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structure.js
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/**
* @module Structure
* @submodule Structure
* @for p5
* @requires core
*/
import p5 from './main';
/**
* Stops p5.js from continuously executing the code within <a href="#/p5/draw">draw()</a>.
* If <a href="#/p5/loop">loop()</a> is called, the code in <a href="#/p5/draw">draw()</a>
* begins to run continuously again. If using <a href="#/p5/noLoop">noLoop()</a>
* in <a href="#/p5/setup">setup()</a>, it should be the last line inside the block.
*
* When <a href="#/p5/noLoop">noLoop()</a> is used, it's not possible to manipulate
* or access the screen inside event handling functions such as
* <a href="#/p5/mousePressed">mousePressed()</a> or
* <a href="#/p5/keyPressed">keyPressed()</a>. Instead, use those functions to
* call <a href="#/p5/redraw">redraw()</a> or <a href="#/p5/loop">loop()</a>,
* which will run <a href="#/p5/draw">draw()</a>, which can update the screen
* properly. This means that when <a href="#/p5/noLoop">noLoop()</a> has been
* called, no drawing can happen, and functions like <a href="#/p5/saveFrames">saveFrames()</a>
* or <a href="#/p5/loadPixels">loadPixels()</a> may not be used.
*
* Note that if the sketch is resized, <a href="#/p5/redraw">redraw()</a> will
* be called to update the sketch, even after <a href="#/p5/noLoop">noLoop()</a>
* has been specified. Otherwise, the sketch would enter an odd state until
* <a href="#/p5/loop">loop()</a> was called.
*
* Use <a href="#/p5/isLooping">isLooping()</a> to check the current state of <a href="#/p5/loop">loop()</a>.
*
* @method noLoop
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 100);
* background(200);
* noLoop();
* }
* function draw() {
* line(10, 10, 90, 90);
* }
* </code>
* </div>
*
* <div>
* <code>
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* noLoop();
* }
*
* function mouseReleased() {
* loop();
* }
* </code>
* </div>
*
* @alt
* 113 pixel long line extending from top-left to bottom right of canvas.
* horizontal line moves slowly from left. Loops but stops on mouse press.
*/
p5.prototype.noLoop = function() {
this._loop = false;
};
/**
* By default, p5.js loops through draw() continuously, executing the code within
* it. However, the <a href="#/p5/draw">draw()</a> loop may be stopped by calling
* <a href="#/p5/noLoop">noLoop()</a>. In that case, the <a href="#/p5/draw">draw()</a>
* loop can be resumed with loop().
*
* Avoid calling loop() from inside setup().
*
* Use <a href="#/p5/isLooping">isLooping()</a> to check the current state of <a href="#/p5/loop">loop()</a>.
*
* @method loop
* @example
* <div>
* <code>
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* loop();
* }
*
* function mouseReleased() {
* noLoop();
* }
* </code>
* </div>
*
* @alt
* horizontal line moves slowly from left. Loops but stops on mouse press.
*/
p5.prototype.loop = function() {
if (!this._loop) {
this._loop = true;
if (this._setupDone) {
this._draw();
}
}
};
/**
* By default, p5.js loops through <a href="#/p5/draw">draw()</a> continuously,
* executing the code within it. If the sketch is stopped with
* <a href="#/p5/noLoop">noLoop()</a> or resumed with <a href="#/p5/loop">loop()</a>,
* isLooping() returns the current state for use within custom event handlers.
*
* @method isLooping
* @returns {boolean}
* @example
* <div>
* <code>
* let checkbox, button, colBG, colFill;
*
* function setup() {
* createCanvas(100, 100);
*
* button = createButton('Colorize if loop()');
* button.position(0, 120);
* button.mousePressed(changeBG);
*
* checkbox = createCheckbox('loop()', true);
* checkbox.changed(checkLoop);
*
* colBG = color(0);
* colFill = color(255);
* }
*
* function changeBG() {
* if (isLooping()) {
* colBG = color(random(255), random(255), random(255));
* colFill = color(random(255), random(255), random(255));
* }
* }
*
* function checkLoop() {
* if (this.checked()) {
* loop();
* } else {
* noLoop();
* }
* }
*
* function draw() {
* background(colBG);
* fill(colFill);
* ellipse(frameCount % width, height / 2, 50);
* }
* </code>
* </div>
*
* @alt
* Ellipse moves slowly from left. Checkbox toggles loop()/noLoop().
