131 lines
4.2 KiB
JavaScript
131 lines
4.2 KiB
JavaScript
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function newAnimation () {
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const MODULE_NAME = 'Animation'
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const INFO_LOG = false
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const ERROR_LOG = true
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const logger = newWebDebugLog()
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logger.fileName = MODULE_NAME
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/*
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Essentially, what the animation object does, is to call several functions in order to draw the content of each frame.
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To do that, it has an array of functions that need to be called, and it just goes one by one through them. His parent object
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is responsible for providing more functions to call, or removing functions from its list when they are not longer needed.
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*/
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let animationLoopHandle // This is the handle to the animation loop. With this handle we can cancel the loop, for instance.
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let callBackFunctions = new Map()
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let thisObject = {
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start: start,
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stop: stop,
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addCallBackFunction: addCallBackFunction,
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removeCallBackFunction: removeCallBackFunction,
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initialize: initialize
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}
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return thisObject
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function initialize (callBackFunction) {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] initialize -> Entering function.') }
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/* Nothing to do here yet. */
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callBackFunction(GLOBAL.CUSTOM_OK_RESPONSE)
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] initialize -> err = ' + err) }
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callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE)
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}
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}
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function start (callBackFunction) {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] start -> Entering function.') }
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animationLoop() // Inside this function the animation process is started, and at the same time it creates a loop.
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] start -> err = ' + err) }
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callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE)
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}
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}
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function stop (callBackFunction) {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] stop -> Entering function.') }
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window.cancelAnimationFrame(animationLoopHandle)
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] stop -> err = ' + err) }
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callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE)
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}
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}
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function addCallBackFunction (key, callBack, callBackFunction) {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] addCallBackFunction -> Entering function.') }
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callBackFunctions.set(key, callBack)
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] addCallBackFunction -> err = ' + err) }
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callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE)
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}
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}
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function removeCallBackFunction (key, callBackFunction) {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] removeCallBackFunction -> Entering function.') }
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callBackFunctions.delete(key)
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] removeCallBackFunction -> err = ' + err) }
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callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE)
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}
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}
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function animationLoop () {
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try {
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if (INFO_LOG === true) { logger.write('[INFO] animationLoop -> Entering function.') }
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if (window.canvasApp.visible === true) {
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/* We set the canvas to its normal width and height */
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browserCanvas.width = window.innerWidth
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browserCanvas.height = window.innerHeight - window.canvasApp.topMargin
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/* First thing is to clear the actual canvas */
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clearBrowserCanvas()
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/* We loop through the callback functions collections and execute them all. */
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callBackFunctions.forEach(function (callBackFunction) {
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callBackFunction()
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})
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} else {
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browserCanvas.width = 1
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browserCanvas.height = 1
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}
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/* We request the next frame to be drawn, and stablishing a loop */
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animationLoopHandle = window.requestAnimationFrame(animationLoop)
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] animationLoop -> err = ' + err) }
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}
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}
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function clearBrowserCanvas () {
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if (INFO_LOG === true) { logger.write('[INFO] clearBrowserCanvas -> Entering function.') }
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browserCanvasContext.beginPath()
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browserCanvasContext.rect(0, 0, browserCanvas.width, browserCanvas.height)
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browserCanvasContext.fillStyle = 'rgba(' + UI_COLOR.WHITE + ', 1)'
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browserCanvasContext.closePath()
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browserCanvasContext.fill()
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}
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}
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