When using a SequentialLayout in trying to apply StateModifiers to Surface objects that had been added to a layout, it looks like some unexpected behavior happens:
When applying transformations via setTransform on a StateModifier, I expect to see the transformation applied from the origin of the Surface in question.
Instead, the transform is applied from an origin of 0,0 in relation to the parent SequentialLayout
Given the code below, the above behavior seems to make no logical sense (for context, I am working on a sorting algorithms demo, using famo.us):
/* globals define */
define(function(require, exports, module) {
'use strict';
// import dependencies
var Engine = require('famous/core/Engine');
var Modifier = require('famous/core/Modifier');
var Transform = require('famous/core/Transform');
var Surface = require('famous/core/Surface');
var StateModifier = require('famous/modifiers/StateModifier');
var SequentialLayout = require('famous/views/SequentialLayout');
// create the main context
var mainContext = Engine.createContext();
// your app here
var surfaces = [];
// Sorter
var Sort = require('sort');
var arr = [100,25,20,15,30,-20,-10,10,0];
var min = Math.min.apply(null, arr);
var base_dims = [ 50, 50 ];
arr.forEach(function(el) {
surfaces.push(new Surface({
content: el,
size: base_dims.map(function(d) { return d + (el - min); }),
properties: {
backgroundColor: 'rgb(240, 238, 233)',
textAlign: 'center',
padding: '5px',
border: '2px solid rgb(210, 208, 203)',
marginTop: '50px',
marginLeft: '50px'
}
}));
});
var sequentialLayout = new SequentialLayout({
direction: 0,
itemSpacing:20
});
sequentialLayout.sequenceFrom(surfaces);
mainContext.add(sequentialLayout);
var swap_modifiers = [
new StateModifier({}), new StateModifier({})
];
Sort.bubble_sort_iterative(arr, function(first_swap_index, second_swap_index) {
swap_modifiers[0].setTransform(
Transform.translate(300, 0, 0),
{ duration : 750, curve: 'linear' }
);
swap_modifiers[1].setTransform(
Transform.translate(300, 0, 0),
{ duration : 750, curve: 'linear' }
);
mainContext.add(swap_modifiers[0]).add(surfaces[first_swap_index]);
mainContext.add(swap_modifiers[1]).add(surfaces[second_swap_index]);
});
});
A surface has no origin, a (state-)modifier has an origin. Since you don't provide any origin vaue, the default value is set up, which is [0, 0]. See more:
http://famo.us/university/lessons/#/famous-101/positioning/8
Think of your SequentialLayout as a Render Node in your tree. Adding surfaces to SequentialLayout is in essence adding individual nodes to that tree branch. SequentialLayout happens to be adding each item at the same level in the tree.
Sort.bubble_sort_iterative(... changes the location of the surfaces by adding them to the mainContext of your application. This is the same level as the sequentialLayout and makes their origin the same origin as the sequentialLayout. Not what you wanted!
Remember: Adding a modifier to a context will make that context the parent node.
Without knowing the specifics of the above code, we know that we can add a View rather than surfaces to the sequentialLayout and could transition the View's modifiers within each of those items without changing their location in the render tree.
A simple code example of views in the sequential layout:
arr.forEach(function(el) {
var surfSize = base_dims.map(function(d) { return d + (el - min); });
console.log(size);
var view = new View();
view.mod = new StateModifier({ size: surfSize });
view.surface = new Surface({
content: el,
size: [undefined, undefined],
properties: {
backgroundColor: 'rgb(240, 238, 233)',
textAlign: 'center',
padding: '5px',
border: '2px solid rgb(210, 208, 203)',
marginTop: '50px',
marginLeft: '50px'
}
});
view.add(view.mod).add(view.surface);
surfaces.push(view);
});
Trying to swap out the views from one to the other will give you some unexpected results. It would be better to just swap out the options and content values.
Related
I have two surfaces. One is draggable and one is 'full screen' (size: [undefined, undefined]). I'd like to drag the first surface (yellow in my example) right and have the second (green)surface appear. When I click on the green surface, I'd like show the first surface again back in the original starting point (center of screen).
I'd also like the green surface to be non-draggable.
