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上一篇說到:ZRender源碼分析2:Storage(Model層),這次咱看來看看Painter-View層
總體理解
Painter這個類主要負責MVC中的V(View)層,負責將Storage中的shape對象繪製到canvas中,包括了:更新、渲染、變化大小、匯出、修改等操作。
Painter這個類還是很明顯的建構函式,然後把方法賦值到Painter.prototype上,無新奇之處,下面為範例程式碼。只有在Painter.js末尾有一個內部的createDom函數,很明顯,傳入id,type(tagName),painter(用來確定寬高)來建立一個新的dom元素,並且這個dom元素的寬高與painter的相同,tagname為type,絕對位置,擁有一個自訂屬性key為ata-zr-dom-id,value為id。
function Painter(root,stroage) {this.root = xxxx;}Painter.prototype.render = function () {};Painter.prototype.refresh = function () {};Painter.prototype.update = function () {};Painter.prototype.clear = function () {};..... /** * 建立dom * * @inner * @param {string} id dom id 待用 * @param {string} type dom type,such as canvas, div etc. * @param {Painter} painter painter instance */function createDom(id, type, painter) { var newDom = document.createElement(type); var width = painter._width; var height = painter._height; // 沒append呢,請原諒我這樣寫,清晰~ newDom.style.position = ‘absolute‘; newDom.style.left = 0; newDom.style.top = 0; newDom.style.width = width + ‘px‘; newDom.style.height = height + ‘px‘; newDom.setAttribute(‘width‘, width * devicePixelRatio); newDom.setAttribute(‘height‘, height * devicePixelRatio); // id不作為索引用,避免可能造成的重名,定義為私人屬性 newDom.setAttribute(‘data-zr-dom-id‘, id); return newDom;}建構函式
/** * 繪圖類 (V) * * @param {HTMLElement} root 繪圖區域 * @param {storage} storage Storage執行個體 */function Painter(root, storage) { this.root = root; this.storage = storage; root.innerHTML = ‘‘; this._width = this._getWidth(); // 寬,緩衝記錄 this._height = this._getHeight(); // 高,緩衝記錄 var domRoot = document.createElement(‘div‘); this._domRoot = domRoot; //domRoot.onselectstart = returnFalse; // 避免頁面選中的尷尬 domRoot.style.position = ‘relative‘; domRoot.style.overflow = ‘hidden‘; domRoot.style.width = this._width + ‘px‘; domRoot.style.height = this._height + ‘px‘; root.appendChild(domRoot); this._domList = {}; //canvas dom元素 this._ctxList = {}; //canvas 2D context對象,與domList對應 this._domListBack = {}; this._ctxListBack = {}; this._zLevelConfig = {}; // 每個zLevel 的配置,@config clearColor this._maxZlevel = storage.getMaxZlevel(); //最大zlevel,緩衝記錄 // this._loadingTimer this._loadingEffect = new BaseLoadingEffect({}); this.shapeToImage = this._createShapeToImageProcessor(); // 建立各層canvas // 背景 this._domList.bg = createDom(‘bg‘, ‘div‘, this); domRoot.appendChild(this._domList.bg); var canvasElem; var canvasCtx; /** * 每一個level,就是一個canvas * * DOM結構 * root * ->domRoot * ->canvas level1 * ->canvas level2 * ->canvas level3 * ->canvas hover_level * * _domList儲存所有的DOM引用 * { * 1:CanvasHTMLElement * 2:CanvasHTMLElement * 3:CanvasHTMLElement * hover:CanvasHTMLElement * } * * ctxList儲存所有的canvas.getContext(‘2d‘)引用 * { * 1:CanvasContext * 2:CanvasContext * 3:CanvasContext * hover:CanvasContext * } */ // 實體 for (var i = 0; i <= this._maxZlevel; i++) { canvasElem = createDom(i, ‘canvas‘, this); domRoot.appendChild(canvasElem); this._domList[i] = canvasElem; vmlCanvasManager && vmlCanvasManager.initElement(canvasElem); // excanvas method this._ctxList[i] = canvasCtx = canvasElem.getContext(‘2d‘); if (devicePixelRatio != 1) { canvasCtx.scale(devicePixelRatio, devicePixelRatio); } } // 高亮 canvasElem = createDom(‘hover‘, ‘canvas‘, this); canvasElem.id = ‘_zrender_hover_‘; domRoot.appendChild(canvasElem); this._domList.hover = canvasElem; vmlCanvasManager && vmlCanvasManager.initElement(canvasElem); // excanvas method this._domList.hover.onselectstart = returnFalse; this._ctxList.hover = canvasCtx = canvasElem.getContext(‘2d‘); if (devicePixelRatio != 1) { //處理視網膜 canvasCtx.scale(devicePixelRatio, devicePixelRatio); }}Painter.prototype._getWidth = function() { var root = this.root; var stl = root.currentStyle || document.defaultView.getComputedStyle(root); return ((root.clientWidth || parseInt(stl.width, 10)) - parseInt(stl.paddingLeft, 10) // 請原諒我這比較粗暴 - parseInt(stl.paddingRight, 10)).toFixed(0) - 0; /** * 這裡用實際的width減去了左右的padding * 為什麼不考慮將這兩個方法就行重載? */};Painter.prototype._getHeight = function () { var root = this.root; var stl = root.currentStyle || document.defaultView.getComputedStyle(root); return ((root.clientHeight || parseInt(stl.height, 10)) - parseInt(stl.paddingTop, 10) // 請原諒我這比較粗暴 - parseInt(stl.paddingBottom, 10)).toFixed(0) - 0;};
