Renderer.js.html 10 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>import {Pointer} from "./input/Pointer.js";
  20. import {ViewportControls} from "./controls/ViewportControls.js";
  21. /**
  22. * The renderer is responsible for drawing the objects structure into the canvas element and manage its rendering state.
  23. *
  24. * @class
  25. * @param {Element} canvas Canvas to render the content.
  26. * @param {Object} options Renderer canvas options.
  27. */
  28. function Renderer(canvas, options)
  29. {
  30. if(options === undefined)
  31. {
  32. options =
  33. {
  34. alpha: true
  35. };
  36. }
  37. /**
  38. * Canvas DOM element, has to be managed by the user.
  39. */
  40. this.canvas = canvas;
  41. /**
  42. * Canvas 2D rendering context used to draw content.
  43. */
  44. this.context = canvas.getContext("2d", {alpha: options.alpha});
  45. this.context.imageSmoothingEnabled = true;
  46. this.context.globalCompositeOperation = "source-over";
  47. /**
  48. * Pointer input handler object.
  49. */
  50. this.pointer = new Pointer(window, canvas);
  51. /**
  52. * Indicates if the canvas should be automatically cleared before new frame is drawn.
  53. *
  54. * If set to false the user should clear the frame before drawing.
  55. */
  56. this.autoClear = true;
  57. }
  58. /**
  59. * Creates a infinite render loop to render the group into a viewport each frame.
  60. *
  61. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  62. *
  63. * @param {Object2D} group Group to be rendered.
  64. * @param {Viewport} viewport Viewport into the objects.
  65. * @param {Function} onUpdate Function called before rendering the frame.
  66. */
  67. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  68. {
  69. var self = this;
  70. var controls = new ViewportControls(viewport);
  71. function loop()
  72. {
  73. if(onUpdate !== undefined)
  74. {
  75. onUpdate();
  76. }
  77. controls.update(self.pointer);
  78. self.update(group, viewport);
  79. requestAnimationFrame(loop);
  80. }
  81. loop();
  82. };
  83. /**
  84. * Renders a object using a user defined viewport into a canvas element.
  85. *
  86. * Before rendering automatically updates the input handlers and calculates the objects/viewport transformation matrices.
  87. *
  88. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  89. *
  90. * 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.
  91. *
  92. * @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.
  93. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  94. */
  95. Renderer.prototype.update = function(object, viewport)
  96. {
  97. // Get objects to be rendered
  98. var objects = [];
  99. // Traverse object and get all objects into a list.
  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 object pointer events
  129. if(child.pointerEvents)
  130. {
  131. // Calculate the pointer position in the object coordinates
  132. var localPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  133. // Check if the pointer pointer is inside
  134. if(child.isInside(localPoint))
  135. {
  136. // Pointer enter
  137. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  138. {
  139. child.onPointerEnter(pointer, viewport);
  140. }
  141. // Pointer over
  142. if(child.onPointerOver !== null)
  143. {
  144. child.onPointerOver(pointer, viewport);
  145. }
  146. // Double click
  147. if(pointer.buttonDoubleClicked(Pointer.LEFT) &amp;&amp; child.onDoubleClick !== null)
  148. {
  149. child.onDoubleClick(pointer, viewport);
  150. }
  151. // Pointer pressed
  152. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  153. {
  154. child.onButtonPressed(pointer, viewport);
  155. }
  156. // Just released
  157. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  158. {
  159. child.onButtonUp(pointer, viewport);
  160. }
  161. // Pointer just pressed
  162. if(pointer.buttonJustPressed(Pointer.LEFT))
  163. {
  164. if(child.onButtonDown !== null)
  165. {
  166. child.onButtonDown(pointer, viewport);
  167. }
  168. // Drag object and break to only start a drag operation on the top element.