* Button colorizes sketch if isLooping().
*
*/
p5.prototype.isLooping = function() {
return this._loop;
};
/**
* The <a href="#/p5/push">push()</a> function saves the current drawing style
* settings and transformations, while <a href="#/p5/pop">pop()</a> restores these
* settings. Note that these functions are always used together. They allow you to
* change the style and transformation settings and later return to what you had.
* When a new state is started with <a href="#/p5/push">push()</a>, it builds on
* the current style and transform information. The <a href="#/p5/push">push()</a>
* and <a href="#/p5/pop">pop()</a> functions can be embedded to provide more
* control. (See the second example for a demonstration.)
*
* <a href="#/p5/push">push()</a> stores information related to the current transformation state
* and style settings controlled by the following functions:
* <a href="#/p5/fill">fill()</a>,
* <a href="#/p5/noFill">noFill()</a>,
* <a href="#/p5/noStroke">noStroke()</a>,
* <a href="#/p5/stroke">stroke()</a>,
* <a href="#/p5/tint">tint()</a>,
* <a href="#/p5/noTint">noTint()</a>,
* <a href="#/p5/strokeWeight">strokeWeight()</a>,
* <a href="#/p5/strokeCap">strokeCap()</a>,
* <a href="#/p5/strokeJoin">strokeJoin()</a>,
* <a href="#/p5/imageMode">imageMode()</a>,
* <a href="#/p5/rectMode">rectMode()</a>,
* <a href="#/p5/ellipseMode">ellipseMode()</a>,
* <a href="#/p5/colorMode">colorMode()</a>,
* <a href="#/p5/textAlign">textAlign()</a>,
* <a href="#/p5/textFont">textFont()</a>,
* <a href="#/p5/textSize">textSize()</a>,
* <a href="#/p5/textLeading">textLeading()</a>,
* <a href="#/p5/applyMatrix">applyMatrix()</a>,
* <a href="#/p5/resetMatrix">resetMatrix()</a>,
* <a href="#/p5/rotate">rotate()</a>,
* <a href="#/p5/scale">scale()</a>,
* <a href="#/p5/shearX">shearX()</a>,
* <a href="#/p5/shearY">shearY()</a>,
* <a href="#/p5/translate">translate()</a>,
* <a href="#/p5/noiseSeed">noiseSeed()</a>.
*
* In WEBGL mode additional style settings are stored. These are controlled by the
* following functions: <a href="#/p5/setCamera">setCamera()</a>,
* <a href="#/p5/ambientLight">ambientLight()</a>,
* <a href="#/p5/directionalLight">directionalLight()</a>,
* <a href="#/p5/pointLight">pointLight()</a>, <a href="#/p5/texture">texture()</a>,
* <a href="#/p5/specularMaterial">specularMaterial()</a>,
* <a href="#/p5/shininess">shininess()</a>,
* <a href="#/p5/normalMaterial">normalMaterial()</a>
* and <a href="#/p5/shader">shader()</a>.
*
* @method push
* @example
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* translate(50, 0);
* ellipse(0, 50, 33, 33); // Middle circle
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
*
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(33, 50, 33, 33); // Left-middle circle
*
* push(); // Start another new drawing state
* stroke(0, 102, 153);
* ellipse(66, 50, 33, 33); // Right-middle circle
* pop(); // Restore previous state
*
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
*
* @alt
* Gold ellipse + thick black outline @center 2 white ellipses on left and right.
