# init

# 2.1 init

export function init(dom, opts) {
    var zr = new ZRender(guid(), dom, opts);
    instances[zr.id] = zr;
    return zr;
}
1
2
3
4

# 2.2 ZRender

此处主要定义好 MVC 结构模式,每个类各司其职
















 












 





 


































var ZRender = function (id, dom, opts) {

    opts = opts || {};

    /**
     * @type {HTMLDomElement}
     */
    this.dom = dom;

    /**
     * @type {string}
     */
    this.id = id;

    var self = this;
    var storage = new Storage();

    var rendererType = opts.renderer;
    // TODO WebGL
    if (useVML) {
        if (!painterCtors.vml) {
            throw new Error('You need to require \'zrender/vml/vml\' to support IE8');
        }
        rendererType = 'vml';
    }
    else if (!rendererType || !painterCtors[rendererType]) {
        rendererType = 'canvas';
    }
    var painter = new painterCtors[rendererType](dom, storage, opts, id);

    this.storage = storage;
    this.painter = painter;

    var handerProxy = (!env.node && !env.worker) ? new HandlerProxy(painter.getViewportRoot(), painter.root) : null;
    this.handler = new Handler(storage, painter, handerProxy, painter.root);

    /**
     * @type {module:zrender/animation/Animation}
     */
    this.animation = new Animation({
        stage: {
            update: zrUtil.bind(this.flush, this)
        }
    });
    this.animation.start();

    /**
     * @type {boolean}
     * @private
     */
    this._needsRefresh;

    // 修改 storage.delFromStorage, 每次删除元素之前删除动画
    // FIXME 有点ugly
    var oldDelFromStorage = storage.delFromStorage;
    var oldAddToStorage = storage.addToStorage;

    storage.delFromStorage = function (el) {
        oldDelFromStorage.call(storage, el);

        el && el.removeSelfFromZr(self);
    };

    storage.addToStorage = function (el) {
        oldAddToStorage.call(storage, el);

        el.addSelfToZr(self);
    };
};
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
  • prototype 扩展部分



























































































































































































 
 
 
 


































































 
 
 
 
 
 
 
 
 
 
 
 
 
 












ZRender.prototype = {

    constructor: ZRender,
    /**
     * 获取实例唯一标识
     * @return {string}
     */
    getId: function () {
        return this.id;
    },

    /**
     * 添加元素
     * @param  {module:zrender/Element} el
     */
    add: function (el) {
        this.storage.addRoot(el);
        this._needsRefresh = true;
    },

    /**
     * 删除元素
     * @param  {module:zrender/Element} el
     */
    remove: function (el) {
        this.storage.delRoot(el);
        this._needsRefresh = true;
    },

    /**
     * Change configuration of layer
     * @param {string} zLevel
     * @param {Object} config
     * @param {string} [config.clearColor=0] Clear color
     * @param {string} [config.motionBlur=false] If enable motion blur
     * @param {number} [config.lastFrameAlpha=0.7] Motion blur factor. Larger value cause longer trailer
    */
    configLayer: function (zLevel, config) {
        if (this.painter.configLayer) {
            this.painter.configLayer(zLevel, config);
        }
        this._needsRefresh = true;
    },

    /**
     * Set background color
     * @param {string} backgroundColor
     */
    setBackgroundColor: function (backgroundColor) {
        if (this.painter.setBackgroundColor) {
            this.painter.setBackgroundColor(backgroundColor);
        }
        this._needsRefresh = true;
    },

    /**
     * Repaint the canvas immediately
     */
    refreshImmediately: function () {
        // var start = new Date();

        // Clear needsRefresh ahead to avoid something wrong happens in refresh
        // Or it will cause zrender refreshes again and again.
        this._needsRefresh = this._needsRefreshHover = false;
        this.painter.refresh();
        // Avoid trigger zr.refresh in Element#beforeUpdate hook
        this._needsRefresh = this._needsRefreshHover = false;

        // var end = new Date();
        // var log = document.getElementById('log');
        // if (log) {
        //     log.innerHTML = log.innerHTML + '<br>' + (end - start);
        // }
    },

    /**
     * Mark and repaint the canvas in the next frame of browser
     */
    refresh: function () {
        this._needsRefresh = true;
    },