  169. if(child.draggable)
  170. {
  171. child.beingDragged = true;
  172. if(child.onPointerDragStart !== null)
  173. {
  174. child.onPointerDragStart(pointer, viewport);
  175. }
  176. break;
  177. }
  178. }
  179. child.pointerInside = true;
  180. }
  181. else if(child.pointerInside)
  182. {
  183. // Pointer leave
  184. if(child.onPointerLeave !== null)
  185. {
  186. child.onPointerLeave(pointer, viewport);
  187. }
  188. child.pointerInside = false;
  189. }
  190. // Stop object drag
  191. if(pointer.buttonJustReleased(Pointer.LEFT))
  192. {
  193. if(child.draggable)
  194. {
  195. // On drag end callback
  196. if(child.beingDragged === true &amp;&amp; child.onPointerDragEnd !== null)
  197. {
  198. child.onPointerDragEnd(pointer, viewport);
  199. }
  200. child.beingDragged = false;
  201. }
  202. }
  203. }
  204. }
  205. // Object drag events and update logic
  206. for(var i = 0; i &lt; objects.length; i++)
  207. {
  208. var child = objects[i];
  209. // Pointer drag event
  210. if(child.beingDragged)
  211. {
  212. if(child.onPointerDrag !== null)
  213. {
  214. var lastPosition = pointer.position.clone();
  215. lastPosition.sub(pointer.delta);
  216. // Get position and last position in world space to calculate world pointer movement
  217. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  218. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  219. // Pointer movement delta in world coordinates
  220. var delta = positionWorld.clone();
  221. delta.sub(lastWorld);
  222. child.onPointerDrag(pointer, viewport, delta, positionWorld);
  223. }
  224. }
  225. // On update
  226. if(child.onUpdate !== null)
  227. {
  228. child.onUpdate();
  229. }
  230. }
  231. // Update transformation matrices
  232. object.traverse(function(child)
  233. {
  234. child.updateMatrix();
  235. });
  236. this.context.setTransform(1, 0, 0, 1, 0, 0);
  237. // Clear canvas content
  238. if(this.autoClear)
  239. {
  240. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  241. }
  242. // Render into the canvas
  243. for(var i = objects.length - 1; i >= 0; i--)
  244. {
  245. if(objects[i].isMask)
  246. {
  247. continue;
  248. }
  249. if(objects[i].saveContextState)
  250. {
  251. this.context.save();
  252. }
  253. // Apply all masks
  254. var masks = objects[i].masks;
  255. for(var j = 0; j &lt; masks.length; j++)
  256. {
  257. if(!masks[j].ignoreViewport)
  258. {
  259. viewport.matrix.setContextTransform(this.context);
  260. }
  261. masks[j].transform(this.context, viewport, this.canvas);
  262. masks[j].clip(this.context, viewport, this.canvas);
  263. }
  264. // Set the viewport transform
  265. if(!objects[i].ignoreViewport)
  266. {
  267. viewport.matrix.setContextTransform(this.context);
  268. }
  269. else if(masks.length > 0)
  270. {
  271. this.context.setTransform(1, 0, 0, 1, 0, 0);
  272. }
  273. // Apply the object transform to the canvas context
  274. objects[i].transform(this.context, viewport, this.canvas);
  275. // Style the canvas context
  276. if(objects[i].style !== null)
  277. {
  278. objects[i].style(this.context, viewport, this.canvas);
  279. }
  280. // Draw content into the canvas.
  281. if(objects[i].draw !== null)
  282. {
  283. objects[i].draw(this.context, viewport, this.canvas);
  284. }
  285. if(objects[i].restoreContextState)
  286. {
  287. this.context.restore();
  288. }
  289. }
  290. };
  291. export {Renderer};
  292. </code></pre>
  293. </article>
  294. </section>
  295. </div>
  296. <nav>
  297. <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="FileUtils.html">FileUtils</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="MultiLineText.html">MultiLineText</a></li><li><a href="Node.html">Node</a></li><li><a href="NodeConnector.html">NodeConnector</a></li><li><a href="NodeGraph.html">NodeGraph</a></li><li><a href="NodeSocket.html">NodeSocket</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="QuadraticCurve.html">QuadraticCurve</a></li><li><a href="Renderer.html">Renderer</a></li><li><a href="RoundedBox.html">RoundedBox</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><h3>Global</h3><ul><li><a href="global.html#writeFile">writeFile</a></li></ul>
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