Node
class
Node
implements
Promisable
Node
Extended by
-
Layout
Constructors
constructor
Parameters
-
{...} : NodeProps
Properties
absolutePosition
readonly
public
absolutePosition
:
SimpleVector2Signal
Node
A helper signal for operating on the position in world space.
Retrieving the position using this signal returns the position in worldspace. Similarly, setting the position using this signal transforms thenew value to local space.
If the new value is a function, the position of this node will becontinuously updated to always match the position returned by the function.This can be useful to "pin" the node in a specific place or to make itfollow another node's position.
Unlike
position
, this signal is not compound - it doesn't containseparate signals for the
x
and
y
components.
absoluteRotation
readonly
public
absoluteRotation
:
SimpleSignal
number
Node
A helper signal for operating on the rotation in world space.
Retrieving the rotation using this signal returns the rotation in worldspace. Similarly, setting the rotation using this signal transforms thenew value to local space.
If the new value is a function, the rotation of this node will becontinuously updated to always match the rotation returned by the function.
absoluteScale
readonly
public
absoluteScale
:
SimpleVector2Signal
Node
A helper signal for operating on the scale in world space.
Retrieving the scale using this signal returns the scale in world space.Similarly, setting the scale using this signal transforms the new value tolocal space.
If the new value is a function, the scale of this node will be continuouslyupdated to always match the position returned by the function.
Unlike
scale
, this signal is not compound - it doesn't containseparate signals for the
x
and
y
components.
cache
readonly
public
cache
:
SimpleSignal
boolean
Node
children
readonly
public
children
:
SimpleSignal
Node
[]
Node
composite
readonly
public
composite
:
SimpleSignal
boolean
Node
compositeOperation
readonly
public
compositeOperation
:
SimpleSignal
GlobalCompositeOperation
Node
creationStack
readonly
public
creationStack
?:
string
filters
readonly
public
filters
:
FiltersSignal
Node
isClass
public
isClass
:
boolean
key
readonly
public
key
:
string
opacity
readonly
public
opacity
:
SimpleSignal
number
Node
parent
readonly
public
parent
:
SimpleSignal
null
Node
void
=
...
position
readonly
public
position
:
Vector2Signal
Node
Represents the position of this node in local space of its parent.
Examples
properties
readonly
public
properties
:
Record
string
PropertyMetadata
any
=
...
rotation
readonly
public
rotation
:
SimpleSignal
number
Node
Represents the rotation (in degrees) of this node relative to its parent.
scale
readonly
public
scale
:
Vector2Signal
Node
Represents the scale of this node in local space of its parent.
Examples
shadowBlur
readonly
public
shadowBlur
:
SimpleSignal
number
Node
shadowColor
readonly
public
shadowColor
:
ColorSignal
Node
shadowOffset
readonly
public
shadowOffset
:
Vector2Signal
Node
zIndex
readonly
public
zIndex
:
SimpleSignal
number
Node
Methods
[iterator]
public
[iterator]
():
Generator
key
:
string
meta
:
PropertyMetadata
any
signal
:
SimpleSignal
any
void
void
unknown
absoluteOpacity
public
absoluteOpacity
():
number
add
public
add
node
:
ComponentChildren
:
Node
Add the given node(s) as the children of this node.
The nodes will be appended at the end of the children list.
Examples
Parameters
-
node : ComponentChildrenA node or an array of nodes to append.
applyState
Apply the given state to the node, setting all matching signal values tothe provided values.
Parameters
cacheBBox
public
cacheBBox
():
BBox
Get a bounding box for the contents rendered by this node as wellas its children.
clone
public
clone
customProps
:
NodeProps
=
{}
:
Node
Create a copy of this node.
Parameters
-
customProps : NodeProps = {}Properties to override.
compositeToLocal
public
compositeToLocal
():
DOMMatrix
compositeToWorld
public
compositeToWorld
():
DOMMatrix
A matrix mapping composite space to world space.
Certain effects such as blur and shadows ignore the current transformation.This matrix can be used to transform their parameters so that the effectappears relative to the closes composite root.
dispose
public
dispose
():
void
Prepare this node to be disposed of.
This method is called automatically when a scene is refreshed. It willbe called even if the node is not currently attached to the tree.
The goal of this method is to clean any external references to allow thenode to be garbage collected.
drawOverlay
public
drawOverlay
context
:
CanvasRenderingContext2D
matrix
:
DOMMatrix
:
void
Draw an overlay for this node.
The overlay for the currently inspected node is displayed on top of thecanvas.
The provided context is in screen space. The local-to-screen matrix can beused to transform all shapes that need to be displayed.This approach allows to keep the line widths and gizmo sizes consistent,no matter how zoomed-in the view is.
Parameters
-
context : CanvasRenderingContext2DThe context to draw with.
-
matrix : DOMMatrixA local-to-screen matrix.
getState
public
getState
():
NodeState
Return a snapshot of the node's current signal values.
This method will calculate the values of any reactive properties of thenode at the time the method is called.
hit
public
hit
position
:
Vector2
:
null
Node
Try to find a node intersecting the given position.
Parameters
-
position : Vector2The searched position.
insert
public
insert
node
:
ComponentChildren
index
:
number
=
0
:
Node
Insert the given node(s) at the specified index in the children list.
Examples
Parameters
-
node : ComponentChildrenA node or an array of nodes to insert.
