Renderer.js.html 5.6 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. /**
  47. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  48. *
  49. * Render the object using the viewport into a canvas element.
  50. *
  51. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  52. *
  53. * Should be called at a fixed rate preferably using the requestAnimationFrame() method.
  54. *
  55. * @param object Object to be updated.
  56. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  57. */
  58. Renderer.prototype.update = function(object, viewport)
  59. {
  60. // Get objects to be rendered
  61. var objects = []
  62. object.traverse(function(child)
  63. {
  64. if(child.visible)
  65. {
  66. objects.push(child);
  67. }
  68. });
  69. // Sort objects by layer
  70. objects.sort(function(a, b)
  71. {
  72. return b.layer - a.layer;
  73. });
  74. // Pointer object update
  75. var pointer = this.pointer;
  76. pointer.update();
  77. // Viewport transform matrix
  78. viewport.updateControls(pointer);
  79. viewport.updateMatrix();
  80. // Project pointer coordinates
  81. var point = pointer.position.clone();
  82. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  83. // Object transformation matrices
  84. for(var i = 0; i &lt; objects.length; i++)
  85. {
  86. var child = objects[i];
  87. var childPoint = child.inverseGlobalMatrix.transformPoint(viewportPoint);
  88. // Check if the pointer pointer is inside
  89. if(child.isInside(childPoint))
  90. {
  91. // Pointer enter
  92. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  93. {
  94. child.onPointerEnter(pointer, viewport);
  95. }
  96. // Pointer over
  97. if(child.onPointerOver !== null)
  98. {
  99. child.onPointerOver(pointer, viewport);
  100. }
  101. // Pointer just pressed
  102. if(pointer.buttonJustPressed(Pointer.LEFT))
  103. {
  104. if(child.onButtonDown !== null)
  105. {
  106. child.onButtonDown(pointer, viewport);
  107. }
  108. if(child.draggable)
  109. {
  110. child.beingDragged = true;
  111. break;
  112. }
  113. }
  114. // Pointer pressed
  115. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  116. {
  117. child.onButtonPressed(pointer, viewport);
  118. }
  119. // Just released
  120. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  121. {
  122. child.onButtonUp(pointer, viewport);
  123. }
  124. child.pointerInside = true;
  125. }
  126. else if(child.pointerInside)
  127. {
  128. // Pointer leave
  129. if(child.onPointerLeave !== null)
  130. {
  131. child.onPointerLeave(pointer, viewport);
  132. }
  133. child.pointerInside = false;
  134. }
  135. // Stop object drag
  136. if(pointer.buttonJustReleased(Pointer.LEFT))
  137. {
  138. if(child.draggable)
  139. {
  140. child.beingDragged = false;
  141. }
  142. }
  143. }
  144. // Pointer drag event
  145. for(var i = 0; i &lt; objects.length; i++)
  146. {
  147. var child = objects[i];
  148. if(child.beingDragged)
  149. {
  150. var matrix = viewport.inverseMatrix.clone();
  151. matrix.multiply(child.inverseGlobalMatrix);
  152. matrix.setPosition(0, 0);
  153. var delta = matrix.transformPoint(pointer.delta);
  154. child.position.add(delta);
  155. if(child.onPointerDrag !== null)
  156. {
  157. child.onPointerDrag(pointer, viewport, delta);
  158. }
  159. }
  160. // On update
  161. if(child.onUpdate !== null)
  162. {
  163. child.onUpdate();
  164. }
  165. child.updateMatrix();
  166. }
  167. // Sort objects by layer
  168. objects.sort(function(a, b)
  169. {
  170. return a.layer - b.layer;
  171. });
  172. // Render the content
  173. var context = this.context;
  174. // Clear canvas
  175. context.setTransform(1, 0, 0, 1, 0, 0);
  176. context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  177. // Set viewport matrix transform
  178. viewport.matrix.setContextTransform(context);
  179. // Render into the canvas
  180. for(var i = 0; i &lt; objects.length; i++)
  181. {
  182. context.save();
  183. objects[i].globalMatrix.tranformContext(context);
  184. objects[i].draw(context);
  185. context.restore();
  186. }
  187. };
  188. export {Renderer};
  189. </code></pre>
  190. </article>
  191. </section>
  192. </div>
  193. <nav>
  194. <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="EventManager.html">EventManager</a></li><li><a href="Object2D.html">Object2D</a></li><li><a href="Renderer.html">Renderer</a></li><li><a href="Viewport.html">Viewport</a></li></ul>
  195. </nav>
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  198. Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Mon Jun 03 2019 12:31:58 GMT+0100 (Western European Summer Time)
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