Renderer.js.html 6.6 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. * Indicates if the canvas should be automatically cleared on each new frame.
  47. */
  48. this.autoClear = true;
  49. }
  50. /**
  51. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  52. *
  53. * Render the object using the viewport into a canvas element.
  54. *
  55. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  56. *
  57. * Should be called at a fixed rate preferably using the requestAnimationFrame() method.
  58. *
  59. * @param object Object to be updated.
  60. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
  61. */
  62. Renderer.prototype.update = function(object, viewport)
  63. {
  64. // Get objects to be rendered
  65. var objects = []
  66. object.traverse(function(child)
  67. {
  68. if(child.visible)
  69. {
  70. objects.push(child);
  71. }
  72. });
  73. // Sort objects by layer
  74. objects.sort(function(a, b)
  75. {
  76. return b.layer - a.layer;
  77. });
  78. // Pointer object update
  79. var pointer = this.pointer;
  80. pointer.update();
  81. // Viewport transform matrix
  82. viewport.updateControls(pointer);
  83. viewport.updateMatrix();
  84. // Project pointer coordinates
  85. var point = pointer.position.clone();
  86. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  87. // Object transformation matrices
  88. for(var i = 0; i &lt; objects.length; i++)
  89. {
  90. var child = objects[i];
  91. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  92. // Check if the pointer pointer is inside
  93. if(child.isInside(childPoint))
  94. {
  95. // Pointer enter
  96. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  97. {
  98. child.onPointerEnter(pointer, viewport);
  99. }
  100. // Pointer over
  101. if(child.onPointerOver !== null)
  102. {
  103. child.onPointerOver(pointer, viewport);
  104. }
  105. // Pointer pressed
  106. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  107. {
  108. child.onButtonPressed(pointer, viewport);
  109. }
  110. // Just released
  111. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  112. {
  113. child.onButtonUp(pointer, viewport);
  114. }
  115. // Pointer just pressed
  116. if(pointer.buttonJustPressed(Pointer.LEFT))
  117. {
  118. if(child.onButtonDown !== null)
  119. {
  120. child.onButtonDown(pointer, viewport);
  121. }
  122. if(child.draggable)
  123. {
  124. child.beingDragged = true;
  125. // Only start a drag operation on the top element.
  126. break;
  127. }
  128. }
  129. child.pointerInside = true;
  130. }
  131. else if(child.pointerInside)
  132. {
  133. // Pointer leave
  134. if(child.onPointerLeave !== null)
  135. {
  136. child.onPointerLeave(pointer, viewport);
  137. }
  138. child.pointerInside = false;
  139. }
  140. // Stop object drag
  141. if(pointer.buttonJustReleased(Pointer.LEFT))
  142. {
  143. if(child.draggable)
  144. {
  145. child.beingDragged = false;
  146. }
  147. }
  148. }
  149. // Pointer drag event
  150. for(var i = 0; i &lt; objects.length; i++)
  151. {
  152. var child = objects[i];
  153. if(child.beingDragged)
  154. {
  155. var lastPosition = pointer.position.clone();
  156. lastPosition.sub(pointer.delta);
  157. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  158. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  159. // Mouse delta in world coordinates
  160. positionWorld.sub(lastWorld);
  161. if(child.onPointerDrag !== null)
  162. {
  163. child.onPointerDrag(pointer, viewport, positionWorld);
  164. }
  165. }
  166. // On update
  167. if(child.onUpdate !== null)
  168. {
  169. child.onUpdate();
  170. }
  171. child.updateMatrix();
  172. }
  173. // Sort objects by layer
  174. objects.sort(function(a, b)
  175. {
  176. return a.layer - b.layer;
  177. });
  178. // Clear canvas
  179. if(this.autoClear)
  180. {
  181. this.context.setTransform(1, 0, 0, 1, 0, 0);
  182. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  183. }
  184. // Set viewport matrix transform
  185. viewport.matrix.setContextTransform(this.context);
  186. // Render into the canvas
  187. for(var i = 0; i &lt; objects.length; i++)
  188. {
  189. if(objects[i].saveContextState)
  190. {
  191. this.context.save();
  192. }
  193. if(objects[i].ignoreViewport)
  194. {
  195. this.context.setTransform(1, 0, 0, 1, 0, 0);
  196. }
  197. objects[i].transform(this.context, viewport);
  198. objects[i].draw(this.context, viewport);
  199. if(objects[i].restoreContextState)
  200. {
  201. this.context.restore();
  202. }
  203. }
  204. };
  205. export {Renderer};
  206. </code></pre>
  207. </article>
  208. </section>
  209. </div>
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  211. <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="Box.html">Box</a></li><li><a href="Box2.html">Box2</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="Image.html">Image</a></li><li><a href="Key.html">Key</a></li><li><a href="Line.html">Line</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="Stencil.html">Stencil</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></ul>
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