language
stringclasses
5 values
text
stringlengths
15
988k
JavaScript
class GuildPreview extends Base { constructor(data, client) { super(data.id); this._client = client; this.name = data.name; this.icon = data.icon; this.description = data.description; this.splash = data.splash; this.discoverySplash = data.discovery_splash; this.features = data.features; this.approximateMemberCount = data.approximate_member_count; this.approximatePresenceCount = data.approximate_presence_count; this.emojis = data.emojis; } get iconURL() { return this.icon ? this._client._formatImage(Endpoints.GUILD_ICON(this.id, this.icon)) : null; } get splashURL() { return this.splash ? this._client._formatImage(Endpoints.GUILD_SPLASH(this.id, this.splash)) : null; } get discoverySplashURL() { return this.discoverySplash ? this._client._formatImage(Endpoints.GUILD_DISCOVERY_SPLASH(this.id, this.discoverySplash)) : null; } /** * Get the guild's splash with the given format and size * @arg {String} [format] The filetype of the icon ("jpg", "jpeg", "png", "gif", or "webp") * @arg {Number} [size] The size of the icon (any power of two between 16 and 4096) */ dynamicDiscoverySplashURL(format, size) { return this.discoverySplash ? this._client._formatImage(Endpoints.GUILD_DISCOVERY_SPLASH(this.id, this.discoverySplash), format, size) : null; } /** * Get the guild's icon with the given format and size * @arg {String} [format] The filetype of the icon ("jpg", "jpeg", "png", "gif", or "webp") * @arg {Number} [size] The size of the icon (any power of two between 16 and 4096) */ dynamicIconURL(format, size) { return this.icon ? this._client._formatImage(Endpoints.GUILD_ICON(this.id, this.icon), format, size) : null; } /** * Get the guild's splash with the given format and size * @arg {String} [format] The filetype of the icon ("jpg", "jpeg", "png", "gif", or "webp") * @arg {Number} [size] The size of the icon (any power of two between 16 and 4096) */ dynamicSplashURL(format, size) { return this.splash ? this._client._formatImage(Endpoints.GUILD_SPLASH(this.id, this.splash), format, size) : null; } toJSON(props = []) { return super.toJSON([ "id", "name", "icon", "description", "splash", "discoverySplash", "features", "approximateMemberCount", "approximatePresenceCount", "emojis", ...props ]); } }
JavaScript
class WMSTerrainProvider extends AbstractTerrainProvider { /** * Constructor. * @param {!osx.cesium.WMSTerrainProviderOptions} options */ constructor(options) { super(options); asserts.assert(options.layers != null && options.layers.length > 0, 'layers not defined'); /** * Configured WMS layers to use for terrain. * @type {!Array<!osx.cesium.WMSTerrainLayerOptions>} * @private */ this.layers_ = options.layers; this.layers_.sort(wmsTerrainLayerCompare); // for now, name the provider based on the first layer name so it can be of use in the layers window // we could change name based on zoom level but it's problematic because tiles are requested for multiple zoom levels if (this.layers_.length > 0) { this.setName(this.layers_[this.layers_.length - 1].layerName); } // set min/max level based on the configured layers this.maxLevel = this.layers_[0].maxLevel; this.minLevel = this.layers_[this.layers_.length - 1].minLevel; // mark as ready so Cesium will start requesting terrain this.ready = true; } /** * @inheritDoc */ getTileDataAvailable(x, y, level) { return super.getTileDataAvailable(x, y, level) && level < this.maxLevel; } /** * @inheritDoc */ requestTileGeometry(x, y, level, opt_request) { var layerName = this.getLayerForLevel_(level); if (!layerName) { // no terrain at this zoom level var terrainData = new Cesium.HeightmapTerrainData({ buffer: new Uint8Array(this.tileSize * this.tileSize), width: this.tileSize, height: this.tileSize }); return Cesium.when.resolve(terrainData); } var url = this.getRequestUrl_(x, y, level, layerName); if (this.useProxy) { url = ProxyHandler.getProxyUri(url); } var promise = Cesium.Resource.fetchArrayBuffer({ url: url, request: opt_request }); if (!promise) { return undefined; } var childMask = this.getTerrainChildMask(x, y, level); return Cesium.when(promise, this.arrayToHeightmap_.bind(this, childMask)); } /** * @param {number} level * @return {string|undefined} * @private */ getLayerForLevel_(level) { var layerName = undefined; if (level < this.maxLevel && level >= this.minLevel) { for (var i = 0, n = this.layers_.length; i < n; i++) { var layer = this.layers_[i]; if (level < layer.maxLevel && level >= layer.minLevel) { layerName = layer.layerName; break; } } } return layerName; } /** * Get the URL for an elevation tile * * @param {number} x * @param {number} y * @param {number} level * @param {string} layerName * @return {string} * @private */ getRequestUrl_(x, y, level, layerName) { var url = this.url + '?SERVICE=WMS&VERSION=1.3.0&REQUEST=GetMap&CRS=EPSG%3A4326&STYLES='; // add the elevation layer url += '&LAYERS=' + layerName; // add the format url += '&FORMAT=image%2Fbil'; // add the tile size url += '&WIDTH=' + this.tileSize + '&HEIGHT=' + this.tileSize; // add the bounding box var rect = this.tilingScheme.tileXYToNativeRectangle(x, y, level); var xSpacing = (rect.east - rect.west) / this.tileSize; var ySpacing = (rect.north - rect.south) / this.tileSize; rect.west -= xSpacing * 0.5; rect.east += xSpacing * 0.5; rect.south -= ySpacing * 0.5; rect.north += ySpacing * 0.5; url += '&BBOX=' + rect.south + ',' + rect.west + ',' + rect.north + ',' + rect.east; return url; } /** * @param {number} childTileMask * @param {ArrayBuffer} buffer * @return {Cesium.HeightmapTerrainData} * @private */ arrayToHeightmap_(childTileMask, buffer) { var heightBuffer = this.postProcessArray_(buffer); if (heightBuffer === undefined) { throw new Cesium.DeveloperError('unexpected height buffer size'); } var optionsHeightmapTerrainData = { buffer: heightBuffer, width: this.tileSize, height: this.tileSize, childTileMask: childTileMask, structure: this.terrainDataStructure }; return new Cesium.HeightmapTerrainData(optionsHeightmapTerrainData); } /** * @param {ArrayBuffer} buffer * @return {Int16Array|undefined} * @private */ postProcessArray_(buffer) { var result; var viewerIn = new DataView(buffer); var littleEndianBuffer = new ArrayBuffer(this.tileSize * this.tileSize * 2); var littleEndianView = new DataView(littleEndianBuffer); if (littleEndianBuffer.byteLength === buffer.byteLength) { // switch from big to little endian var current = 0; var goodCell = 0; var sum = 0; for (var i = 0; i < littleEndianBuffer.byteLength; i += 2) { current = viewerIn.getInt16(i, false); // don't allow values outside acceptable ranges (in meters) for the Earth. if (current > -500 && current < 9000) { littleEndianView.setInt16(i, current, true); sum += current; goodCell++; } else { // elevation is outside the acceptable range, so use an average var average = goodCell > 0 ? (sum / goodCell) : 0; littleEndianView.setInt16(i, average, true); } } result = new Int16Array(littleEndianBuffer); } return result; } /** * Create a Cesium WMS terrain provider instance. * @param {!osx.cesium.WMSTerrainProviderOptions} options The WMS terrain options. * @return {!Promise<!WMSTerrainProvider>} */ static create(options) { return Promise.resolve(new WMSTerrainProvider(options)); } }
JavaScript
class Prompt extends events { constructor(opts = {}) { super(); this.firstRender = true; this.in = opts.in || process.stdin; this.out = opts.out || process.stdout; this.onRender = (opts.onRender || (() => void 0)).bind(this); const rl = readline.createInterface(this.in); readline.emitKeypressEvents(this.in, rl); if (this.in.isTTY) this.in.setRawMode(true); const isSelect = ['SelectPrompt', 'MultiselectPrompt'].indexOf(this.constructor.name) > -1; const keypress = (str, key) => { let a = action$1(key, isSelect); if (a === false) { this._ && this._(str, key); } else if (typeof this[a] === 'function') { this[a](key); } else { this.bell(); } }; this.close = () => { this.out.write(cursor$2.show); this.in.removeListener('keypress', keypress); if (this.in.isTTY) this.in.setRawMode(false); rl.close(); this.emit(this.aborted ? 'abort' : 'submit', this.value); this.closed = true; }; this.in.on('keypress', keypress); } fire() { this.emit('state', { value: this.value, aborted: !!this.aborted }); } bell() { this.out.write(beep$1); } render() { this.onRender(kleur); if (this.firstRender) this.firstRender = false; } }
JavaScript
class AutocompletePrompt extends prompt { constructor(opts = {}) { super(opts); this.msg = opts.message; this.suggest = opts.suggest; this.choices = opts.choices; this.initial = typeof opts.initial === 'number' ? opts.initial : getIndex(opts.choices, opts.initial); this.select = this.initial || opts.cursor || 0; this.i18n = { noMatches: opts.noMatches || 'no matches found' }; this.fallback = opts.fallback || this.initial; this.suggestions = [[]]; this.page = 0; this.input = ''; this.limit = opts.limit || 10; this.cursor = 0; this.transform = style$7.render(opts.style); this.scale = this.transform.scale; this.render = this.render.bind(this); this.complete = this.complete.bind(this); this.clear = clear$7(''); this.complete(this.render); this.render(); } set fallback(fb) { this._fb = Number.isSafeInteger(parseInt(fb)) ? parseInt(fb) : fb; } get fallback() { let choice; if (typeof this._fb === 'number') choice = this.choices[this._fb];else if (typeof this._fb === 'string') choice = { title: this._fb }; return choice || this._fb || { title: this.i18n.noMatches }; } moveSelect(i) { this.select = i; if (this.suggestions[this.page].length > 0) this.value = getVal(this.suggestions[this.page], i);else this.value = this.fallback.value; this.fire(); } complete(cb) { var _this = this; return _asyncToGenerator$3(function* () { const p = _this.completing = _this.suggest(_this.input, _this.choices); const suggestions = yield p; if (_this.completing !== p) return; _this.suggestions = suggestions.map((s, i, arr) => ({ title: getTitle(arr, i), value: getVal(arr, i), description: s.description })).reduce((arr, sug) => { if (arr[arr.length - 1].length < _this.limit) arr[arr.length - 1].push(sug);else arr.push([sug]); return arr; }, [[]]); _this.completing = false; if (!_this.suggestions[_this.page]) _this.page = 0; // if (!this.suggestions.length && this.fallback) { // const index = getIndex(this.choices, this.fallback); // this.suggestions = [[]]; // if (index !== undefined) // this.suggestions[0].push({ title: getTitle(this.choices, index), value: getVal(this.choices, index) }); // this.isFallback = true; // } const l = Math.max(suggestions.length - 1, 0); _this.moveSelect(Math.min(l, _this.select)); cb && cb(); })(); } reset() { this.input = ''; this.complete(() => { this.moveSelect(this.initial !== void 0 ? this.initial : 0); this.render(); }); this.render(); } abort() { this.done = this.aborted = true; this.fire(); this.render(); this.out.write('\n'); this.close(); } submit() { this.done = true; this.aborted = false; this.fire(); this.render(); this.out.write('\n'); this.close(); } _(c, key) { // TODO on ctrl+# go to page # let s1 = this.input.slice(0, this.cursor); let s2 = this.input.slice(this.cursor); this.input = `${s1}${c}${s2}`; this.cursor = s1.length + 1; this.complete(this.render); this.render(); } delete() { if (this.cursor === 0) return this.bell(); let s1 = this.input.slice(0, this.cursor - 1); let s2 = this.input.slice(this.cursor); this.input = `${s1}${s2}`; this.complete(this.render); this.cursor = this.cursor - 1; this.render(); } deleteForward() { if (this.cursor * this.scale >= this.rendered.length) return this.bell(); let s1 = this.input.slice(0, this.cursor); let s2 = this.input.slice(this.cursor + 1); this.input = `${s1}${s2}`; this.complete(this.render); this.render(); } first() { this.moveSelect(0); this.render(); } last() { this.moveSelect(this.suggestions[this.page].length - 1); this.render(); } up() { if (this.select <= 0) return this.bell(); this.moveSelect(this.select - 1); this.render(); } down() { if (this.select >= this.suggestions[this.page].length - 1) return this.bell(); this.moveSelect(this.select + 1); this.render(); } next() { if (this.select === this.suggestions[this.page].length - 1) { this.page = (this.page + 1) % this.suggestions.length; this.moveSelect(0); } else this.moveSelect(this.select + 1); this.render(); } nextPage() { if (this.page >= this.suggestions.length - 1) return this.bell(); this.page++; this.moveSelect(0); this.render(); } prevPage() { if (this.page <= 0) return this.bell(); this.page--; this.moveSelect(0); this.render(); } left() { if (this.cursor <= 0) return this.bell(); this.cursor = this.cursor - 1; this.render(); } right() { if (this.cursor * this.scale >= this.rendered.length) return this.bell(); this.cursor = this.cursor + 1; this.render(); } renderOption(v, hovered) { let desc, title = v.title; if (hovered) { title = kleur.cyan(v.title); if (v.description) { desc = ` - ${v.description}`; if (title.length + desc.length >= this.out.columns || v.description.split(/\r?\n/).length > 1) { desc = '\n' + wrap$3(v.description, { width: this.out.columns }); } } } return title + kleur.gray(desc || ''); } render() { if (this.closed) return; if (!this.firstRender) this.out.write(clear$7(this.outputText)); super.render(); this.outputText = [kleur.bold(style$7.symbol(this.done, this.aborted)), kleur.bold(this.msg), style$7.delimiter(this.completing), this.done && this.suggestions[this.page][this.select] ? this.suggestions[this.page][this.select].title : this.rendered = this.transform.render(this.input)].join(' '); if (!this.done) { const suggestions = this.suggestions[this.page].map((item, i) => this.renderOption(item, this.select === i)).join('\n'); this.outputText += `\n` + (suggestions || kleur.gray(this.fallback.title)); if (this.suggestions[this.page].length > 1) { this.outputText += kleur.blue(`\nPage ${this.page + 1}/${this.suggestions.length}`); } } this.out.write(erase$6.line + cursor$9.to(0) + this.outputText); } }
JavaScript
class Prompt$1 extends events { constructor(opts={}) { super(); this.firstRender = true; this.in = opts.in || process.stdin; this.out = opts.out || process.stdout; this.onRender = (opts.onRender || (() => void 0)).bind(this); const rl = readline.createInterface(this.in); readline.emitKeypressEvents(this.in, rl); if (this.in.isTTY) this.in.setRawMode(true); const isSelect = [ 'SelectPrompt', 'MultiselectPrompt' ].indexOf(this.constructor.name) > -1; const keypress = (str, key) => { let a = action$3(key, isSelect); if (a === false) { this._ && this._(str, key); } else if (typeof this[a] === 'function') { this[a](key); } else { this.bell(); } }; this.close = () => { this.out.write(cursor$d.show); this.in.removeListener('keypress', keypress); if (this.in.isTTY) this.in.setRawMode(false); rl.close(); this.emit(this.aborted ? 'abort' : 'submit', this.value); this.closed = true; }; this.in.on('keypress', keypress); } fire() { this.emit('state', { value: this.value, aborted: !!this.aborted }); } bell() { this.out.write(beep$2); } render() { this.onRender(kleur); if (this.firstRender) this.firstRender = false; } }
JavaScript
class AutocompletePrompt$1 extends prompt$2 { constructor(opts={}) { super(opts); this.msg = opts.message; this.suggest = opts.suggest; this.choices = opts.choices; this.initial = typeof opts.initial === 'number' ? opts.initial : getIndex$1(opts.choices, opts.initial); this.select = this.initial || opts.cursor || 0; this.i18n = { noMatches: opts.noMatches || 'no matches found' }; this.fallback = opts.fallback || this.initial; this.suggestions = [[]]; this.page = 0; this.input = ''; this.limit = opts.limit || 10; this.cursor = 0; this.transform = style$h.render(opts.style); this.scale = this.transform.scale; this.render = this.render.bind(this); this.complete = this.complete.bind(this); this.clear = clear$h(''); this.complete(this.render); this.render(); } set fallback(fb) { this._fb = Number.isSafeInteger(parseInt(fb)) ? parseInt(fb) : fb; } get fallback() { let choice; if (typeof this._fb === 'number') choice = this.choices[this._fb]; else if (typeof this._fb === 'string') choice = { title: this._fb }; return choice || this._fb || { title: this.i18n.noMatches }; } moveSelect(i) { this.select = i; if (this.suggestions[this.page].length > 0) this.value = getVal$1(this.suggestions[this.page], i); else this.value = this.fallback.value; this.fire(); } async complete(cb) { const p = (this.completing = this.suggest(this.input, this.choices)); const suggestions = await p; if (this.completing !== p) return; this.suggestions = suggestions .map((s, i, arr) => ({ title: getTitle$1(arr, i), value: getVal$1(arr, i), description: s.description })) .reduce((arr, sug) => { if (arr[arr.length - 1].length < this.limit) arr[arr.length - 1].push(sug); else arr.push([sug]); return arr; }, [[]]); this.completing = false; if (!this.suggestions[this.page]) this.page = 0; // if (!this.suggestions.length && this.fallback) { // const index = getIndex(this.choices, this.fallback); // this.suggestions = [[]]; // if (index !== undefined) // this.suggestions[0].push({ title: getTitle(this.choices, index), value: getVal(this.choices, index) }); // this.isFallback = true; // } const l = Math.max(suggestions.length - 1, 0); this.moveSelect(Math.min(l, this.select)); cb && cb(); } reset() { this.input = ''; this.complete(() => { this.moveSelect(this.initial !== void 0 ? this.initial : 0); this.render(); }); this.render(); } abort() { this.done = this.aborted = true; this.fire(); this.render(); this.out.write('\n'); this.close(); } submit() { this.done = true; this.aborted = false; this.fire(); this.render(); this.out.write('\n'); this.close(); } _(c, key) { // TODO on ctrl+# go to page # let s1 = this.input.slice(0, this.cursor); let s2 = this.input.slice(this.cursor); this.input = `${s1}${c}${s2}`; this.cursor = s1.length+1; this.complete(this.render); this.render(); } delete() { if (this.cursor === 0) return this.bell(); let s1 = this.input.slice(0, this.cursor-1); let s2 = this.input.slice(this.cursor); this.input = `${s1}${s2}`; this.complete(this.render); this.cursor = this.cursor-1; this.render(); } deleteForward() { if(this.cursor*this.scale >= this.rendered.length) return this.bell(); let s1 = this.input.slice(0, this.cursor); let s2 = this.input.slice(this.cursor+1); this.input = `${s1}${s2}`; this.complete(this.render); this.render(); } first() { this.moveSelect(0); this.render(); } last() { this.moveSelect(this.suggestions[this.page].length - 1); this.render(); } up() { if (this.select <= 0) return this.bell(); this.moveSelect(this.select - 1); this.render(); } down() { if (this.select >= this.suggestions[this.page].length - 1) return this.bell(); this.moveSelect(this.select + 1); this.render(); } next() { if (this.select === this.suggestions[this.page].length - 1) { this.page = (this.page + 1) % this.suggestions.length; this.moveSelect(0); } else this.moveSelect(this.select + 1); this.render(); } nextPage() { if (this.page >= this.suggestions.length - 1) return this.bell(); this.page++; this.moveSelect(0); this.render(); } prevPage() { if (this.page <= 0) return this.bell(); this.page--; this.moveSelect(0); this.render(); } left() { if (this.cursor <= 0) return this.bell(); this.cursor = this.cursor-1; this.render(); } right() { if (this.cursor*this.scale >= this.rendered.length) return this.bell(); this.cursor = this.cursor+1; this.render(); } renderOption(v, hovered) { let desc, title = v.title; if (hovered) { title = kleur.cyan(v.title); if (v.description) { desc = ` - ${v.description}`; if (title.length + desc.length >= this.out.columns || v.description.split(/\r?\n/).length > 1) { desc = '\n' + wrap$7(v.description, { width: this.out.columns }); } } } return title + kleur.gray(desc || ''); } render() { if (this.closed) return; if (!this.firstRender) this.out.write(clear$h(this.outputText)); super.render(); this.outputText = [ kleur.bold(style$h.symbol(this.done, this.aborted)), kleur.bold(this.msg), style$h.delimiter(this.completing), this.done && this.suggestions[this.page][this.select] ? this.suggestions[this.page][this.select].title : this.rendered = this.transform.render(this.input) ].join(' '); if (!this.done) { const suggestions = this.suggestions[this.page] .map((item, i) => this.renderOption(item, this.select === i)) .join('\n'); this.outputText += `\n` + (suggestions || kleur.gray(this.fallback.title)); if (this.suggestions[this.page].length > 1) { this.outputText += kleur.blue(`\nPage ${this.page+1}/${this.suggestions.length}`); } } this.out.write(erase$d.line + cursor$k.to(0) + this.outputText); } }
JavaScript
