canvas-compositor
Version:
a light and performant canvas compositing engine
524 lines (439 loc) • 16.9 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
Object.defineProperty(exports, "Composition", {
enumerable: true,
get: function get() {
return _Composition.Composition;
}
});
Object.defineProperty(exports, "PrimitiveComponent", {
enumerable: true,
get: function get() {
return _PrimitiveComponent.PrimitiveComponent;
}
});
Object.defineProperty(exports, "Circle", {
enumerable: true,
get: function get() {
return _Circle.Circle;
}
});
Object.defineProperty(exports, "Ellipse", {
enumerable: true,
get: function get() {
return _Ellipse.Ellipse;
}
});
Object.defineProperty(exports, "Rectangle", {
enumerable: true,
get: function get() {
return _Rectangle.Rectangle;
}
});
Object.defineProperty(exports, "Line", {
enumerable: true,
get: function get() {
return _Line.Line;
}
});
Object.defineProperty(exports, "VectorPath", {
enumerable: true,
get: function get() {
return _VectorPath.VectorPath;
}
});
Object.defineProperty(exports, "Bezier", {
enumerable: true,
get: function get() {
return _Bezier.Bezier;
}
});
Object.defineProperty(exports, "Image", {
enumerable: true,
get: function get() {
return _Image.Image;
}
});
Object.defineProperty(exports, "Text", {
enumerable: true,
get: function get() {
return _Text.Text;
}
});
exports.Events = exports.Defaults = exports.Renderer = exports.Compositor = void 0;
var Renderer = _interopRequireWildcard(require("./Renderer"));
exports.Renderer = Renderer;
var _Composition = require("./Composition");
var _PrimitiveComponent = require("./PrimitiveComponent");
var _Circle = require("./Circle");
var _Ellipse = require("./Ellipse");
var _Rectangle = require("./Rectangle");
var _Line = require("./Line");
var _VectorPath = require("./VectorPath");
var _Bezier = require("./Bezier");
var _Image = require("./Image");
var _Text = require("./Text");
var Defaults = _interopRequireWildcard(require("./Defaults"));
exports.Defaults = Defaults;
var _microMvc = require("micro-mvc");
var Events = _interopRequireWildcard(require("./Events"));
exports.Events = Events;
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }
function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
//const FPS_EPSILON = 10; // +/- 10ms for animation loop to determine if enough time has passed to render
//const DEFAULT_TARGET_FPS = 1000 / 60; //amount of time that must pass before rendering
/**
* The Compositor class is the entry-point to usage of the `canvas-compositor`.
* The application programmer is expected to hand over low-level control of the canvas
* context to the high-level classes and methods exposed by CanvasCompositor.
*
* The Compositor class establishes an event dispatcher, animation loop, and scene graph for
* compositions.
*/
var Compositor =
/*#__PURE__*/
function (_EventEmitter) {
_inherits(Compositor, _EventEmitter);
/**
* The Compositor class establishes an event dispatcher, animation loop, and scene graph for
* compositions
*
* @param {object} canvas This should be a canvas, either from the DOM or an equivalent API
*
* @example
* let cc = new Compositor(document.getElementById('myCanvas'));
*/
function Compositor(canvas) {
var _this;
_classCallCheck(this, Compositor);
_this = _possibleConstructorReturn(this, _getPrototypeOf(Compositor).call(this));
/**
* The canvas used by the compositor
*/
_this._canvas = canvas;
/**
* The context used by the compositor
*/
_this._context = _this._canvas.getContext('2d'); //acquire the padding on the canvas – this is necessary to properly
//locate the mouse position
//TODO: determine if border-box affects this, and adjust accordingly
var style = window.getComputedStyle(_this._canvas);
/**
* The x coordinate of the mouse position within the canvas
* @type {number}
*/
_this._mouseX = null;
/**
* The y coordinate of the mouse position within the canvas
* @type {number}
*/
_this._mouseY = null;
