Renderer.js.html 8.4 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. 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. */
  29. function Renderer(canvas, options)
  30. {
  31. if(options === undefined)
  32. {
  33. options =
  34. {
  35. alpha: true
  36. };
  37. }
  38. /**
  39. * Canvas DOM element, has to be managed by the user.
  40. */
  41. this.canvas = canvas;
  42. /**
  43. * Canvas 2D rendering context used to draw content.
  44. */
  45. this.context = canvas.getContext("2d", {alpha: options.alpha});
  46. this.context.imageSmoothingEnabled = true;
  47. this.context.globalCompositeOperation = "source-over";
  48. /**
  49. * Pointer input handler object.
  50. */
  51. this.pointer = new Pointer();
  52. this.pointer.setCanvas(canvas);
  53. /**
  54. * Indicates if the canvas should be automatically cleared on each new frame.
  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 rendererd.
  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. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  85. *
  86. * Render the object using the viewport into a canvas element.
  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 Object to be updated.
  93. * @param 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. object.traverse(function(child)
  100. {
  101. if(child.visible)
  102. {
  103. objects.push(child);
  104. }
  105. });
  106. // Sort objects by layer
  107. objects.sort(function(a, b)
  108. {
  109. if(b.layer === a.layer)
  110. {
  111. return b.level - a.level;
  112. }
  113. return b.layer - a.layer;
  114. });
  115. // Pointer object update
  116. var pointer = this.pointer;
  117. pointer.update();
  118. // Viewport transform matrix
  119. viewport.updateMatrix();
  120. // Project pointer coordinates
  121. var point = pointer.position.clone();
  122. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  123. // Object pointer events
  124. for(var i = 0; i &lt; objects.length; i++)
  125. {
  126. var child = objects[i];
  127. //Process the
  128. if(child.pointerEvents)
  129. {
  130. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  131. // Check if the pointer pointer is inside
  132. if(child.isInside(childPoint))
  133. {
  134. // Pointer enter
  135. if(!child.pointerInside &amp;&amp; child.onPointerEnter !== null)
  136. {
  137. child.onPointerEnter(pointer, viewport);
  138. }
  139. // Pointer over
  140. if(child.onPointerOver !== null)
  141. {
  142. child.onPointerOver(pointer, viewport);
  143. }
  144. // Pointer pressed
  145. if(pointer.buttonPressed(Pointer.LEFT) &amp;&amp; child.onButtonPressed !== null)
  146. {
  147. child.onButtonPressed(pointer, viewport);
  148. }
  149. // Just released
  150. if(pointer.buttonJustReleased(Pointer.LEFT) &amp;&amp; child.onButtonUp !== null)
  151. {
  152. child.onButtonUp(pointer, viewport);
  153. }
  154. // Pointer just pressed
  155. if(pointer.buttonJustPressed(Pointer.LEFT))
  156. {
  157. if(child.onButtonDown !== null)
  158. {
  159. child.onButtonDown(pointer, viewport);
  160. }
  161. // Drag object and break to only start a drag operation on the top element.
  162. if(child.draggable)
  163. {
  164. child.beingDragged = true;
  165. break;
  166. }
  167. }
  168. child.pointerInside = true;
  169. }
  170. else if(child.pointerInside)
  171. {
  172. // Pointer leave
  173. if(child.onPointerLeave !== null)
  174. {
  175. child.onPointerLeave(pointer, viewport);
  176. }
  177. child.pointerInside = false;
  178. }
  179. // Stop object drag
  180. if(pointer.buttonJustReleased(Pointer.LEFT))
  181. {
  182. if(child.draggable)
  183. {
  184. child.beingDragged = false;
  185. }
  186. }
  187. }
  188. }
  189. // Object drag events and update logic
  190. for(var i = 0; i &lt; objects.length; i++)
  191. {
  192. var child = objects[i];
  193. // Pointer drag event
  194. if(child.beingDragged)
  195. {
  196. var lastPosition = pointer.position.clone();
  197. lastPosition.sub(pointer.delta);
  198. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  199. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  200. // Mouse delta in world coordinates
  201. positionWorld.sub(lastWorld);
  202. if(child.onPointerDrag !== null)
  203. {
  204. child.onPointerDrag(pointer, viewport, positionWorld);
  205. }
  206. }
  207. // On update
  208. if(child.onUpdate !== null)
  209. {
  210. child.onUpdate();
  211. }
  212. }
  213. // Update transformation matrices
  214. object.traverse(function(child)
  215. {
  216. child.updateMatrix();
  217. });
  218. this.context.setTransform(1, 0, 0, 1, 0, 0);
  219. // Clear canvas content
  220. if(this.autoClear)
  221. {
  222. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  223. }
  224. // Render into the canvas
  225. for(var i = objects.length - 1; i >= 0; i--)
  226. {
  227. if(objects[i].isMask)
  228. {
  229. continue;
  230. }
  231. if(objects[i].saveContextState)
  232. {
  233. this.context.save();
  234. }
  235. // Apply all masks
  236. var masks = objects[i].masks;
  237. for(var j = 0; j &lt; masks.length; j++)
  238. {
  239. if(!masks[j].ignoreViewport)
  240. {
  241. viewport.matrix.setContextTransform(this.context);
  242. }
  243. masks[j].transform(this.context, viewport, this.canvas);
  244. masks[j].clip(this.context, viewport, this.canvas);
  245. }
  246. // Set the viewport transform
  247. if(!objects[i].ignoreViewport)
  248. {
  249. viewport.matrix.setContextTransform(this.context);
  250. }
  251. else if(masks.length > 0)
  252. {
  253. this.context.setTransform(1, 0, 0, 1, 0, 0);
  254. }
  255. // Apply the object transform to the canvas context
  256. objects[i].transform(this.context, viewport, this.canvas);
  257. objects[i].draw(this.context, viewport, this.canvas);
  258. if(objects[i].restoreContextState)
  259. {
  260. this.context.restore();
  261. }
  262. }
  263. };
  264. export {Renderer};
  265. </code></pre>
  266. </article>
  267. </section>
  268. </div>
  269. <nav>
  270. <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>
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  274. Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 09:46:06 GMT+0100 (Western European Summer Time)
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