class MathField { /** * To create a mathfield, you would typically use {@linkcode module:MathLive#makeMathField MathLive.makeMathField()} * instead of invoking directly this constructor. * * * @param {HTMLElement} element - The DOM element that this mathfield is attached to. * Note that `element.mathfield` is this object. * @param {MathFieldConfig} config - See {@tutorial CONFIG} for details * @method MathField#constructor * @private */ constructor(element, config) { // Setup default config options this.$setConfig(config || {}); this.element = element; element.mathfield = this; // Save existing content this.originalContent = element.innerHTML; let elementText = this.element.textContent; if (elementText) { elementText = elementText.trim(); } // Additional elements used for UI. // They are retrieved in order a bit later, so they need to be kept in sync // 1.0/ The field, where the math equation will be displayed // 1.1/ The virtual keyboard toggle // 2/ The popover panel which displays info in command mode // 3/ The keystroke caption panel (option+shift+K) // 4/ The virtual keyboard // 5.0/ The area to stick MathML for screen reading larger exprs (not used right now) // The for the area is that focus would bounce their and then back triggering the // screen reader to read it // 5.1/ The aria-live region for announcements let markup = ''; if (!this.config.substituteTextArea) { if (/android|ipad|ipod|iphone/i.test(navigator.userAgent)) { // On Android or iOS, don't use a textarea, which has the side effect of // bringing up the OS virtual keyboard markup += `<span class='ML__textarea'> <span class='ML__textarea__textarea' tabindex="0" role="textbox" style='display:inline-block;height:1px;width:1px' > </span> </span>`; } else { markup += '<span class="ML__textarea">' + '<textarea class="ML__textarea__textarea" autocapitalize="off" autocomplete="off" ' + 'autocorrect="off" spellcheck="false" aria-hidden="true" tabindex="0">' + '</textarea>' + '</span>'; } } else { if (typeof this.config.substituteTextArea === 'string') { markup += this.config.substituteTextArea; } else { // We don't really need this one, but we keep it here so that the // indexes below remain the same whether a substituteTextArea is // provided or not. markup += '<span></span>'; } } markup += '<span class="ML__fieldcontainer">' + '<span class="ML__fieldcontainer__field"></span>'; // If no value is specified for the virtualKeyboardMode, use // `onfocus` on touch-capable devices and `off` otherwise. if (!this.config.virtualKeyboardMode) { this.config.virtualKeyboardMode = (window.matchMedia && window.matchMedia("(any-pointer: coarse)").matches) ? 'onfocus' : 'off'; } // Only display the virtual keyboard toggle if the virtual keyboard mode is // 'manual' if (this.config.virtualKeyboardMode === 'manual') { markup += `<button class="ML__virtual-keyboard-toggle" data-tooltip="${l10n('tooltip.toggle virtual keyboard')}">`; // data-tooltip='Toggle Virtual Keyboard' if (this.config.virtualKeyboardToggleGlyph) { markup += this.config.virtualKeyboardToggleGlyph; } else { markup += `<span style="width: 21px; margin-top: 4px;"><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 576 512"><path d="M528 64H48C21.49 64 0 85.49 0 112v288c0 26.51 21.49 48 48 48h480c26.51 0 48-21.49 48-48V112c0-26.51-21.49-48-48-48zm16 336c0 8.823-7.177 16-16 16H48c-8.823 0-16-7.177-16-16V112c0-8.823 7.177-16 16-16h480c8.823 0 16 7.177 16 16v288zM168 268v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm-336 80v-24c0-6.627-5.373-12-12-12H84c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm384 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zM120 188v-24c0-6.627-5.373-12-12-12H84c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm96 0v-24c0-6.627-5.373-12-12-12h-24c-6.627 0-12 5.373-12 12v24c0 6.627 5.373 12 12 12h24c6.627 0 12-5.373 12-12zm-96 152v-8c0-6.627-5.373-12-12-12H180c-6.627 0-12 5.373-12 12v8c0 6.627 5.373 12 12 12h216c6.627 0 12-5.373 12-12z"/></svg></span>`; } markup += '</button>'; } else { markup += '<span ></span>'; } markup += '</span>'; markup += ` <div class="sr-only"> <span aria-live="assertive" aria-atomic="true"></span> <span></span> </div> `; this.element.innerHTML = markup; let iChild = 0; // index of child -- used to make changes below easier if (typeof this.config.substituteTextArea === 'function') { this.textarea = this.config.substituteTextArea(); } else { this.textarea = this.element.children[iChild++].firstElementChild; } this.field = this.element.children[iChild].children[0]; // Listen to 'wheel' events to scroll (horizontally) the field when it overflows this.field.addEventListener('wheel', ev => { ev.preventDefault(); ev.stopPropagation(); let wheelDelta = typeof ev.deltaX === 'undefined' ? ev.detail : -ev.deltaX; if (!isFinite(wheelDelta)) { wheelDelta = ev.wheelDelta / 10; } this.field.scroll({ top: 0, left: this.field.scrollLeft - wheelDelta * 5 }); }, { passive: false }); this.virtualKeyboardToggleDOMNode = this.element.children[iChild++].children[1]; this._attachButtonHandlers(this.virtualKeyboardToggleDOMNode, { default: 'toggleVirtualKeyboard', alt: 'toggleVirtualKeyboardAlt', shift: 'toggleVirtualKeyboardShift' }); this.ariaLiveText = this.element.children[iChild].children[0]; this.accessibleNode = this.element.children[iChild++].children[1]; // Some panels are shared amongst instances of mathfield // (there's a single instance in the document) this.popover = getSharedElement('mathlive-popover-panel', 'ML__popover'); this.keystrokeCaption = getSharedElement('mathlive-keystroke-caption-panel', 'ML__keystroke-caption'); // The keystroke caption panel and the command bar are // initially hidden this.keystrokeCaptionVisible = false; this.virtualKeyboardVisible = false; this.keystrokeBuffer = ''; this.keystrokeBufferStates = []; this.keystrokeBufferResetTimer = null; // This index indicates which of the suggestions available to // display in the popover panel this.suggestionIndex = 0; // The input mode (text, math, command) // While mathlist.anchorMode() represent the mode of the current selection, // this.mode is the mode chosen by the user. It indicates the mode the // next character typed will be interpreted in. // It is often identical to mathlist.anchorMode() since changing the selection // changes the mode, but sometimes it is not, for example when a user // enters a mode changing command. this.mode = config.defaultMode || 'math'; this.smartModeSuppressed = false; // Current style (color, weight, italic, etc...) // Reflects the style to be applied on next insertion, if any this.style = {}; // Focus/blur state this.blurred = true; on(this.element, 'focus', this); on(this.element, 'blur', this); // Capture clipboard events on(this.textarea, 'cut', this); on(this.textarea, 'copy', this); on(this.textarea, 'paste', this); // Delegate keyboard events Keyboard.delegateKeyboardEvents(this.textarea, { container: this.element, allowDeadKey: () => this.mode === 'text', typedText: this._onTypedText.bind(this), paste: this._onPaste.bind(this), keystroke: this._onKeystroke.bind(this), focus: this._onFocus.bind(this), blur: this._onBlur.bind(this), }); // Delegate mouse and touch events if (window.PointerEvent) { // Use modern pointer events if available on(this.field, 'pointerdown', this); } else { on(this.field, 'touchstart:active mousedown', this); } // Request notification for when the window is resized ( // or the device switched from portrait to landscape) to adjust // the UI (popover, etc...) on(window, 'resize', this); // Override some handlers in the config const localConfig = { ...config }; localConfig.onSelectionDidChange = MathField.prototype._onSelectionDidChange.bind(this); localConfig.onContentDidChange = MathField.prototype._onContentDidChange.bind(this); localConfig.onAnnounce = this.config.onAnnounce; localConfig.macros = this.config.macros; localConfig.removeExtraneousParentheses = this.config.removeExtraneousParentheses; this.mathlist = new EditableMathlist.EditableMathlist(localConfig, this); // Prepare to manage undo/redo this.undoManager = new Undo.UndoManager(this.mathlist); // If there was some content in the element, use it for the initial // value of the mathfield if (elementText.length > 0) { this.$latex(elementText); } // Now start recording potentially undoable actions this.undoManager.startRecording(); this.undoManager.snapshot(this.config); } /* * handleEvent is a function invoked when an event is registered with an * object instead ( see `addEventListener()` in `on()`) * The name is defined by addEventListener() and cannot be changed. * This pattern is used to be able to release bound event handlers, * (event handlers that need access to `this`) as the bind() function * would create a new function that would have to be kept track off * to be able to properly remove the event handler later. */ handleEvent(evt) { switch (evt.type) { case 'focus': this._onFocus(evt); break; case 'blur': this._onBlur(evt); break; case 'touchstart': this._onPointerDown(evt); break; case 'mousedown': this._onPointerDown(evt); break; case 'pointerdown': this._onPointerDown(evt); break; case 'resize': { if (this._resizeTimer) { window.cancelAnimationFrame(this._resizeTimer); } this._resizeTimer = window.requestAnimationFrame(() => this._onResize()); break; } case 'cut': this._onCut(evt); break; case 'copy': this._onCopy(evt); break; case 'paste': this._onPaste(evt); break; default: console.warn('Unexpected event type', evt.type); } } /** * Revert this math field to its original content. After this method has been * called, no other methods can be called on the MathField object. To turn the * element back into a MathField, call `MathLive.makeMathField()` on the * element again to get a new math field object. * * @method MathField#$revertToOriginalContent */ $revertToOriginalContent() { this.element.innerHTML = this.originalContent; this.element.mathfield = null; delete this.accessibleNode; delete this.ariaLiveText; delete this.field; off(this.textarea, 'cut', this); off(this.textarea, 'copy', this); off(this.textarea, 'paste', this); this.textarea.remove(); delete this.textarea; this.virtualKeyboardToggleDOMNode.remove(); delete this.virtualKeyboardToggleDOMNode; delete releaseSharedElement(this.popover); delete releaseSharedElement(this.keystrokeCaption); delete releaseSharedElement(this.virtualKeyboard); delete releaseSharedElement(document.getElementById('mathlive-alternate-keys-panel')); off(this.element, 'pointerdown', this); off(this.element, 'touchstart:active mousedown', this); off(this.element, 'focus', this); off(this.element, 'blur', this); off(window, 'resize', this); } _resetKeystrokeBuffer() { this.keystrokeBuffer = ''; this.keystrokeBufferStates = []; clearTimeout(this.keystrokeBufferResetTimer); } /** * Return the (x,y) client coordinates of the caret * * @method MathField#_getCaretPosition * @private */ _getCaretPosition() { const caret = _findElementWithCaret(this.field); if (caret) { const bounds = caret.getBoundingClientRect(); return { x: bounds.right + window.scrollX, y: bounds.bottom + window.scrollY }; } return null; } _getSelectionBounds() { const selectedNodes = this.field.querySelectorAll('.ML__selected'); if (selectedNodes && selectedNodes.length > 0) { const selectionRect = { top: Infinity, bottom: -Infinity, left: Infinity, right: -Infinity }; // Calculate the union of the bounds of all the selected spans selectedNodes.forEach(node => { const bounds = node.getBoundingClientRect(); if (bounds.left < selectionRect.left) { selectionRect.left = bounds.left; } if (bounds.right > selectionRect.right) { selectionRect.right = bounds.right; } if (bounds.bottom > selectionRect.bottom) { selectionRect.bottom = bounds.bottom; } if (bounds.top < selectionRect.top) { selectionRect.top = bounds.top; } }); const fieldRect = this.field.getBoundingClientRect(); const w = selectionRect.right - selectionRect.left; const h = selectionRect.bottom - selectionRect.top; selectionRect.left = Math.ceil(selectionRect.left - fieldRect.left + this.field.scrollLeft); selectionRect.right = selectionRect.left + w; selectionRect.top = Math.ceil(selectionRect.top - fieldRect.top); selectionRect.bottom = selectionRect.top + h; return selectionRect; } return null; } /** * @param {number} x * @param {number} y * @param {object} options * @param {boolean} options.bias if 0, the midpoint of the bounding box * is considered to return the sibling. If <0, the left sibling is * favored, if >0, the right sibling * @private */ _pathFromPoint(x, y, options) { options = options || {}; options.bias = options.bias || 0; let result; // Try to find the deepest element that is near the point that was // clicked on (the point could be outside of the element) const nearest = nearestElementFromPoint(this.field, x, y); const el = nearest.element; const id = el ? el.getAttribute('data-atom-id') : null; if (id) { // Let's find the atom that has a matching ID with the element that // was clicked on (or near) const paths = this.mathlist.filter(function (_path, atom) { // If the atom allows children to be selected, match only if // the ID of the atom matches the one we're looking for. if (!atom.captureSelection) { return atom.id === id; } // If the atom does not allow children to be selected // (captureSelection === true), the element matches if any of // its children has an ID that matches. return atom.filter(childAtom => childAtom.id === id).length > 0; }); if (paths && paths.length > 0) { // (There should be exactly one atom that matches this ID...) // Set the result to the path to this atom result = MathPath.pathFromString(paths[0]).path; if (options.bias === 0) { // If the point clicked is to the left of the vertical midline, // adjust the path to *before* the atom (i.e. after the // preceding atom) const bounds = el.getBoundingClientRect(); if (x < bounds.left + bounds.width / 2 && !el.classList.contains('ML__placeholder')) { result[result.length - 1].offset = Math.max(0, result[result.length - 1].offset - 1); } } else if (options.bias < 0) { result[result.length - 1].offset = Math.min(this.mathlist.siblings().length - 1, Math.max(0, result[result.length - 1].offset + options.bias)); } } } return result; } _onPointerDown(evt) { const that = this; let anchor; let trackingPointer = false; let trackingWords = false; let dirty = false; // If a mouse button other than the main one was pressed, return if (evt.buttons !== 1) { return; } function endPointerTracking(evt) { if (window.PointerEvent) { off(that.field, 'pointermove', onPointerMove); off(that.field, 'pointerend pointerleave pointercancel', endPointerTracking); // off(window, 'pointermove', onPointerMove); // off(window, 'pointerup blur', endPointerTracking); that.field.releasePointerCapture(evt.pointerId); } else { off(that.field, 'touchmove', onPointerMove); off(that.field, 'touchend touchleave', endPointerTracking); off(window, 'mousemove', onPointerMove); off(window, 'mouseup blur', endPointerTracking); } trackingPointer = false; clearInterval(scrollInterval); that.element.querySelectorAll('.ML__scroller').forEach(x => x.parentNode.removeChild(x)); evt.preventDefault(); evt.stopPropagation(); } let scrollLeft = false; let scrollRight = false; const scrollInterval = setInterval(() => { if (scrollLeft) { that.field.scroll({ top: 0, left: that.field.scrollLeft - 16 }); } else if (scrollRight) { that.field.scroll({ top: 0, left: that.field.scrollLeft + 16 }); } }, 32); function onPointerMove(evt) { const x = evt.touches ? evt.touches[0].clientX : evt.clientX; const y = evt.touches ? evt.touches[0].clientY : evt.clientY; // Ignore events that are within small spatial and temporal bounds // of the pointer down const hysteresis = evt.pointerType === 'touch' ? 20 : 5; if (Date.now() < anchorTime + 500 && Math.abs(anchorX - x) < hysteresis && Math.abs(anchorY - y) < hysteresis) { evt.preventDefault(); evt.stopPropagation(); return; } const fieldBounds = that.field.getBoundingClientRect(); scrollRight = x > fieldBounds.right; scrollLeft = x < fieldBounds.left; let actualAnchor = anchor; if (window.PointerEvent) { if (!evt.isPrimary) { actualAnchor = that._pathFromPoint(evt.clientX, evt.clientY, { bias: 0 }); } } else { if (evt.touches && evt.touches.length === 2) { actualAnchor = that._pathFromPoint(evt.touches[1].clientX, evt.touches[1].clientY, { bias: 0 }); } } const focus = that._pathFromPoint(x, y, { bias: x <= anchorX ? (x === anchorX ? 0 : -1) : +1 }); if (focus && that.mathlist.setRange(actualAnchor, focus, { extendToWordBoundary: trackingWords })) { // Re-render if the range has actually changed that._requestUpdate(); } // Prevent synthetic mouseMove event when this is a touch event evt.preventDefault(); evt.stopPropagation(); } const anchorX = evt.touches ? evt.touches[0].clientX : evt.clientX; const anchorY = evt.touches ? evt.touches[0].clientY : evt.clientY; const anchorTime = Date.now(); // Calculate the tap count if (lastTap && Math.abs(lastTap.x - anchorX) < 5 && Math.abs(lastTap.y - anchorY) < 5 && Date.now() < lastTap.time + 500) { tapCount += 1; lastTap.time = anchorTime; } else { lastTap = { x: anchorX, y: anchorY, time: anchorTime }; tapCount = 1; } const bounds = this.field.getBoundingClientRect(); if (anchorX >= bounds.left && anchorX <= bounds.right && anchorY >= bounds.top && anchorY <= bounds.bottom) { // Create divs to block out pointer tracking to the left and right of // the math field (to avoid triggering the hover of the virtual // keyboard toggle, for example) let div = document.createElement('div'); div.className = 'ML__scroller'; this.element.appendChild(div); div.style.left = (bounds.left - 200) + 'px'; div = document.createElement('div'); div.className = 'ML__scroller'; this.element.appendChild(div); div.style.left = (bounds.right) + 'px'; // Focus the math field if (!this.$hasFocus()) { dirty = true; if (this.textarea.focus) { this.textarea.focus(); } } // Clicking or tapping the field resets the keystroke buffer and // smart mode this._resetKeystrokeBuffer(); this.smartModeSuppressed = false; anchor = this._pathFromPoint(anchorX, anchorY, { bias: 0 }); if (anchor) { if (evt.shiftKey) { // Extend the selection if the shift-key is down this.mathlist.setRange(this.mathlist.path, anchor); anchor = MathPath.clone(this.mathlist.path); anchor[anchor.length - 1].offset -= 1; } else { this.mathlist.setPath(anchor, 0); } // The selection has changed, so we'll need to re-render dirty = true; // Reset any user-specified style this.style = {}; // evt.detail contains the number of consecutive clicks // for double-click, triple-click, etc... // (note that evt.detail is not set when using pointerEvent) if (evt.detail === 3 || tapCount > 2) { endPointerTracking(evt); if (evt.detail === 3 || tapCount === 3) { // This is a triple-click this.mathlist.selectAll_(); } } else if (!trackingPointer) { trackingPointer = true; if (window.PointerEvent) { on(that.field, 'pointermove', onPointerMove); on(that.field, 'pointerend pointercancel pointerup', endPointerTracking); that.field.setPointerCapture(evt.pointerId); } else { on(window, 'blur', endPointerTracking); if (evt.touches) { // To receive the subsequent touchmove/touch, need to // listen to this evt.target. // This was a touch event on(evt.target, 'touchmove', onPointerMove); on(evt.target, 'touchend', endPointerTracking); } else { on(window, 'mousemove', onPointerMove); on(window, 'mouseup', endPointerTracking); } } if (evt.detail === 2 || tapCount === 2) { // This is a double-click trackingWords = true; this.mathlist.selectGroup_(); } } } } else { lastTap = null; } if (dirty) { this._requestUpdate(); } // Prevent the browser from handling, in particular when this is a // touch event prevent the synthetic mouseDown event from being generated evt.preventDefault(); } _onSelectionDidChange() { // Every atom before the new caret position is now committed this.mathlist.commitCommandStringBeforeInsertionPoint(); // If the selection is not collapsed, put it in the textarea // This will allow cut/copy to work. let result = ''; this.mathlist.forEachSelected(atom => { result += atom.toLatex(); }); if (result) { this.textarea.value = result; // The textarea may be a span (on mobile, for example), so check that // it has a select() before calling it. if (this.$hasFocus() && this.textarea.select) { this.textarea.select(); } } else { this.textarea.value = ''; this.textarea.setAttribute('aria-label', ''); } // Update the mode { const previousMode = this.mode; this.mode = this.mathlist.anchorMode() || this.config.defaultMode; if (this.mode !== previousMode && typeof this.config.onModeChange === 'function') { this.config.onModeChange(this, this.mode); } if (previousMode === 'command' && this.mode !== 'command') { Popover.hidePopover(this); this.mathlist.removeCommandString(); } } // Defer the updating of the popover position: we'll need the tree to be // re-rendered first to get an updated caret position Popover.updatePopoverPosition(this, { deferred: true }); // Invoke client handlers, if provided. if (typeof this.config.onSelectionDidChange === 'function') { this.config.onSelectionDidChange(this); } } _onContentDidChange() { if (this.undoManager.canRedo()) { this.element.classList.add('can-redo'); } else { this.element.classList.remove('can-redo'); } if (this.undoManager.canUndo()) { this.element.classList.add('can-undo'); } else { this.element.classList.remove('can-undo'); } if (typeof this.config.onContentDidChange === 'function') { this.config.onContentDidChange(this); } } /* Returns the speech text of the next atom after the selection or * an 'end of' phrasing based on what structure we are at the end of */ _nextAtomSpeechText(oldMathlist) { function relation(parent, leaf) { const EXPR_NAME = { // 'array': 'should not happen', 'numer': 'numerator', 'denom': 'denominator', 'index': 'index', 'body': 'parent', 'subscript': 'subscript', 'superscript': 'superscript' }; const PARENT_NAME = { 'enclose': 'cross out', 'leftright': 'fence', 'surd': 'square root', 'root': 'math field' }; return (leaf.relation === 'body' ? PARENT_NAME[parent.type] : EXPR_NAME[leaf.relation]); } const oldPath = oldMathlist ? oldMathlist.path : []; const path = this.mathlist.path; const leaf = path[path.length - 1]; let result = ''; while (oldPath.length > path.length) { result += 'out of ' + relation(oldMathlist.parent(), oldPath[oldPath.length - 1]) + '; '; oldPath.pop(); } if (!this.mathlist.isCollapsed()) { return speakableText(this, '', this.mathlist.getSelectedAtoms()); } // announce start of denominator, etc const relationName = relation(this.mathlist.parent(), leaf); if (leaf.offset === 0) { result += (relationName ? 'start of ' + relationName : 'unknown') + ': '; } const atom = this.mathlist.sibling(Math.max(1, this.mathlist.extent)); if (atom) { result += speakableText(this, '', atom); } else if (leaf.offset !== 0) { // don't say both start and end result += relationName ? 'end of ' + relationName : 'unknown'; } return result; } _announce(command, mathlist, atoms) { if (typeof this.config.onAnnounce === 'function') { this.config.onAnnounce(this, command, mathlist, atoms); } } _onFocus() { if (this.blurred) { this.blurred = false; // The textarea may be a span (on mobile, for example), so check that // it has a focus() before calling it. if (this.textarea.focus) { this.textarea.focus(); } if (this.config.virtualKeyboardMode === 'onfocus') { this.showVirtualKeyboard_(); } Popover.updatePopoverPosition(this); if (this.config.onFocus) { this.config.onFocus(this); } this._requestUpdate(); } } _onBlur() { if (!this.blurred) { this.blurred = true; this.ariaLiveText.textContent = ''; if (this.config.virtualKeyboardMode === 'onfocus') { this.hideVirtualKeyboard_(); } this.complete_({ discard: true }); this._requestUpdate(); if (this.config.onBlur) { this.config.onBlur(this); } } } _onResize() { this.element.classList.remove('ML__isNarrowWidth', 'ML__isWideWidth', 'ML__isExtendedWidth'); if (window.innerWidth >= 1024) { this.element.classList.add('ML__isExtendedWidth'); } else if (window.innerWidth >= 768) { this.element.classList.add('ML__isWideWidth'); } else { this.element.classList.add('ML__isNarrowWidth'); } Popover.updatePopoverPosition(this); } toggleKeystrokeCaption_() { this.keystrokeCaptionVisible = !this.keystrokeCaptionVisible; this.keystrokeCaption.innerHTML = ''; if (!this.keystrokeCaptionVisible) { this.keystrokeCaption.style.visibility = 'hidden'; } } _showKeystroke(keystroke) { const vb = this.keystrokeCaption; if (vb && this.keystrokeCaptionVisible) { const bounds = this.element.getBoundingClientRect(); vb.style.left = bounds.left + 'px'; vb.style.top = (bounds.top - 64) + 'px'; vb.innerHTML = '<span>' + (Shortcuts.stringify(keystroke) || keystroke) + '</span>' + vb.innerHTML; vb.style.visibility = 'visible'; setTimeout(function () { if (vb.childNodes.length > 0) { vb.removeChild(vb.childNodes[vb.childNodes.length - 1]); } if (vb.childNodes.length === 0) { vb.style.visibility = 'hidden'; } }, 3000); } } /** * @param {string|string[]} command - A selector, or an array whose first element * is a selector, and whose subsequent elements are arguments to the selector. * Note that selectors do not include a final "_". They can be passed either * in camelCase or kebab-case. So: * ```javascript * mf.$perform('selectAll'); * mf.$perform('select-all'); * ``` * both calls are valid and invoke the same selector. * * @method MathField#$perform */ $perform(command) { if (!command) { return false; } let handled = false; let selector; let args = []; let dirty = false; if (Array.isArray(command)) { selector = command[0]; args = command.slice(1); } else { selector = command; } // Convert kebab case (like-this) to camel case (likeThis). selector = selector.replace(/-\w/g, (m) => m[1].toUpperCase()); selector += '_'; if (typeof this.mathlist[selector] === 'function') { if (/^(delete|transpose|add)/.test(selector)) { this._resetKeystrokeBuffer(); } if (/^(delete|transpose|add)/.test(selector) && this.mode !== 'command') { // Update the undo state to account for the current selection this.undoManager.pop(); this.undoManager.snapshot(this.config); } this.mathlist[selector](...args); if (/^(delete|transpose|add)/.test(selector) && this.mode !== 'command') { this.undoManager.snapshot(this.config); } if (/^(delete)/.test(selector) && this.mode === 'command') { const command = this.mathlist.extractCommandStringAroundInsertionPoint(); const suggestions = Definitions.suggest(command); if (suggestions.length === 0) { Popover.hidePopover(this); } else { Popover.showPopoverWithLatex(this, suggestions[0].match, suggestions.length > 1); } } dirty = true; handled = true; } else if (typeof this[selector] === 'function') { dirty = this[selector](...args); handled = true; } // If the command changed the selection so that it is no longer // collapsed, or if it was an editing command, reset the inline // shortcut buffer and the user style if (!this.mathlist.isCollapsed() || /^(transpose|paste|complete|((moveToNextChar|moveToPreviousChar|extend).