CanvasSectionContainer: Rename drawing order to processing order.

Signed-off-by: Gökay Şatır <gokaysatir@collabora.com>
Change-Id: I3061b9ffa56cbd455d7834ab76a953189c0b6dd3
This commit is contained in:
Gökay Şatır 2021-01-05 14:20:47 +03:00 committed by Gökay ŞATIR
parent 2f6c967aac
commit c7b320587e
2 changed files with 12 additions and 12 deletions

View file

@ -15,9 +15,9 @@
zIndex: Elements with highest zIndex will be drawn on top. zIndex: Elements with highest zIndex will be drawn on top.
expand: '' | 'right' | 'left' | 'top' | 'bottom' | 'left right top bottom' (any combination) expand: '' | 'right' | 'left' | 'top' | 'bottom' | 'left right top bottom' (any combination)
interactable: true | false // If false, only general events will be fired (onDraw, newDocumentTopLeft, onResize). Example: editing mode, background drawings etc. interactable: true | false // If false, only general events will be fired (onDraw, newDocumentTopLeft, onResize). Example: editing mode, background drawings etc.
drawingOrder: processingOrder:
Drawing order feature is tricky, let's say you want something like this: Processing order feature is tricky, let's say you want something like this:
-------------------- --------------------
| top bar | | top bar |
@ -30,7 +30,7 @@
Top bar's height will be static most probably. It needs to be drawn first, so it can be expanded to right. Top bar's height will be static most probably. It needs to be drawn first, so it can be expanded to right.
If top bar is drawn after tiles area, since "tiles area" will most probably be expanded to all directions, it will leave no space for top bar. If top bar is drawn after tiles area, since "tiles area" will most probably be expanded to all directions, it will leave no space for top bar.
So, tiles area will be drawn last. So, tiles area will be drawn last.
For above situation, drawing orders would be (with the same zIndex): For above situation, processing orders would be (with the same zIndex):
* top bar -> 1 * top bar -> 1
* left bar -> 2 * left bar -> 2
* tiles area -> 3 * tiles area -> 3
@ -69,7 +69,7 @@ class CanvasSectionObject {
position: Array<number> = new Array(0); position: Array<number> = new Array(0);
size: Array<number> = new Array(0); size: Array<number> = new Array(0);
expand: Array<string> = new Array(0); expand: Array<string> = new Array(0);
drawingOrder: number = null; processingOrder: number = null;
zIndex: number = null; zIndex: number = null;
interactable: boolean = true; interactable: boolean = true;
myProperties: any = {}; myProperties: any = {};
@ -94,7 +94,7 @@ class CanvasSectionObject {
this.position = options.position; this.position = options.position;
this.size = options.size; this.size = options.size;
this.expand = options.expand.split(' '); this.expand = options.expand.split(' ');
this.drawingOrder = options.drawingOrder; this.processingOrder = options.processingOrder;
this.zIndex = options.zIndex; this.zIndex = options.zIndex;
this.interactable = options.interactable; this.interactable = options.interactable;
this.myProperties = options.myProperties ? options.myProperties: {}; this.myProperties = options.myProperties ? options.myProperties: {};
@ -651,11 +651,11 @@ class CanvasSectionContainer {
} }
} }
// According to drawing order. Section with the highest drawing order will be drawn last. // According to processing order. Section with the highest processing order will be calculated last.
for (var i: number = 0; i < this.sections.length - 1; i++) { for (var i: number = 0; i < this.sections.length - 1; i++) {
var zIndex = this.sections[i].zIndex; var zIndex = this.sections[i].zIndex;
while (i < this.sections.length - 1 && zIndex === this.sections[i + 1].zIndex) { while (i < this.sections.length - 1 && zIndex === this.sections[i + 1].zIndex) {
if (this.sections[i].drawingOrder > this.sections[i + 1].drawingOrder) { if (this.sections[i].processingOrder > this.sections[i + 1].processingOrder) {
var temp = this.sections[i + 1]; var temp = this.sections[i + 1];
this.sections[i + 1] = this.sections[i]; this.sections[i + 1] = this.sections[i];
this.sections[i] = temp; this.sections[i] = temp;
@ -741,7 +741,7 @@ class CanvasSectionContainer {
|| options.position === undefined || options.position === undefined
|| options.size === undefined || options.size === undefined
|| options.expand === undefined || options.expand === undefined
|| options.drawingOrder === undefined || options.processingOrder === undefined
|| options.zIndex === undefined || options.zIndex === undefined
|| options.interactable === undefined || options.interactable === undefined
) { ) {

View file

@ -241,7 +241,7 @@ L.TileSectionManager = L.Class.extend({
position: [250 * that._dpiScale, 250 * that._dpiScale], // Set its initial position to somewhere blank. Other sections shouldn't cover this point after initializing. position: [250 * that._dpiScale, 250 * that._dpiScale], // Set its initial position to somewhere blank. Other sections shouldn't cover this point after initializing.
size: [0, 0], // Going to be expanded, no initial width or height is necessary. size: [0, 0], // Going to be expanded, no initial width or height is necessary.
expand: 'top left bottom right', // Expand to all directions. expand: 'top left bottom right', // Expand to all directions.
drawingOrder: 1, processingOrder: 1,
zIndex: 5, zIndex: 5,
interactable: true, interactable: true,
myProperties: { myProperties: {
@ -274,7 +274,7 @@ L.TileSectionManager = L.Class.extend({
position: [0, 0], position: [0, 0],
size: [0, 0], size: [0, 0],
expand: '', expand: '',
drawingOrder: 1, processingOrder: 1,
zIndex: 4, zIndex: 4,
// Even if this one is drawn on top, won't be able to catch events. // Even if this one is drawn on top, won't be able to catch events.
// Sections with "interactable: true" can catch events even if they are under a section with property "interactable: false". // Sections with "interactable: true" can catch events even if they are under a section with property "interactable: false".
@ -355,7 +355,7 @@ L.TileSectionManager = L.Class.extend({
position: [0, 0], position: [0, 0],
size: [0, 0], size: [0, 0],
expand: '', expand: '',
drawingOrder: 1, processingOrder: 1,
zIndex: 8, // Above all. zIndex: 8, // Above all.
// Even if this one is drawn on top, won't be able to catch events. // Even if this one is drawn on top, won't be able to catch events.
// Sections with "interactable: true" can catch events even if they are under a section with property "interactable: false". // Sections with "interactable: true" can catch events even if they are under a section with property "interactable: false".
@ -389,7 +389,7 @@ L.TileSectionManager = L.Class.extend({
position: [0, 0], position: [0, 0],
size: [0, 0], size: [0, 0],
expand: '', expand: '',
drawingOrder: 1, processingOrder: 1,
zIndex: 6, // Above tile layer. zIndex: 6, // Above tile layer.
interactable: false, interactable: false,
myProperties: {}, myProperties: {},