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ZRender源码分析3:Painter(View层)-上

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上一篇说到:ZRender源码分析2:Storage(Model层),这次咱看来看看Painter-View层

总体理解

Painter这个类主要负责MVC中的V(View)层,负责将Storage中的shape对象绘制到canvas中,包括了:更新、渲染、变化大小、导出、修改等操作。
Painter这个类还是很明显的构造函数,然后把方法赋值到Painter.prototype上,无新奇之处,下面为示例代码。只有在Painter.js末尾有一个内部的createDom函数, 很明显,传入id,type(tagName),painter(用来确定宽高)来创建一个新的dom元素, 并且这个dom元素的宽高与painter的相同,tagname为type,绝对定位,拥有一个自定义属性key为ata-zr-dom-id,value为id。

function Painter(root,stroage) {	this.root = xxxx;}Painter.prototype.render = function () {};Painter.prototype.refresh = function () {};Painter.prototype.update = function () {};Painter.prototype.clear = function () {};..... /** * 创建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;    // 没append呢,请原谅我这样写,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不作为索引用,避免可能造成的重名,定义为私有属性    newDom.setAttribute(‘data-zr-dom-id‘, id);    return newDom;}

构造函数

/** * 绘图类 (V) *  * @param {HTMLElement} root 绘图区域 * @param {storage} storage Storage实例 */function Painter(root, storage) {    this.root = root;    this.storage = storage;    root.innerHTML = ‘‘;    this._width = this._getWidth(); // 宽,缓存记录    this._height = this._getHeight(); // 高,缓存记录    var domRoot = document.createElement(‘div‘);    this._domRoot = domRoot;    //domRoot.onselectstart = returnFalse; // 避免页面选中的尴尬    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对象,与domList对应    this._domListBack = {};    this._ctxListBack = {};           this._zLevelConfig = {}; // 每个zLevel 的配置,@config clearColor    this._maxZlevel = storage.getMaxZlevel(); //最大zlevel,缓存记录    // this._loadingTimer     this._loadingEffect = new BaseLoadingEffect({});    this.shapeToImage = this._createShapeToImageProcessor();    // 创建各层canvas    // 背景    this._domList.bg = createDom(‘bg‘, ‘div‘, this);    domRoot.appendChild(this._domList.bg);    var canvasElem;    var canvasCtx;    /**     * 每一个level,就是一个canvas     *     * DOM结构     * root     *   ->domRoot     *       ->canvas level1     *       ->canvas level2     *       ->canvas level3     *       ->canvas hover_level     *     * _domList保存所有的DOM引用     * {     *      1:CanvasHTMLElement     *      2:CanvasHTMLElement     *      3:CanvasHTMLElement     *      hover:CanvasHTMLElement     * }     *     * ctxList保存所有的canvas.getContext(‘2d‘)引用     * {     *      1:CanvasContext     *      2:CanvasContext     *      3:CanvasContext     *      hover:CanvasContext     * }     */    // 实体    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) { //处理视网膜        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) // 请原谅我这比较粗暴            - parseInt(stl.paddingRight, 10)).toFixed(0) - 0;    /**     * 这里用实际的width减去了左右的padding     * 为什么不考虑将这两个方法就行重载?     */};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) // 请原谅我这比较粗暴            - parseInt(stl.paddingBottom, 10)).toFixed(0) - 0;};
    • 1.首先看_getWidth和_getHeight两个方法,这是获取当前root元素的实际宽度和高度值,详情请看这里 获取元素CSS值之getComputedStyle方法熟悉
    • 2.看构造,运行上篇示例,打开Chrome控制台的Element Tab,可以看到如下HTML结构:
      再看painter在内存中:

    然后咱们参照上面两个图,分析流程:
    • 先在指定的dom(box)元素下插入一个domRoot(跟box宽高一样,绝对定位)
    • 在domRoot上插入一个背景div,保存到this._domList.bg变量中
    • 遍历从storage中获得的_maxZlevel,每层对应一个canvas元素,插入到domRoot中,保存到this.domList[遍历序号]中,并调用每个canvas元素的getContext(‘2d‘)获得context,保存到this._ctxList[遍历序号]中
    • 最后处理高亮层,依旧是插入到domRoot元素中,将canvas引用和context引用存入到domList和ctxList中,不过标识都变成了hover
    • 关于视网膜屏幕请看: http://www.myexception.cn/mobile/1489709.html 与 http://www.zhangxinxu.com/wordpress/2012/10/new-pad-retina-devicepixelratio-css-page/
    • 关于vmlCanvasManager请看 IE下使用excanvas.js的注意事项
  • 3.关于加载动画loadingEffect,暂时跳过
  • 4.关于shapeToImage,意思是将非imageShape对象转换为ImageShape对象
    //////////////以下为zrender.js中代码/////////////////////** * 将常规shape转成image shape */ZRender.prototype.shapeToImage = function(e, width, height) {    var id = guid();    return this.painter.shapeToImage(id, e, width, height);};//////////////以下为Painter.js中代码////////////////////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而不是通过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;};
    • 从zrender.js中调用过来,用了两层闭包,有点绕,大家自行脑补,总之,最后zrender.shapeToImage(xxx)返回的是一个ImageShape对象
    • 在painter的构造函数中有_createShapeToImageProcessor的调用,直接指向了this.shapeToImage,这说明_shapeToImage只是一个内部方法
    • 在_createShapeToImageProcessor中,我们发现,如果用的是excanvas(IE678),那么不支持这个特性,return掉(这是在API没有公开这个接口的原因?)
    • 如果不是excanvas,自行创建一个canvas元素,获取其context对象,然后传给_shapeToImage,饶了半天,最后Painter._shapeToImage才是苦力工啊
    • 在_shapeToImage中,首先将canvas的宽高设置成指定的宽高,然后清除画布,保存变形参数,再将变形参数重置,调用 shape的brush方法进行绘制,此时,已经完成了新canvas的创建,然后再画上指定的shape
    • 新建一个ImageShape,将image设置为以前新建的canvas.toDataURL() 关于canvas与Image互换,请看:http://www.jb51.net/html5/97104.html
    • 最后把之前shape的变形参数设置到ImageShape上
    • 既然API中不公开这个接口,其他地方也没调用,作者是个啥意图呢?

关于完美继承

/** * 构造类继承关系 *  * @param {Function} clazz 源类 * @param {Function} baseClazz 基类 */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;}

因为接下来的讲解之中,在loadingEffect和Shape对象中,都会有JS继承的出现,zrender/tool/util.js中有一个inherits的方法,实现了完美继承。 有兴趣的同学们可以看看下面两个,我就不详细的说了。

  • http://blog.csdn.net/justoneroad/article/details/7327805
  • http://my.oschina.net/antianlu/blog/228267

结束

因为Painter的内容牵扯较多,关于Shape对象不详细说道说道又无法进行,说以下篇咱们看看Shape到底是怎么组织的,等下下篇,再从来Painter类

ZRender源码分析3:Painter(View层)-上