Renderer.js 4.8 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. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  34. *
  35. * Render the object using the viewport into a canvas element.
  36. *
  37. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  38. *
  39. * Should be called at a fixed rate preferably using the requestAnimationFrame() method.
  40. *
  41. * @param object Object to be updated.
  42. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  43. */
  44. Renderer.prototype.update = function(object, viewport)
  45. {
  46. // Get objects to be rendered
  47. var objects = []
  48. object.traverse(function(child)
  49. {
  50. if(child.visible)
  51. {
  52. objects.push(child);
  53. }
  54. });
  55. // Sort objects by layer
  56. objects.sort(function(a, b)
  57. {
  58. return b.layer - a.layer;
  59. });
  60. // Pointer object update
  61. var pointer = this.pointer;
  62. pointer.update();
  63. // Viewport transform matrix
  64. viewport.updateControls(pointer);
  65. viewport.updateMatrix();
  66. // Project pointer coordinates
  67. var point = pointer.position.clone();
  68. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  69. // Object transformation matrices
  70. for(var i = 0; i < objects.length; i++)
  71. {
  72. var child = objects[i];
  73. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  74. // Check if the pointer pointer is inside
  75. if(child.isInside(childPoint))
  76. {
  77. // Pointer enter
  78. if(!child.pointerInside && child.onPointerEnter !== null)
  79. {
  80. child.onPointerEnter(pointer, viewport);
  81. }
  82. // Pointer over
  83. if(child.onPointerOver !== null)
  84. {
  85. child.onPointerOver(pointer, viewport);
  86. }
  87. // Pointer pressed
  88. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  89. {
  90. child.onButtonPressed(pointer, viewport);
  91. }
  92. // Just released
  93. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  94. {
  95. child.onButtonUp(pointer, viewport);
  96. }
  97. // Pointer just pressed
  98. if(pointer.buttonJustPressed(Pointer.LEFT))
  99. {
  100. if(child.onButtonDown !== null)
  101. {
  102. child.onButtonDown(pointer, viewport);
  103. }
  104. if(child.draggable)
  105. {
  106. child.beingDragged = true;
  107. // Only start a drag operation on the top element.
  108. break;
  109. }
  110. }
  111. child.pointerInside = true;
  112. }
  113. else if(child.pointerInside)
  114. {
  115. // Pointer leave
  116. if(child.onPointerLeave !== null)
  117. {
  118. child.onPointerLeave(pointer, viewport);
  119. }
  120. child.pointerInside = false;
  121. }
  122. // Stop object drag
  123. if(pointer.buttonJustReleased(Pointer.LEFT))
  124. {
  125. if(child.draggable)
  126. {
  127. child.beingDragged = false;
  128. }
  129. }
  130. }
  131. // Pointer drag event
  132. for(var i = 0; i < objects.length; i++)
  133. {
  134. var child = objects[i];
  135. if(child.beingDragged)
  136. {
  137. var lastPosition = pointer.position.clone();
  138. lastPosition.sub(pointer.delta);
  139. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  140. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  141. // Mouse delta in world coordinates
  142. positionWorld.sub(lastWorld);
  143. if(child.onPointerDrag !== null)
  144. {
  145. child.onPointerDrag(pointer, viewport, positionWorld);
  146. }
  147. }
  148. // On update
  149. if(child.onUpdate !== null)
  150. {
  151. child.onUpdate();
  152. }
  153. child.updateMatrix();
  154. }
  155. // Sort objects by layer
  156. objects.sort(function(a, b)
  157. {
  158. return a.layer - b.layer;
  159. });
  160. // Clear canvas
  161. if(this.autoClear)
  162. {
  163. this.context.setTransform(1, 0, 0, 1, 0, 0);
  164. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  165. }
  166. // Set viewport matrix transform
  167. viewport.matrix.setContextTransform(this.context);
  168. // Render into the canvas
  169. for(var i = 0; i < objects.length; i++)
  170. {
  171. if(objects[i].saveContextState)
  172. {
  173. this.context.save();
  174. }
  175. if(objects[i].ignoreViewport)
  176. {
  177. this.context.setTransform(1, 0, 0, 1, 0, 0);
  178. }
  179. objects[i].transform(this.context, viewport);
  180. objects[i].draw(this.context, viewport);
  181. if(objects[i].restoreContextState)
  182. {
  183. this.context.restore();
  184. }
  185. }
  186. };
  187. export {Renderer};