I'm a famo.us novice, and any help is GREATLY appreciated!
fiddle here: http://jsfiddle.net/cjs123456/vfzy4j51/
// the position state
var position = [0, 0];
// create a Sync to listen to mouse events
var sync = new MouseSync();
var renderController = new RenderController();
var mySurface = new Surface({
size: [350, 200],
content: 'drag me right more than 100px to see other surface',
properties: {
backgroundColor: "hsl(" + (5 * 360 / 40) + ", 100%, 50%)",
lineHeight: '200px',
textAlign: 'center',
cursor: 'pointer'
}
});
// Surface provides events that the sync listens to
mySurface.pipe(sync);
// Syncs have `start`, `update` and `end` events. On `update` we increment the position state of the surface based
// on the change in x- and y- displacements
sync.on('update', function(data){
position[0] += data.delta[0];
position[1] += data.delta[1];
console.log(data.position[0]);
if (data.position[0] > 100) {
console.log("FULL");
renderController.show(fullSurface);
}
});
// this modifier reads from the position state to create a translation Transform that is applied to the surface
var positionModifier = new Modifier({
transform : function(){
return Transform.translate(position[0], position[1], 0);
}
});
// a modifier that centers the surface
var centerModifier = new Modifier({
origin : [0.5, 0.5],
align: [0.5, 0.5]
});
var fullSurface = new Surface({
size: [undefined, undefined],
content: 'Click me to show other surface',
properties: {
backgroundColor: "hsl(" + (9 * 360 / 40) + ", 100%, 50%)",
lineHeight: '400px',
textAlign: 'center'
}
});
fullSurface.on("click", function() {
renderController.show(mySurface);
});
renderController.show(mySurface);
var mainContext = Engine.createContext();
var node = mainContext.add(centerModifier).add(positionModifier);
node.add(renderController);
});
There are more than one way to solve this issue.
Control the dragging of the render controller
Create separate render controller and control views
Because your use case here is simple enough, I will show the creating of a separate render controller
Here is the jsFiddle Example of the Code
Create a background render controller
var renderController = new RenderController();
var backRenderController = new RenderController();
Change the node to be the center modifier. Add our draggable to the node. Add the background controller to the node.
var node = mainContext.add(centerModifier)
node.add(positionModifier).add(renderController);
node.add(backRenderController);
Control the draggable render contoller view (Line 42)
renderController.hide();
backRenderController.show(fullSurface);
Clicking on the background will reset the position of the draggable back to the origin, hide the background and show the draggable again.
// Set draggable position back to the origin
position = [0, 0];
// Hide the back render element
backRenderController.hide();
// Show the draggable
renderController.show(mySurface);
Full code:
// the position state
var position = [0, 0];
// create a Sync to listen to mouse events
var sync = new MouseSync();
var renderController = new RenderController();
var backRenderController = new RenderController();
var mySurface = new Surface({
size: [350, 200],
content: 'drag me right more than 100px to see other surface',
properties: {
backgroundColor: "hsl(" + (5 * 360 / 40) + ", 100%, 50%)",
lineHeight: '200px',
textAlign: 'center',
cursor: 'pointer'
}
});
// Surface provides events that the sync listens to
mySurface.pipe(sync);
// Syncs have `start`, `update` and `end` events. On `update` we increment the position state of the surface based
// on the change in x- and y- displacements
sync.on('update', function (data) {
position[0] += data.delta[0];
position[1] += data.delta[1];
console.log(data.position[0]);
if (data.position[0] > 100) {
console.log("FULL");
renderController.hide();
backRenderController.show(fullSurface);
}
//else {
// mySurface.setPosition([0,0,0], {
// curve: Easing.outBack,
// duration: 300
// });
//}
});
// this modifier reads from the position state to create a translation Transform that is applied to the surface
var positionModifier = new Modifier({
transform: function () {
return Transform.translate(position[0], position[1], 0);
}
});
// a modifier that centers the surface
var centerModifier = new Modifier({
origin: [0.5, 0.5],
align: [0.5, 0.5]
});
var fullSurface = new Surface({
size: [undefined, undefined],
content: 'Click me to show other surface',
properties: {
backgroundColor: "hsl(" + (9 * 360 / 40) + ", 100%, 50%)",
lineHeight: '400px',
textAlign: 'center'
}
});
fullSurface.on("click", function () {
// Set draggable position back to the origin
position = [0, 0];
// Hide the back render element
