Renderer.js.html 8.1 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. /**
  22. * The renderer is resposible for drawing the structure into the canvas element.
  23. *
  24. * Its also resposible for managing the canvas state.
  25. *
  26. * @class
  27. */
  28. function Renderer(canvas)
  29. {
  30. /**
  31. * Canvas DOM element, has to be managed by the user.
  32. */
  33. this.canvas = canvas;
  34. /**
  35. * Canvas 2D rendering context used to draw content.
  36. */
  37. this.context = canvas.getContext("2d");
  38. this.context.imageSmoothingEnabled = true;
  39. this.context.globalCompositeOperation = "source-over";
  40. /**
  41. * Pointer input handler object.
  42. */
  43. this.pointer = new Pointer();
  44. this.pointer.setCanvas(canvas);
  45. /**
  46. * Indicates if the canvas should be automatically cleared on each new frame.
  47. */
  48. this.autoClear = true;
  49. }
  50. /**
  51. * Creates a infinite render loop to render the group into a viewport each frame.
  52. *
  53. * The render loop cannot be destroyed.
  54. *
  55. * @param {Object2D} group Group to be rendererd.
  56. * @param {Viewport} viewport Viewport into the objects.
  57. * @param {Function} onUpdate Function called before rendering the frame.
  58. */
  59. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  60. {
  61. var self = this;
  62. function loop()
  63. {
  64. if(onUpdate !== undefined)
  65. {
  66. onUpdate();
  67. }
  68. self.update(group, viewport);
  69. requestAnimationFrame(loop);
  70. }
  71. loop();
  72. };
  73. /**
  74. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  75. *
  76. * Render the object using the viewport into a canvas element.
  77. *
  78. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  79. *
  80. * 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.
  81. *
  82. * @param object Object to be updated.
  83. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  84. */
  85. Renderer.prototype.update = function(object, viewport)
  86. {
  87. // Get objects to be rendered
  88. var objects = []
  89. object.traverse(function(child)
  90. {
  91. if(child.visible)
  92. {
  93. objects.push(child);
  94. }
  95. });
  96. // Sort objects by layer
  97. objects.sort(function(a, b)
  98. {
  99. return b.layer - a.layer;
  100. });
  101. // Pointer object update
  102. var pointer = this.pointer;
  103. pointer.update();
  104. // Viewport transform matrix
  105. viewport.updateControls(pointer);
  106. viewport.updateMatrix();
  107. // Project pointer coordinates
  108. var point = pointer.position.clone();
  109. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  110. // Object pointer events
  111. for(var i = 0; i &lt; objects.length; i++)
  112. {
  113. var child = objects[i];
  114. //Process the
  115. if(child.pointerEvents)
  116. {
  117. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  118. // Check if the pointer pointer is inside
  119. if(child.isInside(childPoint))
  120. {
  121. // Pointer enter
  122. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  123. {
  124. child.onPointerEnter(pointer, viewport);
  125. }
  126. // Pointer over
  127. if(child.onPointerOver !== null)
  128. {
  129. child.onPointerOver(pointer, viewport);
  130. }
  131. // Pointer pressed
  132. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  133. {
  134. child.onButtonPressed(pointer, viewport);
  135. }
  136. // Just released
  137. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; 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. child.beingDragged = false;
  172. }
  173. }
  174. }
  175. }
  176. // Object drag events and update logic
  177. for(var i = 0; i &lt; objects.length; i++)
  178. {
  179. var child = objects[i];
  180. // Pointer drag event
  181. if(child.beingDragged)
  182. {
  183. var lastPosition = pointer.position.clone();
  184. lastPosition.sub(pointer.delta);
  185. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  186. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  187. // Mouse delta in world coordinates
  188. positionWorld.sub(lastWorld);
  189. if(child.onPointerDrag !== null)
  190. {
  191. child.onPointerDrag(pointer, viewport, positionWorld);
  192. }
  193. }
  194. // On update
  195. if(child.onUpdate !== null)
  196. {
  197. child.onUpdate();
  198. }
  199. }
  200. // Update transformation matrices
  201. object.traverse(function(child)
  202. {
  203. child.updateMatrix();
  204. });
  205. // Sort objects by layer
  206. objects.sort(function(a, b)
  207. {
  208. return a.layer - b.layer;
  209. });
  210. this.context.setTransform(1, 0, 0, 1, 0, 0);
  211. // Clear canvas content
  212. if(this.autoClear)
  213. {
  214. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  215. }
  216. // Render into the canvas
  217. for(var i = 0; i &lt; objects.length; i++)
  218. {
  219. if(objects[i].isMask)
  220. {
  221. continue;
  222. }
  223. if(objects[i].saveContextState)
  224. {
  225. this.context.save();
  226. }
  227. // Apply all masks
  228. var masks = objects[i].masks;
  229. for(var j = 0; j &lt; masks.length; j++)
  230. {
  231. if(!masks[j].ignoreViewport)
  232. {
  233. viewport.matrix.setContextTransform(this.context);
  234. }
  235. masks[j].transform(this.context, viewport, this.canvas);
  236. masks[j].clip(this.context, viewport, this.canvas);
  237. }
  238. // Set the viewport transform
  239. if(!objects[i].ignoreViewport)
  240. {
  241. viewport.matrix.setContextTransform(this.context);
  242. }
  243. else if(masks.length > 0)
  244. {
  245. this.context.setTransform(1, 0, 0, 1, 0, 0);
  246. }
  247. // Apply the object transform to the canvas context
  248. objects[i].transform(this.context, viewport, this.canvas);
  249. objects[i].draw(this.context, viewport, this.canvas);
  250. if(objects[i].restoreContextState)
  251. {
  252. this.context.restore();
  253. }
  254. }
  255. };
  256. export {Renderer};
  257. </code></pre>
  258. </article>
  259. </section>
  260. </div>
  261. <nav>
  262. <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><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="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></ul>
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  266. Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 06 2019 19:35:50 GMT+0100 (Western European Summer Time)
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