosition.sub(pointer.delta);
  189. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  190. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  191. // Mouse delta in world coordinates
  192. positionWorld.sub(lastWorld);
  193. if(child.onPointerDrag !== null)
  194. {
  195. child.onPointerDrag(pointer, viewport, positionWorld);
  196. }
  197. }
  198. // On update
  199. if(child.onUpdate !== null)
  200. {
  201. child.onUpdate();
  202. }
  203. }
  204. // Update transformation matrices
  205. object.traverse(function(child)
  206. {
  207. child.updateMatrix();
  208. });
  209. this.context.setTransform(1, 0, 0, 1, 0, 0);
  210. // Clear canvas content
  211. if(this.autoClear)
  212. {
  213. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  214. }
  215. // Render into the canvas
  216. for(var i = objects.length - 1; i >= 0; i--)
  217. {
  218. if(objects[i].isMask)
  219. {
  220. continue;
  221. }
  222. if(objects[i].saveContextState)
  223. {
  224. this.context.save();
  225. }
  226. // Apply all masks
  227. var masks = objects[i].masks;
  228. for(var j = 0; j < masks.length; j++)
  229. {
  230. if(!masks[j].ignoreViewport)
  231. {
  232. viewport.matrix.setContextTransform(this.context);
  233. }
  234. masks[j].transform(this.context, viewport, this.canvas);
  235. masks[j].clip(this.context, viewport, this.canvas);
  236. }
  237. // Set the viewport transform
  238. if(!objects[i].ignoreViewport)
  239. {
  240. viewport.matrix.setContextTransform(this.context);
  241. }
  242. else if(masks.length > 0)
  243. {
  244. this.context.setTransform(1, 0, 0, 1, 0, 0);
  245. }
  246. // Apply the object transform to the canvas context
  247. objects[i].transform(this.context, viewport, this.canvas);
  248. // Style the canvas context
  249. if(objects[i].style !== null)
  250. {
  251. objects[i].style(this.context, viewport, this.canvas);
  252. }
  253. // Draw content into the canvas.
  254. if(objects[i].draw !== null)
  255. {
  256. objects[i].draw(this.context, viewport, this.canvas);
  257. }
  258. if(objects[i].restoreContextState)
  259. {
  260. this.context.restore();
  261. }
  262. }
  263. };
  264. export {Renderer};