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| 1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 var ui = (function() { | 5 var ui = new Object(); |
| 6 'use strict'; | 6 |
| 7 /** |
| 8 * The scene class assists in managing element and animations in the scene. |
| 9 * It allows scene update commands to be queued in batches, and manages |
| 10 * allocation of element and animation IDs. |
| 11 * |
| 12 * Examples: |
| 13 * |
| 14 * var scene = new ui.Scene(); |
| 15 * |
| 16 * // Add an element. |
| 17 * var el = new api.UiElement(100, 200, 50, 50); |
| 18 * el.setSize(buttonWidth, buttonHeight); |
| 19 * |
| 20 * // Anchor it to the bottom of the content quad. |
| 21 * el.setParentId(contentQuadId); |
| 22 * el.setAnchoring(api.XAnchoring.XNONE, api.YAnchoring.YBOTTOM); |
| 23 * |
| 24 * // Place it just below the content quad edge. |
| 25 * el.setTranslation(0, -0.2, 0.0); |
| 26 * |
| 27 * // Add it to the scene. |
| 28 * var buttonId = scene.addElement(el); |
| 29 * scene.flush(); |
| 30 * |
| 31 * // Make the button twice as big. |
| 32 * var update = new api.UiElementUpdate(); |
| 33 * update.setSize(bunttonWidth * 2, buttonHeight * 2); |
| 34 * scene.updateElement(buttonId, update); |
| 35 * scene.flush(); |
| 36 * |
| 37 * // Animate the button size back to its original size, over 250 ms. |
| 38 * var resize = new api.Animation(buttonId, 250); |
| 39 * resize.setSize(buttonWidth, buttonHeight); |
| 40 * scene.addAnimation(resize); |
| 41 * scene.flush(); |
| 42 * |
| 43 * @struct |
| 44 */ |
| 45 ui.Scene = class { |
| 46 constructor() { |
| 47 /** @private {number} */ |
| 48 this.idIndex = 1; |
| 49 /** @private {Array<Object>} */ |
| 50 this.commands = []; |
| 51 /** @private {!Set<number>} */ |
| 52 this.elements = new Set(); |
| 53 /** @private {!Object} */ |
| 54 this.animations = []; |
| 55 } |
| 7 | 56 |
| 8 /** | 57 /** |
| 9 * The scene class assists in managing element and animations in the scene. | 58 * Flush all queued commands to native. |
| 10 * It allows scene update commands to be queued in batches, and manages | 59 */ |
| 11 * allocation of element and animation IDs. | 60 flush() { |
| 61 api.sendCommands(this.commands); |
| 62 this.commands = []; |
| 63 } |
| 64 |
| 65 /** |
| 66 * Add a new UiElement to the scene, returning the ID assigned. |
| 67 * @param {api.UiElement} element |
| 68 */ |
| 69 addElement(element) { |
| 70 var id = this.idIndex++; |
| 71 element.setId(id); |
| 72 this.commands.push( |
| 73 {'type': api.Command.ADD_ELEMENT, 'data': element.properties}); |
| 74 this.elements.add(id); |
| 75 return id; |
| 76 } |
| 77 |
| 78 /** |
| 79 * Update an existing element, according to a UiElementUpdate object. |
| 80 * @param {number} id |
| 81 * @param {api.UiElementUpdate} update |
| 82 */ |
| 83 updateElement(id, update) { |
| 84 // To-do: Make sure ID exists. |
| 85 update.setId(id); |
| 86 this.commands.push( |
| 87 {'type': api.Command.UPDATE_ELEMENT, 'data': update.properties}); |
| 88 } |
| 89 |
| 90 /** |
| 91 * Remove an element from the scene. |
| 92 * @param {number} id |
| 93 */ |
| 94 removeElement(id) { |
| 95 // To-do: Make sure ID exists. |
| 96 this.commands.push( |
| 97 {'type': api.Command.REMOVE_ELEMENT, 'data': {'id': id}}); |
| 98 this.elements.delete(id); |
| 99 } |
| 100 |
| 101 /** |
| 102 * Add a new Animation to the scene, returning the ID assigned. |
| 103 * @param {api.Animation} animation |
| 104 */ |
| 105 addAnimation(animation) { |
| 106 var id = this.idIndex++; |
| 107 animation.setId(id); |
| 108 this.commands.push({'type': api.Command.ADD_ANIMATION, 'data': animation}); |
| 109 this.animations[id] = animation.meshId; |
| 110 return id; |
| 111 } |
| 112 |
| 113 /** |
| 114 * Remove an animation from the scene. |
| 12 * | 115 * |
| 13 * Examples: | 116 * Note that animations are flushed when they complete and are not required |
| 117 * to be removed. Also new animations of the same type will effectively |
| 118 * override the original so there is no need to remove in that scenario |
| 119 * either. |
| 14 * | 120 * |
| 15 * var scene = new ui.Scene(); | 121 * @param {number} id |
| 16 * | |
| 17 * // Add an element. | |
| 18 * var el = new api.UiElement(100, 200, 50, 50); | |
| 19 * el.setSize(buttonWidth, buttonHeight); | |
| 20 * | |
| 21 * // Anchor it to the bottom of the content quad. | |
| 22 * el.setParentId(api.getContentElementId()); | |
| 23 * el.setAnchoring(api.XAnchoring.XNONE, api.YAnchoring.YBOTTOM); | |