    /**
     * Perform all refresh
     */
    flush: function () {
        var triggerRendered;

        if (this._needsRefresh) {
            triggerRendered = true;
            this.refreshImmediately();
        }
        if (this._needsRefreshHover) {
            triggerRendered = true;
            this.refreshHoverImmediately();
        }

        triggerRendered && this.trigger('rendered');
    },

    /**
     * Add element to hover layer
     * @param  {module:zrender/Element} el
     * @param {Object} style
     */
    addHover: function (el, style) {
        if (this.painter.addHover) {
            var elMirror = this.painter.addHover(el, style);
            this.refreshHover();
            return elMirror;
        }
    },

    /**
     * Add element from hover layer
     * @param  {module:zrender/Element} el
     */
    removeHover: function (el) {
        if (this.painter.removeHover) {
            this.painter.removeHover(el);
            this.refreshHover();
        }
    },

    /**
     * Clear all hover elements in hover layer
     * @param  {module:zrender/Element} el
     */
    clearHover: function () {
        if (this.painter.clearHover) {
            this.painter.clearHover();
            this.refreshHover();
        }
    },

    /**
     * Refresh hover in next frame
     */
    refreshHover: function () {
        this._needsRefreshHover = true;
    },

    /**
     * Refresh hover immediately
     */
    refreshHoverImmediately: function () {
        this._needsRefreshHover = false;
        this.painter.refreshHover && this.painter.refreshHover();
    },

    /**
     * Resize the canvas.
     * Should be invoked when container size is changed
     * @param {Object} [opts]
     * @param {number|string} [opts.width] Can be 'auto' (the same as null/undefined)
     * @param {number|string} [opts.height] Can be 'auto' (the same as null/undefined)
     */
    resize: function (opts) {
        opts = opts || {};
        this.painter.resize(opts.width, opts.height);
        this.handler.resize();
    },

    /**
     * Stop and clear all animation immediately
     */
    clearAnimation: function () {
        this.animation.clear();
    },

    /**
     * Get container width
     */
    getWidth: function () {
        return this.painter.getWidth();
    },

    /**
     * Get container height
     */
    getHeight: function () {
        return this.painter.getHeight();
    },

    /**
     * Export the canvas as Base64 URL
     * @param {string} type
     * @param {string} [backgroundColor='#fff']
     * @return {string} Base64 URL
     */
    // toDataURL: function(type, backgroundColor) {
    //     return this.painter.getRenderedCanvas({
    //         backgroundColor: backgroundColor
    //     }).toDataURL(type);
    // },

    /**
     * Converting a path to image.
     * It has much better performance of drawing image rather than drawing a vector path.
     * @param {module:zrender/graphic/Path} e
     * @param {number} width
     * @param {number} height
     */
    pathToImage: function (e, dpr) {
        return this.painter.pathToImage(e, dpr);
    },

    /**
     * Set default cursor
     * @param {string} [cursorStyle='default'] 例如 crosshair
     */
    setCursorStyle: function (cursorStyle) {
        this.handler.setCursorStyle(cursorStyle);
    },

    /**
     * Find hovered element
     * @param {number} x
     * @param {number} y
     * @return {Object} {target, topTarget}
     */
    findHover: function (x, y) {
        return this.handler.findHover(x, y);
    },

    /**
     * Bind event
     *
     * @param {string} eventName Event name
     * @param {Function} eventHandler Handler function
     * @param {Object} [context] Context object
     */
    on: function (eventName, eventHandler, context) {
        this.handler.on(eventName, eventHandler, context);
    },

    /**
     * Unbind event
     * @param {string} eventName Event name
     * @param {Function} [eventHandler] Handler function
     */
    off: function (eventName, eventHandler) {
        this.handler.off(eventName, eventHandler);
    },

    /**
     * Trigger event manually
     *
     * @param {string} eventName Event name
     * @param {event=} event Event object
     */
    trigger: function (eventName, event) {
        this.handler.trigger(eventName, event);
    },


    /**
     * Clear all objects and the canvas.
     */
    clear: function () {
        this.storage.delRoot();
        this.painter.clear();
    },

    /**
     * Dispose self.
     */
    dispose: function () {
        this.animation.stop();

        this.clear();
        this.storage.dispose();
        this.painter.dispose();
        this.handler.dispose();

        this.animation =
        this.storage =
        this.painter =
        this.handler = null;

        delInstance(this.id);
    }
};
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282

此处重点是 add 函数:

  • 1.给模型添加元素数据
  • 2.通过参数刷新控制视图的刷新,最终调用 flush 刷新视图