var borderLeft = style.getPropertyValue('border-left') ? parseFloat(style.getPropertyValue('border-left')) : 0;
var paddingLeft = style.getPropertyValue('padding-left') ? parseFloat(style.getPropertyValue('padding-left')) : 0;
/**
* Any left padding and border added to the canvas must be known to calculate mouse position
* @type {number}
*/
_this._leftPadding = borderLeft + paddingLeft;
var borderTop = style.getPropertyValue('border-top') ? parseFloat(style.getPropertyValue('border-top')) : 0;
var paddingTop = style.getPropertyValue('padding-top') ? parseFloat(style.getPropertyValue('padding-top')) : 0;
/**
* Any top padding and border added to the canvas must be known to calculate mouse position
* @type {number}
*/
_this._topPadding = borderTop + paddingTop;
/**
* The timestamp of the current loop of animation
* @type {number}
*/
_this._currentTime = 0;
/**
* The timestamp of the last frame drawn by the animation loop
* @type {number}
*/
_this._lastFrameTimestamp = 0;
/**
* The timestamp of the last render performed by the animation loop
* @type {number}
*/
//this._lastRenderTime = 0;
/**
* The object last granted "focus"
* @type {object}
*/
_this._targetObject = null;
/**
* The scene composition. This is the root object to be rendered, everything else rendered must be a child of the scene
* @type {object}
*/
_this._scene = new _Composition.Composition(_this.canvas);
_this._bindEvents();
_this._animationLoop();
/**
* The framerate of the animation loop
* @type {number}
*/
_this._framerate = 0;
return _this;
}
/**
* retrieve the current framerate
* @type {number}
*/
_createClass(Compositor, [{
key: "_animationLoop",
/**
* The animation loop for this instance of Compositor.
* Upon receipt of the animation frame from `requestAnimationFrame`, the loop will check
* whether enough time has passed to redraw for the target framerate.
* It will only draw if somewhere along the scene graph, an object needs updating.
* There is no need to invoke this directly, the constructor will do it.
*/
value: function _animationLoop() {
window.requestAnimationFrame(this._animationLoop.bind(this));
this._currentTime = +new Date(); //set maximum of 60 fps and only redraw if necessary
if (
/*this._currentTime - this._lastFrameTimestamp >= this._targetFPS &&*/
this.scene.needsDraw) {
//this._lastRenderTime = +new Date();
Renderer.clearRect(0, 0, this._canvas.width, this._canvas.height, this._context);
this.scene.draw(this._context);
}
this._framerate = parseInt(1000 / (this._currentTime - this._lastFrameTimestamp));
this._lastFrameTimestamp = +new Date();
}
/**
* attach interaction events to the canvas. the canvas compositor dispatches
* events to relevant objects through bridges to the scene graph
*/
}, {
key: "_bindEvents",
value: function _bindEvents() {
//must bind to `this` to retain reference
var _cc = this;
this._canvas.addEventListener(Events.MOUSEDOWN, function (e) {
_cc.dispatchEvent(e);
});
this._canvas.addEventListener(Events.MOUSEMOVE, function (e) {
_cc.dispatchEvent(e);
});
this._canvas.addEventListener(Events.MOUSEUP, function (e) {
_cc.dispatchEvent(e);
});
this._canvas.addEventListener(Events.MOUSEOUT, function (e) {
_cc.dispatchEvent(e);
});
this._canvas.addEventListener(Events.CLICK, function (e) {
_cc.dispatchEvent(e);
});
this.addEventListener(Events.MOUSEDOWN, this._handleMouseDown);
this.addEventListener(Events.MOUSEMOVE, this._handleMouseMove);
this.addEventListener(Events.MOUSEUP, this._handleMouseUp);
this.addEventListener(Events.MOUSEOUT, this._handleMouseOut);
this.addEventListener(Events.CLICK, this._handleClick);
}
/**
* bridge the mouse down event on the canvas to the
* the objects in the scene graph
*/
}, {
key: "_handleMouseDown",
value: function _handleMouseDown(e) {
e.preventDefault();
var x = e.offsetX - this._leftPadding;
var y = e.offsetY - this._topPadding; //pass through x and y to propagated events
e.canvasX = x;
e.canvasY = y;
