Renderer.js.html 8.8 KB

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  16. <h1 class="page-title">Source: Renderer.js</h1>
  17. <section>
  18. <article>
  19. <pre class="prettyprint source linenums"><code>"use strict";
  20. import {Pointer} from "./input/Pointer.js";
  21. import {ViewportControls} from "./controls/ViewportControls.js";
  22. /**
  23. * The renderer is resposible for drawing the structure into the canvas element.
  24. *
  25. * Its also resposible for managing the canvas state.
  26. *
  27. * @class
  28. * @param {DOM} canvas Canvas to render the content.
  29. * @param {Object} options Renderer canvas options.
  30. */
  31. function Renderer(canvas, options)
  32. {
  33. if(options === undefined)
  34. {
  35. options =
  36. {
  37. alpha: true
  38. };
  39. }
  40. /**
  41. * Canvas DOM element, has to be managed by the user.
  42. */
  43. this.canvas = canvas;
  44. /**
  45. * Canvas 2D rendering context used to draw content.
  46. */
  47. this.context = canvas.getContext("2d", {alpha: options.alpha});
  48. this.context.imageSmoothingEnabled = true;
  49. this.context.globalCompositeOperation = "source-over";
  50. /**
  51. * Pointer input handler object.
  52. */
  53. this.pointer = new Pointer(window, canvas);
  54. /**
  55. * Indicates if the canvas should be automatically cleared on each new frame.
  56. */
  57. this.autoClear = true;
  58. }
  59. /**
  60. * Creates a infinite render loop to render the group into a viewport each frame.
  61. *
  62. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  63. *
  64. * @param {Object2D} group Group to be rendererd.
  65. * @param {Viewport} viewport Viewport into the objects.
  66. * @param {Function} onUpdate Function called before rendering the frame.
  67. */
  68. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  69. {
  70. var self = this;
  71. var controls = new ViewportControls(viewport);
  72. function loop()
  73. {
  74. if(onUpdate !== undefined)
  75. {
  76. onUpdate();
  77. }
  78. controls.update(self.pointer);
  79. self.update(group, viewport);
  80. requestAnimationFrame(loop);
  81. }
  82. loop();
  83. };
  84. /**
  85. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  86. *
  87. * Render the object using the viewport into a canvas element.
  88. *
  89. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  90. *
  91. * 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.
  92. *
  93. * @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.
  94. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  95. */
  96. Renderer.prototype.update = function(object, viewport)
  97. {
  98. // Get objects to be rendered
  99. var objects = []
  100. object.traverse(function(child)
  101. {
  102. if(child.visible)
  103. {
  104. objects.push(child);
  105. }
  106. });
  107. // Sort objects by layer
  108. objects.sort(function(a, b)
  109. {
  110. if(b.layer === a.layer)
  111. {
  112. return b.level - a.level;
  113. }
  114. return b.layer - a.layer;
  115. });
  116. // Pointer object update
  117. var pointer = this.pointer;
  118. pointer.update();
  119. // Viewport transform matrix
  120. viewport.updateMatrix();
  121. // Project pointer coordinates
  122. var point = pointer.position.clone();
  123. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  124. // Object pointer events
  125. for(var i = 0; i &lt; objects.length; i++)
  126. {
  127. var child = objects[i];
  128. //Process the
  129. if(child.pointerEvents)
  130. {
  131. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  132. // Check if the pointer pointer is inside
  133. if(child.isInside(childPoint))
  134. {
  135. // Pointer enter
  136. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  137. {
  138. child.onPointerEnter(pointer, viewport);
  139. }
  140. // Pointer over
  141. if(child.onPointerOver !== null)
  142. {
  143. child.onPointerOver(pointer, viewport);
  144. }
  145. // Double click
  146. if(pointer.buttonDoubleClicked(Pointer.LEFT) &amp;&amp; child.onDoubleClick !== null)
  147. {
  148. child.onDoubleClick(pointer, viewport);
  149. }
  150. // Pointer pressed
  151. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  152. {
  153. child.onButtonPressed(pointer, viewport);
  154. }
  155. // Just released
  156. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  157. {
  158. child.onButtonUp(pointer, viewport);
  159. }
  160. // Pointer just pressed
  161. if(pointer.buttonJustPressed(Pointer.LEFT))
  162. {
  163. if(child.onButtonDown !== null)
  164. {
  165. child.onButtonDown(pointer, viewport);
  166. }
  167. // Drag object and break to only start a drag operation on the top element.
