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- import {Pointer} from "./input/Pointer.js";
- import {ViewportControls} from "./controls/ViewportControls.js";
- /**
- * The renderer is responsible for drawing the objects structure into the canvas element and manage its rendering state.
- *
- * @class
- * @param {Element} canvas Canvas to render the content.
- * @param {Object} options Renderer canvas options.
- */
- function Renderer(canvas, options)
- {
- if(options === undefined)
- {
- options =
- {
- alpha: true
- };
- }
- /**
- * Canvas DOM element, has to be managed by the user.
- */
- this.canvas = canvas;
- /**
- * Canvas 2D rendering context used to draw content.
- */
- this.context = canvas.getContext("2d", {alpha: options.alpha});
- this.context.imageSmoothingEnabled = true;
- this.context.globalCompositeOperation = "source-over";
- /**
- * Pointer input handler object.
- */
- this.pointer = new Pointer(window, canvas);
- /**
- * Indicates if the canvas should be automatically cleared before new frame is drawn.
- *
- * If set to false the user should clear the frame before drawing.
- */
- this.autoClear = true;
- }
- /**
- * Creates a infinite render loop to render the group into a viewport each frame.
- *
- * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
- *
- * @param {Object2D} group Group to be rendered.
- * @param {Viewport} viewport Viewport into the objects.
- * @param {Function} onUpdate Function called before rendering the frame.
- */
- Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
- {
- var self = this;
- var controls = new ViewportControls(viewport);
- function loop()
- {
- if(onUpdate !== undefined)
- {
- onUpdate();
- }
- controls.update(self.pointer);
- self.update(group, viewport);
- requestAnimationFrame(loop);
- }
- loop();
- };
- /**
- * Renders a object using a user defined viewport into a canvas element.
- *
- * Before rendering automatically updates the input handlers and calculates the objects/viewport transformation matrices.
- *
- * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
- *
- * 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.
- *
- * @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.
- * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
- */
- Renderer.prototype.update = function(object, viewport)
- {
- // Get objects to be rendered
- var objects = [];
- // Traverse object and get all objects into a list.
- object.traverse(function(child)
- {
- if(child.visible)
- {
- objects.push(child);
- }
- });
- // Sort objects by layer
- objects.sort(function(a, b)
- {
- if(b.layer === a.layer)
- {
- return b.level - a.level;
- }
-
- return b.layer - a.layer;
- });
- // Pointer object update
- var pointer = this.pointer;
- pointer.update();
- // Viewport transform matrix
- viewport.updateMatrix();
- // Project pointer coordinates
- var point = pointer.position.clone();
- var viewportPoint = viewport.inverseMatrix.transformPoint(point);
- // Object pointer events
- for(var i = 0; i < objects.length; i++)
- {
- var child = objects[i];
-
- //Process the object pointer events
- if(child.pointerEvents)
- {
- // Calculate the pointer position in the object coordinates
- var localPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
- // Check if the pointer pointer is inside
- if(child.isInside(localPoint))
- {
- // Pointer enter
- if(!child.pointerInside && child.onPointerEnter !== null)
- {
- child.onPointerEnter(pointer, viewport);
- }
- // Pointer over
- if(child.onPointerOver !== null)
- {
- child.onPointerOver(pointer, viewport);
- }
- // Double click
- if(pointer.buttonDoubleClicked(Pointer.LEFT) && child.onDoubleClick !== null)
- {
- child.onDoubleClick(pointer, viewport);
- }
- // Pointer pressed
- if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
- {
- child.onButtonPressed(pointer, viewport);
- }
- // Just released
- if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
- {
- child.onButtonUp(pointer, viewport);
- }
- // Pointer just pressed
- if(pointer.buttonJustPressed(Pointer.LEFT))
- {
- if(child.onButtonDown !== null)
- {
- child.onButtonDown(pointer, viewport);
- }
- // Drag object and break to only start a drag operation on the top element.
- if(child.draggable)
- {
- child.beingDragged = true;
- if(child.onPointerDragStart !== null)
- {
- child.onPointerDragStart(pointer, viewport);
- }
- break;
- }
- }
- child.pointerInside = true;
- }
- else if(child.pointerInside)
- {
- // Pointer leave
- if(child.onPointerLeave !== null)
- {
- child.onPointerLeave(pointer, viewport);
- }
- child.pointerInside = false;
- }
- // Stop object drag
- if(pointer.buttonJustReleased(Pointer.LEFT))
- {
- if(child.draggable)
- {
- // On drag end callback
- if(child.beingDragged === true && child.onPointerDragEnd !== null)
- {
- child.onPointerDragEnd(pointer, viewport);
- }
- child.beingDragged = false;
- }
- }
- }
- }
- // Object drag events and update logic
- for(var i = 0; i < objects.length; i++)
- {
- var child = objects[i];
- // Pointer drag event
- if(child.beingDragged)
- {
- if(child.onPointerDrag !== null)
- {
- var lastPosition = pointer.position.clone();
- lastPosition.sub(pointer.delta);
- // Get position and last position in world space to calculate world pointer movement
- var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
- var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
- // Pointer movement delta in world coordinates
- var delta = positionWorld.clone();
- delta.sub(lastWorld);
- child.onPointerDrag(pointer, viewport, delta, positionWorld);
- }
- }
- // On update
- if(child.onUpdate !== null)
- {
- child.onUpdate();
- }
- }
- // Update transformation matrices
- object.traverse(function(child)
- {
- child.updateMatrix();
- });
- this.context.setTransform(1, 0, 0, 1, 0, 0);
-
- // Clear canvas content
- if(this.autoClear)
- {
- this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
- }
- // Render into the canvas
- for(var i = objects.length - 1; i >= 0; i--)
- {
- if(objects[i].isMask)
- {
- continue;
- }
- if(objects[i].saveContextState)
- {
- this.context.save();
- }
- // Apply all masks
- var masks = objects[i].masks;
- for(var j = 0; j < masks.length; j++)
- {
- if(!masks[j].ignoreViewport)
- {
- viewport.matrix.setContextTransform(this.context);
- }
- masks[j].transform(this.context, viewport, this.canvas);
- masks[j].clip(this.context, viewport, this.canvas);
- }
- // Set the viewport transform
- if(!objects[i].ignoreViewport)
- {
- viewport.matrix.setContextTransform(this.context);
- }
- else if(masks.length > 0)
- {
- this.context.setTransform(1, 0, 0, 1, 0, 0);
- }
- // Apply the object transform to the canvas context
- objects[i].transform(this.context, viewport, this.canvas);
- // Style the canvas context
- if(objects[i].style !== null)
- {
- objects[i].style(this.context, viewport, this.canvas);
- }
- // Draw content into the canvas.
- if(objects[i].draw !== null)
- {
- objects[i].draw(this.context, viewport, this.canvas);
- }
- if(objects[i].restoreContextState)
- {
- this.context.restore();
- }
- }
- };
- export {Renderer};
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