Renderer.js 6.6 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. * @param {DOM} canvas Canvas to render the content.
  11. * @param {Object} options Renderer canvas options.
  12. */
  13. function Renderer(canvas, options)
  14. {
  15. if(options === undefined)
  16. {
  17. options =
  18. {
  19. alpha: true
  20. };
  21. }
  22. /**
  23. * Canvas DOM element, has to be managed by the user.
  24. */
  25. this.canvas = canvas;
  26. /**
  27. * Canvas 2D rendering context used to draw content.
  28. */
  29. this.context = canvas.getContext("2d", {alpha: options.alpha});
  30. this.context.imageSmoothingEnabled = true;
  31. this.context.globalCompositeOperation = "source-over";
  32. /**
  33. * Pointer input handler object.
  34. */
  35. this.pointer = new Pointer(window, canvas);
  36. /**
  37. * Indicates if the canvas should be automatically cleared on each new frame.
  38. */
  39. this.autoClear = true;
  40. }
  41. /**
  42. * Creates a infinite render loop to render the group into a viewport each frame.
  43. *
  44. * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
  45. *
  46. * @param {Object2D} group Group to be rendererd.
  47. * @param {Viewport} viewport Viewport into the objects.
  48. * @param {Function} onUpdate Function called before rendering the frame.
  49. */
  50. Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
  51. {
  52. var self = this;
  53. var controls = new ViewportControls(viewport);
  54. function loop()
  55. {
  56. if(onUpdate !== undefined)
  57. {
  58. onUpdate();
  59. }
  60. controls.update(self.pointer);
  61. self.update(group, viewport);
  62. requestAnimationFrame(loop);
  63. }
  64. loop();
  65. };
  66. /**
  67. * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
  68. *
  69. * Render the object using the viewport into a canvas element.
  70. *
  71. * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
  72. *
  73. * 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.
  74. *
  75. * @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.
  76. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after).
  77. */
  78. Renderer.prototype.update = function(object, viewport)
  79. {
  80. // Get objects to be rendered
  81. var objects = []
  82. object.traverse(function(child)
  83. {
  84. if(child.visible)
  85. {
  86. objects.push(child);
  87. }
  88. });
  89. // Sort objects by layer
  90. objects.sort(function(a, b)
  91. {
  92. if(b.layer === a.layer)
  93. {
  94. return b.level - a.level;
  95. }
  96. return b.layer - a.layer;
  97. });
  98. // Pointer object update
  99. var pointer = this.pointer;
  100. pointer.update();
  101. // Viewport transform matrix
  102. viewport.updateMatrix();
  103. // Project pointer coordinates
  104. var point = pointer.position.clone();
  105. var viewportPoint = viewport.inverseMatrix.transformPoint(point);
  106. // Object pointer events
  107. for(var i = 0; i < objects.length; i++)
  108. {
  109. var child = objects[i];
  110. //Process the
  111. if(child.pointerEvents)
  112. {
  113. var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
  114. // Check if the pointer pointer is inside
  115. if(child.isInside(childPoint))
  116. {
  117. // Pointer enter
  118. if(!child.pointerInside && child.onPointerEnter !== null)
  119. {
  120. child.onPointerEnter(pointer, viewport);
  121. }
  122. // Pointer over
  123. if(child.onPointerOver !== null)
  124. {
  125. child.onPointerOver(pointer, viewport);
  126. }
  127. // Pointer pressed
  128. if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
  129. {
  130. child.onButtonPressed(pointer, viewport);
  131. }
  132. // Just released
  133. if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
  134. {
  135. child.onButtonUp(pointer, viewport);
  136. }
  137. // Pointer just pressed
  138. if(pointer.buttonJustPressed(Pointer.LEFT))
  139. {
  140. if(child.onButtonDown !== null)
  141. {
  142. child.onButtonDown(pointer, viewport);
  143. }
  144. // Drag object and break to only start a drag operation on the top element.
  145. if(child.draggable)
  146. {
  147. child.beingDragged = true;
  148. break;
  149. }
  150. }
  151. child.pointerInside = true;
  152. }
  153. else if(child.pointerInside)
  154. {
  155. // Pointer leave
  156. if(child.onPointerLeave !== null)
  157. {
  158. child.onPointerLeave(pointer, viewport);
  159. }
  160. child.pointerInside = false;
  161. }
  162. // Stop object drag
  163. if(pointer.buttonJustReleased(Pointer.LEFT))
  164. {
  165. if(child.draggable)
  166. {
  167. child.beingDragged = false;
  168. }
  169. }
  170. }
  171. }
  172. // Object drag events and update logic
  173. for(var i = 0; i < objects.length; i++)
  174. {
  175. var child = objects[i];
  176. // Pointer drag event
  177. if(child.beingDragged)
  178. {
  179. var lastPosition = pointer.position.clone();
  180. lastPosition.sub(pointer.delta);
  181. var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
  182. var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
  183. // Mouse delta in world coordinates
  184. positionWorld.sub(lastWorld);
  185. if(child.onPointerDrag !== null)
  186. {
  187. child.onPointerDrag(pointer, viewport, positionWorld);
  188. }
  189. }
  190. // On update
  191. if(child.onUpdate !== null)
  192. {
  193. child.onUpdate();
  194. }
  195. }
  196. // Update transformation matrices
  197. object.traverse(function(child)
  198. {
  199. child.updateMatrix();
  200. });
  201. this.context.setTransform(1, 0, 0, 1, 0, 0);
  202. // Clear canvas content
  203. if(this.autoClear)
  204. {
  205. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  206. }
  207. // Render into the canvas
  208. for(var i = objects.length - 1; i >= 0; i--)
  209. {
  210. if(objects[i].isMask)
  211. {
  212. continue;
  213. }
  214. if(objects[i].saveContextState)
  215. {
  216. this.context.save();
  217. }
  218. // Apply all masks
  219. var masks = objects[i].masks;
  220. for(var j = 0; j < masks.length; j++)
  221. {
  222. if(!masks[j].ignoreViewport)
  223. {
  224. viewport.matrix.setContextTransform(this.context);
  225. }
  226. masks[j].transform(this.context, viewport, this.canvas);
  227. masks[j].clip(this.context, viewport, this.canvas);
  228. }
  229. // Set the viewport transform
  230. if(!objects[i].ignoreViewport)
  231. {
  232. viewport.matrix.setContextTransform(this.context);
  233. }
  234. else if(masks.length > 0)
  235. {
  236. this.context.setTransform(1, 0, 0, 1, 0, 0);
  237. }
  238. // Apply the object transform to the canvas context
  239. objects[i].transform(this.context, viewport, this.canvas);
  240. objects[i].draw(this.context, viewport, this.canvas);
  241. if(objects[i].restoreContextState)
  242. {
  243. this.context.restore();
  244. }
  245. }
  246. };
  247. export {Renderer};