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- "use strict";
- /**
- * The renderer is resposible for drawing the structure into the canvas element.
- *
- * Its also resposible for managing the canvas state.
- *
- * @class
- */
- function Renderer(canvas)
- {
- /**
- * 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");
- this.context.imageSmoothingEnabled = true;
- this.context.globalCompositeOperation = "source-over";
- /**
- * Mouse input handler object.
- */
- this.mouse = new Mouse();
- this.mouse.setCanvas(canvas);
- }
- /**
- * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
- *
- * @param object Object to be updated.
- * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
- */
- Renderer.prototype.update = function(object, viewport)
- {
- this.mouse.update();
- var mouse = this.mouse;
- // Viewport transform matrix
- viewport.updateControls(mouse);
- viewport.updateMatrix();
- // Project mouse coordinates
- var point = mouse.position.clone();
- var viewportPoint = viewport.inverseMatrix.transformPoint(point);
- // Object transformation matrices
- object.traverse(function(child)
- {
- child.updateMatrix();
-
- var childPoint = child.inverseGlobalMatrix.transformPoint(viewportPoint);
- // Check if the mouse pointer is inside
- if(child.isInside(childPoint))
- {
- // Pointer enter
- if(!child.pointerInside && child.onPointerEnter !== null)
- {
- child.onPointerEnter(mouse, viewport);
- }
- // Pointer over
- if(child.onPointerOver !== null)
- {
- child.onPointerOver(mouse, viewport);
- }
- // Pointer just pressed
- if(mouse.buttonJustPressed(Mouse.LEFT))
- {
- if(child.onButtonDown !== null)
- {
- child.onButtonDown(mouse, viewport);
- }
- if(child.draggable)
- {
- child.beingDragged = true;
- }
- }
- // Pointer pressed
- if(mouse.buttonPressed(Mouse.LEFT) && child.onButtonPressed !== null)
- {
- child.onButtonPressed(mouse, viewport);
- }
- // Just released
- if(mouse.buttonJustReleased(Mouse.LEFT) && child.onButtonUp !== null)
- {
- child.onButtonUp(mouse, viewport);
- }
- child.pointerInside = true;
- }
- else if(child.pointerInside)
- {
- // Pointer leave
- if(child.onPointerLeave !== null)
- {
- child.onPointerLeave(mouse, viewport);
- }
- child.pointerInside = false;
- }
- // Stop object drag
- if(mouse.buttonJustReleased(Mouse.LEFT))
- {
- if(child.draggable)
- {
- child.beingDragged = false;
- }
- }
- // Pointer drag event
- if(child.beingDragged)
- {
- var matrix = viewport.inverseMatrix.clone();
- matrix.multiply(child.inverseGlobalMatrix);
- matrix.setPosition(0, 0);
- var delta = matrix.transformPoint(mouse.delta);
- child.position.add(delta);
- if(child.onPointerDrag !== null)
- {
- child.onPointerDrag(mouse, viewport, delta)
- }
- }
- });
- };
- /**
- * Render the object using the viewport into a canvas element.
- *
- * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
- *
- * @param object Object to be rendered.
- * @param viewport Viewport to render the objects.
- */
- Renderer.prototype.render = function(object, viewport)
- {
- var context = this.context;
- // Clear canvas
- context.setTransform(1, 0, 0, 1, 0, 0);
- context.clearRect(0, 0, this.canvas.width, this.canvas.height);
- // Set viewport matrix transform
- viewport.matrix.setContextTransform(context);
- // Get objects to be rendered
- var objects = []
- object.traverse(function(child)
- {
- objects.push(child);
- });
- // Sort objects by layer
- objects.sort(function(a, b)
- {
- return a.layer - b.layer;
- });
- // Render into the canvas
- for(var i = 0; i < objects.length; i++)
- {
- context.save();
- objects[i].globalMatrix.tranformContext(context);
- objects[i].draw(context);
- context.restore();
- }
- };
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