// Copyright (c) 2015 - 2017 Uber Technologies, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. import {LayerExtension} from '@deck.gl/core'; import shaderModule from './shader-module'; import type {Layer, LayerContext, Accessor} from '@deck.gl/core'; const defaultProps = { getBrushingTarget: {type: 'accessor', value: [0, 0]}, brushingTarget: 'source', brushingEnabled: true, brushingRadius: 10000 }; export type BrushingExtensionProps = { /** * Called to retrieve an arbitrary position for each object that it will be filtered by. * Only effective if `brushingTarget` is set to `custom`. */ getBrushingTarget?: Accessor; /** * Enable/disable brushing. If brushing is disabled, all objects are rendered. * @default true */ brushingEnabled?: boolean; /** * The position used to filter each object by. */ brushingTarget?: 'source' | 'target' | 'source_target' | 'custom'; /** The brushing radius centered at the pointer, in meters. If a data object is within this circle, it is rendered; otherwise it is hidden. * @default 10000 */ brushingRadius?: number; }; /** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */ export default class BrushingExtension extends LayerExtension { static defaultProps = defaultProps; static extensionName = 'BrushingExtension'; getShaders(): any { return { modules: [shaderModule] }; } initializeState(this: Layer, context: LayerContext, extension: this) { const attributeManager = this.getAttributeManager(); if (attributeManager) { attributeManager.add({ brushingTargets: { size: 2, stepMode: 'dynamic', accessor: 'getBrushingTarget' } }); } // Trigger redraw when mouse moves const onMouseMove = () => { this.getCurrentLayer()?.setNeedsRedraw(); }; // TODO - expose this in a better way this.state.onMouseMove = onMouseMove; if (context.deck) { // @ts-expect-error (2446) accessing protected property context.deck.eventManager.on({ pointermove: onMouseMove, pointerleave: onMouseMove }); } } finalizeState(this: Layer, context: LayerContext, extension: this) { // Remove event listeners if (context.deck) { const onMouseMove = this.state.onMouseMove as () => void; // @ts-expect-error (2446) accessing protected property context.deck.eventManager.off({ pointermove: onMouseMove, pointerleave: onMouseMove }); } } }