  168. if(child.draggable)
  169. {
  170. child.beingDragged = true;
  171. break;
  172. }
  173. }
  174. child.pointerInside = true;
  175. }
  176. else if(child.pointerInside)
  177. {
  178. // Pointer leave
  179. if(child.onPointerLeave !== null)
  180. {
  181. child.onPointerLeave(pointer, viewport);
  182. }
  183. child.pointerInside = false;
  184. }
  185. // Stop object drag
  186. if(pointer.buttonJustReleased(Pointer.LEFT))
  187. {
  188. if(child.draggable)
  189. {
  190. child.beingDragged = false;
  191. }
  192. }
  193. }
  194. }
  195. // Object drag events and update logic
  196. for(var i = 0; i &lt; objects.length; i++)
  197. {
  198. var child = objects[i];
  199. // Pointer drag event
  200. if(child.beingDragged)
  201. {
  202. var lastPosition = pointer.position.clone();
  203. lastPosition.sub(pointer.delta);
  204. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  205. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  206. // Mouse delta in world coordinates
  207. positionWorld.sub(lastWorld);
  208. if(child.onPointerDrag !== null)
  209. {
  210. child.onPointerDrag(pointer, viewport, positionWorld);
  211. }
  212. }
  213. // On update
  214. if(child.onUpdate !== null)
  215. {
  216. child.onUpdate();
  217. }
  218. }
  219. // Update transformation matrices
  220. object.traverse(function(child)
  221. {
  222. child.updateMatrix();
  223. });
  224. this.context.setTransform(1, 0, 0, 1, 0, 0);
  225. // Clear canvas content
  226. if(this.autoClear)
  227. {
  228. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  229. }
  230. // Render into the canvas
  231. for(var i = objects.length - 1; i >= 0; i--)
  232. {
  233. if(objects[i].isMask)
  234. {
  235. continue;
  236. }
  237. if(objects[i].saveContextState)
  238. {
  239. this.context.save();
  240. }
  241. // Apply all masks
  242. var masks = objects[i].masks;
  243. for(var j = 0; j &lt; masks.length; j++)
  244. {
  245. if(!masks[j].ignoreViewport)
  246. {
  247. viewport.matrix.setContextTransform(this.context);
  248. }
  249. masks[j].transform(this.context, viewport, this.canvas);
  250. masks[j].clip(this.context, viewport, this.canvas);
  251. }
  252. // Set the viewport transform
  253. if(!objects[i].ignoreViewport)
  254. {
  255. viewport.matrix.setContextTransform(this.context);
  256. }
  257. else if(masks.length > 0)
  258. {
  259. this.context.setTransform(1, 0, 0, 1, 0, 0);
  260. }
  261. // Apply the object transform to the canvas context
  262. objects[i].transform(this.context, viewport, this.canvas);
  263. objects[i].draw(this.context, viewport, this.canvas);
  264. if(objects[i].restoreContextState)
  265. {
  266. this.context.restore();
  267. }
  268. }
  269. };
  270. export {Renderer};
  271. </code></pre>
  272. </article>
  273. </section>
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  276. <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="BezierCurve.html">BezierCurve</a></li><li><a href="Box.html">Box</a></li><li><a href="Box2.html">Box2</a></li><li><a href="BoxMask.html">BoxMask</a></li><li><a href="Circle.html">Circle</a></li><li><a href="DOM.html">DOM</a></li><li><a href="EventManager.html">EventManager</a></li><li><a href="Graph.html">Graph</a></li><li><a href="Helpers.html">Helpers</a></li><li><a href="Image.html">Image</a></li><li><a href="Key.html">Key</a></li><li><a href="Line.html">Line</a></li><li><a href="Mask.html">Mask</a></li><li><a href="Matrix.html">Matrix</a></li><li><a href="Object2D.html">Object2D</a></li><li><a href="Pattern.html">Pattern</a></li><li><a href="Pointer.html">Pointer</a></li><li><a href="Renderer.html">Renderer</a></li><li><a href="Text.html">Text</a></li><li><a href="UUID.html">UUID</a></li><li><a href="Vector2.html">Vector2</a></li><li><a href="Viewport.html">Viewport</a></li><li><a href="ViewportControls.html">ViewportControls</a></li></ul>
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