(core) Add stop method
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@ -94,6 +94,24 @@ planet.onDraw(function() {
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```
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</div>
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**`planet.onStop( function(){} )`**
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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.
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<div class='ui raised segment'>
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<div class='ui red ribbon label'>JavaScript</div>
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```javascript
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var interval = setInterval(function() {
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addRandomPing(planet); // uses `planet.plugins.pings`
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}, 150);
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planet.onStop(function() {
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clearInterval(interval);
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});
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```
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</div>
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**`planet.withSavedContext( function(context){} )`**
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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.
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@ -119,7 +137,7 @@ Begins drawing the globe onto the given canvas. `canvas` should be a raw DOM ele
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Calling `draw` will perform the following operations:
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1. Initialize each loaded plugin by calling the plugin function.
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1. Initialize each loaded plugin by calling the plugin function (note: this only happens the first time you call `draw`).
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2. Set `planet.canvas` and `planet.context` to the canvas and the canvas' context, respectively.
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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).
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4. Start the animation loop, each tick clearing the canvas and calling any registered `onDraw` hooks in order.
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@ -138,3 +156,19 @@ var canvas = document.getElementById('myCanvas');
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planet.draw(canvas);
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```
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</div>
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**`planet.stop()`**
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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.
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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.
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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.
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<div class='ui raised segment'>
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<div class='ui red ribbon label'>JavaScript</div>
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```javascript
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planet.stop();
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```
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</div>
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25
src/body.js
25
src/body.js
@ -4,6 +4,10 @@
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var doDrawLoop = function(planet, canvas, hooks) {
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d3.timer(function() {
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if (planet.stopped) {
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return true;
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}
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planet.context.clearRect(0, 0, canvas.width, canvas.height);
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for (var i = 0; i < hooks.onDraw.length; i++) {
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hooks.onDraw[i]();
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@ -59,11 +63,14 @@
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};
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var startDraw = function(planet, canvas, localPlugins, hooks) {
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initPlugins(planet, localPlugins);
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planet.canvas = canvas;
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planet.context = canvas.getContext('2d');
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if (planet.stopped !== true) {
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initPlugins(planet, localPlugins);
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}
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planet.stopped = false;
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runOnInitHooks(planet, canvas, hooks);
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};
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@ -83,7 +90,8 @@
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var localPlugins = [];
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var hooks = {
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onInit: [],
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onDraw: []
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onDraw: [],
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onStop: []
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};
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var planet = {
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@ -101,10 +109,21 @@
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hooks.onDraw.push(fn);
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},
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onStop: function(fn) {
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hooks.onStop.push(fn);
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},
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loadPlugin: function(plugin) {
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localPlugins.push(plugin);
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},
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stop: function() {
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planet.stopped = true;
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for (var i = 0; i < hooks.onStop.length; i++) {
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hooks.onStop[i](planet);
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}
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},
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withSavedContext: function(fn) {
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if (!this.context) {
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throw new Error("No canvas to fetch context for");
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