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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Multi Window JS</title>
<script type="text/javascript" src="three.r124.min.js"></script>
<style type="text/css">
* {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<script>
class WindowManager {
#windows;
#count;
#id;
#winData;
#winShapeChangeCallback;
#winChangeCallback;
constructor() {
let that = this;
// event listener for when localStorage is changed from another window
addEventListener("storage", (event) => {
if (event.key == "windows") {
let newWindows = JSON.parse(event.newValue);
let winChange = that.#didWindowsChange(that.#windows, newWindows);
that.#windows = newWindows;
if (winChange) {
if (that.#winChangeCallback) that.#winChangeCallback();
}
}
});
// event listener for when current window is about to ble closed
window.addEventListener('beforeunload', function (e) {
let index = that.getWindowIndexFromId(that.#id);
//remove this window from the list and update local storage
that.#windows.splice(index, 1);
that.updateWindowsLocalStorage();
});
}
// check if theres any changes to the window list
#didWindowsChange(pWins, nWins) {
if (pWins.length != nWins.length) {
return true;
}
else {
let c = false;
for (let i = 0; i < pWins.length; i++) {
if (pWins[i].id != nWins[i].id) c = true;
}
return c;
}
}
// initiate current window (add metadata for custom data to store with each window instance)
init(metaData) {
this.#windows = JSON.parse(localStorage.getItem("windows")) || [];
this.#count = localStorage.getItem("count") || 0;
this.#count++;
this.#id = this.#count;
let shape = this.getWinShape();
this.#winData = { id: this.#id, shape: shape, metaData: metaData };
this.#windows.push(this.#winData);
localStorage.setItem("count", this.#count);
this.updateWindowsLocalStorage();
}
getWinShape() {
let shape = { x: window.screenLeft, y: window.screenTop, w: window.innerWidth, h: window.innerHeight };
return shape;
}
getWindowIndexFromId(id) {
let index = -1;
for (let i = 0; i < this.#windows.length; i++) {
if (this.#windows[i].id == id) index = i;
}
return index;
}
updateWindowsLocalStorage() {
localStorage.setItem("windows", JSON.stringify(this.#windows));
}
update() {
//console.log(step);
let winShape = this.getWinShape();
//console.log(winShape.x, winShape.y);
if (winShape.x != this.#winData.shape.x ||
winShape.y != this.#winData.shape.y ||
winShape.w != this.#winData.shape.w ||
winShape.h != this.#winData.shape.h) {
this.#winData.shape = winShape;
let index = this.getWindowIndexFromId(this.#id);
this.#windows[index].shape = winShape;
//console.log(windows);
if (this.#winShapeChangeCallback) this.#winShapeChangeCallback();
this.updateWindowsLocalStorage();
}
}
setWinShapeChangeCallback(callback) {
this.#winShapeChangeCallback = callback;
}
setWinChangeCallback(callback) {
this.#winChangeCallback = callback;
}
getWindows() {
return this.#windows;
}
getThisWindowData() {
return this.#winData;
}
getThisWindowID() {
return this.#id;
}
}
const t = THREE;
let camera, scene, renderer, world;
let near, far;
let pixR = window.devicePixelRatio ? window.devicePixelRatio : 1;
let cubes = [];
let sceneOffsetTarget = { x: 0, y: 0 };
let sceneOffset = { x: 0, y: 0 };
let today = new Date();
today.setHours(0);
today.setMinutes(0);
today.setSeconds(0);
today.setMilliseconds(0);
today = today.getTime();
let internalTime = getTime();
let windowManager;
let initialized = false;
// get time in seconds since beginning of the day (so that all windows use the same time)
function getTime() {
return (new Date().getTime() - today) / 1000.0;
}
if (new URLSearchParams(window.location.search).get("clear")) {
localStorage.clear();
}
else {
// this code is essential to circumvent that some browsers preload the content of some pages before you actually hit the url