* 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
*/
p5.prototype.push = function() {
this._styles.push({
props: {
_colorMode: this._colorMode
},
renderer: this._renderer.push()
});
};
/**
* The <a href="#/p5/push">push()</a> function saves the current drawing style
* settings and transformations, while <a href="#/p5/pop">pop()</a> restores
* these settings. Note that these functions are always used together. They allow
* you to change the style and transformation settings and later return to what
* you had. When a new state is started with <a href="#/p5/push">push()</a>, it
* builds on the current style and transform information. The <a href="#/p5/push">push()</a>
* and <a href="#/p5/pop">pop()</a> functions can be embedded to provide more
* control. (See the second example for a demonstration.)
*
* <a href="#/p5/push">push()</a> stores information related to the current transformation state
* and style settings controlled by the following functions:
* <a href="#/p5/fill">fill()</a>,
* <a href="#/p5/noFill">noFill()</a>,
* <a href="#/p5/noStroke">noStroke()</a>,
* <a href="#/p5/stroke">stroke()</a>,
* <a href="#/p5/tint">tint()</a>,
* <a href="#/p5/noTint">noTint()</a>,
* <a href="#/p5/strokeWeight">strokeWeight()</a>,
* <a href="#/p5/strokeCap">strokeCap()</a>,
* <a href="#/p5/strokeJoin">strokeJoin()</a>,
* <a href="#/p5/imageMode">imageMode()</a>,
* <a href="#/p5/rectMode">rectMode()</a>,
* <a href="#/p5/ellipseMode">ellipseMode()</a>,
* <a href="#/p5/colorMode">colorMode()</a>,
* <a href="#/p5/textAlign">textAlign()</a>,
* <a href="#/p5/textFont">textFont()</a>,
* <a href="#/p5/textSize">textSize()</a>,
* <a href="#/p5/textLeading">textLeading()</a>,
* <a href="#/p5/applyMatrix">applyMatrix()</a>,
* <a href="#/p5/resetMatrix">resetMatrix()</a>,
* <a href="#/p5/rotate">rotate()</a>,
* <a href="#/p5/scale">scale()</a>,
* <a href="#/p5/shearX">shearX()</a>,
* <a href="#/p5/shearY">shearY()</a>,
* <a href="#/p5/translate">translate()</a>,
* <a href="#/p5/noiseSeed">noiseSeed()</a>.
*
* In WEBGL mode additional style settings are stored. These are controlled by
* the following functions:
* <a href="#/p5/setCamera">setCamera()</a>,
* <a href="#/p5/ambientLight">ambientLight()</a>,
* <a href="#/p5/directionalLight">directionalLight()</a>,
* <a href="#/p5/pointLight">pointLight()</a>,
* <a href="#/p5/texture">texture()</a>,
* <a href="#/p5/specularMaterial">specularMaterial()</a>,
* <a href="#/p5/shininess">shininess()</a>,
* <a href="#/p5/normalMaterial">normalMaterial()</a> and
* <a href="#/p5/shader">shader()</a>.
*
* @method pop
* @example
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* translate(50, 0);
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(0, 50, 33, 33); // Middle circle
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
*
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(33, 50, 33, 33); // Left-middle circle
*
* push(); // Start another new drawing state
* stroke(0, 102, 153);
* ellipse(66, 50, 33, 33); // Right-middle circle
* pop(); // Restore previous state
*
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
*
* @alt
* Gold ellipse + thick black outline @center 2 white ellipses on left and right.
* 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
*/
p5.prototype.pop = function() {
const style = this._styles.pop();
if (style) {
this._renderer.pop(style.renderer);
Object.assign(this, style.props);
} else {
console.warn('pop() was called without matching push()');
}
};
/**
* Executes the code within <a href="#/p5/draw">draw()</a> one time. This
* function allows the program to update the display window only when necessary,
* for example when an event registered by <a href="#/p5/mousePressed">mousePressed()</a>
* or <a href="#/p5/keyPressed">keyPressed()</a> occurs.