- 1.首先看_getWidth和_getHeight兩個方法,這是擷取當前root元素的實際寬度和高度值,詳情請看這裡 擷取元素CSS值之getComputedStyle方法熟悉
- 2.看構造,運行上篇樣本,開啟Chrome控制台的Element Tab,可以看到如下HTML結構:
再看painter在記憶體中:
然後咱們參照上面兩個圖,分析流程:
- 先在指定的dom(box)元素下插入一個domRoot(跟box寬高一樣,絕對位置)
- 在domRoot上插入一個背景div,儲存到this._domList.bg變數中
- 遍曆從storage中獲得的_maxZlevel,每層對應一個canvas元素,插入到domRoot中,儲存到this.domList[遍曆序號]中,並調用每個canvas元素的getContext(‘2d‘)獲得context,儲存到this._ctxList[遍曆序號]中
- 最後處理高亮層,依舊是插入到domRoot元素中,將canvas引用和context引用存入到domList和ctxList中,不過標識都變成了hover
- 關於視網膜螢幕請看: http://www.myexception.cn/mobile/1489709.html 與 http://www.zhangxinxu.com/wordpress/2012/10/new-pad-retina-devicepixelratio-css-page/
- 關於vmlCanvasManager請看 IE下使用excanvas.js的注意事項
- 3.關於載入動畫loadingEffect,暫時跳過
- 4.關於shapeToImage,意思是將非imageShape對象轉換為ImageShape對象
//////////////以下為zrender.js中代碼/////////////////////** * 將常規shape轉成image shape */ZRender.prototype.shapeToImage = function(e, width, height) { var id = guid(); return this.painter.shapeToImage(id, e, width, height);};//////////////以下為Painter.js中代碼////////////////////Painter.prototype._createShapeToImageProcessor = function () { if (vmlCanvasManager) { return doNothing; } var painter = this; var canvas = document.createElement(‘canvas‘); var ctx = canvas.getContext(‘2d‘); var devicePixelRatio = window.devicePixelRatio || 1; return function (id, e, width, height) { return painter._shapeToImage( id, e, width, height, canvas, ctx, devicePixelRatio ); };};Painter.prototype._shapeToImage = function ( id, shape, width, height, canvas, ctx, devicePixelRatio) { canvas.style.width = width + ‘px‘; canvas.style.height = height + ‘px‘; canvas.setAttribute(‘width‘, width * devicePixelRatio); canvas.setAttribute(‘height‘, height * devicePixelRatio); ctx.clearRect(0, 0, width * devicePixelRatio, height * devicePixelRatio); var shapeTransform = { position : shape.position, rotation : shape.rotation, scale : shape.scale }; shape.position = [0, 0, 0]; shape.rotation = 0; shape.scale = [1, 1]; if (shape) { shape.brush(ctx, false); } var ImageShape = require( ‘./shape/Image‘ ); var imgShape = new ImageShape({ id : id, style : { x : 0, y : 0, // TODO 直接使用canvas而不是通過base64 image : canvas.toDataURL() } }); if (shapeTransform.position != null) { imgShape.position = shape.position = shapeTransform.position; } if (shapeTransform.rotation != null) { imgShape.rotation = shape.rotation = shapeTransform.rotation; } if (shapeTransform.scale != null) { imgShape.scale = shape.scale = shapeTransform.scale; } return imgShape;};
- 從zrender.js中調用過來,用了兩層閉包,有點繞,大家自行腦補,總之,最後zrender.shapeToImage(xxx)返回的是一個ImageShape對象
- 在painter的建構函式中有_createShapeToImageProcessor的調用,直接指向了this.shapeToImage,這說明_shapeToImage只是一個內部方法
- 在_createShapeToImageProcessor中,我們發現,如果用的是excanvas(IE678),那麼不支援這個特性,return掉(這是在API沒有公開這個介面的原因?)
- 如果不是excanvas,自行建立一個canvas元素,擷取其context對象,然後傳給_shapeToImage,饒了半天,最後Painter._shapeToImage才是苦力工啊
- 在_shapeToImage中,首先將canvas的寬高設定成指定的寬高,然後清除畫布,儲存變形參數,再將變形參數重設,調用 shape的brush方法進行繪製,此時,已經完成了新canvas的建立,然後再畫上指定的shape
- 建立一個ImageShape,將image設定為以前建立的canvas.toDataURL() 關於canvas與Image互換,請看:http://www.jb51.net/html5/97104.html
- 最後把之前shape的變形參數設定到ImageShape上
- 既然API中不公開這個介面,其他地方也沒調用,作者是個啥意圖呢?
關於完美繼承
/** * 構造類繼承關係 * * @param {Function} clazz 源類 * @param {Function} baseClazz 基類 */function inherits(clazz, baseClazz) { var clazzPrototype = clazz.prototype; function F() {} F.prototype = baseClazz.prototype; clazz.prototype = new F(); for (var prop in clazzPrototype) { clazz.prototype[prop] = clazzPrototype[prop]; } clazz.constructor = clazz;}
因為接下來的講解之中,在loadingEffect和Shape對象中,都會有JS繼承的出現,zrender/tool/util.js中有一個inherits的方法,實現了完美繼承。 有興趣的同學們可以看看下面兩個,我就不詳細的說了。
- http://blog.csdn.net/justoneroad/article/details/7327805
- http://my.oschina.net/antianlu/blog/228267
結束
因為Painter的內容牽扯較多,關於Shape對象不詳細說道說道又無法進行,說以下篇咱們看看Shape到底是怎麼組織的,等下下篇,再從來Painter類
ZRender源碼分析3:Painter(View層)-上