backRenderController.hide();
// Show the draggable
renderController.show(mySurface);
});
//var node = mainContext.add(myModifier);
//node.add(draggable).add(surface);
renderController.show(mySurface);
var mainContext = Engine.createContext();
//mainContext.add(myModifier).add(draggable).add(renderController);
var node = mainContext.add(centerModifier)
node.add(positionModifier).add(renderController);
node.add(backRenderController);
I have a custom view that contains a surface. I am needing to pipe the surface events to the parent view. I can do this easily from outside the view, but how do I do this from inside the view? Here is my custom view with the code that does NOT work:
define([
"famous/core/view",
"famous/core/Surface",
"famous/modifiers/StateModifier"
], function(View, Surface, StateModifier){
function _createContainer() {
var self = this;
var container = new Surface({
classes: ['blue-bg'],
content: 'HERE IS A LOVELY BIT OF CONTENT FOR MY SURFACE'
});
// THIS DOESN'T WORK, BUT ILLUSTRATES WHAT I'M NEEDING TO DO:
container.pipe(self);
self.containerNode.add(container);
self.form = container;
}
function FormView(){
var self = this;
View.apply(self, arguments);
var containerMod = new StateModifier({
size: self.options.size
});
self.containerNode = self.add(containerMod);
_createContainer.call(self);
}
FormView.prototype = Object.create(View.prototype);
FormView.prototype.constructor = FormView;
FormView.DEFAULT_OPTIONS = {
size: [300, 800]
};
return FormView;
});
Here is example code that does work, but that I want to do from inside the view:
var myView = new View();
mainContext.add(myView);
var surface = new Surface({
size: [100, 100],
content: 'click me',
properties: {
color: 'white',
textAlign: 'center',
backgroundColor: '#FA5C4F'
}
});
myView.add(surface);
surface.pipe(myView);
Inside your custom view FormView you need to pipe to the view's event handler. This will allow the view's events to be seen by a Scrollview when they are added to surfaces.
Change
container.pipe(self);
to
container.pipe(self._eventOutput);
How can I attach a StateModifier to a Surface that resides in a GridLayout?
My Code looks something like this:
//...
var grid = new Gridlayout({dimensions: [2,1]});
var surfaces = [];
grid.sequenceFrom(surfaces);
var surface01 = new Surface({content: 'Surface 01'});
var surface02 = new Surface({content: 'Surface 02'});
surfaces.push(surface01,surface02);
this._node.add(grid);
//...
Since the surfaces are not added to the render tree explicitly like:
this._node.add(modifier).add(surface)
I don't know how I can attach Modifiers to the surfaces?! Am I missing something? Any help is much appreciated
You will need to add a view as your sequence from items. The example code below uses a RenderNode as the view item and adds the StateModifier and Surface
Example jsBin Code [v0.3.0 of Famo.us]
var mainContext = Engine.createContext();
var surfaces = [];
var grid = new GridLayout({
dimensions: [2, 1]
});
var counter = 0;
_getView = function(name) {
var rnode = new RenderNode();
var state = new StateModifier({
size: [undefined, 500]
});
var surface = new Surface({
content:name,
properties: {
backgroundColor: "hsl(" + (counter * 360 / 8) + ", 100%, 50%)",
lineHeight: '500px',
textAlign: 'center',
cursor: 'pointer'
}
});
rnode.add(state).add(surface);
counter += 1;
return rnode;
};
surfaces.push(_getView('Surface 1'));
surfaces.push(_getView('Surface 2'));
grid.sequenceFrom(surfaces);
mainContext.add(grid);
If I'm not missing anything you want to modify the state of your surface inside the gridLayout, by clicking on one of them??
The gridLayout has an array of state that you can access by typing gridlayout._states['index of your surface']
var mainContext = Engine.createContext();
var surfaces = [];
var GridLayout = new GridLayout({
dimensions: [4,10]
});
for (var i = 0; i<40; i++){
var surface = new Surface({
content: 'surface' + i,
size: [200, 200]
});
surface.index = i;
surfaces.push(surface);
});
GridLayout.sequenceFrom(surfaces);
//now if you want to modify the state of the surface with index 2
GridLayout._states[2].set(Transform.rotateX(Math.PI/2)); // your surface will rotate by 90° on X axis
mainContext.add(GridLayout);
In my context I have a scroll view, and I'm trying to position the child elements within the view using origin/align properties in a state modifier. However for some reason, when I scroll to the bottom, the last surface isn't displayed correctly.
I can see this is because I'm using origin/align but I'm not sure on the correct way to position child elements within a scroll view? If someone could point me in the right direction that would be great.
