Renderer.js.html 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>JSDoc: Source: Renderer.js</title>
  6. <script src="scripts/prettify/prettify.js"> </script>
  7. <script src="scripts/prettify/lang-css.js"> </script>
  8. <!--[if lt IE 9]>
  9. <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
  10. <![endif]-->
  11. <link type="text/css" rel="stylesheet" href="styles/prettify-tomorrow.css">
  12. <link type="text/css" rel="stylesheet" href="styles/jsdoc-default.css">
  13. </head>
  14. <body>
  15. <div id="main">
  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. import {ViewportControls} from "./controls/ViewportControls.js";
  22. /**
  23. * The renderer is resposible for drawing the structure into the canvas element.
  24. *
  25. * Its also resposible for managing the canvas state.
  26. *
  27. * @class
  28. * @param {DOM} canvas Canvas to render the content.
  29. * @param {Object} options Renderer canvas options.
  30. */
  31. function Renderer(canvas, options)
  32. {
  33. if(options === undefined)
  34. {
  35. options =
  36. {
  37. alpha: true
  38. };
  39. }
  40. /**
  41. * Canvas DOM element, has to be managed by the user.
  42. */
  43. this.canvas = canvas;
  44. /**
  45. * Canvas 2D rendering context used to draw content.
  46. */
  47. this.context = canvas.getContext("2d", {alpha: options.alpha});
  48. this.context.imageSmoothingEnabled = true;
  49. this.context.globalCompositeOperation = "source-over";
  50. /**
  51. * Pointer input handler object.
  52. */
  53. this.pointer = new Pointer(window, canvas);
  54. /**
  55. * Indicates if the canvas should be automatically cleared on each new frame.
  56. */
  57. this.autoClear = true;
  58. }
  59. /**
  60. * Creates a infinite render loop to render the group into a viewport each frame.
  61. *
  62. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  63. *
  64. * @param {Object2D} group Group to be rendererd.
  65. * @param {Viewport} viewport Viewport into the objects.
  66. * @param {Function} onUpdate Function called before rendering the frame.
  67. */
  68. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  69. {
  70. var self = this;
  71. var controls = new ViewportControls(viewport);
  72. function loop()
  73. {
  74. if(onUpdate !== undefined)
  75. {
  76. onUpdate();
  77. }
  78. controls.update(self.pointer);
  79. self.update(group, viewport);
  80. requestAnimationFrame(loop);
  81. }
  82. loop();
  83. };
  84. /**
  85. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  86. *
  87. * Render the object using the viewport into a canvas element.
  88. *
  89. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  90. *
  91. * 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.
  92. *
  93. * @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.
  94. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  95. */
  96. Renderer.prototype.update = function(object, viewport)
  97. {
  98. // Get objects to be rendered
  99. var objects = []
  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
  129. if(child.pointerEvents)
  130. {
  131. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  132. // Check if the pointer pointer is inside
  133. if(child.isInside(childPoint))
  134. {
  135. // Pointer enter
  136. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  137. {
  138. child.onPointerEnter(pointer, viewport);
  139. }
  140. // Pointer over
  141. if(child.onPointerOver !== null)
  142. {
  143. child.onPointerOver(pointer, viewport);
  144. }
  145. // Pointer pressed
  146. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  147. {
  148. child.onButtonPressed(pointer, viewport);
  149. }
  150. // Just released
  151. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  152. {
  153. child.onButtonUp(pointer, viewport);
  154. }
  155. // Pointer just pressed
  156. if(pointer.buttonJustPressed(Pointer.LEFT))
  157. {
  158. if(child.onButtonDown !== null)
  159. {
  160. child.onButtonDown(pointer, viewport);
  161. }
  162. // Drag object and break to only start a drag operation on the top element.
  163. if(child.draggable)
  164. {
  165. child.beingDragged = true;
  166. break;
  167. }
  168. }
  169. child.pointerInside = true;
  170. }
  171. else if(child.pointerInside)
  172. {
  173. // Pointer leave
  174. if(child.onPointerLeave !== null)
  175. {
  176. child.onPointerLeave(pointer, viewport);
  177. }
  178. child.pointerInside = false;
  179. }
  180. // Stop object drag
  181. if(pointer.buttonJustReleased(Pointer.LEFT))
  182. {
  183. if(child.draggable)
  184. {
  185. child.beingDragged = false;
  186. }
  187. }
  188. }
  189. }
  190. // Object drag events and update logic
  191. for(var i = 0; i &lt; objects.length; i++)
  192. {
  193. var child = objects[i];
  194. // Pointer drag event
  195. if(child.beingDragged)
  196. {
  197. var lastPosition = pointer.position.clone();
  198. lastPosition.sub(pointer.delta);
  199. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  200. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  201. // Mouse delta in world coordinates
  202. positionWorld.sub(lastWorld);
  203. if(child.onPointerDrag !== null)
  204. {
  205. child.onPointerDrag(pointer, viewport, positionWorld);
  206. }
  207. }
  208. // On update
  209. if(child.onUpdate !== null)
  210. {
  211. child.onUpdate();
  212. }
  213. }
  214. // Update transformation matrices
  215. object.traverse(function(child)
  216. {
  217. child.updateMatrix();
  218. });
  219. this.context.setTransform(1, 0, 0, 1, 0, 0);
  220. // Clear canvas content
  221. if(this.autoClear)
  222. {
  223. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  224. }
  225. // Render into the canvas
  226. for(var i = objects.length - 1; i >= 0; i--)
  227. {
  228. if(objects[i].isMask)
  229. {
  230. continue;
  231. }
  232. if(objects[i].saveContextState)
  233. {
  234. this.context.save();
  235. }
  236. // Apply all masks
  237. var masks = objects[i].masks;
  238. for(var j = 0; j &lt; masks.length; j++)
  239. {
  240. if(!masks[j].ignoreViewport)
  241. {
  242. viewport.matrix.setContextTransform(this.context);
  243. }
  244. masks[j].transform(this.context, viewport, this.canvas);
  245. masks[j].clip(this.context, viewport, this.canvas);
  246. }
  247. // Set the viewport transform
  248. if(!objects[i].ignoreViewport)
  249. {
  250. viewport.matrix.setContextTransform(this.context);
  251. }
  252. else if(masks.length > 0)
  253. {
  254. this.context.setTransform(1, 0, 0, 1, 0, 0);
  255. }
  256. // Apply the object transform to the canvas context
  257. objects[i].transform(this.context, viewport, this.canvas);
  258. objects[i].draw(this.context, viewport, this.canvas);
  259. if(objects[i].restoreContextState)
  260. {
  261. this.context.restore();
  262. }
  263. }
  264. };
  265. export {Renderer};
  266. </code></pre>
  267. </article>
  268. </section>
  269. </div>
  270. <nav>
  271. <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="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="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><li><a href="ViewportControls.html">ViewportControls</a></li></ul>
  272. </nav>
  273. <br class="clear">
  274. <footer>
  275. Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Mon Jun 17 2019 11:15:30 GMT+0100 (Western European Summer Time)
  276. </footer>
  277. <script> prettyPrint(); </script>
  278. <script src="scripts/linenumber.js"> </script>
  279. </body>
  280. </html>