(core) Add stop method

This commit is contained in:
Brandon Tilley 2014-02-03 00:13:37 -08:00
parent 74013bde29
commit 4edb647564
2 changed files with 57 additions and 4 deletions

View File

@ -94,6 +94,24 @@ planet.onDraw(function() {
```
</div>
**`planet.onStop( function(){} )`**
Registers a function to be called when the planet is stopped with the `stop` method. This can be used to clean up timers and remove references to internal planet properties and plugins, if necessary, so that it can be property garbage collected.
<div class='ui raised segment'>
<div class='ui red ribbon label'>JavaScript</div>
```javascript
var interval = setInterval(function() {
addRandomPing(planet); // uses `planet.plugins.pings`
}, 150);
planet.onStop(function() {
clearInterval(interval);
});
```
</div>
**`planet.withSavedContext( function(context){} )`**
Calls the function with the current canvas context as a parameter, wrapping the function call in `context.save()` and `context.restore()`. Use this function any time you're going to modify the context to ensure it gets put back to the way it was.
@ -119,7 +137,7 @@ Begins drawing the globe onto the given canvas. `canvas` should be a raw DOM ele
Calling `draw` will perform the following operations:
1. Initialize each loaded plugin by calling the plugin function.
1. Initialize each loaded plugin by calling the plugin function (note: this only happens the first time you call `draw`).
2. Set `planet.canvas` and `planet.context` to the canvas and the canvas' context, respectively.
3. Run each registered `onInit` hook in the order it was registered (note that `onInit` calls made by plugins will not be made until step 1, after `draw` has been called).
4. Start the animation loop, each tick clearing the canvas and calling any registered `onDraw` hooks in order.
@ -138,3 +156,19 @@ var canvas = document.getElementById('myCanvas');
planet.draw(canvas);
```
</div>
**`planet.stop()`**
Stop drawing the planet to the canvas. This disables the internal draw loop. You can register functions to call when the planet is stopped using the `onStop` method; if you don't plan on reusing the planet, be sure to clean up timers and references to internal properties, if necessary, so that it can be garbage collected.
You can draw the planet to a new (or the same) canvas using the `draw` method as normal. All your plugins' `onInit` functions will fire, although the plugin function itself will not be called again.
Keep in mind that, since the internal draw loop is stopped, your plugins' `onDraw` functions are not being called. If you have timers or other mechanisms that continually push data into a data structure that an `onDraw` method cleans up, you should disable or pause it.
<div class='ui raised segment'>
<div class='ui red ribbon label'>JavaScript</div>
```javascript
planet.stop();
```
</div>

View File

@ -4,6 +4,10 @@
var doDrawLoop = function(planet, canvas, hooks) {
d3.timer(function() {
if (planet.stopped) {
return true;
}
planet.context.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < hooks.onDraw.length; i++) {
hooks.onDraw[i]();
@ -59,11 +63,14 @@
};
var startDraw = function(planet, canvas, localPlugins, hooks) {
initPlugins(planet, localPlugins);
planet.canvas = canvas;
planet.context = canvas.getContext('2d');
if (planet.stopped !== true) {
initPlugins(planet, localPlugins);
}
planet.stopped = false;
runOnInitHooks(planet, canvas, hooks);
};
@ -83,7 +90,8 @@
var localPlugins = [];
var hooks = {
onInit: [],
onDraw: []
onDraw: [],
onStop: []
};
var planet = {
@ -101,10 +109,21 @@
hooks.onDraw.push(fn);
},
onStop: function(fn) {
hooks.onStop.push(fn);
},
loadPlugin: function(plugin) {
localPlugins.push(plugin);
},
stop: function() {
planet.stopped = true;
for (var i = 0; i < hooks.onStop.length; i++) {
hooks.onStop[i](planet);
}
},
withSavedContext: function(fn) {
if (!this.context) {
throw new Error("No canvas to fetch context for");