*))_$/.test(selector)) { this._resetKeystrokeBuffer(); this.style = {}; } // Render the mathlist if (dirty) { this._requestUpdate(); } return handled; } /** * Perform a command, but: * * focus the mathfield * * provide haptic and audio feedback * This is used by the virtual keyboard when command keys (delete, arrows, etc..) * are pressed. * @param {string} command * @private */ performWithFeedback_(command) { this.focus(); if (this.config.keypressVibration && navigator.vibrate) { navigator.vibrate(HAPTIC_FEEDBACK_DURATION); } // Convert kebab case to camel case. command = command.replace(/-\w/g, (m) => m[1].toUpperCase()); if (command === 'moveToNextPlaceholder' || command === 'moveToPreviousPlaceholder' || command === 'complete') { if (this.returnKeypressSound) { this.returnKeypressSound.load(); this.returnKeypressSound.play().catch(err => console.warn(err)); } else if (this.keypressSound) { this.keypressSound.load(); this.keypressSound.play().catch(err => console.warn(err)); } } else if (command === 'deletePreviousChar' || command === 'deleteNextChar' || command === 'deletePreviousWord' || command === 'deleteNextWord' || command === 'deleteToGroupStart' || command === 'deleteToGroupEnd' || command === 'deleteToMathFieldStart' || command === 'deleteToMathFieldEnd') { if (this.deleteKeypressSound) { this.deleteKeypressSound.load(); this.deleteKeypressSound.play().catch(err => console.warn(err)); } else if (this.keypressSound) { this.keypressSound.load(); this.keypressSound.play().catch(err => console.warn(err)); } } else if (this.keypressSound) { this.keypressSound.load(); this.keypressSound.play().catch(err => console.warn(err)); } return this.$perform(command); } /** * Convert the atoms before the anchor to 'text' mode * @param {number} count - how many atoms back to look at * @param {function} until - callback to indicate when to stop * @private */ convertLastAtomsToText_(count, until) { if (typeof count === 'function') { until = count; count = Infinity; } if (count === undefined) { count = Infinity; } let i = 0; let done = false; this.mathlist.contentWillChange(); while (!done) { const atom = this.mathlist.sibling(i); done = count === 0 || !atom || atom.mode !== 'math' || !(/mord|textord|mpunct/.test(atom.type) || (atom.type === 'mop' && /[a-zA-Z]+/.test(atom.body))) || atom.superscript || atom.subscript || (until && !until(atom)); if (!done) { atom.applyStyle({ mode: 'text' }); atom.latex = atom.body; } i -= 1; count -= 1; } this.mathlist.contentDidChange(); } /** * Convert the atoms before the anchor to 'math' mode 'mord' * @param {number} count - how many atoms back to look at * @param {function} until - callback to indicate when to stop * @private */ convertLastAtomsToMath_(count, until) { if (typeof count === 'function') { until = count; count = Infinity; } if (count === undefined) { count = Infinity; } this.mathlist.contentWillChange(); let i = 0; let done = false; while (!done) { const atom = this.mathlist.sibling(i); done = count === 0 || !atom || atom.mode !== 'text' || atom.body === ' ' || (until && !until(atom)); if (!done) { atom.applyStyle({ mode: 'math', type: 'mord' }); } i -= 1; count -= 1; } this.removeIsolatedSpace_(); this.mathlist.contentDidChange(); } /** * Going backwards from the anchor, if a text zone consisting of a single * space character is found (i.e. it is surrounded by math zone), * remove it. * @private */ removeIsolatedSpace_() { let i = 0; while (this.mathlist.sibling(i) && this.mathlist.sibling(i).mode === 'math') { i -= 1; } // If the atom before the last one converted is a // text mode space, preceded by a math mode atom, // remove the space if (this.mathlist.sibling(i) && this.mathlist.sibling(i).mode === 'text' && this.mathlist.sibling(i).body === ' ' && (!this.mathlist.sibling(i - 1) || this.mathlist.sibling(i - 1).mode === 'math')) { this.mathlist.contentWillChange(); this.mathlist.siblings().splice(i - 1, 1); this.mathlist.contentDidChange(); // We need to adjust the selection after doing some surgery on the atoms list // But we don't want to receive selection notification changes // which could have a side effect of changing the mode :( const save = this.mathlist.suppressChangeNotifications; this.mathlist.suppressChangeNotifications = true; this.mathlist.setSelection(this.mathlist.anchorOffset() - 1); this.mathlist.suppressChangeNotifications = save; } } /** * Return the characters before anchor that could potentially be turned * into text mode. * This excludes things like 'mop' (e.g. \sin) * @return {string} * @method MathField#getTextBeforeAnchor_ * @private */ getTextBeforeAnchor_() { // Going backwards, accumulate let result = ''; let i = 0; let done = false; while (!done) { const atom = this.mathlist.sibling(i); done = !(atom && ((atom.mode === 'text' && !atom.type) || (atom.mode === 'math' && /mord|textord|mpunct/.test(atom.type)))); if (!done) { result = atom.body + result; } i -= 1; } return result; } /** * Consider whether to switch mode give the content before the anchor * and the character being input * * @param {string} keystroke * @param {Event} evt - a Event corresponding to the keystroke * @method MathField#smartMode_ * @return {boolean} true if the mode should change * @private */ smartMode_(keystroke, evt) { if (this.smartModeSuppressed) { return false; } if (this.mathlist.endOffset() < this.mathlist.siblings().length - 1) { return false; } if (!evt || evt.ctrlKey || evt.metaKey) { return false; } const c = Keyboard.eventToChar(evt); if (c.length > 1) { return false; } // Backspace, Left, etc... if (!this.mathlist.isCollapsed()) { // There is a selection if (this.mode === 'text') { if (/[/_^]/.test(c)) { return true; } } return false; } const context = this.getTextBeforeAnchor_() + c; if (this.mode === 'text') { // We're in text mode. Should we switch to math? if (keystroke === 'Esc' || /[/\\]/.test(c)) { // If this is a command for a fraction, // or the '\' command mode key // switch to 'math' return true; } if (/[\^_]/.test(c)) { // If this is a superscript or subscript // switch to 'math' if (/(^|\s)[a-zA-Z][^_]$/.test(context)) { // If left hand context is a single letter, // convert it to math this.convertLastAtomsToMath_(1); } return true; } // If this is a closing matching fence // switch to 'math' mode const lFence = { ')': '(', '}': '{', ']': '[' }[c]; if (lFence && this.mathlist.parent() && this.mathlist.parent().type === 'leftright' && this.mathlist.parent().leftDelim === lFence) { return true; } if (/(^|[^a-zA-Z])(a|I)[ ]$/.test(context)) { // Single letters that are valid words in the current language // Do nothing. @todo: localization return false; } if (/[$€£₤₺¥¤฿¢₡₧₨₹₩₱]/u.test(c)) { // A currency symbol. // Switch to math mode return true; } if (/(^|[^a-zA-Z'’])[a-zA-Z][ ]$/.test(context)) { // An isolated letter, followed by a space: // Convert the letter to math, stay in text mode. this.convertLastAtomsToMath_(1); return false; } if (/[^0-9]\.[^0-9\s]$/.test(context)) { // A period followed by something other than space or a digit // and not preceded by a digit. // We thought this was a text period, but turns out it's not // Turn it into a \cdot this.convertLastAtomsToMath_(1); const atom = this.mathlist.sibling(0); atom.body = '⋅'; // centered dot atom.autoFontFamily = 'cmr'; atom.latex = '\\cdot'; return true; } if (/(^|\s)[a-zA-Z][^a-zA-Z]$/.test(context)) { // Single letter (x), followed by a non-letter (>, =...) this.convertLastAtomsToMath_(1); return true; } if (/\.[0-9]$/.test(context)) { // If the new character is a digit, // and it was preceded by a dot (which may have been converted // to text) // turn the dot back into 'math' this.convertLastAtomsToMath_(1); return true; } if (/[(][0-9+\-.]$/.test(context)) { // An open paren followed by a number // Turn the paren back to math and switch. this.convertLastAtomsToMath_(1); return true; } if (/[(][a-z][,;]$/.test(context)) { // An open paren followed by a single letter, then a "," or ";" // Turn the paren back and letter to math and switch. this.convertLastAtomsToMath_(2); return true; } // The tests above can look behind and change what had previously // been entered. Now, let's just look at the typed character. if (/[0-9+\-=><*|]$/.test(c)) { // If this new character looks like a number, // or a relational operator (=, <, >) // or a "*" or "|" // (note that <=, >=, etc... are handled separately as shortcuts) // switch to 'math' this.removeIsolatedSpace_(); return true; } } else { // We're in math mode. Should we switch to text? if (keystroke === 'Spacebar') { this.convertLastAtomsToText_(a => /[a-z][:,;.]$/.test(a.body)); return true; } if (/[a-zA-Z]{3,}$/.test(context) && !/(dxd|abc|xyz|uvw)$/.test(context)) { // A sequence of three characters // (except for some exceptions) // Convert them to text. this.convertLastAtomsToText_(a => /[a-zA-Z:,;.]/.test(a.body)); return true; } if (/(^|\W)(if|If)$/i.test(context)) { // @todo localization this.convertLastAtomsToText_(1); return true; } if (/(\u0393|\u0394|\u0398|\u039b|\u039E|\u03A0|\u03A3|\u03a5|\u03a6|\u03a8|\u03a9|[\u03b1-\u03c9]|\u03d1|\u03d5|\u03d6|\u03f1|\u03f5){3,}$/u.test(context) && !/(αβγ)$/.test(context)) { // A sequence of three *greek* characters // (except for one exception) // Convert them to text. this.convertLastAtomsToText_(a => /(:|,|;|.|\u0393|\u0394|\u0398|\u039b|\u039E|\u03A0|\u03A3|\u03a5|\u03a6|\u03a8|\u03a9|[\u03b1-\u03c9]|\u03d1|\u03d5|\u03d6|\u03f1|\u03f5)/u.test(a.body)); return true; } if (/\?|\./.test(c)) { // If the last character is a period or question mark, // turn it to 'text' return true; } } return false; } /** * @param {string} keystroke * @param {Event} evt - optional, an Event corresponding to the keystroke * @method MathField#_onKeystroke * @private */ _onKeystroke(keystroke, evt) { // 1. Display the keystroke in the keystroke panel (if visible) this._showKeystroke(keystroke); // 2. Reset the timer for the keystroke buffer reset clearTimeout(this.keystrokeBufferResetTimer); // 3. Give a chance to the custom keystroke handler to intercept the event if (this.config.onKeystroke && !this.config.onKeystroke(this, keystroke, evt)) { if (evt && evt.preventDefault) { evt.preventDefault(); evt.stopPropagation(); } return false; } // 4. Let's try to find a matching shortcut or command let shortcut; let stateIndex; let selector; let resetKeystrokeBuffer = false; // 4.1 Check if the keystroke, prefixed with the previously typed keystrokes, // would match a long shortcut (i.e. '~~') // Ignore the key if command or control is pressed (it may be a shortcut, // see 4.3) if (this.mode !== 'command' && (!evt || (!evt.ctrlKey && !evt.metaKey))) { const c = Keyboard.eventToChar(evt); // The Backspace key will be handled as a delete command later (5.4) // const c = Keyboard.eventToChar(evt); if (c !== 'Backspace') { if (!c || c.length > 1) { // It was a non-alpha character (PageUp, End, etc...) this._resetKeystrokeBuffer(); } else { // Find the longest substring that matches a shortcut const candidate = this.keystrokeBuffer + c; let i = 0; while (!shortcut && i < candidate.length) { let siblings; if (this.keystrokeBufferStates[i]) { const mathlist = new EditableMathlist.EditableMathlist(); mathlist.root = MathAtom.makeRoot('math', ParserModule.parseTokens(Lexer.tokenize(this.keystrokeBufferStates[i].latex), this.config.default, null, this.config.macros)); mathlist.setPath(this.keystrokeBufferStates[i].selection); siblings = mathlist.siblings(); } else { siblings = this.mathlist.siblings(); } shortcut = Shortcuts.forString(this.mode, siblings, candidate.slice(i), this.config); i += 1; } stateIndex = i - 1; this.keystrokeBuffer += c; this.keystrokeBufferStates.push(this.undoManager.save()); if (Shortcuts.startsWithString(candidate, this.config).length <= 1) { resetKeystrokeBuffer = true; } else { if (this.config.inlineShortcutTimeout) { // Set a timer to reset the shortcut buffer this.keystrokeBufferResetTimer = setTimeout(() => { this._resetKeystrokeBuffer(); }, this.config.inlineShortcutTimeout); } } } } } // 4.2. Should we switch mode? // Need to check this before determing if there's a valid shortcut // since if we switch to math mode, we may want to apply the shortcut // e.g. "slope = rise/run" if (this.config.smartMode) { const previousMode = this.mode; if (shortcut) { // If we found a shortcut (e.g. "alpha"), // switch to math mode and insert it this.mode = 'math'; } else if (this.smartMode_(keystroke, evt)) { this.mode = { 'math': 'text', 'text': 'math' }[this.mode]; selector = ''; } // Notify of mode change if (this.mode !== previousMode && typeof this.config.onModeChange === 'function') { this.config.onModeChange(this, this.mode); } } // 4.3 Check if this matches a keystroke shortcut // Need to check this **after** checking for inline shortcuts because // shift+backquote is a keystroke that inserts "\~"", but "~~" is a // shortcut for "\approx" and needs to have priority over shift+backquote if (!shortcut && !selector) { selector = Shortcuts.selectorForKeystroke(this.mode, keystroke); } // No shortcut :( We're done. if (!shortcut && !selector) { return true; } // 5. Perform the action matching this shortcut // 5.1 Remove any error indicator (wavy underline) on the current command // sequence (if there are any) this.mathlist.decorateCommandStringAroundInsertionPoint(false); // 5.2 If we have a `moveAfterParent` selector (usually triggered with // `spacebar), and we're at the end of a smart fence, close the fence with // an empty (.) right delimiter const parent = this.mathlist.parent(); if (selector === 'moveAfterParent' && parent && parent.type === 'leftright' && this.mathlist.endOffset() === this.mathlist.siblings().length - 1 && this.config.smartFence && this.mathlist._insertSmartFence('.')) { // Pressing the space bar (moveAfterParent selector) when at the end // of a potential smartfence will close it as a semi-open fence selector = ''; this._requestUpdate(); // Re-render the closed smartfence } // 5.3 If this is the Spacebar and we're just before or right after // a text zone, insert the space inside the text zone if (this.mode === 'math' && keystroke === 'Spacebar' && !shortcut) { const nextSibling = this.mathlist.sibling(1); const previousSibling = this.mathlist.sibling(-1); if ((nextSibling && nextSibling.mode === 'text') || (previousSibling && previousSibling.mode === 'text')) { this.mathlist.insert(' ', { mode: 'text' }); } } // 5.4 If there's a selector, perform it. if ((selector && !this.$perform(selector)) || shortcut) { // // 6.5 insert the shortcut if (shortcut) { // If the shortcut is a mandatory escape sequence (\}, etc...) // don't make it undoable, this would result in syntactically incorrect // formulas if (!/^(\\{|\\}|\\[|\\]|\\@|\\#|\\$|\\%|\\^|\\_|\\backslash)$/.test(shortcut)) { // To enable the substitution to be undoable, // insert the character before applying the substitution const style = { ...this.mathlist.anchorStyle(), ...this.style }; this.mathlist.insert(Keyboard.eventToChar(evt), { suppressChangeNotifications: true, mode: this.mode, style: style }); const saveMode = this.mode; // Create a snapshot with the inserted character this.undoManager.snapshotAndCoalesce(this.config); // Revert to the state before the beginning of the shortcut // (restore doesn't change the undo stack) this.undoManager.restore(this.keystrokeBufferStates[stateIndex], { ...this.config, suppressChangeNotifications: true }); this.mode = saveMode; } this.mathlist.contentWillChange(); const save = this.mathlist.suppressChangeNotifications; this.mathlist.suppressChangeNotifications = true; // Insert the substitute, possibly as a smart fence const style = { ...this.mathlist.anchorStyle(), ...this.style }; this.mathlist.insert(shortcut, { format: 'latex', mode: this.mode, style: style, smartFence: true }); // Check if as a result of the substitution there is now an isolated // (text mode) space (surrounded by math). In which case, remove it. this.removeIsolatedSpace_(); // Switch (back) to text mode if the shortcut ended with a space if (shortcut.endsWith(' ')) { this.mode = 'text'; this.mathlist.insert(' ', { mode: 'text', style: style }); } this.mathlist.suppressChangeNotifications = save; this.mathlist.contentDidChange(); this.undoManager.snapshot(this.config); this._requestUpdate(); this._announce('replacement'); // If we're done with the shortcuts (found a unique one), reset it. if (resetKeystrokeBuffer) { this._resetKeystrokeBuffer(); } } } // 6. Make sure the insertion point is scrolled into view this.scrollIntoView(); // 7. Keystroke has been handled, if it wasn't caught in the default // case, so prevent propagation if (evt && evt.preventDefault) { evt.preventDefault(); evt.stopPropagation(); } return false; } /** * This handler is invoked when text has been typed, pasted in or input with * an input method. As a result, `text` can be a sequence of characters to * be inserted. * @param {string} text * @param {object} options * @param {boolean} options.focus - If true, the mathfield will be focused * @param {boolean} options.feedback - If true, provide audio and haptic feedback * @param {boolean} options.simulateKeystroke - If true, generate some synthetic * keystrokes (useful to trigger inline shortcuts, for example) * @param {boolean} options.commandMode - If true, switch to command mode if * necessary, then insert text * @private */ _onTypedText(text, options) { options = options || {}; // Focus, then provide audio and haptic feedback if (options.focus) { this.$focus(); } if (options.feedback) { if (this.config.keypressVibration && navigator.vibrate) { navigator.vibrate(HAPTIC_FEEDBACK_DURATION); } if (this.keypressSound) { this.keypressSound.load(); this.keypressSound.play().catch(err => console.warn(err)); } } if (options.commandMode && this.mode !== 'command') { this.switchMode_('command'); } // Remove any error indicator on the current command sequence // (if there is one) this.mathlist.decorateCommandStringAroundInsertionPoint(false); if (options.simulateKeystroke) { // for (const c of text) { const c = text.charAt(0); const ev = Keyboard.charToEvent(c); if (!this.$keystroke(Keyboard.keyboardEventToString(ev), ev)) { return; } // } } // Insert the specified text at the current insertion point. // If the selection is not collapsed, the content will be deleted first. let popoverText = ''; let displayArrows = false; if (this.pasteInProgress) { this.pasteInProgress = false; // This call was made in response to a paste event. // Interpret `text` as a 'smart' expression (could be LaTeX, could be // UnicodeMath) this.mathlist.insert(text, { smartFence: this.config.smartFence, mode: 'math' }); } else { const style = { ...this.mathlist.anchorStyle(), ...this.style }; // Decompose the string into an array of graphemes. // This is necessary to correctly process what is displayed as a single // glyph (a grapheme) but which is composed of multiple Unicode // codepoints. This is the case in particular for some emojis, such as // those with a skin tone modifier, the country flags emojis or // compound emojis such as the professional emojis, including the // David Bowie emoji: 👨🏻‍🎤 const graphemes = GraphemeSplitter.splitGraphemes(text); for (const c of graphemes) { if (this.mode === 'command') { this.mathlist.removeSuggestion(); this.suggestionIndex = 0; const command = this.mathlist.extractCommandStringAroundInsertionPoint(); const suggestions = Definitions.suggest(command + c); displayArrows = suggestions.length > 1; if (suggestions.length === 0) { this.mathlist.insert(c, { mode: 'command' }); if (/^\\[a-zA-Z\\*]+$/.test(command + c)) { // This looks like a command name, but not a known one this.mathlist.decorateCommandStringAroundInsertionPoint(true); } Popover.hidePopover(this); } else { this.mathlist.insert(c, { mode: 'command' }); if (suggestions[0].match !== command + c) { this.mathlist.insertSuggestion(suggestions[0].match, -suggestions[0].match.length + command.length + 1); } popoverText = suggestions[0].match; } } else if (this.mode === 'math') { // Some characters are mapped to commands. Handle them here. // This is important to handle synthetic text input and // non-US keyboards, on which, fop example, the '^' key is // not mapped to 'Shift-Digit6'. const selector = { '^': 'moveToSuperscript', '_': 'moveToSubscript', ' ': 'moveAfterParent' }[c]; if (selector) { if (selector === 'moveToSuperscript') { if (this._superscriptDepth() >= this.config.scriptDepth[1]) { this._announce('plonk'); return; } } else if (selector === 'moveToSubscript') { if (this._subscriptDepth() >= this.config.scriptDepth[0]) { this._announce('plonk'); return; } } this.$perform(selector); } else { if (this.config.smartSuperscript && this.mathlist.relation() === 'superscript' && /[0-9]/.test(c) && this.mathlist.siblings().filter(x => x.type !== 'first').length === 0) { // We are inserting a digit into an empty superscript // If smartSuperscript is on, insert the digit, and // exit the superscript. this.mathlist.insert(c, { mode: 'math', style: style }); this.mathlist.moveAfterParent_(); } else { this.mathlist.insert(c, { mode: 'math', style: style, smartFence: this.config.smartFence }); } } } else if (this.mode === 'text') { this.mathlist.insert(c, { mode: 'text', style: style }); } } } if (this.mode !== 'command') { this.undoManager.snapshotAndCoalesce(this.config); } // Render the mathlist this._requestUpdate(); // Make sure the insertion point is visible this.scrollIntoView(); // Since the location of the popover depends on the position of the caret // only show the popover after the formula has been rendered and the // position of the caret calculated Popover.showPopoverWithLatex(this, popoverText, displayArrows); } /* * Return a hash (32-bit integer) representing the content of the mathfield * (but not the selection state) */ _hash() { let result = 0; const str = this.mathlist.root.toLatex(false); for (let i = 0; i < str.length; i++) { result = result * 31 + str.charCodeAt(i); result = result | 0; // Force it to a 32-bit number } return Math.abs(result); } _requestUpdate() { if (!this.dirty) { this.dirty = true; requestAnimationFrame(_ => this._render()); } } /** * Lay-out the math field and generate the DOM. * * This is usually done automatically, but if the font-size, or other geometric * attributes are modified, outside of MathLive, this function may need to be * called explicitly. * * @method MathField#render * @private */ _render(renderOptions) { renderOptions = renderOptions || {}; this.dirty = false; // // 1. Stop and reset read aloud state // if (!window.mathlive) { window.mathlive = {}; } // // 2. Validate selection // if (!this.mathlist.anchor()) { console.warn('Invalid selection, resetting it. ' + MathPath.pathToString(this.mathlist.path)); this.mathlist.path = [{ relation: 'body', offset: 0 }]; } // // 3. Update selection state and blinking cursor (caret) // this.mathlist.forEach(a => { a.caret = ''; a.isSelected = false; }); const hasFocus = this.$hasFocus(); if (this.mathlist.isCollapsed()) { this.mathlist.anchor().caret = hasFocus ? this.mode : ''; } else { this.mathlist.forEachSelected(a => { a.isSelected = true; }); } // // 4. Create spans corresponding to the updated mathlist // const spans = MathAtom.decompose({ mathstyle: 'displaystyle', generateID: { // Using the hash as a seed for the ID // keeps the IDs the same until the content of the field changes. seed: this._hash(), // The `groupNumbers` flag indicates that extra spans should be generated // to represent group of atoms, for example, a span to group // consecutive digits to represent a number. groupNumbers: renderOptions.forHighlighting, }, macros: this.config.macros }, this.mathlist.root); // // 5. Construct struts around the spans // const base = Span.makeSpan(spans, 'ML__base'); base.attributes = { // Sometimes Google Translate kicks in an attempts to 'translate' math // This doesn't work very well, so turn off translate 'translate': 'no', // Hint to screen readers to not attempt to read this span // They should use instead the 'aria-label' below. 'aria-hidden': 'true' }; const topStrut = Span.makeSpan('', 'ML__strut'); topStrut.setStyle('height', base.height, 'em'); const struts = [topStrut]; if (base.depth !