Thanks
Code:
main.js
// Create the main context
var mainContext = Engine.createContext();
// Create scroll view
var scrollView = new Scrollview();
var surfaces = [];
scrollView.sequenceFrom(surfaces);
// Create logo
var logoNode = new RenderNode();
var logo = new ImageSurface({
size: [150, 112],
content: 'img/logo.png',
classes: ['logo']
});
// Center logo within context, center and set opacity
var modifier = new StateModifier({
align: [0.5, 0.05],
origin: [0.5, 0.05],
});
logoNode.add(modifier).add(logo);
logo.pipe(scrollView);
surfaces.push(logoNode);
var tribesLength = Object.keys(tribes).length;
for (var t = 0; t < tribesLength; t++) {
var tribe = new TribesView({tribes: tribes, tribe: t});
tribe.pipe(scrollView);
surfaces.push(tribe);
}
mainContext.add(scrollView);
TribesView.js
function TribesView() {
View.apply(this, arguments);
_displayTribe.call(this);
}
TribesView.prototype = Object.create(View.prototype);
TribesView.prototype.constructor = TribesView;
TribesView.DEFAULT_OPTIONS = {
tribes: {},
tribe: 0,
};
function _displayTribe() {
var tribes = this.options.tribes;
var tribe = this.options.tribe;
var node = new RenderNode();
var surface = new Surface({
size: [, 100],
content: tribes[tribe]['name'],
properties: {
background: tribes[tribe]['bg'],
color: 'blue'
}
});
var modifier = new StateModifier({
origin: [0, 0.1],
align: [0, 0.1]
});
node.add(modifier).add(surface);
surface.pipe(this._eventOutput);
this.add(node);
}
module.exports = TribesView;
The problem comes as you suspected, from the use of..
var modifier = new StateModifier({
origin: [0, 0.1],
align: [0, 0.1]
});
in the _displayTribe function. You have to remember that TribeView although labeled a view is nothing representative of something visual on screen. That means when you add this modifier to a surface inside a view, view thinks it is one place, which will be laid out in scrollview, and the modifier will put it in another place (in your case too low on screen).
It is difficult to give you a clear example, because I do not have the data or images or anything to make this look halfway good. If you want to use modifiers within your TribeViews, take a look at chain modifier. I have found it helpful for creating a sort of container surface without using a containerSurface.
Here is what I did to _displayTribe to give the content text an offset relative to the view..
function _displayTribe() {
var tribes = this.options.tribes;
var tribe = this.options.tribe;
var surface = new Surface({
size: [undefined, 100],
properties: {
color: 'blue',
border:'1px solid black'
}
});
this.add(surface)
var text = new Surface({
size:[undefined,true],
content: "Helloo",
})
chain = new ModifierChain()
var containerModifier = new StateModifier({
size: [undefined, 100],
});
var modifier = new StateModifier({
origin: [0, 0.1],
align: [0, 0.1]
});
chain.addModifier(modifier)
chain.addModifier(containerModifier)
this.add(chain).add(text);
surface.pipe(this._eventOutput);
}
I removed anything 'asset' related since it was not available to me. The first surface I added to the view completely unmodified. This allows us to see where scrollview is placing our view. For the text surface, I am using true sizing, and creating a ModifierChain to simulate the container as I previously mentioned. You do this by defining two modifiers, one for the size of the container, and the other for positioning in the container, then chain them together.
Lots of information, Hope this helps!
I'm trying to implement a slide to delete. As part of that I have a layer with opacity set to 0 the idea being I'm trying to set several if clauses to gradual change the opacity of the surface so that the word Delete gentle appears as you slide it to the left. At this point I just have it switching at 10pixels for testing. The functions fire but the opacity doesn't change. I think it has something to do with not being piped/event handling being done properly on my part. Any Ideas?
