| // Copyright 2016 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| var ui = (function() { |
| 'use strict'; |
| |
| /** |
| * The scene class assists in managing element and animations in the scene. |
| * It allows scene update commands to be queued in batches, and manages |
| * allocation of element and animation IDs. |
| * |
| * Examples: |
| * |
| * var scene = new ui.Scene(); |
| * |
| * // Add an element. |
| * var el = new api.UiElement(100, 200, 50, 50); |
| * el.setSize(buttonWidth, buttonHeight); |
| * |
| * // Anchor it to the bottom of the content quad. |
| * el.setParentId(api.getContentElementId()); |
| * el.setAnchoring(api.XAnchoring.XNONE, api.YAnchoring.YBOTTOM); |
| * |
| * // Place it just below the content quad edge. |
| * el.setTranslation(0, -0.2, 0.0); |
| * |
| * // Add it to the scene. |
| * var buttonId = scene.addElement(el); |
| * scene.flush(); |
| * |
| * // Make the button twice as big. |
| * var update = new api.UiElementUpdate(); |
| * update.setSize(bunttonWidth * 2, buttonHeight * 2); |
| * scene.updateElement(buttonId, update); |
| * scene.flush(); |
| * |
| * // Animate the button size back to its original size, over 250 ms. |
| * var resize = new api.Animation(buttonId, 250); |
| * resize.setSize(buttonWidth, buttonHeight); |
| * scene.addAnimation(resize); |
| * scene.flush(); |
| */ |
| class Scene { |
| |
| constructor() { |
| this.idIndex = api.getContentElementId() + 1; |
| this.commands = []; |
| this.elements = new Set(); |
| this.animations = {}; |
| } |
| |
| /** |
| * Flush all queued commands to native. |
| */ |
| flush() { |
| api.sendCommands(this.commands); |
| this.commands = []; |
| } |
| |
| /** |
| * Add a new UiElement to the scene, returning the ID assigned. |
| */ |
| addElement(element) { |
| var id = this.idIndex++; |
| element.id = id; |
| this.commands.push({ |
| 'type': api.Command.ADD_ELEMENT, |
| 'data': element |
| }); |
| this.elements.add(id); |
| return id; |
| } |
| |
| /** |
| * Update an existing element, according to a UiElementUpdate object. |
| */ |
| updateElement(id, update) { |
| // To-do: Make sure ID exists. |
| update.id = id; |
| this.commands.push({ |
| 'type': api.Command.UPDATE_ELEMENT, |
| 'data': update |
| }); |
| } |
| |
| /* |
| * Remove an element from the scene. |
| */ |
| removeElement(id) { |
| // To-do: Make sure ID exists. |
| this.commands.push({ |
| 'type': api.Command.REMOVE_ELEMENT, |
| 'data': {'id': id} |
| }); |
| this.elements.delete(id); |
| } |
| |
| /** |
| * Add a new Animation to the scene, returning the ID assigned. |
| */ |
| addAnimation(animation) { |
| var id = this.idIndex++; |
| animation.id = id; |
| this.commands.push({ |
| 'type': api.Command.ADD_ANIMATION, |
| 'data': animation |
| }); |
| this.animations[id] = animation.meshId; |
| return id; |
| } |
| |
| /* |
| * Remove an animation from the scene. |
| */ |
| removeAnimation(id) { |
| // To-do: Make sure ID exists. |
| this.commands.push({ |
| 'type': api.Command.REMOVE_ANIMATION, |
| 'data': {'id': id, 'meshId': this.animations[id]} |
| }); |
| delete this.animations[id]; |
| } |
| |
| /* |
| * Purge all elements in the scene. |
| */ |
| purge() { |
| var ids = Object.keys(this.animations); |
| for (let id_key of ids) { |
| var id = parseInt(id_key); |
| this.removeAnimation(id); |
| } |
| var ids = this.elements.values(); |
| for (let id of ids) { |
| this.removeElement(id); |
| } |
| this.flush(); |
| } |
| }; |
| |
| return { |
| Scene: Scene, |
| }; |
| })(); |