== 0) { const bottomStrut = Span.makeSpan('', 'ML__strut--bottom'); bottomStrut.setStyle('height', base.height + base.depth, 'em'); bottomStrut.setStyle('vertical-align', -base.depth, 'em'); struts.push(bottomStrut); } struts.push(base); const wrapper = Span.makeSpan(struts, 'ML__mathlive'); // // 6. Generate markup and accessible node // this.field.innerHTML = wrapper.toMarkup(0, this.config.horizontalSpacingScale); this.field.classList.toggle('ML__focused', hasFocus); // Probably want to generate content on the fly depending on what to speak this.accessibleNode.innerHTML = "<math xmlns='http://www.w3.org/1998/Math/MathML'>" + MathAtom.toMathML(this.mathlist.root, this.config) + "</math>"; //this.ariaLiveText.textContent = ""; // // 7. Calculate selection rectangle // const selectionRect = this._getSelectionBounds(); if (selectionRect) { const selectionElement = document.createElement('div'); selectionElement.classList.add('ML__selection'); selectionElement.style.position = 'absolute'; selectionElement.style.left = selectionRect.left + 'px'; selectionElement.style.top = selectionRect.top + 'px'; selectionElement.style.width = Math.ceil(selectionRect.right - selectionRect.left) + 'px'; selectionElement.style.height = Math.ceil(selectionRect.bottom - selectionRect.top - 1) + 'px'; this.field.insertBefore(selectionElement, this.field.childNodes[0]); } } _onPaste() { // Make note we're in the process of pasting. The subsequent call to // onTypedText() will take care of interpreting the clipboard content this.pasteInProgress = true; return true; } _onCut() { // Clearing the selection will have the side effect of clearing the // content of the textarea. However, the textarea value is what will // be copied to the clipboard, so defer the clearing of the selection // to later, after the cut operation has been handled. setTimeout(function () { this.$clearSelection(); this._requestUpdate(); }.bind(this), 0); return true; } _onCopy(e) { if (this.mathlist.isCollapsed()) { e.clipboardData.setData('text/plain', this.$text('latex-expanded')); e.clipboardData.setData('application/json', this.$text('json')); e.clipboardData.setData('application/xml', this.$text('mathML')); } else { e.clipboardData.setData('text/plain', this.$selectedText('latex-expanded')); e.clipboardData.setData('application/json', this.$selectedText('json')); e.clipboardData.setData('application/xml', this.$selectedText('mathML')); } // Prevent the current document selection from being written to the clipboard. e.preventDefault(); } formatMathlist(root, format) { format = format || 'latex'; let result = ''; if (format === 'latex' || format === 'latex-expanded') { result = root.toLatex(format === 'latex-expanded'); } else if (format === 'mathML') { result = root.toMathML(this.config); } else if (format === 'spoken') { result = MathAtom.toSpeakableText(root, this.config); } else if (format === 'spoken-text') { const saveTextToSpeechMarkup = this.config.textToSpeechMarkup; this.config.textToSpeechMarkup = ''; result = MathAtom.toSpeakableText(root, this.config); this.config.textToSpeechMarkup = saveTextToSpeechMarkup; } else if (format === 'spoken-ssml' || format === 'spoken-ssml-withHighlighting') { const saveTextToSpeechMarkup = this.config.textToSpeechMarkup; const saveGenerateID = this.config.generateID; this.config.textToSpeechMarkup = 'ssml'; if (format === 'spoken-ssml-withHighlighting') { this.config.generateID = true; } result = MathAtom.toSpeakableText(root, this.config); this.config.textToSpeechMarkup = saveTextToSpeechMarkup; this.config.generateID = saveGenerateID; } else if (format === 'json') { const json = MathAtom.toAST(root, this.config); result = JSON.stringify(json); } else if (format === 'ASCIIMath') { result = toASCIIMath(root, this.config); } else { console.warn('Unknown format :', format); } return result; } // // PUBLIC API // /** * Return a textual representation of the mathfield. * @param {string} [format='latex']. One of * * `'latex'` * * `'latex-expanded'` : all macros are recursively expanded to their definition * * `'spoken'` * * `'spoken-text'` * * `'spoken-ssml'` * * `spoken-ssml-withHighlighting` * * `'mathML'` * * `'json'` * @return {string} * @method MathField#$text */ $text(format) { return this.formatMathlist(this.mathlist.root, format); } /** * Return a textual representation of the selection in the mathfield. * @param {string} [format='latex']. One of * * `'latex'` * * `'latex-expanded'` : all macros are recursively expanded to their definition * * `'spoken'` * * `'spoken-text'` * * `'spoken-ssml'` * * `spoken-ssml-withHighlighting` * * `'mathML'` * * `'json'` * @return {string} * @method MathField#$selectedText */ $selectedText(format) { const atoms = this.mathlist.getSelectedAtoms(); if (!atoms) { return ''; } const root = MathAtom.makeRoot('math', atoms); return this.formatMathlist(root, format); } /** * Return true if the length of the selection is 0, that is, if it is a single * insertion point. * @return {boolean} * @method MathField#$selectionIsCollapsed */ $selectionIsCollapsed() { return this.mathlist.isCollapsed(); } /** * Return the depth of the selection group. If the selection is at the root level, * returns 0. If the selection is a portion of the numerator of a fraction * which is at the root level, return 1. Note that in that case, the numerator * would be the "selection group". * @return {number} * @method MathField#$selectionDepth */ $selectionDepth() { return this.mathlist.path.length; } _superscriptDepth() { let result = 0; let i = 0; let atom = this.mathlist.ancestor(i); let wasSuperscript = false; while (atom) { if (atom.superscript || atom.subscript) { result += 1; } if (atom.superscript) { wasSuperscript = true; } else if (atom.subscript) { wasSuperscript = false; } i += 1; atom = this.mathlist.ancestor(i); } return wasSuperscript ? result : 0; } _subscriptDepth() { let result = 0; let i = 0; let atom = this.mathlist.ancestor(i); let wasSubscript = false; while (atom) { if (atom.superscript || atom.subscript) { result += 1; } if (atom.superscript) { wasSubscript = false; } else if (atom.subscript) { wasSubscript = true; } i += 1; atom = this.mathlist.ancestor(i); } return wasSubscript ? result : 0; } /** * Return true if the selection starts at the beginning of the selection group. * @return {boolean} * @method MathField#$selectionAtStart */ $selectionAtStart() { return this.mathlist.startOffset() === 0; } /** * Return true if the selection extends to the end of the selection group. * @return {boolean} * @method MathField#$selectionAtEnd */ $selectionAtEnd() { return this.mathlist.endOffset() >= this.mathlist.siblings().length - 1; } /* * True if the entire group is selected * */ groupIsSelected() { return this.mathlist.startOffset() === 0 && this.mathlist.endOffset() >= this.mathlist.siblings().length - 1; } /** * If `text` is not empty, sets the content of the mathfield to the * text interpreted as a LaTeX expression. * If `text` is empty (or omitted), return the content of the mahtfield as a * LaTeX expression. * @param {string} text * * @param {Object.<string, any>} options * @param {boolean} options.suppressChangeNotifications - If true, the * handlers for the contentWillChange and contentDidChange notifications will * not be invoked. Default `false`. * * @return {string} * @method MathField#$latex */ $latex(text, options) { if (text) { const oldValue = this.mathlist.root.toLatex(); if (text !== oldValue) { options = options || {}; this.mathlist.insert(text, Object.assign({}, this.config, { insertionMode: 'replaceAll', selectionMode: 'after', format: 'latex', mode: 'math', suppressChangeNotifications: options.suppressChangeNotifications })); this.undoManager.snapshot(this.config); this._requestUpdate(); } return text; } // Return the content as LaTeX return this.mathlist.root.toLatex(); } /** * Return the DOM element associated with this mathfield. * * Note that `this.$el().mathfield = this` * @return {HTMLElement} * @method MathField#$el */ $el() { return this.element; } undo() { this.complete_(); // Undo to the previous state this.undoManager.undo(this.config); return true; } redo() { this.complete_(); this.undoManager.redo(this.config); return true; } scrollIntoView() { // If a render is pending, do it now to make sure we have correct layout // and caret position if (this.dirty) { this._render(); } let pos = this._getCaretPosition(); const fieldBounds = this.field.getBoundingClientRect(); if (!pos) { const selectionBounds = this._getSelectionBounds(); if (selectionBounds) { pos = { x: selectionBounds.right + fieldBounds.left - this.field.scrollLeft, y: selectionBounds.top + fieldBounds.top - this.field.scrollTop }; } } if (pos) { const x = pos.x - window.scrollX; if (x < fieldBounds.left) { this.field.scroll({ top: 0, left: x - fieldBounds.left + this.field.scrollLeft - 20, behavior: 'smooth' }); } else if (x > fieldBounds.right) { this.field.scroll({ top: 0, left: x - fieldBounds.right + this.field.scrollLeft + 20, behavior: 'smooth' }); } } } scrollToStart() { this.field.scroll(0, 0); } scrollToEnd() { const fieldBounds = this.field.getBoundingClientRect(); this.field.scroll(fieldBounds.left - window.scrollX, 0); } /** * * @method MathField#enterCommandMode_ * @private */ enterCommandMode_() { this.switchMode_('command'); } copyToClipboard_() { this.$focus(); // If the selection is empty, select the entire field before // copying it. if (this.mathlist.isCollapsed()) { this.$select(); } document.execCommand('copy'); return false; } cutToClipboard_() { this.$focus(); document.execCommand('cut'); return true; } pasteFromClipboard_() { this.$focus(); document.execCommand('paste'); return true; } /** * This method can be invoked as a selector with {@linkcode MathField#$perform $perform("insert")} * or called explicitly. * * It will insert the specified block of text at the current insertion point, * according to the insertion mode specified. * * After the insertion, the selection will be set according to the `selectionMode`. * @param {string} s - The text to be inserted * * @param {Object.<string, any>} [options={}] * * @param {'placeholder' | 'after' | 'before' | 'item'} options.selectionMode - Describes where the selection * will be after the insertion: * * `'placeholder'`: the selection will be the first available placeholder * in the item that has been inserted (default) * * `'after'`: the selection will be an insertion point after the item that * has been inserted, * * `'before'`: the selection will be an insertion point before * the item that has been inserted * * `'item'`: the item that was inserted will be selected * * @param {'auto' | 'latex'} options.format - The format of the string `s`: * * `'auto'`: the string is interpreted as a latex fragment or command) * (default) * * `'latex'`: the string is interpreted strictly as a latex fragment * * @param {boolean} options.focus - If true, the mathfield will be focused after * the insertion * * @param {boolean} options.feedback - If true, provide audio and haptic feedback * * @param {'text' | 'math' | ''} options.mode - 'text' or 'math'. If empty, the current mode * is used (default) * * @param {boolean} options.resetStyle - If true, the style after the insertion * is the same as the style before (if false, the style after the * insertion is the style of the last inserted atom). * * @method MathField#$insert */ $insert(s, options) { if (typeof s === 'string' && s.length > 0) { options = options || {}; if (options.focus) { this.$focus(); } if (options.feedback) { if (this.config.keypressVibration && navigator.vibrate) { navigator.vibrate(HAPTIC_FEEDBACK_DURATION); } if (this.keypressSound) { this.keypressSound.load(); this.keypressSound.play(); } } if (s === '\\\\') { // This string is interpreted as an "insert row after" command this.mathlist.addRowAfter_(); } else if (s === '&') { this.mathlist.addColumnAfter_(); } else { const savedStyle = this.style; this.mathlist.insert(s, { mode: this.mode, style: this.mathlist.anchorStyle(), ...options }); if (options.resetStyle) { this.style = savedStyle; } } this.undoManager.snapshot(this.config); this._requestUpdate(); return true; } return false; } switchMode_(mode, prefix, suffix) { this._resetKeystrokeBuffer(); // Suppress (temporarily) smart mode if switching to/from text or math // This prevents switching to/from command mode from supressing smart mode. this.smartModeSuppressed = /text|math/.test(this.mode) && /text|math/.test(mode); if (prefix) { this.$insert(prefix, { format: 'latex', mode: { 'math': 'text', 'text': 'math' }[mode] }); } // Remove any error indicator on the current command sequence (if there is one) this.mathlist.decorateCommandStringAroundInsertionPoint(false); if (mode === 'command') { this.mathlist.removeSuggestion(); Popover.hidePopover(this); this.suggestionIndex = 0; // Switch to the command mode keyboard layer if (this.virtualKeyboardVisible) { this.switchKeyboardLayer_('lower-command'); } this.mathlist.insert('\u001b', { mode: 'math' }); } else { this.mode = mode; } if (suffix) { this.$insert(suffix, { format: 'latex', mode: mode }); } // Notify of mode change if (typeof this.config.onModeChange === 'function') { this.config.onModeChange(this, this.mode); } this._requestUpdate(); } /** * When in command mode, insert the select command and return to math mode * If escape is true, the command is discared. * @param {object} options * @param {boolean} options.discard if true, the command is discarded and the * mode switched back to math * @param {boolean} options.acceptSuggestion if true, accept the suggestion to * complete the command. Otherwise, only use what has been entered so far. * @method MathField#complete_ * @private */ complete_(options) { options = options || {}; Popover.hidePopover(this); if (options.discard) { this.mathlist.spliceCommandStringAroundInsertionPoint(null); this.switchMode_('math'); return true; } const command = this.mathlist.extractCommandStringAroundInsertionPoint(!options.acceptSuggestion); if (command) { if (command === '\\(' || command === '\\)') { this.mathlist.spliceCommandStringAroundInsertionPoint([]); this.mathlist.insert(command.slice(1), { mode: this.mode }); } else { // We'll assume we want to insert in math mode // (commands are only available in math mode) const mode = 'math'; if (Definitions.commandAllowed(mode, command)) { const mathlist = ParserModule.parseTokens(Lexer.tokenize(command), mode, null, this.config.macros); this.mathlist.spliceCommandStringAroundInsertionPoint(mathlist); } else { // This wasn't a simple function or symbol. // Interpret the input as LaTeX code const mathlist = ParserModule.parseTokens(Lexer.tokenize(command), mode, null, this.config.macros); if (mathlist) { this.mathlist.spliceCommandStringAroundInsertionPoint(mathlist); } else { this.mathlist.decorateCommandStringAroundInsertionPoint(true); } } } this.undoManager.snapshot(this.config); this._announce('replacement'); return true; } return false; } _updateSuggestion() { this.mathlist.positionInsertionPointAfterCommitedCommand(); this.mathlist.removeSuggestion(); const command = this.mathlist.extractCommandStringAroundInsertionPoint(); const suggestions = Definitions.suggest(command); if (suggestions.length === 0) { Popover.hidePopover(this); this.mathlist.decorateCommandStringAroundInsertionPoint(true); } else { const index = this.suggestionIndex % suggestions.length; const l = command.length - suggestions[index].match.length; if (l !== 0) { this.mathlist.insertSuggestion(suggestions[index].match, l); } Popover.showPopoverWithLatex(this, suggestions[index].match, suggestions.length > 1); } this._requestUpdate(); } nextSuggestion_() { this.suggestionIndex += 1; // The modulo of the suggestionIndex is used to determine which suggestion // to display, so no need to worry about rolling over. this._updateSuggestion(); return false; } previousSuggestion_() { this.suggestionIndex -= 1; if (this.suggestionIndex < 0) { // We're rolling over // Get the list of suggestions, so we can know how many there are // Not very efficient, but simple. this.mathlist.removeSuggestion(); const command = this.mathlist.extractCommandStringAroundInsertionPoint(); const suggestions = Definitions.suggest(command); this.suggestionIndex = suggestions.length - 1; } this._updateSuggestion(); return false; } /** * Attach event handlers to an element so that it will react by executing * a command when pressed. * `'command'` can be: * - a string, a single selector * - an array, whose first element is a selector followed by one or more arguments. * - an object, with the following keys: * * 'default': command performed on up, with a down + up sequence with no * delay between down and up * * 'alt', 'shift', 'altshift' keys: command performed on up with * one of these modifiers pressed * * 'pressed': command performed on 'down' * * 'pressAndHoldStart': command performed after a tap/down followed by a * delay (optional) * * 'pressAndHoldEnd': command performed on up, if there was a delay * between down and up, if absent, 'default' is performed * The value of the keys specify which selector (string * or array) to perform depending on the keyboard state when the button is * pressed. * * The 'pressed' and 'active' classes will get added to * the element, as the :hover and :active pseudo-classes are not reliable * (at least on Chrome Android). * * @param {HTMLElement} el * @param {object|string} command * @private */ _attachButtonHandlers(el, command) { const that = this; if (typeof command === 'object' && (command.default || command.pressed)) { // Attach the default (no modifiers pressed) command to the element if (command.default) { el.setAttribute('data-' + this.config.namespace + 'command', JSON.stringify(command.default)); } if (command.alt) { el.setAttribute('data-' + this.config.namespace + 'command-alt', JSON.stringify(command.alt)); } if (command.altshift) { el.setAttribute('data-' + this.config.namespace + 'command-altshift', JSON.stringify(command.altshift)); } if (command.shift) { el.setAttribute('data-' + this.config.namespace + 'command-shift', JSON.stringify(command.shift)); } // .pressed: command to perform when the button is pressed (i.e. // on mouse down/touch). Otherwise the command is performed when // the button is released if (command.pressed) { el.setAttribute('data-' + this.config.namespace + 'command-pressed', JSON.stringify(command.pressed)); } if (command.pressAndHoldStart) { el.setAttribute('data-' + this.config.namespace + 'command-pressAndHoldStart', JSON.stringify(command.pressAndHoldStart)); } if (command.pressAndHoldEnd) { el.setAttribute('data-' + this.config.namespace + 'command-pressAndHoldEnd', JSON.stringify(command.pressAndHoldEnd)); } } else { // We need to turn the command into a string to attach it to the dataset // associated with the button (the command could be an array made of a // selector and one or more parameters) el.setAttribute('data-' + this.config.namespace + 'command', JSON.stringify(command)); } let pressHoldStart; let pressHoldElement; let touchID; let syntheticTarget; // Target while touch move let pressAndHoldTimer; on(el, 'mousedown touchstart:passive', function (ev) { if (ev.type !== 'mousedown' || ev.buttons === 1) { // The primary button was pressed or the screen was tapped. ev.stopPropagation(); ev.preventDefault(); el.classList.add('pressed'); pressHoldStart = Date.now(); // Record the ID of the primary touch point for tracking on touchmove if (ev.type === 'touchstart') { touchID = ev.changedTouches[0].identifier; } // Parse the JSON to get the command (and its optional arguments) // and perform it immediately const command = el.getAttribute('data-' + that.config.namespace + 'command-pressed'); if (command) { that.$perform(JSON.parse(command)); } // If there is a `press and hold start` command, perform it // after a delay, if we're still pressed by then. const pressAndHoldStartCommand = el.getAttribute('data-' + that.config.namespace + 'command-pressAndHoldStart'); if (pressAndHoldStartCommand) { pressHoldElement = el; if (pressAndHoldTimer) { clearTimeout(pressAndHoldTimer); } pressAndHoldTimer = window.setTimeout(function () { if (el.classList.contains('pressed')) { that.$perform(JSON.parse(pressAndHoldStartCommand)); } }, 300); } } }); on(el, 'mouseleave touchcancel', function () { el.classList.remove('pressed'); // let command = el.getAttribute('data-' + that.config.namespace + // 'command-pressAndHoldEnd'); // const now = Date.now(); // if (command && now > pressHoldStart + 300) { // that.$perform(JSON.parse(command)); // } }); on(el, 'touchmove:passive', function (ev) { // Unlike with mouse tracking, touch tracking only sends events // to the target that was originally tapped on. For consistency, // we want to mimic the behavior of the mouse interaction by // tracking the touch events and dispatching them to potential targets ev.preventDefault(); for (let i = 0; i < ev.changedTouches.length; i++) { if (ev.changedTouches[i].identifier === touchID) { // Found a touch matching our primary/tracked touch const target = document.elementFromPoint(ev.changedTouches[i].clientX, ev.changedTouches[i].clientY); if (target !== syntheticTarget && syntheticTarget) { syntheticTarget.dispatchEvent(new MouseEvent('mouseleave'), { bubbles: true }); syntheticTarget = null; } if (target) { syntheticTarget = target; target.dispatchEvent(new MouseEvent('mouseenter', { bubbles: true, buttons: 1 })); } } } }); on(el, 'mouseenter', function (ev) { if (ev.buttons === 1) { el.classList.add('pressed'); } }); on(el, 'mouseup touchend click', function (ev) { if (syntheticTarget) { ev.stopPropagation(); ev.preventDefault(); const target = syntheticTarget; syntheticTarget = null; target.dispatchEvent(new MouseEvent('mouseup', { bubbles: true })); return; } el.classList.remove('pressed'); el.classList.add('active'); if (ev.type === 'click' && ev.detail !== 0) { // This is a click event triggered by a mouse interaction // (and not a keyboard interaction) // Ignore it, we'll handle the mouseup (or touchend) instead. ev.stopPropagation(); ev.preventDefault(); return; } // Since we want the active state to be visible for a while, // use a timer to remove it after a short delay window.setTimeout(function () { el.classList.remove('active'); }, 150); let command = el.getAttribute('data-' + that.config.namespace + 'command-pressAndHoldEnd'); const now = Date.now(); // If the button has not been pressed for very long or if we were // not the button that started the press and hold, don't consider // it a press-and-hold. if (el !== pressHoldElement || now < pressHoldStart + 300) { command = undefined; } if (!command && ev.altKey && ev.shiftKey) { command = el.getAttribute('data-' + that.config.namespace + 'command-altshift'); } if (!command && ev.altKey) { command = el.getAttribute('data-' + that.config.namespace + 'command-alt'); } if (!command && ev.shiftKey) { command = el.getAttribute('data-' + that.config.namespace + 'command-shift'); } if (!command) { command = el.getAttribute('data-' + that.config.namespace + 'command'); } if (command) { // Parse the JSON to get the command (and its optional arguments) // and perform it that.