Renderer.js 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320
  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. * Renders a object using a user defined viewport into a canvas element.
  67. *
  68. * Before rendering automatically updates the input handlers and calculates the objects/viewport transformation matrices.
  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. // Traverse object and get all objects into a list.
  82. object.traverse(function(child)
  83. {
  84. if(child.visible)
  85. {
  86. objects.push(child);
  87. }
  88. });
  89. // Sort objects by layer
  90. objects.sort(function(a, b)
  91. {
  92. if(b.layer === a.layer)
  93. {
  94. return b.level - a.level;
  95. }
  96. return b.layer - a.layer;
  97. });
  98. // Pointer object update
  99. var pointer = this.pointer;
  100. pointer.update();
  101. // Viewport transform matrix
  102. viewport.updateMatrix();
  103. // Project pointer coordinates
  104. var point = pointer.position.clone();
  105. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  106. // Object pointer events
  107. for(var i = 0; i < objects.length; i++)
  108. {
  109. var child = objects[i];
  110. //Process the object pointer events
  111. if(child.pointerEvents)
  112. {
  113. // Calculate the pointer position in the object coordinates
  114. var localPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  115. // Check if the pointer pointer is inside
  116. if(child.isInside(localPoint))
  117. {
  118. // Pointer enter
  119. if(!child.pointerInside && child.onPointerEnter !== null)
  120. {
  121. child.onPointerEnter(pointer, viewport);
  122. }
  123. // Pointer over
  124. if(child.onPointerOver !== null)
  125. {
  126. child.onPointerOver(pointer, viewport);
  127. }
  128. // Double click
  129. if(pointer.buttonDoubleClicked(Pointer.LEFT) && child.onDoubleClick !== null)
  130. {
  131. child.onDoubleClick(pointer, viewport);
  132. }
  133. // Pointer pressed
  134. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  135. {
  136. child.onButtonPressed(pointer, viewport);
  137. }
  138. // Just released
  139. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  140. {
  141. child.onButtonUp(pointer, viewport);
  142. }
  143. // Pointer just pressed
  144. if(pointer.buttonJustPressed(Pointer.LEFT))
  145. {
  146. if(child.onButtonDown !== null)
  147. {
  148. child.onButtonDown(pointer, viewport);
  149. }
  150. // Drag object and break to only start a drag operation on the top element.
  151. if(child.draggable)
  152. {
  153. child.beingDragged = true;
  154. if(child.onPointerDragStart !== null)
  155. {
  156. child.onPointerDragStart(pointer, viewport);
  157. }
  158. break;
  159. }
  160. }
  161. child.pointerInside = true;
  162. }
  163. else if(child.pointerInside)
  164. {
  165. // Pointer leave
  166. if(child.onPointerLeave !== null)
  167. {
  168. child.onPointerLeave(pointer, viewport);
  169. }
  170. child.pointerInside = false;
  171. }
  172. // Stop object drag
  173. if(pointer.buttonJustReleased(Pointer.LEFT))
  174. {
  175. if(child.draggable)
  176. {
  177. // On drag end callback
  178. if(child.beingDragged === true && child.onPointerDragEnd !== null)
  179. {
  180. child.onPointerDragEnd(pointer, viewport);
  181. }
  182. child.beingDragged = false;
  183. }
  184. }
  185. }
  186. }
  187. // Object drag events and update logic
  188. for(var i = 0; i < objects.length; i++)
  189. {
  190. var child = objects[i];
  191. // Pointer drag event
  192. if(child.beingDragged)
  193. {
  194. if(child.onPointerDrag !== null)
  195. {
  196. var lastPosition = pointer.position.clone();
  197. lastPosition.sub(pointer.delta);
  198. // Get position and last position in world space to calculate world pointer movement
  199. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  200. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  201. // Pointer movement delta in world coordinates
  202. var delta = positionWorld.clone();
  203. delta.sub(lastWorld);
  204. child.onPointerDrag(pointer, viewport, delta, positionWorld);
  205. }
  206. }
  207. // On update
  208. if(child.onUpdate !== null)
  209. {
  210. child.onUpdate();
  211. }
  212. }
  213. // Update transformation matrices
  214. object.traverse(function(child)
  215. {
  216. child.updateMatrix();
  217. });
  218. this.context.setTransform(1, 0, 0, 1, 0, 0);
  219. // Clear canvas content
  220. if(this.autoClear)
  221. {
  222. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  223. }
  224. // Render into the canvas
  225. for(var i = objects.length - 1; i >= 0; i--)
  226. {
  227. if(objects[i].isMask)
  228. {
  229. continue;
  230. }
  231. if(objects[i].saveContextState)
  232. {
  233. this.context.save();
  234. }
  235. // Apply all masks
  236. var masks = objects[i].masks;
  237. for(var j = 0; j < masks.length; j++)
  238. {
  239. if(!masks[j].ignoreViewport)
  240. {
  241. viewport.matrix.setContextTransform(this.context);
  242. }
  243. masks[j].transform(this.context, viewport, this.canvas);
  244. masks[j].clip(this.context, viewport, this.canvas);
  245. }
  246. // Set the viewport transform
  247. if(!objects[i].ignoreViewport)
  248. {
  249. viewport.matrix.setContextTransform(this.context);
  250. }
  251. else if(masks.length > 0)
  252. {
  253. this.context.setTransform(1, 0, 0, 1, 0, 0);
  254. }
  255. // Apply the object transform to the canvas context
  256. objects[i].transform(this.context, viewport, this.canvas);
  257. // Style the canvas context
  258. if(objects[i].style !== null)
  259. {
  260. objects[i].style(this.context, viewport, this.canvas);
  261. }
  262. // Draw content into the canvas.
  263. if(objects[i].draw !== null)
  264. {
  265. objects[i].draw(this.context, viewport, this.canvas);
  266. }
  267. if(objects[i].restoreContextState)
  268. {
  269. this.context.restore();
  270. }
  271. }
  272. };
  273. export {Renderer};