document.addEventListener("visibilitychange", () => {
if (document.visibilityState != 'hidden' && !initialized) {
init();
}
});
window.onload = () => {
if (document.visibilityState != 'hidden') {
init();
}
};
function init() {
initialized = true;
// add a short timeout because window.offsetX reports wrong values before a short period
setTimeout(() => {
setupScene();
setupWindowManager();
resize();
updateWindowShape(false);
render();
window.addEventListener('resize', resize);
}, 500)
}
function setupScene() {
camera = new t.OrthographicCamera(0, 0, window.innerWidth, window.innerHeight, -10000, 10000);
camera.position.z = 2.5;
near = camera.position.z - .5;
far = camera.position.z + 0.5;
scene = new t.Scene();
scene.background = new t.Color(0.0);
scene.add(camera);
renderer = new t.WebGLRenderer({ antialias: true, depthBuffer: true });
renderer.setPixelRatio(pixR);
world = new t.Object3D();
scene.add(world);
renderer.domElement.setAttribute("id", "scene");
document.body.appendChild(renderer.domElement);
}
function setupWindowManager() {
windowManager = new WindowManager();
windowManager.setWinShapeChangeCallback(updateWindowShape);
windowManager.setWinChangeCallback(windowsUpdated);
// here you can add your custom metadata to each windows instance
let metaData = { foo: "Multi Win" };
// this will init the windowmanager and add this window to the centralised pool of windows
windowManager.init(metaData);
// call update windows initially (it will later be called by the win change callback)
windowsUpdated();
}
function windowsUpdated() {
updateNumberOfCubes();
}
function updateNumberOfCubes() {
let wins = windowManager.getWindows();
// remove all cubes
cubes.forEach((c) => {
world.remove(c);
})
cubes = [];
// add new cubes based on the current window setup
for (let i = 0; i < wins.length; i++) {
let win = wins[i];
let c = new t.Color();
c.setHSL(i * .1, 1.0, .5);
let s = 100 + i * 50;
let cube = new t.Mesh(new t.BoxGeometry(s, s, s), new t.MeshBasicMaterial({ color: c, wireframe: true }));
cube.position.x = win.shape.x + (win.shape.w * .5);
cube.position.y = win.shape.y + (win.shape.h * .5);
world.add(cube);
cubes.push(cube);
}
}
function updateWindowShape(easing = true) {
// storing the actual offset in a proxy that we update against in the render function
sceneOffsetTarget = { x: -window.screenX, y: -window.screenY };
if (!easing) sceneOffset = sceneOffsetTarget;
}
function render() {
let t = getTime();
windowManager.update();
// calculate the new position based on the delta between current offset and new offset times a falloff value (to create the nice smoothing effect)
let falloff = .05;
sceneOffset.x = sceneOffset.x + ((sceneOffsetTarget.x - sceneOffset.x) * falloff);
sceneOffset.y = sceneOffset.y + ((sceneOffsetTarget.y - sceneOffset.y) * falloff);
// set the world position to the offset
world.position.x = sceneOffset.x;
world.position.y = sceneOffset.y;
let wins = windowManager.getWindows();
// loop through all our cubes and update their positions based on current window positions
for (let i = 0; i < cubes.length; i++) {
let cube = cubes[i];
let win = wins[i];
let _t = t;// + i * .2;
let posTarget = { x: win.shape.x + (win.shape.w * .5), y: win.shape.y + (win.shape.h * .5) }
cube.position.x = cube.position.x + (posTarget.x - cube.position.x) * falloff;
cube.position.y = cube.position.y + (posTarget.y - cube.position.y) * falloff;
cube.rotation.x = _t * .5;
cube.rotation.y = _t * .3;
};
renderer.render(scene, camera);
requestAnimationFrame(render);
}
// resize the renderer to fit the window size
function resize() {
let width = window.innerWidth;
let height = window.innerHeight
camera = new t.OrthographicCamera(0, width, 0, height, -10000, 10000);
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}
</script>
</body>
</html>