$perform(JSON.parse(command)); } ev.stopPropagation(); ev.preventDefault(); }); } _makeButton(label, cls, ariaLabel, command) { const button = document.createElement('span'); button.innerHTML = label; if (cls) { button.classList.add([].slice.call(cls.split(' '))); } if (ariaLabel) { button.setAttribute('aria-label', ariaLabel); } this._attachButtonHandlers(button, command); return button; } /* * Alternate options are displayed when a key on the virtual keyboard is pressed * and held. * */ showAlternateKeys_(keycap, altKeys) { const altContainer = getSharedElement('mathlive-alternate-keys-panel', 'ML__keyboard alternate-keys'); if (this.virtualKeyboard.classList.contains('material')) { altContainer.classList.add('material'); } if (altKeys.length >= 7) { // Width 4 altContainer.style.width = '286px'; } else if (altKeys.length === 4 || altKeys.length === 2) { // Width 2 altContainer.style.width = '146px'; } else if (altKeys.length === 1) { // Width 1 altContainer.style.width = '86px'; } else { // Width 3 altContainer.style.width = '146px'; } // Reset container height altContainer.style.height = 'auto'; let markup = ''; for (const altKey of altKeys) { markup += '<li'; if (typeof altKey === 'string') { markup += ' data-latex="' + altKey.replace(/"/g, '&quot;') + '"'; } else { if (altKey.latex) { markup += ' data-latex="' + altKey.latex.replace(/"/g, '&quot;') + '"'; } if (altKey.content) { markup += ' data-content="' + altKey.content.replace(/"/g, '&quot;') + '"'; } if (altKey.insert) { markup += ' data-insert="' + altKey.insert.replace(/"/g, '&quot;') + '"'; } if (altKey.command) { markup += " data-command='" + altKey.command.replace(/"/g, '&quot;') + "'"; } if (altKey.aside) { markup += ' data-aside="' + altKey.aside.replace(/"/g, '&quot;') + '"'; } if (altKey.classes) { markup += ' data-classes="' + altKey.classes + '"'; } } markup += '>'; markup += altKey.label || ''; markup += '</li>'; } markup = '<ul>' + markup + '</ul>'; altContainer.innerHTML = markup; VirtualKeyboard.makeKeycap(this, altContainer.getElementsByTagName('li'), 'performAlternateKeys'); const keycapEl = this.virtualKeyboard.querySelector('div.keyboard-layer.is-visible div.rows ul li[data-alt-keys="' + keycap + '"]'); const position = keycapEl.getBoundingClientRect(); if (position) { if (position.top - altContainer.clientHeight < 0) { // altContainer.style.maxWidth = '320px'; // Up to six columns altContainer.style.width = 'auto'; if (altKeys.length <= 6) { altContainer.style.height = '56px'; // 1 row } else if (altKeys.length <= 12) { altContainer.style.height = '108px'; // 2 rows } else { altContainer.style.height = '205px'; // 3 rows } } const top = (position.top - altContainer.clientHeight + 5).toString() + 'px'; const left = Math.max(0, Math.min(window.innerWidth - altContainer.offsetWidth, ((position.left + position.right - altContainer.offsetWidth) / 2))) + 'px'; altContainer.style.transform = 'translate(' + left + ',' + top + ')'; altContainer.classList.add('is-visible'); } return false; } hideAlternateKeys_() { const altContainer = document.getElementById('mathlive-alternate-keys-panel'); if (altContainer) { altContainer.classList.remove('is-visible'); altContainer.innerHTML = ''; delete releaseSharedElement(altContainer); } return false; } /* * The command invoked when an alternate key is pressed. * We need to hide the Alternate Keys panel, then perform the * command. */ performAlternateKeys_(command) { this.hideAlternateKeys_(); return this.$perform(command); } switchKeyboardLayer_(layer) { if (this.config.virtualKeyboardMode !== 'off') { if (layer !== 'lower-command' && layer !== 'upper-command' && layer !== 'symbols-command') { // If we switch to a non-command keyboard layer, first exit command mode. this.complete_(); } this.showVirtualKeyboard_(); // If the alternate keys panel was visible, hide it this.hideAlternateKeys_(); // If we were in a temporarily shifted state (shift-key held down) // restore our state before switching to a new layer. this.unshiftKeyboardLayer_(); const layers = this.virtualKeyboard.getElementsByClassName('keyboard-layer'); // Search for the requested layer let found = false; for (let i = 0; i < layers.length; i++) { if (layers[i].id === layer) { found = true; break; } } // We did find the layer, switch to it. // If we didn't find it, do nothing and keep the current layer if (found) { for (let i = 0; i < layers.length; i++) { if (layers[i].id === layer) { layers[i].classList.add('is-visible'); } else { layers[i].classList.remove('is-visible'); } } } this.$focus(); } return true; } /* * Temporarily change the labels and the command of the keys * (for example when a modifier key is held down.) */ shiftKeyboardLayer_() { const keycaps = this.virtualKeyboard.querySelectorAll('div.keyboard-layer.is-visible .rows .keycap, div.keyboard-layer.is-visible .rows .action'); if (keycaps) { for (let i = 0; i < keycaps.length; i++) { const keycap = keycaps[i]; let shiftedContent = keycap.getAttribute('data-shifted'); if (shiftedContent || /^[a-z]$/.test(keycap.innerHTML)) { keycap.setAttribute('data-unshifted-content', keycap.innerHTML); if (!shiftedContent) { shiftedContent = keycap.innerHTML.toUpperCase(); } keycap.innerHTML = shiftedContent; const command = keycap.getAttribute('data-' + this.config.namespace + 'command'); if (command) { keycap.setAttribute('data-unshifted-command', command); const shiftedCommand = keycap.getAttribute('data-shifted-command'); if (shiftedCommand) { keycap.setAttribute('data-' + this.config.namespace + 'command', shiftedCommand); } else { const commandObj = JSON.parse(command); if (Array.isArray(commandObj)) { commandObj[1] = commandObj[1].toUpperCase(); } keycap.setAttribute('data-' + this.config.namespace + 'command', JSON.stringify(commandObj)); } } } } } return false; } /* * Restore the key labels and commands to the state before a modifier key * was pressed. * */ unshiftKeyboardLayer_() { const keycaps = this.virtualKeyboard.querySelectorAll('div.keyboard-layer.is-visible .rows .keycap, div.keyboard-layer.is-visible .rows .action'); if (keycaps) { for (let i = 0; i < keycaps.length; i++) { const keycap = keycaps[i]; const content = keycap.getAttribute('data-unshifted-content'); if (content) { keycap.innerHTML = content; } const command = keycap.getAttribute('data-unshifted-command'); if (command) { keycap.setAttribute('data-' + this.config.namespace + 'command', command); } } } return false; } insertAndUnshiftKeyboardLayer_(c) { this.$insert(c); this.unshiftKeyboardLayer_(); return true; } /* Toggle the virtual keyboard, but switch to the alternate theme if available */ toggleVirtualKeyboardAlt_() { let hadAltTheme = false; if (this.virtualKeyboard) { hadAltTheme = this.virtualKeyboard.classList.contains('material'); this.virtualKeyboard.remove(); delete this.virtualKeyboard; this.virtualKeyboard = null; } this.showVirtualKeyboard_(hadAltTheme ? '' : 'material'); return false; } /* Toggle the virtual keyboard, but switch another keyboard layout */ toggleVirtualKeyboardShift_() { this.config.virtualKeyboardLayout = { 'qwerty': 'azerty', 'azerty': 'qwertz', 'qwertz': 'dvorak', 'dvorak': 'colemak', 'colemak': 'qwerty' }[this.config.virtualKeyboardLayout]; let layer = this.virtualKeyboard ? this.virtualKeyboard.querySelector('div.keyboard-layer.is-visible') : null; layer = layer ? layer.id : ''; if (this.virtualKeyboard) { this.virtualKeyboard.remove(); delete this.virtualKeyboard; this.virtualKeyboard = null; } this.showVirtualKeyboard_(); if (layer) { this.switchKeyboardLayer_(layer); } return false; } showVirtualKeyboard_(theme) { this.virtualKeyboardVisible = false; this.toggleVirtualKeyboard_(theme); return false; } hideVirtualKeyboard_() { this.virtualKeyboardVisible = true; this.toggleVirtualKeyboard_(); return false; } toggleVirtualKeyboard_(theme) { this.virtualKeyboardVisible = !this.virtualKeyboardVisible; if (this.virtualKeyboardVisible) { if (this.virtualKeyboard) { this.virtualKeyboard.classList.add('is-visible'); } else { // Construct the virtual keyboard this.virtualKeyboard = VirtualKeyboard.make(this, theme); // Let's make sure that tapping on the keyboard focuses the field on(this.virtualKeyboard, 'touchstart:passive mousedown', function () { that.$focus(); }); document.body.appendChild(this.virtualKeyboard); } // For the transition effect to work, the property has to be changed // after the insertion in the DOM. Use setTimeout const that = this; window.setTimeout(function () { that.virtualKeyboard.classList.add('is-visible'); }, 1); } else if (this.virtualKeyboard) { this.virtualKeyboard.classList.remove('is-visible'); } if (typeof this.config.onVirtualKeyboardToggle === 'function') { this.config.onVirtualKeyboardToggle(this, this.virtualKeyboardVisible, this.virtualKeyboard); } return false; } /** * Apply a style (color, bold, italic, etc...). * * If there is a selection, the style is applied to the selection * * If the selection already has this style, remove it. If the selection * has the style partially applied (i.e. only some sections), remove it from * those sections, and apply it to the entire selection. * * If there is no selection, the style will apply to the next character typed. * * @param {object} style an object with the following properties. All the * properties are optional, but they can be combined. * * @param {string} [style.mode=''] - Either `'math'`, `'text'` or '`command`' * @param {string} [style.color=''] - The text/fill color, as a CSS RGB value or * a string for some 'well-known' colors, e.g. 'red', '#f00', etc... * * @param {string} [style.backgroundColor=''] - The background color. * * @param {string} [style.fontFamily=''] - The font family used to render text. * This value can the name of a locally available font, or a CSS font stack, e.g. * "Avenir", "Georgia, serif", etc... * This can also be one of the following TeX-specific values: * - 'cmr': Computer Modern Roman, serif * - 'cmss': Computer Modern Sans-serif, latin characters only * - 'cmtt': Typewriter, slab, latin characters only * - 'cal': Calligraphic style, uppercase latin letters and digits only * - 'frak': Fraktur, gothic, uppercase, lowercase and digits * - 'bb': Blackboard bold, uppercase only * - 'scr': Script style, uppercase only * * @param {string} [style.series=''] - The font 'series', i.e. weight and * stretch. The following values can be combined, for example: "ebc": extra-bold, * condensed. Aside from 'b', these attributes may not have visible effect if the * font family does not support this attribute: * - 'ul' ultra-light weight * - 'el': extra-light * - 'l': light * - 'sl': semi-light * - 'm': medium (default) * - 'sb': semi-bold * - 'b': bold * - 'eb': extra-bold * - 'ub': ultra-bold * - 'uc': ultra-condensed * - 'ec': extra-condensed * - 'c': condensed * - 'sc': semi-condensed * - 'n': normal (default) * - 'sx': semi-expanded * - 'x': expanded * - 'ex': extra-expanded * - 'ux': ultra-expanded * * @param {string} [style.shape=''] - The font 'shape', i.e. italic. * - 'auto': italic or upright, depending on mode and letter (single letters are * italic in math mode) * - 'up': upright * - 'it': italic * - 'sl': slanted or oblique (often the same as italic) * - 'sc': small caps * - 'ol': outline * * @param {string} [style.size=''] - The font size: 'size1'...'size10' * 'size5' is the default size * @method MathField#$applyStyle * */ $applyStyle(style) { this._resetKeystrokeBuffer(); style = validateStyle(style); if (style.mode) { // There's a mode ('text', 'math', 'command') change if (this.mathlist.isCollapsed()) { // Nothing selected this.switchMode_(style.mode); } else { // Convert the selection from one mode to another const previousMode = this.mode; const targetMode = (this.mathlist.anchorMode() || this.config.default) === 'math' ? 'text' : 'math'; let convertedSelection = this.$selectedText('ASCIIMath'); if (targetMode === 'math' && /^"[^"]+"$/.test(convertedSelection)) { convertedSelection = convertedSelection.slice(1, -1); } this.$insert(convertedSelection, { mode: targetMode, selectionMode: 'item', format: targetMode === 'text' ? 'text' : 'ASCIIMath' }); this.mode = targetMode; if (this.groupIsSelected()) { // The entire group was selected. Adjust parent mode if // appropriate const parent = this.mathlist.parent(); if (parent && (parent.type === 'group' || parent.type === 'root')) { parent.mode = targetMode; } } // Notify of mode change if (this.mode !== previousMode && typeof this.config.onModeChange === 'function') { this.config.onModeChange(this, this.mode); } } delete style.mode; } if (this.mathlist.isCollapsed()) { // No selection, let's update the 'current' style if (this.style.fontSeries && style.fontSeries === this.style.fontSeries) { style.fontSeries = 'auto'; } if (style.fontShape && style.fontShape === this.style.fontShape) { style.fontShape = 'auto'; } if (style.color && style.color === this.style.color) { style.color = 'none'; } if (style.backgroundColor && style.backgroundColor === this.style.backgroundColor) { style.backgroundColor = 'none'; } if (style.fontSize && style.fontSize === this.style.fontSize) { style.fontSize = 'auto'; } this.style = { ...this.style, ...style }; // This style will be used the next time an atom is inserted } else { // Change the style of the selection this.mathlist._applyStyle(style); this.undoManager.snapshot(this.config); } return true; } $hasFocus() { return document.hasFocus() && document.activeElement === this.textarea; } $focus() { if (!this.$hasFocus()) { // The textarea may be a span (on mobile, for example), so check that // it has a focus() before calling it. if (this.textarea.focus) { this.textarea.focus(); } this._announce('line'); } } $blur() { if (this.$hasFocus()) { if (this.textarea.blur) { this.textarea.blur(); } } } $select() { this.mathlist.selectAll_(); } $clearSelection() { this.mathlist.delete_(); } /** * @param {string} keys - A string representation of a key combination. * * For example `'Alt-KeyU'`. * * See [W3C UIEvents](https://www.w3.org/TR/uievents/#code-virtual-keyboards) * @param {Event} evt * @return {boolean} * @method MathField#$keystroke */ $keystroke(keys, evt) { // This is the public API, while onKeystroke is the // internal handler return this._onKeystroke(keys, evt); } /** * Simulate a user typing the keys indicated by text. * @param {string} text - A sequence of one or more characters. * @method MathField#$typedText */ $typedText(text) { // This is the public API, while onTypedText is the // internal handler this._onTypedText(text); } /** * * @param {string} text * @param {Object.<string, any>} [options={}] * @param {boolean} options.focus - If true, the mathfield will be focused * @param {boolean} options.feedback - If true, provide audio and haptic feedback * @param {boolean} options.simulateKeystroke - If true, generate some synthetic * keystrokes (useful to trigger inline shortcuts, for example) * @private */ typedText_(text, options) { return this._onTypedText(text, options); } /** * * Update the configuration options for this mathfield. * * @param {MathFieldConfig} [config={}] See {@tutorial CONFIG} for details. * * @method MathField#$setConfig */ $setConfig(conf) { if (!this.config) { this.config = { smartFence: true, smartSuperscript: true, scriptDepth: [Infinity, Infinity], removeExtraneousParentheses: true, overrideDefaultInlineShortcuts: false, virtualKeyboard: '', virtualKeyboardLayout: 'qwerty', namespace: '', }; } this.config = { ...this.config, ...conf }; if (this.config.scriptDepth !== undefined && !Array.isArray(this.config.scriptDepth)) { const depth = parseInt(this.config.scriptDepth); this.config.scriptDepth = [depth, depth]; } if (typeof this.config.removeExtraneousParentheses === 'undefined') { this.config.removeExtraneousParentheses = true; } this.config.onAnnounce = conf.onAnnounce || _onAnnounce; this.config.macros = Object.assign({}, Definitions.MACROS, this.config.macros); // Validate the namespace (used for `data-` attributes) if (!/^[a-z]*[-]?$/.test(this.config.namespace)) { throw Error('options.namespace must be a string of lowercase characters only'); } if (!/-$/.test(this.config.namespace)) { this.config.namespace += '-'; } // Localization strings override (or localizations for new locales) l10n.locale = this.config.locale || l10n.locale; l10n.merge(this.config.strings); this.config.virtualKeyboardLayout = conf.virtualKeyboardLayout || { 'fr': 'azerty', 'be': 'azerty', 'al': 'qwertz', 'ba': 'qwertz', 'cz': 'qwertz', 'de': 'qwertz', 'hu': 'qwertz', 'sk': 'qwertz', 'ch': 'qwertz', }[l10n.locale.substring(0, 2)] || 'qwerty'; // Possible keypress sound feedback this.keypressSound = undefined; this.spacebarKeypressSound = undefined; this.returnKeypressSound = undefined; this.deleteKeypressSound = undefined; if (this.config.keypressSound) { if (typeof this.config.keypressSound === 'string') { this.keypressSound = new Audio(); this.keypressSound.preload = 'none'; this.keypressSound.src = this.config.keypressSound; this.keypressSound.volume = AUDIO_FEEDBACK_VOLUME; this.spacebarKeypressSound = this.keypressSound; this.returnKeypressSound = this.keypressSound; this.deleteKeypressSound = this.keypressSound; } else { console.assert(this.config.keypressSound.default); this.keypressSound = new Audio(); this.keypressSound.preload = 'none'; this.keypressSound.src = this.config.keypressSound.default; this.keypressSound.volume = AUDIO_FEEDBACK_VOLUME; this.spacebarKeypressSound = this.keypressSound; this.returnKeypressSound = this.keypressSound; this.deleteKeypressSound = this.keypressSound; if (this.config.keypressSound.spacebar) { this.spacebarKeypressSound = new Audio(); this.spacebarKeypressSound.preload = 'none'; this.spacebarKeypressSound.src = this.config.keypressSound.spacebar; this.spacebarKeypressSound.volume = AUDIO_FEEDBACK_VOLUME; } if (this.config.keypressSound.return) { this.returnKeypressSound = new Audio(); this.returnKeypressSound.preload = 'none'; this.returnKeypressSound.src = this.config.keypressSound.return; this.returnKeypressSound.volume = AUDIO_FEEDBACK_VOLUME; } if (this.config.keypressSound.delete) { this.deleteKeypressSound = new Audio(); this.deleteKeypressSound.preload = 'none'; this.deleteKeypressSound.src = this.config.keypressSound.delete; this.deleteKeypressSound.volume = AUDIO_FEEDBACK_VOLUME; } } } if (this.config.plonkSound) { this.plonkSound = new Audio(); this.plonkSound.preload = 'none'; this.plonkSound.src = this.config.plonkSound; this.plonkSound.volume = AUDIO_FEEDBACK_VOLUME; } } /** * * Speak some part of the expression, either with or without synchronized highlighting. * * @param {string} amount (all, selection, left, right, group, parent) * @param {object} speakOptions * @param {boolean} speakOptions.withHighlighting - If true, synchronized highlighting of speech will happen (if possible). Default is false. * * @method MathField#speak_ */ speak_(amount, speakOptions) { speakOptions = speakOptions || { withHighlighting: false }; function getAtoms(mathField, amount) { let result = null; switch (amount) { case 'all': result = mathField.mathlist.root; break; case 'selection': if (!mathField.mathlist.isCollapsed()) { result = mathField.mathlist.getSelectedAtoms(); } break; case 'left': { const siblings = mathField.mathlist.siblings(); const last = mathField.mathlist.startOffset(); if (last >= 1) { result = []; for (let i = 1; i <= last; i++) { result.push(siblings[i]); } } break; } case 'right': { const siblings = mathField.mathlist.siblings(); const first = mathField.mathlist.endOffset() + 1; if (first <= siblings.length - 1) { result = []; for (let i = first; i <= siblings.length - 1; i++) { result.push(siblings[i]); } } break; } case 'start': case 'end': // not yet implemented break; case 'group': result = mathField.mathlist.siblings(); break; case 'parent': { const parent = mathField.mathlist.parent(); if (parent && parent.type !== 'root') { result = mathField.mathlist.parent(); } break; } default: console.log('unknown atom type "' + mathField.type + '"'); break; } return result; } function getFailedSpeech(amount) { let result = ''; switch (amount) { case 'all': console.log("Internal failure: speak all failed"); break; case 'selection': result = 'no selection'; break; case 'left': result = 'at start'; break; case 'right': result = 'at end'; break; case 'group': console.log("Internal failure: speak group failed"); break; case 'parent': result = 'no parent'; break; default: console.log('unknown speak_ param value: "' + amount + '"'); break; } return result; } const atoms = getAtoms(this, amount); if (atoms === null) { this.config.handleSpeak(getFailedSpeech(amount)); return false; } const options = { ...this.config }; if (speakOptions.withHighlighting || options.speechEngine === 'amazon') { options.textToSpeechMarkup = (window.sre && options.textToSpeechRules === 'sre') ? 'ssml_step' : 'ssml'; if (speakOptions.withHighlighting) { options.generateID = true; } } const text = MathAtom.toSpeakableText(atoms, options); if (speakOptions.withHighlighting) { window.mathlive.readAloudMathField = this; this._render({ forHighlighting: true }); if (this.config.handleReadAloud) { this.config.handleReadAloud(this.field, text, this.config); } } else { if (this.config.handleSpeak) { this.config.handleSpeak(text, options); } } return false; } }
JavaScript
class Phrase { constructor(phrases, lang) { this.phrases = phrases this.lang = lang this.SpeechRecognition = window.SpeechRecognition || window.webkitSpeechRecognition this.SpeechGrammarList = window.SpeechGrammarList || window.webkitSpeechGrammarList this.SpeechRecognitionEvent = window.SpeechRecognitionEvent || window.webkitSpeechRecognitionEvent } testSpeech() { const prasesSplitted = this.phrases.join(' | ') const grammar = `#JSGF V1.0; grammar phrase; public <phrase> = ${prasesSplitted};` const recognition = new this.SpeechRecognition() const speechRecognitionList = new this.SpeechGrammarList() speechRecognitionList.addFromString(grammar, 1) recognition.grammars = speechRecognitionList recognition.lang = this.lang recognition.interimResults = false recognition.maxAlternatives = 1 recognition.start() this.recognition = recognition } onResult(evt) { /* The SpeechRecognitionEvent results property returns a SpeechRecognitionResultList object The SpeechRecognitionResultList object contains SpeechRecognitionResult objects. It has a getter so it can be accessed like an array The first [0] returns the SpeechRecognitionResult at position 0. Each SpeechRecognitionResult object contains SpeechRecognitionAlternative objects that contain individual results. These also have getters so they can be accessed like arrays. The second [0] returns the SpeechRecognitionAlternative at position 0. We then return the transcript property of the SpeechRecognitionAlternative object */ return new Promise((resolve, reject) => { const speechResult = evt.results[0][0].transcript console.log(`Speechs received: ${speechResult}.`) if (this.phrases.indexOf(speechResult.toLowerCase()) > -1) { resolve(speechResult) } else { reject(new Error(`That didn't sound right. --> "${speechResult}"`)) } console.info(`Confidence: ${evt.results[0][0].confidence}`) }) } onSpeechEnd() { this.recognition.stop() console.log('END: Start new test...') return true } onError(evt) { console.log('ERROR: Start new test...') console.error(`Error occurred in recognition: ${evt.error}`) return true } }
JavaScript
class PagedAction extends BaseAction { /** * Constructor. * * @param {String} method * @param {Object} params * @param {Executor} executor * @param {*} DestinationType * @param {Boolean} returnsArray */ constructor(method, params, executor, DestinationType, returnsArray) { super(method, params, executor, DestinationType, returnsArray); this.changeParam('start', 0); this.changeParam('max', 100); } withStart(start) { this.start = start; return this; } set start(start) { this.changeParam('start', start); return this; } withMax(max) { this.max = max; return this; } set max(max) { this.changeParam('max', max); return this; } /** * Executes the current action and returns all results. * * @returns {Promise} */ async executeAll(restEach = -1, restSeconds = -1, restCallback = null, report = null) { let all = []; let transformCallback = null; await this.executeAllReport(([data, transform]) => { if (transformCallback === null) { transformCallback = transform; } data.forEach(item => all.push(item)); if (report !== null) { report(all.length); } }, restEach, restSeconds, restCallback); return [all, transformCallback]; } /** * Executes the current action and reports the results of each step to the * given reporter. * * @returns {Promise} */ async executeAllReport(reporter, restEach = -1, restSeconds = -1, restCallback = null) { let result = []; var reports = 0; do { if (restEach > -1 && reports > 0 && reports % restEach === 0) { if (restCallback !== null) { restCallback(); } await (async () => { return new Promise(function (resolve) { setTimeout(function () { resolve(); }, restSeconds * 1000); }); })(); } result = await this.execute(); if (result[0].length > 0) { let c = reporter(result); // being able to stop execution if (c === false) { return; } reports++; } this.changeParam('start', this.params.start + this.params.max); } while (result[0].length > 0 && result[0].length === this.params.max); } /** * Gets a flag indicating whether the current action is valid. * * @returns {boolean} */ isValid() { return true; } }
JavaScript