| 24 * | |
| 25 * // Place it just below the content quad edge. | |
| 26 * el.setTranslation(0, -0.2, 0.0); | |
| 27 * | |
| 28 * // Add it to the scene. | |
| 29 * var buttonId = scene.addElement(el); | |
| 30 * scene.flush(); | |
| 31 * | |
| 32 * // Make the button twice as big. | |
| 33 * var update = new api.UiElementUpdate(); | |
| 34 * update.setSize(bunttonWidth * 2, buttonHeight * 2); | |
| 35 * scene.updateElement(buttonId, update); | |
| 36 * scene.flush(); | |
| 37 * | |
| 38 * // Animate the button size back to its original size, over 250 ms. | |
| 39 * var resize = new api.Animation(buttonId, 250); | |
| 40 * resize.setSize(buttonWidth, buttonHeight); | |
| 41 * scene.addAnimation(resize); | |
| 42 * scene.flush(); | |
| 43 */ | 122 */ |
| 44 class Scene { | 123 removeAnimation(id) { |
| 124 // To-do: Make sure ID exists. |
| 125 this.commands.push({ |
| 126 'type': api.Command.REMOVE_ANIMATION, |
| 127 'data': {'id': id, 'meshId': this.animations[id]} |
| 128 }); |
| 129 delete this.animations[id]; |
| 130 } |
| 45 | 131 |
| 46 constructor() { | 132 /** |
| 47 this.idIndex = api.getContentElementId() + 1; | 133 * Purge all elements in the scene. |
| 48 this.commands = []; | 134 */ |
| 49 this.elements = new Set(); | 135 purge() { |
| 50 this.animations = {}; | 136 var ids = Object.keys(this.animations); |
| 137 for (let id_key of ids) { |
| 138 var id = parseInt(id_key, 10); |
| 139 this.removeAnimation(id); |
| 51 } | 140 } |
| 52 | 141 var ids = this.elements.values(); |
| 53 /** | 142 for (let id of ids) { |
| 54 * Flush all queued commands to native. | 143 this.removeElement(id); |
| 55 */ | |
| 56 flush() { | |
| 57 api.sendCommands(this.commands); | |
| 58 this.commands = []; | |
| 59 } | 144 } |
| 60 | 145 this.flush(); |
| 61 /** | 146 } |
| 62 * Add a new UiElement to the scene, returning the ID assigned. | 147 }; |
| 63 */ | |
| 64 addElement(element) { | |
| 65 var id = this.idIndex++; | |
| 66 element.id = id; | |
| 67 this.commands.push({ | |
| 68 'type': api.Command.ADD_ELEMENT, | |
| 69 'data': element | |
| 70 }); | |
| 71 this.elements.add(id); | |
| 72 return id; | |
| 73 } | |
| 74 | |
| 75 /** | |
| 76 * Update an existing element, according to a UiElementUpdate object. | |
| 77 */ | |
| 78 updateElement(id, update) { | |
| 79 // To-do: Make sure ID exists. | |
| 80 update.id = id; | |
| 81 this.commands.push({ | |
| 82 'type': api.Command.UPDATE_ELEMENT, | |
| 83 'data': update | |
| 84 }); | |
| 85 } | |
| 86 | |
| 87 /* | |
| 88 * Remove an element from the scene. | |
| 89 */ | |
| 90 removeElement(id) { | |
| 91 // To-do: Make sure ID exists. | |
| 92 this.commands.push({ | |
| 93 'type': api.Command.REMOVE_ELEMENT, | |
| 94 'data': {'id': id} | |
| 95 }); | |
| 96 this.elements.delete(id); | |
| 97 } | |
| 98 | |
| 99 /** | |
| 100 * Add a new Animation to the scene, returning the ID assigned. | |
| 101 */ | |
| 102 addAnimation(animation) { | |
| 103 var id = this.idIndex++; | |
| 104 animation.id = id; | |
| 105 this.commands.push({ | |
| 106 'type': api.Command.ADD_ANIMATION, | |
| 107 'data': animation | |
| 108 }); | |
| 109 this.animations[id] = animation.meshId; | |
| 110 return id; | |
| 111 } | |
| 112 | |
| 113 /* | |
| 114 * Remove an animation from the scene. | |
| 115 * | |
| 116 * Note that animations are flushed when they complete and are not required | |
| 117 * to be removed. Also new animations of the same type will effectively | |
| 118 * override the original so there is no need to remove in that scenario | |
| 119 * either. | |
| 120 */ | |
| 121 removeAnimation(id) { | |
| 122 // To-do: Make sure ID exists. | |
| 123 this.commands.push({ | |
| 124 'type': api.Command.REMOVE_ANIMATION, | |
| 125 'data': {'id': id, 'meshId': this.animations[id]} | |
| 126 }); | |
| 127 delete this.animations[id]; | |
| 128 } | |
| 129 | |
| 130 /* | |
| 131 * Purge all elements in the scene. | |
| 132 */ | |
| 133 purge() { | |
| 134 var ids = Object.keys(this.animations); | |
| 135 for (let id_key of ids) { | |
| 136 var id = parseInt(id_key); | |
| 137 this.removeAnimation(id); | |
| 138 } | |
| 139 var ids = this.elements.values(); | |
| 140 for (let id of ids) { | |
| 141 this.removeElement(id); | |
| 142 } | |
| 143 this.flush(); | |
| 144 } | |
| 145 }; | |
| 146 | |
| 147 return { | |
| 148 Scene: Scene, | |
| 149 }; | |
| 150 })(); | |
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