var SnapTransition = require("famous/transitions/SnapTransition");
Transitionable.registerMethod('snap', SnapTransition);
var CSS = require("css/recentActivityCSS");
var Ctrl = require("controllers/recentActivityCtrl");
var homeContentWrap = new Scrollview();
var recentActivities = [];
var ContainerSize = [undefined, 100];
homeContentWrap.sequenceFrom(recentActivities);
for (var i = 0; i < Ctrl.recentActivityList.length; i++) {
var recentActivitiesContainer = new ContainerSurface({
size: ContainerSize,
properties: CSS.recentActivitiesContainer,
});
var redLayer = new Surface({
size: ContainerSize,
content: 'DELETE',
properties: CSS.redLayer,
});
var draggable = new Draggable({
xRange: [-120, 5],
yRange: [0, 0],
});
var textContainer = new ContainerSurface({
size: ContainerSize,
properties: CSS.textContainer,
});
var mod = new Modifier({});
node = new RenderNode(draggable);
node.add(mod).add(textContainer);
textContainer.pipe(draggable);
textContainer.pipe(homeContentWrap);
var opacityMod = new StateModifier({
opacity: 0
});
recentActivitiesContainer.add(node);
recentActivitiesContainer.add(opacityMod).add(redLayer);
recentActivities.push(recentActivitiesContainer);
var trans = {
method: 'snap',
period: 100,
dampingRatio: 0.3,
velocity: 5
};
draggable.on('start', function() {});
draggable.on('update', function() {
var position = this.getPosition();
if (position[0] > (-10)) {
opacityMod.halt();
opacityMod.setOpacity(0, { curve: 'easeOut', duration: 10 });
} else {
opacityMod.halt();
opacityMod.setOpacity(1, { curve: 'easeOut', duration: 10 });
}
});
draggable.on('end', function(){
var position = this.getPosition();
if (position[0] < (-100)) {
alert('delete');
}
this.setPosition([0,0,0], trans);
});
There are a couple of things I did to the draggable 'update' function to achieve what you have described.
1) You need to bind objects to your update function or else you have no real reference to them. When you use opacityMod in your 'update' function, you only alter the last cells opacityMod. Since binding will change the meaning of 'this', I also bind draggable.
2) You say you want a gradual fade. This approach is not going to give you anything gradual. You need to take the position of the draggable and calculate an opacity based on that value. To start, I declare two new variables for fadeStart and fadeEnd, that represent the positions of the draggable X position 0 and 1 opacity respectively.
Also you probably do not need the transition in your setOpacity, but I kept it in anyway.
Here is the updated 'update' function.. Good Luck!
fadeStart = -10;
fadeEnd = -100;
draggable.on('update', function() {
var draggable = this[0];
var opacityMod = this[1];
var position = draggable.getPosition();
if ( position[0] > fadeStart ) {
opacityMod.halt();
opacityMod.setOpacity(0, { curve: 'easeOut', duration: 10 });
} else if ( position[0] > fadeEnd ) {
opacity = (position[0] - fadeStart) / ( fadeEnd - fadeStart );
opacityMod.halt();
opacityMod.setOpacity(opacity, { curve: 'easeOut', duration: 10 });
} else {
opacityMod.halt();
opacityMod.setOpacity(1, { curve: 'easeOut', duration: 10 });
}
}.bind([draggable,opacityMod]));
John has clearly answered this question above, but I wanted to show an alternate approach to the problem. I've seen questions here and in the #famous irc where people are having eventing problems. I've also seen a number of people struggling with binding or the lack of it. And finally, if you work out the whole slide thing here, shouldn't you be able to put that behind you and simply drop it in elsewhere? With that in mind I wrote a program that simply puts several images into a scrollview. Then I wrote a function called createSlidePanel that encapsulated the slide functionality and then to enable the fade-in of the word "delete" I created a second helper function createModifyingView. This approach appears to hit all three points above. I broke the eventing problems down into smaller more manageable units. It completely eliminated the need for this and binding. And finally, the two helper functions can be reused.