class GraphObject { constructor({ options = {}, dataObject, filterManager = {}, graphType = {}, dataGrouper = {} }) { this.options = options; this.graphType = graphType let { filterList = [], taggedFilters = {}, activatedFilters = [] } = filterManager; this.filterManager = new FilterManager({ inputDataObject: dataObject, filterList, taggedFilters, activatedFilters }); this.graphDataObject = this.filterManager.reApplyAllFilters(); let { groupingType, targetColumn, yAxis } = dataGrouper; this.dataGrouper = new DataGrouper({ dataObject: this.graphDataObject, groupingType, targetColumn, yAxis }); } getConstructingArguments() { return { options: this.options, graphType: this.graphType, dataGrouper: { groupingType: this.dataGrouper.groupingType, targetColumn: this.dataGrouper.targetColumn, yAxis: { dataAction: { actionType: this.dataGrouper.yAxis.actionType, targetColumn: this.dataGrouper.yAxis.targetColumn, }, label: this.dataGrouper.yAxis.label, color: this.dataGrouper.yAxis.color, } } } } getChart() { return { type: this.graphType, data: this.dataGrouper.getData(), options: this.options } } }
JavaScript
class RequestLogService { /** * @description Fetch all request logs * @param {object} query Request log query * @return {Promise<{success: boolean, error: *}|{success: boolean, data: *}>} */ async getAll (query) { try { // create paginated result const paginate = await RequestLog.paginate({}, paginateQueries('request_logs', query)) return response.sendSuccess(paginate) } catch (error) { return response.sendError(error) } } /** * @description Fetch one request log by id * @param {string} id Request log id * @return {Promise<{success: boolean, error: *}|{success: boolean, data: *}>} */ async getById (id) { try { const requestLog = await RequestLog.findById(id) if (!requestLog) return response.sendError(createError.NotFound('Request log not found')) return response.sendSuccess(requestLog) } catch (error) { return response.sendError(error) } } }
JavaScript
class InjectHtml { constructor() { /** * Serves the injected style and script imports. */ this.serveAssetsMiddleware = express_1.static(__dirname + "/../../client"); /** * Monkey-patches `res.send` in order to inject style and script imports. */ this.injectAssetsMiddleware = (req, res, next) => { const send = res.send; res.send = html => { html = this.insertImportTags(html); return send.call(res, html); }; next(); }; this.insertImportTags = (html) => { html = String(html); if (!html.includes("VERDACCIO_API_URL")) { return html; } return html .replace(/<\/head>/, headWithStyle) .replace(/<\/body>/, bodyWithScript); }; } }
JavaScript
class MetadataManager { /** * Namespace of the model * * @type {string|undefined} */ get namespace () { return this[_namespace]; } /** * Validation schema of the model * * @type {Schema|undefined} */ get schema () { if (isFunction(this[_schema])) { this[_schema] = this[_schema](); } if (isObject(this[_schema])) { if (!(this[_schema] instanceof Schema)) { this[_schema] = new Schema(this[_schema]); } } else { this[_schema] = new Schema(); } return this[_schema]; } /** * Full name of the model (including namespace) * * @type {string} */ get name () { return compact([this.namespace, this[_model].name]).join('/'); } /** * Handled model * * @type {Model} */ get model () { return this[_model]; } /** * @param {Model} model The handled model * @param {Schema} [schema] The validation schema * @param {string} [namespace] The model's namespace * */ constructor(model, schema, namespace) { this[_model] = model; this[_schema] = schema; this[_namespace] = namespace; instances[this.name] = this; } /** * Register a model * * @param {Model} model The handled model * @param {Schema} [schema] The validation schema * @param {string} [namespace] The model's namespace * * @return {MetadataManager} The model's metadata manager */ static register(model, schema, namespace) { model[_metadata] = new MetadataManager(model, schema, namespace); return model[_metadata]; } /** * Retreive the metadata of a model * * @param {Model|Proxy} model The managed model or its proxy * * @return {MetadataManager|undefined} The metadata manager if exists */ static getMetadata (model) { let metadata; if (isString(model)) { metadata = instances[model]; } else if (isFunction(model) || isObject(model)) { if (model instanceof ModelInterface) { model = model.constructor; } if (model.prototype instanceof ModelInterface) { if (!model[_metadata] || (model[_metadata] === Object.getPrototypeOf(model)[_metadata])) { MetadataManager.register(model); } metadata = model[_metadata]; } } return metadata; } }
JavaScript
class ImportGenBankModal extends Component { static propTypes = { projectOpen: PropTypes.func.isRequired, currentProjectId: PropTypes.string.isRequired, open: PropTypes.bool.isRequired, uiShowGenBankImport: PropTypes.func.isRequired, uiSpin: PropTypes.func.isRequired, projectLoad: PropTypes.func.isRequired, projectSave: PropTypes.func.isRequired, }; constructor() { super(); this.state = { files: [], error: null, processing: false, destination: 'new project', // or 'current project' }; } componentWillReceiveProps(nextProps) { if (nextProps.open && !this.props.open) { this.setState({ files: [], error: null, }); } } onDrop = (files) => { this.setState({ files }); }; onSubmit = (evt) => { evt.preventDefault(); this.setState({ error: null, }); if (this.state.files.length) { this.setState({ processing: true, }); this.props.uiSpin('Importing your file... Please wait'); const projectId = this.state.destination === 'current project' ? this.props.currentProjectId : ''; const file = this.state.files[0]; const isCSV = file.name.toLowerCase().endsWith('.csv'); const importer = isCSV ? importCsvFile : importGenbankFile; //if saving into current project, save the current project first (and force the save) so its on the server const savePromise = projectId ? this.props.projectSave(this.props.currentProjectId, true) : Promise.resolve(); savePromise .then(() => importer(projectId, file)) .then((projectId) => { this.props.uiSpin(); if (projectId === this.props.currentProjectId) { //true to forcibly reload the project, avoid our cache this.props.projectLoad(projectId, true); } else { this.props.projectOpen(projectId); } this.setState({ processing: false, }); this.props.uiShowGenBankImport(false); }) .catch((error) => { this.props.uiSpin(); this.setState({ error: `Error uploading file: ${error}`, processing: false, }); }); } }; showFiles() { const files = this.state.files.map((file, index) => <div className="file-name" key={index}>{file.name}</div>); return files; } render() { if (!this.props.open) { return null; } return ( <div> <ModalWindow open title="Import GenBank File" payload={( <form disabled={this.state.processing} onSubmit={this.onSubmit} id="genbank-import-form" className="gd-form genbank-import-form" > <div className="title">Import</div> <div className="radio"> <div>Import data to:</div> <input checked={this.state.destination === 'new project'} type="radio" name="destination" disabled={this.state.processing} onChange={() => this.setState({ destination: 'new project' })} /> <div>New Project</div> </div> <div className="radio"> <div /> <input checked={this.state.destination === 'current project'} type="radio" name="destination" disabled={this.state.processing} onChange={() => this.setState({ destination: 'current project' })} /> <div>Current Project</div> </div> <Dropzone onDrop={this.onDrop} className="dropzone" activeClassName="dropzone-hot" multiple={false} > <div className="dropzone-text">Drop File Here</div> </Dropzone> {this.showFiles()} {this.state.error ? <div className="error visible">{this.state.error}</div> : null} <button type="submit" disabled={this.state.processing}>Upload</button> <button type="button" disabled={this.state.processing} onClick={() => { this.props.uiShowGenBankImport(false); }} >Cancel </button> <div className="link"> <span>Format documentation and sample .CSV files can be found <a className="blue-link" href="https://geneticconstructor.readme.io/docs/csv-upload" target="_blank" rel="noopener noreferrer" >here</a> </span> </div> </form> )} closeOnClickOutside closeModal={(buttonText) => { this.props.uiShowGenBankImport(false); }} /> </div> ); } }
JavaScript
class VfButtonCallback extends React.Component { componentDidMount() { // console.log("any JS actions needed"); } render() { return React.createElement(React.Fragment, null); } }
JavaScript
class MersenneTwister { constructor(seed) { /* Period parameters */ this.N = 624; this.M = 397; this.MATRIX_A = 0x9908b0df; /* constant vector a */ this.UPPER_MASK = 0x80000000; /* most significant w-r bits */ this.LOWER_MASK = 0x7fffffff; /* least significant r bits */ this.mt = new Array(this.N); /* the array for the state vector */ this.mti = this.N + 1; /* mti==N+1 means mt[N] is not initialized */ if (Array.isArray(seed)) { if (seed.length > 0) this.initByArray(seed, seed.length); } else { if (seed === undefined) { this.initSeed(new Date().getTime()); } else { this.initSeed(seed); } } } /* initializes mt[N] with a seed */ /* origin name init_genrand */ initSeed(seed) { this.mt[0] = seed >>> 0; for (this.mti = 1; this.mti < this.N; this.mti++) { const s = this.mt[this.mti - 1] ^ (this.mt[this.mti - 1] >>> 30); this.mt[this.mti] = ((((s & 0xffff0000) >>> 16) * 1812433253) << 16) + (s & 0x0000ffff) * 1812433253 + this.mti; /* See Knuth TAOCP Vol2. 3rd Ed. P.106 for multiplier. */ /* In the previous versions, MSBs of the seed affect */ /* only MSBs of the array mt[]. */ /* 2002/01/09 modified by Makoto Matsumoto */ this.mt[this.mti] >>>= 0; /* for >32 bit machines */ } } /* initialize by an array with array-length */ /* init_key is the array for initializing keys */ /* key_length is its length */ /* slight change for C++, 2004/2/26 */ initByArray(initKey, keyLength) { this.initSeed(19650218); let i = 1; let j = 0; let k = this.N > keyLength ? this.N : keyLength; for (; k; k--) { const s = this.mt[i - 1] ^ (this.mt[i - 1] >>> 30); this.mt[i] = (this.mt[i] ^ (((((s & 0xffff0000) >>> 16) * 1664525) << 16) + (s & 0x0000ffff) * 1664525)) + initKey[j] + j; /* non linear */ this.mt[i] >>>= 0; /* for WORDSIZE > 32 machines */ i++; j++; if (i >= this.N) { this.mt[0] = this.mt[this.N - 1]; i = 1; } if (j >= keyLength) j = 0; } for (k = this.N - 1; k; k--) { const s = this.mt[i - 1] ^ (this.mt[i - 1] >>> 30); this.mt[i] = (this.mt[i] ^ (((((s & 0xffff0000) >>> 16) * 1566083941) << 16) + (s & 0x0000ffff) * 1566083941)) - i; /* non linear */ this.mt[i] >>>= 0; /* for WORDSIZE > 32 machines */ i++; if (i >= this.N) { this.mt[0] = this.mt[this.N - 1]; i = 1; } } this.mt[0] = 0x80000000; /* MSB is 1; assuring non-zero initial array */ } /* generates a random number on [0,0xffffffff]-interval */ /* origin name genrand_int32 */ randomInt32() { let y; const mag01 = [0x0, this.MATRIX_A]; /* mag01[x] = x * MATRIX_A for x=0,1 */ if (this.mti >= this.N) { /* generate N words at one time */ let kk; if (this.mti === this.N + 1) /* if init_seed() has not been called, */ this.initSeed(5489); /* a default initial seed is used */ for (kk = 0; kk < this.N - this.M; kk++) { y = (this.mt[kk] & this.UPPER_MASK) | (this.mt[kk + 1] & this.LOWER_MASK); this.mt[kk] = this.mt[kk + this.M] ^ (y >>> 1) ^ mag01[y & 0x1]; } for (; kk < this.N - 1; kk++) { y = (this.mt[kk] & this.UPPER_MASK) | (this.mt[kk + 1] & this.LOWER_MASK); this.mt[kk] = this.mt[kk + (this.M - this.N)] ^ (y >>> 1) ^ mag01[y & 0x1]; } y = (this.mt[this.N - 1] & this.UPPER_MASK) | (this.mt[0] & this.LOWER_MASK); this.mt[this.N - 1] = this.mt[this.M - 1] ^ (y >>> 1) ^ mag01[y & 0x1]; this.mti = 0; } y = this.mt[this.mti++]; /* Tempering */ y ^= y >>> 11; y ^= (y << 7) & 0x9d2c5680; y ^= (y << 15) & 0xefc60000; y ^= y >>> 18; return y >>> 0; } /* generates a random number on [0,0x7fffffff]-interval */ /* origin name genrand_int31 */ randomInt31() { return this.randomInt32() >>> 1; } /* generates a random number on [0,1]-real-interval */ /* origin name genrand_real1 */ randomReal1() { return this.randomInt32() * (1.0 / 4294967295.0); /* divided by 2^32-1 */ } /* generates a random number on [0,1)-real-interval */ /* origin name genrand_real2 */ randomReal2() { return this.randomInt32() * (1.0 / 4294967296.0); /* divided by 2^32 */ } /* generates a random number on (0,1)-real-interval */ /* origin name genrand_real3 */ randomReal3() { return (this.randomInt32() + 0.5) * (1.0 / 4294967296.0); /* divided by 2^32 */ } /* generates a random number on [0,1) with 53-bit resolution*/ /* origin name genrand_res53 */ randomRes53() { const a = this.randomInt32() >>> 5; const b = this.randomInt32() >>> 6; return (a * 67108864.0 + b) * (1.0 / 9007199254740992.0); } }
JavaScript
class ModalManager { constructor({ hideSiblingNodes = true, handleContainerOverflow = true } = {}) { this.hideSiblingNodes = hideSiblingNodes; this.handleContainerOverflow = handleContainerOverflow; this.modals = []; this.containers = []; this.data = []; } add = (modal, container, className) => { let modalIdx = this.modals.indexOf(modal); let containerIdx = this.containers.indexOf(container); if (modalIdx !== -1) { return modalIdx; } modalIdx = this.modals.length; this.modals.push(modal); if (this.hideSiblingNodes) { hideSiblings(container, modal.mountNode); } if (containerIdx !== -1) { this.data[containerIdx].modals.push(modal); return modalIdx; } let data = { modals: [ modal ], //right now only the first modal of a container will have its classes applied classes: className ? className.split(/\s+/) : [], overflowing: isOverflowing(container) }; if (this.handleContainerOverflow) { setContainerStyle(data, container) } data.classes.forEach( classes.addClass.bind(null, container)); this.containers.push(container); this.data.push(data); return modalIdx; } remove = (modal) => { let modalIdx = this.modals.indexOf(modal); if (modalIdx === -1) { return; } let containerIdx = findContainer(this.data, modal); let data = this.data[containerIdx]; let container = this.containers[containerIdx]; data.modals.splice( data.modals.indexOf(modal), 1); this.modals.splice(modalIdx, 1); // if that was the last modal in a container, // clean up the container if (data.modals.length === 0){ data.classes.forEach( classes.removeClass.bind(null, container)); if (this.handleContainerOverflow) { removeContainerStyle(data, container) } if (this.hideSiblingNodes) { showSiblings(container, modal.mountNode); } this.containers.splice(containerIdx, 1); this.data.splice(containerIdx, 1); } else if (this.hideSiblingNodes) { //otherwise make sure the next top modal is visible to a SR ariaHidden(false, data.modals[data.modals.length - 1].mountNode); } } isTopModal = (modal) => { return !!this.modals.length && this.modals[this.modals.length - 1] === modal; } }
JavaScript
class Node { constructor(val, next = null) { this.val = val; this.next = next; } // Generate linked list from array static from(arr) { let head = null; let tail = null; arr.forEach((v) => { const node = new Node(v); if (!head) head = node; if (tail) tail.next = node; tail = node; }); return head; } }
JavaScript
class CloudProvider { constructor() { this.regions = []; this.catalog = null; } }
JavaScript
class Hero2 extends Phaser.Sprite { constructor(game, x, y) { // call Phaser.Sprite constructor super(game, x, y, 'hero'); // Phaser: configure hero animation this.animations.add('stop', [0]); this.animations.add('run', [1,2], 8, true); this.animations.add('jump', [3]); this.animations.add('fall', [4]); // Phaser: make the hero pinned to a specific coord this.anchor.set(0.5, 0.5); // Phaser: enable physics for this sprite this.game.physics.enable(this); // Phaser: make the body stay inside the screen bounds this.body.collideWorldBounds = true; } /* * add more public/private methods to the class down here */ // public custom method. Given a direction (-1: left, // 0: no direction, +1: right) update physics and image move(direction) { // Instead of acting directly on the position... // this.x += direction * 2.5; // 2.5 pixels each frame // ...affect the body (physics) of the sprite const SPEED = 200; this.body.velocity.x = direction * SPEED; // flip the image (using +/-100% scale) depending on // the movement direction, so that the hero faces the correct direction if (direction != 0){ this.scale.x = direction; } } // public custom method jump() { const JUMP_SPEED = 600; let canJump = this.body.touching.down; if (canJump) { this.body.velocity.y = -JUMP_SPEED; } return canJump; }; // public custom method bounce() { const BOUNCE_SPEED = 200; this.body.velocity.y = -BOUNCE_SPEED; }; freeze() { this.body.enable = false; this.isFrozen = true; }; // public method to update anumation update() { let animationName = this._getAnimationName(); if (this.animations.name != animationName) { this.animations.play(animationName); } } // private method _getAnimationName() { let name = 'stop'; // default animation // jumping if (this.body.velocity.y < 0) { name = 'jump'; } // falling (i.e. falling after a jump) else if (this.body.velocity.y >= 0 && !this.body.touching.down) { name = 'fall'; } // running else if (this.body.velocity.x != 0 && this.body.touching.down) { name = 'run'; } return name; } }
JavaScript
class FirebaseAdminPushAdapter { constructor(pushConfig = {}) { this.validPushTypes = ['ios', 'osx', 'tvos', 'android', 'fcm', 'web']; const { maxTokensPerRequest = defaultMaxTokensPerRequest, serviceAccountKey, databaseURL } = pushConfig; if (!serviceAccountKey || !databaseURL) { throw new Error('Trying to initialize FirebaseAdminPushAdapter without serviceAccountKey / databaseURL'); } this.maxTokensPerRequest = maxTokensPerRequest; admin.initializeApp({ credential: admin.credential.cert(serviceAccountKey), databaseURL: databaseURL }); } getValidPushTypes() { return this.validPushTypes; } getValidTokens(installations) { return this.getValidInstallations(installations).map(installation => installation.deviceToken); } getValidInstallations(installations) { return installations.filter( installation => ~this.validPushTypes.indexOf(installation.deviceType) && installation.deviceToken ).map(installation => installation); } send(data, installations) { const validInstallations = this.getValidInstallations(installations); const tokens = this.getValidTokens(validInstallations); const chunks = []; const chunkInstallations = []; let i = 0; while (i < tokens.length) { let end = i + this.maxTokensPerRequest; chunks.push(tokens.slice(i, end)); chunkInstallations.push(validInstallations.slice(i, end)); i = end; } let timestamp = Date.now(); let expirationTime; // We handle the expiration_time convertion in push.js, so expiration_time is a valid date // in Unix epoch time in milliseconds here if (data['expiration_time']) { expirationTime = data['expiration_time']; } // Generate FCM payload let fcmPayload = this.generatePayload(data); let fcmOptions = this.generateOptions(data, timestamp, expirationTime); return chunks.reduce( (pr, deviceTokens, idx) => pr.then( () => this.sendToDevice(chunkInstallations[idx], deviceTokens, fcmPayload, fcmOptions) ), Promise.resolve() ); } /** * Generate the fcm payload from the data we get from api request. * @param {Object} requestData The request body * @returns {Object} A promise which is resolved after we get results from fcm */ generatePayload(requestData) { requestData = requestData.data || {}; const { badge, alert, sound, title, body, uri, icon, color, topic, ...customData } = requestData; const notification = {}; if (typeof badge !== 'undefined' && badge !== null) { if (badge === 'Increment') { notification.badge = '+1'; } else { notification.badge = badge.toString(); } } if (alert) { notification.body = alert; } if (title) { notification.title = title; } if (body) { notification.body = body; } if (uri) { notification.link = uri; } if (sound) { notification.sound = sound; } if (icon) { notification.icon = icon; } if (color) { notification.color = color; } const payload = { notification: notification }; if (topic) { payload.topic = topic; } if (Object.keys(customData).length > 0) { payload.data = customData; } return payload; } /** * Generate the fcm options from the data we get from api request. * @param {Object} requestData The request body * @param {Number} timestamp A number whose format is the Unix Epoch * @param {Number|undefined} expirationTime A number whose format is the Unix Epoch or undefined * @returns {Object} A promise which is resolved after we get results from fcm */ generateOptions(requestData, timestamp, expirationTime) { requestData = requestData.data || {}; const { 'content-available': contentAvailable, 'mutable-content': mutableContent, collapseKey } = requestData; let options = { priority: 'high' }; if (contentAvailable == 1) { options.contentAvailable = 1; } if (mutableContent == 1) { options.mutableContent = 1; } if (collapseKey) { options.collapseKey = collapseKey; } if (expirationTime) { // The timestamp and expiration is in milliseconds but fcmd requires second let timeToLive = Math.floor((expirationTime - timestamp) / 1000); if (timeToLive < 0) { timeToLive = 0; } if (timeToLive >= FCMTimeToLiveMax) { timeToLive = FCMTimeToLiveMax; } options.timeToLive = timeToLive; } return options; } /** * sendToDevice * @param {Array} installations * @param {Array} deviceTokens * @param {Object} payload * @param {Object} options * * @returns {Object} A promise */ async sendToDevice(installations, deviceTokens, payload, options) { let length = deviceTokens.length; log.verbose(LOG_PREFIX, `sending to ${length} ${length > 1 ? 'devices' : 'device'}`); try { const response = await admin.messaging().sendToDevice(deviceTokens, payload, options); log.verbose(LOG_PREFIX, `GCM Response: %s`, JSON.stringify(response, null, 4)); const resolutions = []; let { results, multicastId, canonicalRegistrationTokenCount = 0, failureCount = 0, successCount = 0 } = response || {}; installations.forEach(installation => { let idx = deviceTokens.indexOf(installation.deviceToken); let result = results && results[idx] ? results[idx] : undefined; let device = { deviceToken: installation.deviceToken, deviceType: installation.deviceType, appIdentifier: installation.appIdentifier }; let resolution = { device, multicastId, canonicalRegistrationTokenCount, failureCount, successCount, response: result }; if (!result || result.error) { resolution.transmitted = false; } else { resolution.transmitted = true; } resolutions.push(resolution); }); return resolutions; } catch (error) { log.error(LOG_PREFIX, `send errored: % s`, JSON.stringify(error, null, 4)); throw error; } } }
JavaScript
