Renderer.js 6.4 KB

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  1. "use strict";
  2. import {Pointer} from "./input/Pointer.js";
  3. import {ViewportControls} from "./controls/ViewportControls.js";
  4. /**
  5. * The renderer is resposible for drawing the structure into the canvas element.
  6. *
  7. * Its also resposible for managing the canvas state.
  8. *
  9. * @class
  10. */
  11. function Renderer(canvas, options)
  12. {
  13. if(options === undefined)
  14. {
  15. options =
  16. {
  17. alpha: true
  18. };
  19. }
  20. /**
  21. * Canvas DOM element, has to be managed by the user.
  22. */
  23. this.canvas = canvas;
  24. /**
  25. * Canvas 2D rendering context used to draw content.
  26. */
  27. this.context = canvas.getContext("2d", {alpha: options.alpha});
  28. this.context.imageSmoothingEnabled = true;
  29. this.context.globalCompositeOperation = "source-over";
  30. /**
  31. * Pointer input handler object.
  32. */
  33. this.pointer = new Pointer();
  34. this.pointer.setCanvas(canvas);
  35. /**
  36. * Indicates if the canvas should be automatically cleared on each new frame.
  37. */
  38. this.autoClear = true;
  39. }
  40. /**
  41. * Creates a infinite render loop to render the group into a viewport each frame.
  42. *
  43. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  44. *
  45. * @param {Object2D} group Group to be rendererd.
  46. * @param {Viewport} viewport Viewport into the objects.
  47. * @param {Function} onUpdate Function called before rendering the frame.
  48. */
  49. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  50. {
  51. var self = this;
  52. var controls = new ViewportControls(viewport);
  53. function loop()
  54. {
  55. if(onUpdate !== undefined)
  56. {
  57. onUpdate();
  58. }
  59. controls.update(self.pointer);
  60. self.update(group, viewport);
  61. requestAnimationFrame(loop);
  62. }
  63. loop();
  64. };
  65. /**
  66. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  67. *
  68. * Render the object using the viewport into a canvas element.
  69. *
  70. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  71. *
  72. * 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.
  73. *
  74. * @param object Object to be updated.
  75. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  76. */
  77. Renderer.prototype.update = function(object, viewport)
  78. {
  79. // Get objects to be rendered
  80. var objects = []
  81. object.traverse(function(child)
  82. {
  83. if(child.visible)
  84. {
  85. objects.push(child);
  86. }
  87. });
  88. // Sort objects by layer
  89. objects.sort(function(a, b)
  90. {
  91. if(b.layer === a.layer)
  92. {
  93. return b.level - a.level;
  94. }
  95. return b.layer - a.layer;
  96. });
  97. // Pointer object update
  98. var pointer = this.pointer;
  99. pointer.update();
  100. // Viewport transform matrix
  101. viewport.updateMatrix();
  102. // Project pointer coordinates
  103. var point = pointer.position.clone();
  104. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  105. // Object pointer events
  106. for(var i = 0; i < objects.length; i++)
  107. {
  108. var child = objects[i];
  109. //Process the
  110. if(child.pointerEvents)
  111. {
  112. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  113. // Check if the pointer pointer is inside
  114. if(child.isInside(childPoint))
  115. {
  116. // Pointer enter
  117. if(!child.pointerInside && child.onPointerEnter !== null)
  118. {
  119. child.onPointerEnter(pointer, viewport);
  120. }
  121. // Pointer over
  122. if(child.onPointerOver !== null)
  123. {
  124. child.onPointerOver(pointer, viewport);
  125. }
  126. // Pointer pressed
  127. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  128. {
  129. child.onButtonPressed(pointer, viewport);
  130. }
  131. // Just released
  132. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  133. {
  134. child.onButtonUp(pointer, viewport);
  135. }
  136. // Pointer just pressed
  137. if(pointer.buttonJustPressed(Pointer.LEFT))
  138. {
  139. if(child.onButtonDown !== null)
  140. {
  141. child.onButtonDown(pointer, viewport);
  142. }
  143. // Drag object and break to only start a drag operation on the top element.
  144. if(child.draggable)
  145. {
  146. child.beingDragged = true;
  147. break;
  148. }
  149. }
  150. child.pointerInside = true;
  151. }
  152. else if(child.pointerInside)
  153. {
  154. // Pointer leave
  155. if(child.onPointerLeave !== null)
  156. {
  157. child.onPointerLeave(pointer, viewport);
  158. }
  159. child.pointerInside = false;
  160. }
  161. // Stop object drag
  162. if(pointer.buttonJustReleased(Pointer.LEFT))
  163. {
  164. if(child.draggable)
  165. {
  166. child.beingDragged = false;
  167. }
  168. }
  169. }
  170. }
  171. // Object drag events and update logic
  172. for(var i = 0; i < objects.length; i++)
  173. {
  174. var child = objects[i];
  175. // Pointer drag event
  176. if(child.beingDragged)
  177. {
  178. var lastPosition = pointer.position.clone();
  179. lastPosition.sub(pointer.delta);
  180. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  181. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  182. // Mouse delta in world coordinates
  183. positionWorld.sub(lastWorld);
  184. if(child.onPointerDrag !== null)
  185. {
  186. child.onPointerDrag(pointer, viewport, positionWorld);
  187. }
  188. }
  189. // On update
  190. if(child.onUpdate !== null)
  191. {
  192. child.onUpdate();
  193. }
  194. }
  195. // Update transformation matrices
  196. object.traverse(function(child)
  197. {
  198. child.updateMatrix();
  199. });
  200. this.context.setTransform(1, 0, 0, 1, 0, 0);
  201. // Clear canvas content
  202. if(this.autoClear)
  203. {
  204. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  205. }
  206. // Render into the canvas
  207. for(var i = objects.length - 1; i >= 0; i--)
  208. {
  209. if(objects[i].isMask)
  210. {
  211. continue;
  212. }
  213. if(objects[i].saveContextState)
  214. {
  215. this.context.save();
  216. }
  217. // Apply all masks
  218. var masks = objects[i].masks;
  219. for(var j = 0; j < masks.length; j++)
  220. {
  221. if(!masks[j].ignoreViewport)
  222. {
  223. viewport.matrix.setContextTransform(this.context);
  224. }
  225. masks[j].transform(this.context, viewport, this.canvas);
  226. masks[j].clip(this.context, viewport, this.canvas);
  227. }
  228. // Set the viewport transform
  229. if(!objects[i].ignoreViewport)
  230. {
  231. viewport.matrix.setContextTransform(this.context);
  232. }
  233. else if(masks.length > 0)
  234. {
  235. this.context.setTransform(1, 0, 0, 1, 0, 0);
  236. }
  237. // Apply the object transform to the canvas context
  238. objects[i].transform(this.context, viewport, this.canvas);
  239. objects[i].draw(this.context, viewport, this.canvas);
  240. if(objects[i].restoreContextState)
  241. {
  242. this.context.restore();
  243. }
  244. }
  245. };
  246. export {Renderer};