var clickedObject = this.scene.childAt(x, y);
if (clickedObject) {
clickedObject.dispatchEvent(e);
}
}
/**
* bridge the mouse up event on the canvas to the
* the objects in the scene graph
*/
}, {
key: "_handleMouseUp",
value: function _handleMouseUp(e) {
e.preventDefault();
var x = e.offsetX - this._leftPadding;
var y = e.offsetY - this._topPadding; //pass through x and y to propagated events
e.canvasX = x;
e.canvasY = y;
var _iteratorNormalCompletion = true;
var _didIteratorError = false;
var _iteratorError = undefined;
try {
for (var _iterator = this.scene.children[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
var c = _step.value;
c.dispatchEvent(e);
}
} catch (err) {
_didIteratorError = true;
_iteratorError = err;
} finally {
try {
if (!_iteratorNormalCompletion && _iterator["return"] != null) {
_iterator["return"]();
}
} finally {
if (_didIteratorError) {
throw _iteratorError;
}
}
}
var clickedObject = this.scene.childAt(x, y);
if (clickedObject) {
clickedObject.dispatchEvent(e);
}
}
}, {
key: "_handleMouseMove",
/**
* bridge the mouse move event on the canvas to the
* the objects in the scene graph
*/
value: function _handleMouseMove(e) {
e.preventDefault();
this._mouseX = e.offsetX - this._leftPadding;
this._mouseY = e.offsetY - this._topPadding;
var _iteratorNormalCompletion2 = true;
var _didIteratorError2 = false;
var _iteratorError2 = undefined;
try {
for (var _iterator2 = this.scene.children[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
var c = _step2.value;
c.dispatchEvent(e);
}
} catch (err) {
_didIteratorError2 = true;
_iteratorError2 = err;
} finally {
try {
if (!_iteratorNormalCompletion2 && _iterator2["return"] != null) {
_iterator2["return"]();
}
} finally {
if (_didIteratorError2) {
throw _iteratorError2;
}
}
}
}
}, {
key: "_handleClick",
/**
* bridge the click event on the canvas to the
* the objects in the scene graph
*/
value: function _handleClick(e) {
e.preventDefault();
var x = e.offsetX - this._leftPadding;
var y = e.offsetY - this._topPadding; //pass through x and y to propagated events
e.canvasX = x;
e.canvasY = y;
var clickedObject = this.scene.childAt(x, y);
if (clickedObject) {
clickedObject.dispatchEvent(e);
}
}
}, {
key: "_handleMouseOut",
/**
* bridge the mouse out event on the canvas to the
* the objects in the scene graph
*/
value: function _handleMouseOut(e) {
e.preventDefault();
var _iteratorNormalCompletion3 = true;
var _didIteratorError3 = false;
var _iteratorError3 = undefined;
try {
for (var _iterator3 = this.scene.children[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {
var c = _step3.value;
c.dispatchEvent(e);
}
} catch (err) {
_didIteratorError3 = true;
_iteratorError3 = err;
} finally {
try {
if (!_iteratorNormalCompletion3 && _iterator3["return"] != null) {
_iterator3["return"]();
}
} finally {
if (_didIteratorError3) {
throw _iteratorError3;
}
}
}
;
}
}, {
key: "framerate",
get: function get() {
//var framerateUpdatedEvent = new Event();
return this._framerate;
} //TODO: multiple target objects? in reverse order of render? in order of composition?
/**
* the object currently selected for interaction
* @type {object}
*/
}, {
key: "targetObject",
get: function get() {
return this._targetObject;
}
/**
* the object currently selected for interaction
* @param {object} val
* @type {object}
*/
,
set: function set(val) {
this._targetObject = val;
}
/**
* the root of the scene graph. add primitives to this to compose an image
* @type {object}
*/
}, {
key: "scene",
get: function get() {
return this._scene;
}
/**
* get the X position of the mouse on the canvas
* @type {number}
*/
}, {
key: "mouseX",
get: function get() {
return this._mouseX;
}
/**
* get the Y position of the mouse on the canvas
* @type {number}
*/
}, {
key: "mouseY",
get: function get() {
return this._mouseY;
}
}]);
return Compositor;
}(_microMvc.EventEmitter);
exports.Compositor = Compositor;
//# sourceMappingURL=Compositor.js.map