class Store { constructor(base, validation, config) { this.base = base || "./data/"; this.validation = validation || {}; this.config = config; } /** * errorHandler: handle the error response, and clean * @param {Response} response * @return {object} */ errorHandler(response) { if (!response.ok) return { error: !response.ok, text: response.statusText, url: response.url }; return response.json(); } filterBroken(data, type){ if (Array.isArray(data)){ if (this.validation[type.toLowerCase()]){ return data.filter(this.validation[type]) } else { return data } } else { // unlikely case? if (this.validation[type.toLowerCase()]){ if (this.validation[type](data)){ return data }else{ return undefined } } } } /** * find marks matching slide and/or marktype * will search by slide field as exactly given and by the oid slide of that name * @param {string} [name] - the associated slide name * @param {string} [slide] - the associated marktype name, supporting regex match * @returns {promise} - promise which resolves with data **/ findMark(slide, name, specimen, study, footprint, source, x0, x1, y0, y1) { var suffix = "Mark/find" var url = this.base + suffix; var query = {} var bySlideId if (slide) { query.slide = slide } if (name) { query.name = name } if (specimen) { query.specimen = specimen } if (study) { query.study = study } if (footprint) { query.footprint = footprint } if (source) { query.source = source } if (x0){ query.x0 = x0; } if (x1){ query.x1 = x1; } if (y0){ query.y0 = y0; } if (y1){ query.y1 = y1; } let bySlide = fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) if (!slide) { return bySlide } else { bySlideId = this.findSlide(slide).then(x => { if (x.length == 0) { return [] } else { query.slide = x[0]['_id']['$oid'] return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) } }) // return as if we did one query by flattening these promises return Promise.all([bySlide, bySlideId]).then(x => [].concat.apply([], x)) } } /** * find marks which contain a given point * NOTE: this works only by exact match * @param {number} x0 - x min position of rect to search * @param {number} y0 - y min position of rect to search * @param {number} x1 - x max position of rect to search * @param {number} y1 - y max position of rect to search * @param {string} [name] - the associated slide name * @param {string} [slide] - the associated marktype name, supporting regex match * @returns {promise} - promise which resolves with data **/ findMarkSpatial(x0, y0, x1, y1, name, slide, key) { var suffix = "Mark/findBound" var url = this.base + suffix; var query = {} query.x0 = x0 query.y0 = y0 query.x1 = x1 query.y1 = y1 if (name) { query.name = name } if (slide) { query.slide = slide } if (key) { query.key = key } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) } getMarkByIds(ids, slide, study, specimen, source, footprint, x0, x1, y0, y1) { if (!Array.isArray(ids) || !slide) { return { hasError: true, message: 'args are illegal' } } var bySlideId var suffix = "Mark/multi" var url = this.base + suffix; var query = {} var stringifiedIds = ids.map(id => `"${id}"`).join(','); query.name = `[${stringifiedIds}]`; query.slide = slide; if (study){ query.study = study; } if (specimen){ query.specimen = specimen; } if (source){ query.source = source; } if (footprint){ query.footprint = footprint; } if (x0){ query.x0 = x0; } if (x1){ query.x1 = x1; } if (y0){ query.y0 = y0; } if (y1){ query.y1 = y1; } let bySlide = fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) if (!slide) { return bySlide } else { bySlideId = this.findSlide(slide).then(x => { if (x.length == 0) { return [] } else { query.slide = x[0]['_id']['$oid'] return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) } }) // return as if we did one query by flattening these promises return Promise.all([bySlide, bySlideId]).then(x => [].concat.apply([], x)) } } /** * get mark by id * @param {string} id - the mark id * @returns {promise} - promise which resolves with data **/ getMark(id) { var suffix = "Mark/get" var url = this.base + suffix; var query = { 'id': id } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "mark")) } /** * post mark * @param {object} json - the mark data * @returns {promise} - promise which resolves with response **/ addMark(json) { var suffix = "Mark/post" var url = this.base + suffix; if (this.validation.mark && !this.validation.mark(json)){ console.warn(this.validation.mark.errors) } return fetch(url, { method: "POST", credentials: "include", mode: "cors", headers: { "Content-Type": "application/json; charset=utf-8", // "Content-Type": "application/x-www-form-urlencoded", }, body: JSON.stringify(json) }).then(this.errorHandler) } /** * delete mark * @param {object} id - the mark object id * @param {object} slide - the associated slide * @returns {promise} - promise which resolves with response **/ deleteMark(id, slide) { var suffix = "Mark/delete" var url = this.base + suffix; var query = { id: id, slide: slide } return fetch(url + "?" + objToParamStr(query), { method: "DELETE", credentials: "include", mode: "cors" }).then(this.errorHandler) } /** * find marktypes given slide and name * @param {string} [name] - the associated slide name * @param {string} [slide] - the marktype name, supporting regex match * @returns {promise} - promise which resolves with data **/ findMarkTypes(slide, name) { var suffix = "Mark/types" var url = this.base + suffix; var query = {} var bySlideId if (name) { query.name = name } if (slide) { query.slide = slide } let bySlide = fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) if (!slide) { return bySlide } else { bySlideId = this.findSlide(slide).then(x => { if (x.length == 0) { return [] } else { query.slide = x[0]['_id']['$oid'] return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) } }) // return as if we did one query by flattening these promises return Promise.all([bySlide, bySlideId]).then(x => [].concat.apply([], x)) } } findHeatmap(slide, name) { var suffix = "Heatmap/find" var url = this.base + suffix; var query = {} var bySlideId if (name) { query.name = name } if (slide) { query.slide = slide } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "heatmap")) } findHeatmapType(slide, name) { var suffix = "Heatmap/types" var url = this.base + suffix; var query = {} var bySlideId if (name) { query.name = name } if (slide) { query.slide = slide } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "heatmap")) } /** * get heatmap by id * @param {string} id - the heatmap id * @returns {promise} - promise which resolves with data **/ getHeatmap(caseId, execId) { var suffix = "Heatmap/get" var url = this.base + suffix; var query = {}; query.caseId = caseId; query.execId = execId; return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "heatmap")) } /** * post heatmap * @param {object} json - the mark data * @returns {promise} - promise which resolves with response **/ addHeatmap(json) { var suffix = "Heatmap/post" var url = this.base + suffix; if (this.validation.heatmap && !this.validation.heatmap(json)){ console.warn(this.validation.heatmap.errors) } return fetch(url, { method: "POST", credentials: "include", mode: "cors", headers: { "Content-Type": "application/json; charset=utf-8", // "Content-Type": "application/x-www-form-urlencoded", }, body: JSON.stringify(json) }).then(this.errorHandler) } /** * delete heatmap * @param {object} id - the heatmap object id * @param {object} slide - the associated slide * @returns {promise} - promise which resolves with response **/ deleteHeatmap(id, slide) { var suffix = "Heatmap/delete" var url = this.base + suffix; var query = { id: id, slide: slide } return fetch(url + "?" + objToParamStr(query), { method: "DELETE", credentials: "include", mode: "cors" }).then(this.errorHandler) } /** * find overlays matching name and/or type * @param {string} [name] - the overlay, supporting regex match * @param {string} [slide] - the associated slide id * @returns {promise} - promise which resolves with data **/ findOverlay(name, slide) { var suffix = "Overlay/find" var url = this.base + suffix; var query = {} if (name) { query.name = name } if (slide) { query.slide = slide } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) } /** * get overlay by id * @param {string} id - the overlay id * @returns {promise} - promise which resolves with data **/ getOverlay(id) { var suffix = "Overlay/get" var url = this.base + suffix; var query = { 'id': id } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) } /** * find overlays matching name and/or type * @param {string} [name] - the slide name * @param {string} [location] - the slide location, supporting regex match * @returns {promise} - promise which resolves with data **/ findSlide(slide, specimen, study, location) { var suffix = "Slide/find" var url = this.base + suffix; var query = {} if (slide) { query.slide = slide } if (location) { query.location = location } if (specimen) { query.specimen = specimen } if (study) { query.study = study } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) } /** * get slide by id * @param {string} id - the slide id * @returns {promise} - promise which resolves with data **/ getSlide(id) { var suffix = "Slide/get" var url = this.base + suffix; var query = { 'id': id } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "slide")) } /** * find templates matching name and/or type * @param {string} [name] - the template name, supporting regex match * @param {string} [type] - the template type, supporting regex match * @returns {promise} - promise which resolves with data **/ findTemplate(name, type) { var suffix = "Template/find" var url = this.base + suffix; var query = {} if (name) { query.name = name } if (type) { query.slide = slide } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "template")) } /** * get template by id * @param {string} id - the template id * @returns {promise} - promise which resolves with data **/ getTemplate(id) { var suffix = "Template/get" var url = this.base + suffix; var query = { 'id': id } return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler).then(x=>this.filterBroken(x, "template")) } /** * post data * @param {string} type - the datatype to post * @param {object} data - the data to post * @param {object} [query] - the query of url parameters * @returns {promise} - promise which resolves with data **/ post(type, query, data) { var url = this.base + type + "/post"; return fetch(url + "?" + objToParamStr(query), { method: "POST", mode: "cors", body: JSON.stringify(data), credentials: "include", headers: { "Content-Type": "application/json; charset=utf-8" } }).then(this.errorHandler) } /** * update data * @param {string} type - the datatype to get * @param {object} query - the query of url parameters * @param {object} data - the data to update * @returns {promise} - promise which resolves with data **/ update(type, query, data) { var url = this.base + type + "/update"; return fetch(url + "?" + objToParamStr(query), { method: "UPDATE", mode: "cors", body: JSON.stringify(data), credentials: "include", headers: { "Content-Type": "application/json; charset=utf-8" } }).then(this.errorHandler) } /** * delete data * @param {string} type - the datatype to get * @param {object} query - the query of url parameters * @returns {promise} - promise which resolves with data **/ delete(type, query) { var url = this.base + type + "/delete"; return fetch(url + "?" + objToParamStr(query), { credentials: "include", mode: "cors" }).then(this.errorHandler) } }
JavaScript
class LinkedList { deleteNode( head, d ) { let prev = null; let current = head; while (current) { if (current.data === d) { break; } prev = current; current = current.next; } // key not found in list if (!current) { return head; } // if node to be deleted is head node if (current === head) { return head.next; } // for all other cases prev.next = current.next; return head; } deleteNode2(head, key) { let current = head; let prev = null; while (current) { if (current.data === key) { if (current === head) { head = head.next; } else { prev.next = current.next; } return head; } else { prev = current; current = current.next; } } return head; } print( node ) { let current = node; let str = '' while( current ) { str += current.data + " -> "; current = current.next; } str += 'null'; console.log( str ); } }
JavaScript
class DockerSdk extends BaseEmulator { constructor(options) { super(options); this._docker = new Docker(); this._container = null; } /** * Start the emulator. If need pull the image * @returns {Promise} */ start() { const self = this; return new Promise((resolve, reject) => { if (this._state) throw new Error('Datastore (Docker) emulator is already running.'); super._start(resolve, reject); let cmd = ['gcloud'].concat(self._getCommandParameters()); const port = EMULATOR_PORT + '/tcp'; const bind = []; // If data directory set then map the local directory to the container directory if (self._options.dataDir) { const abs = path.resolve(self._options.dataDir); bind.push(abs + ':/.config/gcloud/emulators/datastore'); } self._pullImage() .then(() => { return self._docker.createContainer({ Hostname: EMULATOR_HOST_NAME, Image: self._options.dockerImage, AttachStdin: false, AttachStdout: true, AttachStderr: true, Tty: true, Cmd: cmd, OpenStdin: false, StdinOnce: false, ExposedPorts: { [port]: {} }, HostConfig: { PortBindings: { [port]: [ { HostPort: self._options.port.toString() } ] }, Binds: bind } }) }) .then((container) => { self._container = container; // attach streams to the container container.attach({ stream: true, stdout: true, stderr: true }, function (err, stream) { /* istanbul ignore if */ if (err) return reject(err); // all stream data pass to the processor. stream.on('data', (data) => { const msg = data.toString(); self._writeDebug(msg); self._processStd(msg); }); }); return self._container.start(); }) .catch(reject) }) } /** * Stop the container * @returns {Promise} */ stop() { if (this._state !== EmulatorStates.RUNNING || !this._container) return Promise.resolve(); return new Promise((resolve, reject) => { super._stop() .then(resolve) .catch(reject); this._container.stop() .then(() => { this._setState(EmulatorStates.EXIT, 0); }) .catch(reject); }) } /** * Pull the docker image * @returns {Object} * @private */ _pullImage() { const self = this; return new Promise((resolve, reject) => { self._docker.pull(self._options.dockerImage, function (err, stream) { if(err) return reject(err); self._docker.modem.followProgress(stream, onFinished, onProgress); function onFinished(err, output) { self._writeDebug(output); if (err) return reject(err); return resolve(); } function onProgress(event) { self._writeDebug(event); } }); }) } /** * Set the host and port setting for emulator * @param params * @protected */ _setHostPort(params) { params.push(`--host-port=${EMULATOR_HOST_NAME}:${EMULATOR_PORT}`); } /** * Override the base class abstract method. Not redirect the default working directory when use Docker image * @param params * @protected */ _setDatadir(params) { } /** * Override the base class method. Set the consistency level of the emulator * @param params * @protected */ _setConsistency(params) { if (this._options.consistency) { params.push(`--consistency=${this._options.consistency}`) } } }
JavaScript
class Equipment extends Item { constructor(info) { super(info); this.maxHp = _.get(info, 'maxHp', 0); this.force = _.get(info, 'force', 0); this.technique = _.get(info, 'technique', 0); this.crit = _.get(info, 'crit', 0); this.defence = _.get(info, 'defence', 0); this.dodge = _.get(info, 'dodge', 0); this.level = _.get(info, 'level', 1); this.properties = _.get(info, 'properties', []); } /** * Get the fields to display when this item is examined. * * @param {Character} character - The character examining this item. * * @return {array} */ getExamineFields(character) { let fields = super.getExamineFields(character); if (this.minDamage) { fields.add("Damage", `${this.minDamage}-${this.maxDamage}`, true); } if (this.force) { fields.add( Text.getLongAttributeName('force'), this.force, true); } if (this.technique) { fields.add( Text.getLongAttributeName('technique'), this.technique, true); } if (this.crit) { fields.add( Text.getLongAttributeName('crit'), this.crit, true); } if (this.defence) { fields.add( Text.getLongAttributeName('defence'), this.defence, true); } if (this.dodge) { fields.add( Text.getLongAttributeName('dodge'), this.dodge, true); } if (this.properties.length) { let properties = this.properties.map((property) => Text.getPropertyName(property, character)); fields.add("Properties", ` ${properties.join(", ")}`, true); } return fields; } /** * Get the text to display for buying a new item of this type. * * @param {Character} character - The character looking at buying this item. * @param {string} oldItem - The item being replaced. * @param {string} newItem - The new item. * @param {string} choice - Whether to keep or sell the old item. */ getBuyText(character, oldItem, newItem, choice) { const newName = newItem.getDisplayName(character); const oldName = oldItem.getDisplayName(character); if (choice === 'keep') { return `You buy and equip a brand-new ${newName}, tucking your ${oldName} away for later.`; } else { const sellPrice = oldItem.getSellPriceDescription(character); return `You sell your old ${oldName} for ${sellPrice}, and equip a brand-new ${newName} in its place.`; } } /** * If the provided character can afford and equip this item. * * @param {Character} character - The character looking to buy the item. * @param {integer} quantity - The quantity of this item to purchase. * * @return boolean */ canBePurchasedBy(character, quantity = 1) { return super.canBePurchasedBy(character, quantity) && character.level >= this.level; } /** * Unequip this item from the specified character. * * @param {Character} character - The character to unequip the item from. */ unequipFrom(character) { } /** * Equip this item to the specified character. * * @param {Character} character - The character to equip the item to. */ equipTo(character) { } /** * Perform any post-fight success actions and return the messages arising from them. * * @param {Character} character - The character who won the fight. * @param {array} messages - Messages that have already been generated. * * @return {array} */ doFightSuccess(character, messages) { return messages; } /** * Get a description of how this item will change the provided character's stats. * * @param {Equipment} oldEquipment - The old equipment to compare to this equipment. * @param {array} attributes - The attributes to compare on. * * @return string */ getEquipmentShopDescription(oldEquipment, attributes) { if (oldEquipment.type === this.type) { return "--Equipped--"; } let differences = []; for (let attribute of attributes) { if (oldEquipment[attribute] !== this[attribute]) { let change = this[attribute] - oldEquipment[attribute]; let sign = change > 0 ? '+' : ''; differences.push(`${sign}${change} ${Text.getLongAttributeName(attribute)}`); } } return differences.join(', '); } /** * Do any actions that might happen after each round of combat (regen, etc.) * * @param {Character} character - The character in combat. * * @return {array} The messages generated by these actions. */ doPostRoundActions(character) { return []; } }
JavaScript
class Interface { //------------------------------------------------------------------------------- // Constructor //------------------------------------------------------------------------------- /** * @constructs * @param {function(new:Implementable)} implementable * @param {string} name * @param {Interface=} superinterface */ constructor(implementable, name, superinterface) { /** * @private * @type {function(new:Implementable)} */ this.implementable = implementable; /** * @private * @type {string} */ this.name = name; /** * @private * @type {Interface} */ this.superinterface = superinterface; } //------------------------------------------------------------------------------- // Getters and Setters //------------------------------------------------------------------------------- /** * @return {function(new:Implementable)} */ getImplementable() { return this.implementable; } /** * @return {string} */ getName() { return this.name; } /** * @return {Interface} */ getSuperinterface() { return this.superinterface; } //------------------------------------------------------------------------------- // Public Static Methods //------------------------------------------------------------------------------- /** * @static * @param {Object.<string, function(..):*>} declaration * @return {function(new:Implementable)} */ static declare(declaration) { return Interface.extend(Implementable, declaration); } /** * @static * @param {function(new:Implementable)} implementable * @param {Object.<string, function(..):*>} declaration * @return {function(new:Implementable)} */ static extend(implementable, declaration) { if (!_.isFunction(implementable)) { throw new Error('implementable must be a function'); } const prototype = new implementable(); const interfaceName = declaration['_name'] || implementable.name; delete declaration['_name']; for (const name in declaration) { if (Object.prototype.hasOwnProperty.call(declaration, name)) { if (_.isFunction(declaration[name])) { prototype[name] = declaration[name]; } else { throw new Error('Interface can only declare functions'); } } } const newImplementable = function() { }; newImplementable.prototype = prototype; newImplementable.constructor = newImplementable; _.assign(newImplementable, { getInterface: function() { return newImplementable._interface; } }); const newInterface = new Interface(newImplementable, interfaceName, implementable.getInterface()); Object.defineProperty(newImplementable, '_interface', { value: newInterface, writable: false, enumerable: false, configurable: false }); Interface.implementableToInterfaceMap.set(newImplementable, newInterface); return newImplementable; } /** * @static * @param {function(new:T)} implementable * @return {Interface<T>} * @template {T} */ static get(implementable) { return Interface.implementableToInterfaceMap.get(implementable); } //------------------------------------------------------------------------------- // Private Static Methods //------------------------------------------------------------------------------- /** * @private * @static * @type {WeakMap<function(new:T), Interface<T>>} * @template {T} */ static implementableToInterfaceMap = new WeakMap(); }
JavaScript
class Registration { constructor (registration) { Joi.assert(registration, JOI_REGISTRATION, 'Invalid Registration Object'); this.$name = registration.$name; this.$inject = (registration.$inject || []).map(Injection.create); this.$value = registration.$value; this.$factory = registration.$factory; this.$service = registration.$service; } get isValue () { return exists(this.$value); } get isFactory () { return exists(this.$factory); } get isService () { return exists(this.$service); } get dependencies () { return map(this.$inject, 'source'); } static create (registration) { return new Registration(registration); } }
JavaScript
class Injection { constructor (injector) { if (!isString(injector)) { throw new Error('Injection constructor expects first argument to be a string.'); } let result = injector.match(REGEX_MATCH_INJECTOR_AS_SYNTAX); if (isArray(result) && result.length === 3) { // has 'as' in it. this.source = result[1]; this.target = result[2]; } else { this.source = injector; this.target = injector; } this.original = injector; Joi.assert(this, JOI_INJECTION, 'Invalid Injection'); } static create (injector) { return new Injection(injector); } }
JavaScript
class Champion { /** * Constructor for the Champion class. * @param {Object} config Represents the configuration previously set in * <br>the DataDragon class constructor. */ constructor(config) { this.CONFIG = config; } /** * Gets the information listed for all champions. */ async get_all() { let data = await this.CONFIG.fetch(`data/${this.CONFIG.LANG}/champion.json`); let champions = data.data; return champions; } /** * Gets the square image file of the requested champion. * @param {string} champion_name The name of the champion requested. Case sensitive, no spaces. */ async get_champion_img(champion_name) { let image = this.CONFIG.fetch(`img/champion/${champion_name}.png`); return image; } }
JavaScript
class QueryRealtimeTransformer { realtime(realtime) { this.$__realtime = realtime; } executeQuery(query, callback) { if(false === query instanceof Query) { throw new Error('The given object is not an instance of `Query`.'); } // Send the query to the server this.$__realtime.send('bazalt:query', query.toObject(), function(response) { if('function' === typeof callback) { // Transform response to error / result format callback(response.error, response.result); } }); } transformer() { var self = this; // Return the transformer for Query return function(callback) { // Transfer the query self.executeQuery(this, callback); }; } }
JavaScript
class ARDataPriceOracleEstimator extends ar_data_price_estimator_1.AbstractARDataPriceEstimator { constructor(oracle = new gateway_oracle_1.GatewayOracle()) { super(); this.oracle = oracle; } /** * Generates a price estimate, in Winston, for an upload of size `byteCount`. * * @param byteCount the number of bytes for which a price estimate should be generated * * @returns Promise for the price of an upload of size `byteCount` in Winston */ getBaseWinstonPriceForByteCount(byteCount) { return __awaiter(this, void 0, void 0, function* () { return this.oracle.getWinstonPriceForByteCount(byteCount); }); } }