Here is my version of "main.js" which contains fundamentally "application" behavior:
/* globals define */
define(function(require, exports, module) {
'use strict';
// import dependencies
var Engine = require('famous/core/Engine');
var ImageSurface = require('famous/surfaces/ImageSurface');
var Surface = require('famous/core/Surface');
var Scrollview = require('famous/views/Scrollview');
var SnapTransition = require('famous/transitions/SnapTransition');
var Transitionable = require('famous/transitions/Transitionable');
var createSlidePanel = require('SlidePanel');
var createModifyingView = require('ModifyingView');
Transitionable.registerMethod('snap', SnapTransition);
var trans = {
method: 'snap',
period: 100,
dampingRatio: 0.3,
velocity: 5
};
var dataSource = [
'http://www.outerspaceuniverse.org/wp-content/uploads/2009/07/outer-space1.jpg',
'http://wallpoper.com/images/00/39/95/84/outer-space_00399584.jpg',
'http://static1.businessinsider.com/image/508c649e69beddb270000005/the-only-reason-private-space-flight-isnt-laughed-at-is-nasas-11-billion-infusion.jpg'
];
var images = [];
var slideOptions = {
drag: {
xRange: [-120, 5],
projection: 'x',
},
view: {
size:[300,300]
}
};
var mainContext = Engine.createContext();
var scrollView = new Scrollview();
mainContext.add(scrollView);
dataSource.forEach(function(url,i,urls) {
var img = new ImageSurface({
content: url,
size: [300,300]
});
var dlt = new Surface({
size:[300,300],
content: 'DELETE',
properties: {
color: 'red',
zIndex: 4,
lineHeight: '200px',
fontSize:'60px'
}
});
var modView = createModifyingView();
modView.modifier.setOpacity(0);
modView.add(dlt);
var elem = createSlidePanel(slideOptions);
elem.addSlide(img)
elem.addStill(modView);
elem._eventOutput.pipe(scrollView);
elem.on('slideupdate',slideUpdateHandler);
elem.on('slideend',slideEndHandler);
images.push(elem);
});
function slideUpdateHandler(eventInfo) {
var ratio = (eventInfo.data.position[0]-slideOptions.drag.xRange[1])/(slideOptions.drag.xRange[0]-slideOptions.drag.xRange[1]);
if(ratio>.2) {
eventInfo.source.stillElements[0].modifier.setOpacity(ratio);
} else {
eventInfo.source.stillElements[0].modifier.setOpacity(0);
}
}
function slideEndHandler(eventInfo) {
if (eventInfo.data.position[0] < (-100)) {
alert('delete');
}
eventInfo.source.modifier.setPosition([0,0,0], trans);
eventInfo.source.stillElements[0].modifier.setOpacity(0);
}
scrollView.sequenceFrom(images);
});
The slide functionality is here in "SlidePanel.js":
/* globals define */
define(function(require, exports, module) {
'use strict';
// import dependencies
var Modifier = require('famous/core/Modifier');
var View = require('famous/core/View');
var Draggable = require('famous/modifiers/Draggable');
function createSlidePanel(options) {
options = options || {};
var slidePanel = new View(options.view);
slidePanel.slideElements = [];
slidePanel.stillElements = [];
slidePanel.modifier = new Draggable(options.drag);
var node = slidePanel._add(slidePanel.modifier);
slidePanel.addSlide = function addSlide(renderable) {
node.add(renderable);
renderable.pipe(slidePanel._eventOutput);
renderable.pipe(slidePanel.modifier);
slidePanel.slideElements.push(renderable);
}
slidePanel.addStill = function addStill(renderable) {
slidePanel.add(renderable);
renderable.pipe(slidePanel._eventOutput);
renderable.pipe(slidePanel.modifier);
slidePanel.stillElements.push(renderable);
}
slidePanel.modifier.on('start',function(data) {
slidePanel._eventOutput.emit('slidestart',{source:slidePanel,data:data});
});
slidePanel.modifier.on('update',function(data) {
slidePanel._eventOutput.emit('slideupdate',{source:slidePanel,data:data});
});
slidePanel.modifier.on('end',function(data) {
slidePanel._eventOutput.emit('slideend',{source:slidePanel,data:data});
});
slidePanel.modifier.activate();
return slidePanel;
}
module.exports = createSlidePanel;
});
And here is the "ModifyingView.js" code:
/* globals define */
define(function(require, exports, module) {
'use strict';
// import dependencies
var Modifier = require('famous/core/Modifier');
var View = require('famous/core/View');
function createModifyingView(options) {
options = options || {};
var view = new View(options);
view.modifier = new Modifier();
var node = view._add(view.modifier);
view.add = function add(renderable) {
node.add(renderable);
view._eventOutput.subscribe(renderable);
};
view.setPosition = function setPosition(/* passthrough */) {
view.modifier.setPosition(arguments);
};
view.setOpacity = function setOpacity(/* passthrough */) {
view.modifier.setOpacity(arguments)
}
//view.modifier.setPosition([0,0,0]);
return view;
}
module.exports = createModifyingView;
});
Several Notes:
Obviously, one of the main changes here is the functional pattern which makes all references explicit and leaves no question of binding.
Yes this is more code than the original, partly because it is complete with all of the require statements and the list of images, but also because it just is. The trade-off here is that you may get more bang for the buck if you reuse the helpers.
The ModifyingView pattern is one I use quite a bit. This comes up so often whether I'm building a login form with eight surfaces interacting in ways the main program need know nothing about, or a simple surface fading in and out, that I have a code snippet which defines a view, a modifier, a statemodifier (one of which I usually delete,) a surface and much of the common code to tie them together.
I'm specifically not recommending the "options" management used in this code, but it suffices for the example.