File: src\mask\class.mask.cache.js
/*
* Copyright (c) 2014 Gwennael Buchet
*
* License/Terms of Use
*
* Permission is hereby granted, free of charge and for the term of intellectual property rights on the Software, to any
* person obtaining a copy of this software and associated documentation files (the "Software"), to use, copy, modify
* and propagate free of charge, anywhere in the world, all or part of the Software subject to the following mandatory conditions:
*
* • The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* Any failure to comply with the above shall automatically terminate the license and be construed as a breach of these
* Terms of Use causing significant harm to Gwennael Buchet.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
* OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Except as contained in this notice, the name of Gwennael Buchet shall not be used in advertising or otherwise to promote
* the use or other dealings in this Software without prior written authorization from Gwennael Buchet.
*
* These Terms of Use are subject to French law.
* */
/**
* ALFA VERSION : to be enhanced, essentially for performance reasons.
*
* This mask could be applied to a node to cache in memory the rendering of a canvas and its nodes.
*
* @class CGSGMaskCache
* @extends CGSGMask
* @constructor
* @author Guillaume Drouet (guidrouet@gmail.com)
* @type {CGSGMaskCache}
*/
var CGSGMaskCache = CGSGMask.extend(
{
initialize : function() {
this._super();
this._cacheTable = new CGSGMap();
},
/**
* Asks the mask to refresh the canvas cache for the given node in the next rendering. Automatically called when
* a node is scaled, resize or translated.
*
* @param {CGSGNode} node the node
* @method invalidate
*/
invalidate : function(node) {
this._cacheTable.getValue(node)._needRedraw = true;
},
/**
* @param {CGSGNode} node the npde
* @method _internalApply
* @private
*/
_internalApply : function(node) {
// Create canvas cache
var canvas = document.createElement('canvas');
canvas.width = CGSG.canvas.width;
canvas.height = CGSG.canvas.height;
var ctx = canvas.getContext('2d');
var entry = {
_canvas : canvas,
_context : ctx,
_needRedraw : true
};
// Remove this mask when the node is free
CGSG.eventManager.bindHandler(node, cgsgEventTypes.ON_FREE, (function() {
this.remove(node);
}).bind(this));
// Detect changes that need redraw.
var bindInvalidate = (function(e) {
console.log(e);
this.invalidate(node);
}).bind(this);
CGSG.eventManager.bindHandler(node, cgsgEventTypes.ON_RESIZE, bindInvalidate);
CGSG.eventManager.bindHandler(node, cgsgEventTypes.ON_ROTATE, bindInvalidate);
CGSG.eventManager.bindHandler(node, cgsgEventTypes.ON_TRANSLATE, bindInvalidate);
CGSG.eventManager.bindHandler(node, cgsgEventTypes.ON_SCALE, bindInvalidate);
this._cacheTable.addOrReplace(node, entry);
},
/**
* @param {CGSGNode} node the npde
* @method _internalRemove
* @private
*/
_internalRemove : function(node) {
this._cacheTable.remove(node);
},
/**
* Prepare the rendering of the node by saving the given context and returning the cache context. However, if
* the cache is already filled, then the function will return null in order to tell the caller to not render
* the node.
*
* @method prepare
* @param node {CGSGNode} the node
* @param context {CanvasRenderingContext2D} the context where the node will be drawn
* @return {CanvasRenderingContext2D} the context to use
*/
prepare : function(node, context) {
var entry = this._cacheTable.getValue(node);
var retval = null;
// Entry exists, check if we need to redraw
if (entry._needRedraw) {
cgsgClearContext(entry._context);
retval = entry._context;
entry._needRedraw = false;
}
this._saveContext = context;
this._saveEntry = entry;
return retval;
},
/**
* Finalize this mask by drawing the memory canvas to the saved context.
*
* @method finalize
* @param node {CGSGNode} the node
* @param context {CanvasRenderingContext2D} the context returned by prepare()
* @return {CanvasRenderingContext2D} the context that was used to invoke prepare()
*/
finalize : function(node, context) {
this._saveContext.drawImage(this._saveEntry._canvas, 0, 0);
return this._saveContext;
}
}
);