Renderer.js 6.8 KB

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  1. import {Pointer} from "./input/Pointer.js";
  2. import {ViewportControls} from "./controls/ViewportControls.js";
  3. /**
  4. * The renderer is responsible for drawing the objects structure into the canvas element and manage its rendering state.
  5. *
  6. * @class
  7. * @param {Element} canvas Canvas to render the content.
  8. * @param {Object} options Renderer canvas options.
  9. */
  10. function Renderer(canvas, options)
  11. {
  12. if(options === undefined)
  13. {
  14. options =
  15. {
  16. alpha: true
  17. };
  18. }
  19. /**
  20. * Canvas DOM element, has to be managed by the user.
  21. */
  22. this.canvas = canvas;
  23. /**
  24. * Canvas 2D rendering context used to draw content.
  25. */
  26. this.context = canvas.getContext("2d", {alpha: options.alpha});
  27. this.context.imageSmoothingEnabled = true;
  28. this.context.globalCompositeOperation = "source-over";
  29. /**
  30. * Pointer input handler object.
  31. */
  32. this.pointer = new Pointer(window, canvas);
  33. /**
  34. * Indicates if the canvas should be automatically cleared on each new frame.
  35. */
  36. this.autoClear = true;
  37. }
  38. /**
  39. * Creates a infinite render loop to render the group into a viewport each frame.
  40. *
  41. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  42. *
  43. * @param {Object2D} group Group to be rendered.
  44. * @param {Viewport} viewport Viewport into the objects.
  45. * @param {Function} onUpdate Function called before rendering the frame.
  46. */
  47. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  48. {
  49. var self = this;
  50. var controls = new ViewportControls(viewport);
  51. function loop()
  52. {
  53. if(onUpdate !== undefined)
  54. {
  55. onUpdate();
  56. }
  57. controls.update(self.pointer);
  58. self.update(group, viewport);
  59. requestAnimationFrame(loop);
  60. }
  61. loop();
  62. };
  63. /**
  64. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  65. *
  66. * Render the object using the viewport into a canvas element.
  67. *
  68. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  69. *
  70. * 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.
  71. *
  72. * @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.
  73. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  74. */
  75. Renderer.prototype.update = function(object, viewport)
  76. {
  77. // Get objects to be rendered
  78. var objects = []
  79. object.traverse(function(child)
  80. {
  81. if(child.visible)
  82. {
  83. objects.push(child);
  84. }
  85. });
  86. // Sort objects by layer
  87. objects.sort(function(a, b)
  88. {
  89. if(b.layer === a.layer)
  90. {
  91. return b.level - a.level;
  92. }
  93. return b.layer - a.layer;
  94. });
  95. // Pointer object update
  96. var pointer = this.pointer;
  97. pointer.update();
  98. // Viewport transform matrix
  99. viewport.updateMatrix();
  100. // Project pointer coordinates
  101. var point = pointer.position.clone();
  102. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  103. // Object pointer events
  104. for(var i = 0; i < objects.length; i++)
  105. {
  106. var child = objects[i];
  107. //Process the
  108. if(child.pointerEvents)
  109. {
  110. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  111. // Check if the pointer pointer is inside
  112. if(child.isInside(childPoint))
  113. {
  114. // Pointer enter
  115. if(!child.pointerInside && child.onPointerEnter !== null)
  116. {
  117. child.onPointerEnter(pointer, viewport);
  118. }
  119. // Pointer over
  120. if(child.onPointerOver !== null)
  121. {
  122. child.onPointerOver(pointer, viewport);
  123. }
  124. // Double click
  125. if(pointer.buttonDoubleClicked(Pointer.LEFT) && child.onDoubleClick !== null)
  126. {
  127. child.onDoubleClick(pointer, viewport);
  128. }
  129. // Pointer pressed
  130. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  131. {
  132. child.onButtonPressed(pointer, viewport);
  133. }
  134. // Just released
  135. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  136. {
  137. child.onButtonUp(pointer, viewport);
  138. }
  139. // Pointer just pressed
  140. if(pointer.buttonJustPressed(Pointer.LEFT))
  141. {
  142. if(child.onButtonDown !== null)
  143. {
  144. child.onButtonDown(pointer, viewport);
  145. }
  146. // Drag object and break to only start a drag operation on the top element.
  147. if(child.draggable)
  148. {
  149. child.beingDragged = true;
  150. break;
  151. }
  152. }
  153. child.pointerInside = true;
  154. }
  155. else if(child.pointerInside)
  156. {
  157. // Pointer leave
  158. if(child.onPointerLeave !== null)
  159. {
  160. child.onPointerLeave(pointer, viewport);
  161. }
  162. child.pointerInside = false;
  163. }
  164. // Stop object drag
  165. if(pointer.buttonJustReleased(Pointer.LEFT))
  166. {
  167. if(child.draggable)
  168. {
  169. child.beingDragged = false;
  170. }
  171. }
  172. }
  173. }
  174. // Object drag events and update logic
  175. for(var i = 0; i < objects.length; i++)
  176. {
  177. var child = objects[i];
  178. // Pointer drag event
  179. if(child.beingDragged)
  180. {
  181. var lastPosition = pointer.position.clone();
  182. lastPosition.sub(pointer.delta);
  183. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  184. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  185. // Mouse delta in world coordinates
  186. positionWorld.sub(lastWorld);
  187. if(child.onPointerDrag !== null)
  188. {
  189. child.onPointerDrag(pointer, viewport, positionWorld);
  190. }
  191. }
  192. // On update
  193. if(child.onUpdate !== null)
  194. {
  195. child.onUpdate();
  196. }
  197. }
  198. // Update transformation matrices
  199. object.traverse(function(child)
  200. {
  201. child.updateMatrix();
  202. });
  203. this.context.setTransform(1, 0, 0, 1, 0, 0);
  204. // Clear canvas content
  205. if(this.autoClear)
  206. {
  207. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  208. }
  209. // Render into the canvas
  210. for(var i = objects.length - 1; i >= 0; i--)
  211. {
  212. if(objects[i].isMask)
  213. {
  214. continue;
  215. }
  216. if(objects[i].saveContextState)
  217. {
  218. this.context.save();
  219. }
  220. // Apply all masks
  221. var masks = objects[i].masks;
  222. for(var j = 0; j < masks.length; j++)
  223. {
  224. if(!masks[j].ignoreViewport)
  225. {
  226. viewport.matrix.setContextTransform(this.context);
  227. }
  228. masks[j].transform(this.context, viewport, this.canvas);
  229. masks[j].clip(this.context, viewport, this.canvas);
  230. }
  231. // Set the viewport transform
  232. if(!objects[i].ignoreViewport)
  233. {
  234. viewport.matrix.setContextTransform(this.context);
  235. }
  236. else if(masks.length > 0)
  237. {
  238. this.context.setTransform(1, 0, 0, 1, 0, 0);
  239. }
  240. // Apply the object transform to the canvas context
  241. objects[i].transform(this.context, viewport, this.canvas);
  242. objects[i].style(this.context, viewport, this.canvas);
  243. objects[i].draw(this.context, viewport, this.canvas);
  244. if(objects[i].restoreContextState)
  245. {
  246. this.context.restore();
  247. }
  248. }
  249. };
  250. export {Renderer};