-
index : number = 0An index at which to insert the node(s).
instantiate
public
instantiate
props
:
NodeProps
=
{}
:
Node
Create an instance of this node's class.
Parameters
-
props : NodeProps = {}Properties to pass to the constructor.
localToParent
public
localToParent
():
DOMMatrix
Get the local-to-parent matrix for this node.
This matrix transforms vectors from local space of this node to local spaceof this node's parent.
localToWorld
public
localToWorld
():
DOMMatrix
Get the local-to-world matrix for this node.
This matrix transforms vectors from local space of this node to worldspace.
Examples
move
public
move
by
:
number
=
1
:
Node
Rearrange this node in relation to its siblings.
Children are rendered starting from the beginning of the children list.We can change the rendering order by rearranging said list.
A positive
by
arguments move the node up (it will be rendered on top ofthe elements it has passed). Negative values move it down.
Parameters
-
by : number = 1Number of places by which the node should be moved.
moveAbove
public
moveAbove
node
:
Node
directlyAbove
:
boolean
=
false
:
Node
Move the node above the provided node in the parent's layout.
The node will be moved above the provided node and from then on will berendered on top of it. By default, if the node is already positionedhigher than the sibling node, it will not get moved.
Parameters
-
node : NodeThe sibling node below which to move.
-
directlyAbove : boolean = falseWhether the node should be positioned directly above thesibling. When true, will move the node even if it isalready positioned above the sibling.
moveBelow
public
moveBelow
node
:
Node
directlyBelow
:
boolean
=
false
:
Node
Move the node below the provided node in the parent's layout.
The node will be moved below the provided node and from then on will berendered below it. By default, if the node is already positioned lower thanthe sibling node, it will not get moved.
Parameters
-
node : NodeThe sibling node below which to move.
-
directlyBelow : boolean = falseWhether the node should be positioned directly belowthe sibling. When true, will move the node even ifit is already positioned below the sibling.
moveDown
public
moveDown
():
Node
Move the node down in relation to its siblings.
The node will exchange places with the sibling right below it (if any) andfrom then on will be rendered under it.
moveTo
public
moveTo
index
:
number
:
Node
Move the node to the provided position relative to its siblings.
If the node is getting moved to a lower position, it will be placed belowthe sibling that's currently at the provided index (if any).If the node is getting moved to a higher position, it will be placed abovethe sibling that's currently at the provided index (if any).
Parameters
-
index : numberThe index to move the node to.
moveToBottom
public
moveToBottom
():
Node
Move the node to the bottom in relation to its siblings.
The node will be placed at the beginning of the children list and from thenon will be rendered below all of its siblings.
moveToTop
public
moveToTop
():
Node
Move the node to the top in relation to its siblings.
The node will be placed at the end of the children list and from then onwill be rendered on top of all of its siblings.
moveUp
public
moveUp
():
Node
Move the node up in relation to its siblings.
The node will exchange places with the sibling right above it (if any) andfrom then on will be rendered on top of it.
reactiveClone
public
reactiveClone
customProps
:
NodeProps
=
{}
:
Node
Create a reactive copy of this node.
A reactive copy has all its properties dynamically updated to match thesource node.
Parameters
-
customProps : NodeProps = {}Properties to override.
remove
public
remove
():
Node
Remove this node from the tree.
removeChildren
public
removeChildren
():
void
Remove all children of this node.
render
public
render
context
:
CanvasRenderingContext2D
:
void
Render this node onto the given canvas.
Parameters
-
context : CanvasRenderingContext2DThe context to draw with.
reparent
public
reparent
newParent
:
Node
:
void
Change the parent of this node while keeping the absolute transform.
After performing this operation, the node will stay in the same placevisually, but its parent will be changed.
Parameters
-
newParent : NodeThe new parent of this node.
restore
public
restore
duration
:
number
timing
:
TimingFunction
=
easeInOutCubic
:
undefined
ThreadGenerator
Restore the node to its last saved state.
This method can be used together with the
save
method to restore anode to a previously saved state. Restoring a node to a previous stateremoves that state from the state stack.
Examples
Parameters
-
duration : numberThe duration of the transition
-
timing : TimingFunction = easeInOutCubicThe timing function to use for the transition
save
public
save
():
void
Push a snapshot of the node's current state onto the node's state stack.
This method can be used together with the
restore
method to save anode's current state and later restore it. It is possible to store morethan one state by calling
save
method multiple times.
snapshotClone
public
snapshotClone
customProps
:
NodeProps
=
{}
:
Node
Create a copy of this node.
Unlike
clone
, a snapshot clone calculates any reactive propertiesat the moment of cloning and passes the raw values to the copy.
Parameters
-
customProps : NodeProps = {}Properties to override.
toPromise
public
toPromise
():
Promise
Node
Wait for any asynchronous resources that this node or its children have.
Certain resources like images are always loaded asynchronously.Awaiting this method makes sure that all such resources are done loadingbefore continuing the animation.
view
public
view
():
View2D
worldToLocal
public
worldToLocal
():
DOMMatrix
Get the world-to-local matrix for this node.
This matrix transforms vectors from world space to local space of thisnode.
Examples
worldToParent
public
worldToParent
():
DOMMatrix
Get the world-to-parent matrix for this node.
This matrix transforms vectors from world space to local space of thisnode's parent.