*
* In structuring a program, it only makes sense to call <a href="#/p5/redraw">redraw()</a>
* within events such as <a href="#/p5/mousePressed">mousePressed()</a>. This
* is because <a href="#/p5/redraw">redraw()</a> does not run
* <a href="#/p5/draw">draw()</a> immediately (it only sets a flag that indicates
* an update is needed).
*
* The <a href="#/p5/redraw">redraw()</a> function does not work properly when
* called inside <a href="#/p5/draw">draw()</a>.To enable/disable animations,
* use <a href="#/p5/loop">loop()</a> and <a href="#/p5/noLoop">noLoop()</a>.
*
* In addition you can set the number of redraws per method call. Just
* add an integer as single parameter for the number of redraws.
*
* @method redraw
* @param {Integer} [n] Redraw for n-times. The default value is 1.
* @example
* <div><code>
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* x += 1;
* redraw();
* }
* </code>
* </div>
*
* <div class='norender'>
* <code>
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x += 1;
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* redraw(5);
* }
* </code>
* </div>
*
* @alt
* black line on far left of canvas
* black line on far left of canvas
*/
p5.prototype.redraw = function(n) {
if (this._inUserDraw || !this._setupDone) {
return;
}
let numberOfRedraws = parseInt(n);
if (isNaN(numberOfRedraws) || numberOfRedraws < 1) {
numberOfRedraws = 1;
}
const context = this._isGlobal ? window : this;
if (typeof context.draw === 'function') {
if (typeof context.setup === 'undefined') {
context.scale(context._pixelDensity, context._pixelDensity);
}
const callMethod = f => {
f.call(context);
};
for (let idxRedraw = 0; idxRedraw < numberOfRedraws; idxRedraw++) {
context.resetMatrix();
if (this._accessibleOutputs.grid || this._accessibleOutputs.text) {
this._updateAccsOutput();
}
if (context._renderer.isP3D) {
context._renderer._update();
}
context._setProperty('frameCount', context.frameCount + 1);
context._registeredMethods.pre.forEach(callMethod);
this._inUserDraw = true;
try {
context.draw();
} finally {
this._inUserDraw = false;
}
context._registeredMethods.post.forEach(callMethod);
}
}
};
/**
* The `p5()` constructor enables you to activate "instance mode" instead of normal
* "global mode". This is an advanced topic. A short description and example is
* included below. Please see
* <a target="blank" href="https://www.youtube.com/watch?v=Su792jEauZg&feature=youtu.be">
* Dan Shiffman's Coding Train video tutorial</a> or this
* <a target="blank" href="https://github.com/processing/p5.js/wiki/p5.js-overview#instantiation--namespace">tutorial page</a>
* for more info.
*
* By default, all p5.js functions are in the global namespace (i.e. bound to the window
* object), meaning you can call them simply `ellipse()`, `fill()`, etc. However, this
* might be inconvenient if you are mixing with other JS libraries (synchronously or
* asynchronously) or writing long programs of your own. p5.js currently supports a
* way around this problem called "instance mode". In instance mode, all p5 functions
* are bound up in a single variable instead of polluting your global namespace.
*
* Optionally, you can specify a default container for the canvas and any other elements
* to append to with a second argument. You can give the ID of an element in your html,
* or an html node itself.
*
* Note that creating instances like this also allows you to have more than one p5 sketch on
* a single web page, as they will each be wrapped up with their own set up variables. Of
* course, you could also use iframes to have multiple sketches in global mode.
*
* @method p5
* @param {Object} sketch a function containing a p5.js sketch
* @param {String|Object} node ID or pointer to HTML DOM node to contain sketch in
* @example
* <div class='norender'><code>
* const s = p => {
* let x = 100;
* let y = 100;
*
* p.setup = function() {
* p.createCanvas(700, 410);
* };
*
* p.draw = function() {
* p.background(0);
* p.fill(255);
* p.rect(x, y, 50, 50);
* };
* };
*
* new p5(s); // invoke p5
* </code></div>
*
* @alt
* white rectangle on black background
*/
export default p5;