JavaScript
class GaussianRNG { constructor() { this.nextValue = NaN; } getNextRandom() { if ( !Number.isNaN( this.nextValue ) ) { const ret = this.nextValue; this.nextValue = NaN; return ret; } let u, v, s = 0; while ( s > 1 || s == 0 ) { u = Math.random() * 2.0 - 1.0; v = Math.random() * 2.0 - 1.0; s = u * u + v * v; } const mult = Math.sqrt( -2.0 * Math.log( s ) / s ); this.nextValue = v * mult; return u * mult; } }
JavaScript
class AppliedReservations { /** * Create a AppliedReservations. * @member {string} [id] Identifier of the applied reservations * @member {string} [name] Name of resource * @member {string} [type] Type of resource. * "Microsoft.Capacity/AppliedReservations" * @member {object} [reservationOrderIds] * @member {array} [reservationOrderIds.value] * @member {string} [reservationOrderIds.nextLink] Url to get the next page * of reservations */ constructor() { } /** * Defines the metadata of AppliedReservations * * @returns {object} metadata of AppliedReservations * */ mapper() { return { required: false, serializedName: 'AppliedReservations', type: { name: 'Composite', className: 'AppliedReservations', modelProperties: { id: { required: false, readOnly: true, serializedName: 'id', type: { name: 'String' } }, name: { required: false, readOnly: true, serializedName: 'name', type: { name: 'String' } }, type: { required: false, readOnly: true, serializedName: 'type', type: { name: 'String' } }, reservationOrderIds: { required: false, serializedName: 'properties.reservationOrderIds', type: { name: 'Composite', className: 'AppliedReservationList' } } } } }; } }
JavaScript
class RpcConfig { /** * @constructor * @constructs RpcConfig * @property {String} host the RabbitMQ Server. */ constructor (host) { this.host = host || 'localhost' } /** * @static * @returns {RpcConfig} * @param {Object} object The object to use */ static getConfigFromAnyObject (object) { return new RpcConfig(object.host) } /** * @static * @returns {RpcConfig} * */ static getConfigFromEnvironment () { return new RpcConfig( process.env.LAVA_RPC_HOST ) } }
JavaScript
class RPC { /** * @constructs RPC * @constructor * @param {RpcConfig} config The configuration of the rpc server */ constructor (config) { this.waited = new Map() console.log('Connecting to RabbitMq') amqp.connect(`amqp://${config.host}`, (erro0, connection) => { if (erro0) { console.error('Can\'t connect to RabbitMq', erro0) process.exit(1) } console.info('Connected to the RabbitMq server.') connection.createChannel((error1, channel) => { if (error1) { console.error('Can\'t create the RabbitMq channel', error1) process.exit(1) } console.info('Connected to the channel.') this.channel = channel channel.assertQueue('', { exclusive: true }, (error2, queue) => { if (error2) { console.error('Can\'t create the rpc callback queue', error1) process.exit(1) } console.info('Created the custom queue') this.queue = queue // Registering the listner. this.channel.consume(this.queue.queue, (msg) => { if (this.waited.has(msg.properties.correlationId)) { const wait = this.waited.get(msg.properties.correlationId) clearTimeout(wait.timeout) wait.callback(null, msg.content) } }, { noAck: true }) }) }) }) } /** * Calls a rpc method. * @param {String} callName The rpc call name. * @param {Object} payload The payload to send to the rpc queue. * @param {Function} callback The callback to call once the request is finished. */ rpcCall (callName, payload, callback) { const correlationId = RPC.generateUuid() this.channel.sendToQueue('rpc_lavapodler', Buffer.from(JSON.stringify({ call: callName, ...payload })), { correlationId: correlationId, replyTo: this.queue.queue }) const timeout = setTimeout(() => callback(new Error('RPC timeout'), null), 5000) this.waited.set(correlationId, { timeout: timeout, callback }) } /** * Generate a random id. * @static */ static generateUuid () { return Math.random().toString() + Math.random().toString() + Math.random().toString() } }
JavaScript
class SurveyInfo extends State { constructor(obj) { super(SurveyInfo.getClass(), [obj.department, obj.createdAt]); this.currentState = null; Object.assign(this, obj); } getDepartment() { return this.department; } getCreatedAt() { return this.createdAt; } getUpdatedAt() { return this.updatedAt; } getManagerID() { return this.managerID; } getStartDate() { return this.startDate; } getFinishDate() { return this.finishDate; } getCurrentState() { return this.currentState; } setCreatedAt(newTime) { this.createdAt = newTime; } setUpdatedAt(newTime) { this.updatedAt = newTime; } setRegistered() { this.currentState = surveyState.REGISTERED; } setSurveying() { this.currentState = surveyState.SURVEYING; } setFinished() { this.currentState = surveyState.FINISHED; } setRemoved() { this.currentState = surveyState.REMOVED; } isRegistered() { return this.currentState === surveyState.REGISTERED; } isSurveying() { return this.currentState === surveyState.SURVEYING; } isFinished() { return this.currentState === surveyState.FINISHED; } isRemoved() { return this.currentState === surveyState.REMOVED; } static makeKey(keyParts) { keyParts.unshift(SurveyInfo.getClass()); return State.makeKey(keyParts); } static createInstance(department, createdAt, managerID, title, startDate, finishDate) { return new SurveyInfo({ department, createdAt, managerID, title, startDate, finishDate }); } static getClass() { return 'org.jnu.surveyinfo'; } }
JavaScript
class Wsdl extends Resource { /** * Constructor of the WSDL API client * @param {*} client SwaggerClient object */ constructor(client = null) { super(); if (client == null) { this.apiClient = new APIClientFactory().getAPIClient(Utils.getCurrentEnvironment()).client; } else { this.apiClient = client; } } /** * Download the WSDL of an API for the given gateway environment * * @static * @param {string} apiId API UUID * @param {string} environmentName name of the gateway environment * @returns {*} WSDL validation response * @memberof Wsdl */ downloadWSDLForEnvironment(apiId, environmentName = null) { return this.apiClient.then((client) => { return client.apis.APIs.getWSDLOfAPI({ apiId, environmentName }); }); } }
JavaScript
class MyApp extends Component { constructor(props) { super(props); // If the user has logged in, grab info from sessionStorage this.state = window.__PRELOADED_STATE__; // just gotta do this cause React this.loggedIn = this.loggedIn.bind(this); this.logIn = this.logIn.bind(this); this.logOut = this.logOut.bind(this); } // is the respondent logged in? loggedIn() { return this.state.respondentId; } // Log a respondent in logIn(respondentId) { console.log(`called login function with ${respondentId}`); // backend call to log a respondent in axios.post('/api/respondent/login', { respondentId }).then(res => { this.setState(res.data); }).catch(err => { alert("An unexpected error occurred."); console.log(err); }); } logOut() { // backend call to log a respondent out axios.post('/api/respondent/logout', {}).then(res => { this.setState(null); }).catch(err => { alert("An unexpected error occurred."); console.log(err); }); } render() { return ( <div> <Header/> {/* BrowserRouter is around so other paths can be created */} <BrowserRouter> <Route path="/" render={props => // if loggedIn, display the search menu // if not, show login page this.loggedIn() ? (<HouseSearch {...props} respondentId={this.state.respondentId}/>): (<Login {...props} logIn={this.logIn}/>) }/> </BrowserRouter> </div> ); } }
JavaScript
class Player { /** * @constructor * @param {object} img - player img */ constructor(img) { this.row_no = 0 this.img = img this.x = 0 this.y = 440 this.dx = 50 this.dy = 85 } /** * @increment * @param {int} x * @param {int} y */ increment({x=0, y=0}) { if(x) this.x += this.dx if(y) { this.y += this.dy this.row_no-- } } /** * @decrement * @param {int} x * @param {int} y */ decrement({x=0, y=0}) { if(x) this.x -= this.dx if(y) { this.y -= this.dy // this.y < 200 ? this.y -= this.y : this.y -= this.dy this.row_no++ } } /** * @reset_row - get back to row 0 */ reset_row() { this.y = 440 this.row_no = 0 } /** * @reset_pos - reset to original position */ reset_pos() { this.y = 440 this.x = 0 this.row_no = 0 } }
JavaScript
class BasicTable extends Component { render() { const title = brand.name + ' - Table'; const description = brand.desc; return ( <div> <Helmet> <title>{title}</title> <meta name="description" content={description} /> <meta property="og:title" content={title} /> <meta property="og:description" content={description} /> <meta property="twitter:title" content={title} /> <meta property="twitter:description" content={description} /> </Helmet> <PapperBlock title="Table" whiteBg icon="ios-menu-outline" desc="User table" > <div> <StrippedTable /> </div> </PapperBlock> </div> ); } }
JavaScript
class DiscoverSelect extends Component { static propTypes = { label: PropTypes.string, options: PropTypes.arrayOf(React.PropTypes.string), currentOption: PropTypes.string, onSelect: PropTypes.func.isRequired } static defaultProps = { currentOption: '' } constructor(props) { super(props); this.state = { opened: false } this.onClick = this.onClick.bind(this); this.onClickOutsideRef = this.onClickOutside.bind(this); } render() { const { label, options, currentOption } = this.props; const { opened } = this.state; return ( <div className='DiscoverSelect'> <div className='DiscoverSelect-label'>{ label }</div> <div className='DiscoverSelect-selected' onClick={this.onClick}> <span>{ currentOption }</span> <span className='arrow--bottom'></span> </div> {opened ? ( <div className='DiscoverSelect-menu' onClick={e => e.nativeEvent.stopImmediatePropagation()}> <ul> {options && options.map(option => <li onClick={this.onMenuItemClickMiddleware(option)}>{ option.replace(/\s+/g, nbsp) }</li>)} </ul> </div> ) : null} </div> ) } componentDidMount() { document.addEventListener('click', this.onClickOutsideRef); } componentWillUnmount() { document.removeEventListener('click', this.onClickOutsideRef); } onClick(e) { this.setState({opened: !this.state.opened}); e.nativeEvent.stopImmediatePropagation(); } onClickOutside() { this.setState({opened: false}); } onMenuItemClickMiddleware(option) { const { onSelect } = this.props; return () => { onSelect(option); this.setState({opened: false}); } } }
JavaScript
class SendHouse extends Component { render() { return ( <div className='col-auto'> {this.props.houseTokenBalance === 0 ? <h2>No House Tokens Owned!</h2> : ( <> <h2 className='mb-3'>Send House Token <img src={sendhouse} className='ml-2' width='75' height='75' alt='send-house'/> </h2> <form className='mb-3' onSubmit={(event) => { event.preventDefault() let amount, targetAddress amount = this.inputAmount.value.toString() targetAddress = this.targetAddress.value this.props.sendTokens(amount, targetAddress) this.inputAmount.value = null this.targetAddress = null }}> <div className='row justify-content-center'> <div className='form-group mb-4 col-auto'> <label className='mx-2'>Address</label> <input type='text' ref={(targetAddress) => { this.targetAddress = targetAddress }} className='form-control form-control-lg' placeholder='0x0...' required /> </div> <div className='form-group mb-4 col-auto'> <label className='mx-2'>House ID</label> <select className='form-control form-control-lg' id='houseIDSelect' ref={(inputAmount) => { this.inputAmount = inputAmount }}> {this.props.houseTokenList.map(house => ( <React.Fragment key={house.houseID}> {this.props.account === house.owner ? ( <option key={house.houseID}> {house.houseID} </option> ) : null} </React.Fragment> ))} </select> </div> </div> <button type='submit' className='btn btn-primary btn-lg col-auto' > Send! </button> </form> </> )} </div> ); } }
JavaScript
class StateSelectBox extends Component { render() { return ( <div className="form-group"> <Input type="select" innerRef={this.props.reference} className="form-control"> <option value="0" >Select a State</option> {this.props.options.map(option => { return <option value={option._id} key={option.stateName}>{option.stateName.toUpperCase()}</option> })} </Input> </div> ) } }
JavaScript
class Terminal { static TERMINAL_NAME = "CHRONOS"; static TERMINAL_VERS = "V10.4"; static TERMINAL_COPY = "APPIX SYSTEMS TECHNOLOGIES INC. ©1984"; static TERMINAL_COMP = "COMPILED 1984-11-06 04:18:00"; /** * Caches loaded instructions from JS files. * * @type {Object.<string,function(UserProgram,any[]):any>} */ static LOADED_INSTRUCTIONS = {}; /** * @type {SScreen} */ screen; /** * Constructs a new Terminal with a screen targeting the input element. * @param {HTMLElement} screenEl */ constructor(screenEl) { this.screen = new SScreen(screenEl); } /** * @param {string[]} programInput */ async init(programInput = []) { while (true) { this.screen.clear(); // When no previous input is available, print copyright info. if (programInput.length == 0) { await this.screen.print( Terminal.TERMINAL_NAME + " " + Terminal.TERMINAL_VERS + "\n" + Terminal.TERMINAL_COPY + "\n" + Terminal.TERMINAL_COMP + "\n" + "\n", { speed: 10 } ); await this.screen.print("RAM................16384B", { speed: 15, }); await this.screen.print("INPUT..............OK", { speed: 15 }); const creds = await Messaging.post({ instruction: "gjcreds", command: "read", args: {}, }); const netStatus = creds.id ?? "LOCALNET"; await this.screen.print("NET ID............." + netStatus, { speed: 15, }); await this.screen.print("\n", { speed: 15 }); } const prg = await UserProgram.createFromScreenRead( this, programInput ); try { await this._runProgram(prg); } catch (error) { console.debug("Caught program execution error", error); // Unmute here so we can properly continue with the error message. this.screen.setMuted(false); this.screen.clear(); if (error instanceof InterruptError) { await this.screen.print( "^C PROGRAM TERMINATED BY USER.\n\n" ); } else if (error instanceof UnknownInstructionError) { await this._printError("UNKNOWN INSTR ERROR", { instr: "`" + error.instr + "`", }); } else if (error instanceof InvokeError) { await this._printError("SYSTEM INVOKE ERROR", { type: error.prevName, msg: error.prevMessage, data: JSON.stringify(error.data), }); } else if (error instanceof UserSyntaxError) { await this._printError("SYNTAX ERROR", { msg: error.message, line: (error.lineNum * 10).toString(), code: "`" + error.line + "`", }); } } programInput = await this._programCleanup(prg.lines); } } /** * Prints a user program error to the screen. * @param {string} title * @param {Object.<string,string>} details */ async _printError(title, details = {}) { // Print error title in box-like design const titleTop = "╭" + "─".repeat(title.length) + "╮\n"; await this.screen.print(titleTop); const titleText = " " + title + " \n"; await this.screen.print(titleText, { color: "red" }); const titleBottom = "╰" + "─".repeat(title.length) + "╯\n"; await this.screen.print(titleBottom); // Print error details below (if given). const detailKeys = Object.keys(details); if (detailKeys.length > 0) { // Get longest length of detail keys to pad others. const len = Math.max(...detailKeys.map((i) => i.length)); for (const detailKey of detailKeys) { const detailKeyText = detailKey.padEnd(len, " ").toUpperCase(); await this.screen.print( detailKeyText + ": " + details[detailKey] + "\n" ); } await this.screen.print("\n"); } } /** * Executes a user program in this terminal. * @param {UserProgram} prg */ async _runProgram(prg) { this.screen.clear(); await this.screen.print("EXECUTING PROGRAM...\n\n", { speed: 10 }); await prg.run(); await this.screen.print("\nPROGRAM EXECUTION COMPLETED\n\n", { speed: 10, }); } /** * Prompts the user after the user program execution finished. * * @param {string[]} lines * @return {Promise<string[]>} */ async _programCleanup(lines) { const result = await this.screen.prompt(["EXIT", "CONTINUE"]); let programInput = []; if (result == "CONTINUE") { programInput = lines; } return programInput; } /** * Instructs the terminal to load an instruction. * @param {string} instruction The instruction name. * @return {Promise<function(UserProgram,any[]):any>} The instruction function. */ async loadInstruction(instruction) { // If the requested instruction is not yet loaded, try to load it now. if (!Terminal.LOADED_INSTRUCTIONS[instruction]) { await new Promise((resolve, reject) => { // Create new script element to append to the doc, which will load in its source. const scriptEl = document.createElement("script"); // Handle successful append and load. scriptEl.onload = () => { console.debug("Loaded instruction", instruction); scriptEl.remove(); resolve(); }; // Handle failure (instruction does not exist or cannot be accessed.) scriptEl.onerror = () => { console.debug("Failed to load instruction", instruction); scriptEl.remove(); reject(new UnknownInstructionError(instruction)); }; // Add src and append. // Find the source path to the instructions list from the current program location. // Step backwards until SRC is reached, from there walk into the instr dir. let src = "components/terminal/instr/" + instruction.toLowerCase() + ".js"; let locPath = location.pathname.split("/"); locPath.pop(); // Removes "index.html"/file entry. while ( locPath[locPath.length - 1] !== "programs" && locPath.length > 0 ) { locPath.pop(); src = "../" + src; } // Walk up once more. locPath.pop(); src = "../" + src; scriptEl.src = src; document.body.appendChild(scriptEl); }); } // Return the instruction function after it loaded. if (Terminal.LOADED_INSTRUCTIONS[instruction]) { return Terminal.LOADED_INSTRUCTIONS[instruction]; } // Failsafe (this should never happen as the failure to load throws as well). throw new UnknownInstructionError(instruction); } }
JavaScript
class UserProgram { /** * This program's name (`"INLINE"` for programs directly written in the terminal). * @type {string} */ name; /** * Parent terminal this program was created in. * @type {Terminal} */ terminal; /** * Lines of program code of this program. * @type {string[]} */ lines; /** * Gets set when the user interrupts the execution of this program. */ _interruptFlag = false; /** * @param {Terminal} terminal * @param {string[]} lines */ constructor(terminal, lines) { this.terminal = terminal; this.lines = lines; } /** * Creates a user program by prompting the user for input, then creates a program from it. * @param {Terminal} terminal * @param {string[]} input Previous input the read should start with. */ static async createFromScreenRead(terminal, input = []) { const lines = await terminal.screen.read(input); const prg = new this(terminal, lines); prg.name = "INLINE"; return prg; } /** * Executes this program. * @return {Promise<any>} Returns the result of the last instruction of this program. * @throws Throws various errors when failures during execution arise. */ async run() { // Set up interruption handler. const interruptCallback = this._checkInterrupt.bind(this); document.addEventListener("keydown", interruptCallback); try { return await this._runCode(); } catch (error) { // Rethrow any errors that arise during code execution. // This try...catch is here so we can finally the event listener removal. throw error; } finally { // Remove interruption handler. document.removeEventListener("keydown", interruptCallback); } } /** * Runs this program's code. * @return {Promise<any>} Returns the result of the last instruction of this program. */ async _runCode() { let cursor = 0; let lastReturn = null; while (cursor < this.lines.length) { const line = this.lines[cursor]; // Advance cursor to next line. cursor++; // Skip empty line. if (line == "") { continue; } const chain = this._parseLine(line, cursor); let lastChainReturn = null; for (let i = 0; i < chain.length; i++) { const link = chain[i]; // When it's not the last part of the chain, mute the screen. this.terminal.screen.setMuted(i < chain.length - 1); const instrName = link.instr; const instrArgs = link.args; // When we are in the chain and have received a return from a previous // instr, append it to the next instr's args. if (lastChainReturn !== null) { instrArgs.push(lastChainReturn); } // Run the instr. lastChainReturn = await this.runInstruction( instrName, instrArgs ); } lastReturn = lastChainReturn; } return lastReturn; } /** * Parses a line into a chain of instructions with args. * @param {string} line * @param {number} lineNum * @return {{instr:string,args:string[]}[]} */ _parseLine(line, lineNum) { line = line.trim(); // Cannot have these characters at start/end. if ( line.startsWith(">") || line.startsWith('"') || line.endsWith(">") ) { throw new UserSyntaxError("INVALID CONTROL CHAR", line, lineNum); } const chain = []; let cursor = 0; let isQuoted = false; let current = ""; let isInstr = true; let instrName = ""; let instrArgs = []; let acceptEmptyArg = false; const pushCurrentLink = () => { // When still parsing instr, finish it now. if (isInstr) { finishInstr(); } // Otherwise, push the current arg. else { pushArg(); } // Push when at least an instr was parsed. instrName = instrName.trim(); if (instrName) { chain.push({ instr: instrName, args: instrArgs, }); } // Reset state. instrName = ""; instrArgs = []; current = ""; isInstr = true; acceptEmptyArg = false; }; const pushArg = () => { if (current.length > 0 || acceptEmptyArg) { instrArgs.push(current); current = ""; } acceptEmptyArg = false; }; const finishInstr = () => { isInstr = false; instrName = current.trim(); current = ""; instrArgs = []; // Special handling for files. // The "write" command can be omitted, for any consecutive links in a chain, // and a file target is identified as starting with "/". if (instrName.startsWith("/")) { // This is a syntax error when done as the first link in a chain. if (chain.length == 0) { throw new UserSyntaxError( "INVALID FILENAME AT POS 0", line, lineNum ); } instrArgs.push(instrName); instrName = "WRITE"; } // Make sure the instr name is valid. if (!/^[a-zA-Z0-9]{2,16}$/.test(instrName)) { throw new UserSyntaxError("INVALID INSTR NAME", line, lineNum); } }; while (cursor < line.length) { const c = line[cursor]; cursor++; if (isQuoted) { // At the end of a quote, the arg ends. Push it. if (c == '"') { isQuoted = false; acceptEmptyArg = true; // An arg like `""` can be accepted here. pushArg(); } // While quoted, keep concatenating any chars. else { current += c; } // Ignore any other logic. continue; } switch (c) { case '"': // Quotes during instr name is a syntax error. if (isInstr) { throw new UserSyntaxError( "QUOTES IN INSTR NAME", line, lineNum ); } isQuoted = true; break; case " ": // Ignore any spaces before the first real char. if (current == "") { break; } // First space in chain link finishes instruction. if (isInstr) { finishInstr(); break; } // End of arg. pushArg(); break; case ">": pushCurrentLink(); break; default: current += c; break; } } // Throw syntax error when last quote was not closed. if (isQuoted) { throw new UserSyntaxError("NO END QUOTE", line, lineNum); } pushCurrentLink(); return chain; } /** * Runs an instruction within the program. * @param {string} instruction The instruction name. * @param {any[]} args Arguments to be passed to the instruction. * @return {Promise<any>} The result of the run instruction. */ async runInstruction(instruction, args) { // When the user interrupted the program during the last instruction, throw now. if (this._interruptFlag) { throw new InterruptError(); } // Load instruction and execute. const instr = await this.terminal.loadInstruction(instruction); return instr(this, args); } /** * Interrupt check that reacts on keyboard input. * Interrupts the program when user presses CTRL+C. * @param {KeyboardEvent} e */ _checkInterrupt(e) { if (!this._interruptFlag && e.key == "c" && e.ctrlKey) { console.debug("User program interrupt", this.name); this._interruptFlag = true; } } }
JavaScript
class FlatButton extends Component { static muiName = 'FlatButton'; static propTypes = { /** * @property {PropTypes.string} backgroundColor - Color of button when mouse is not hovering over it. */ backgroundColor: PropTypes.string, /** * @property {PropTypes.node} children - This is what will be displayed inside the button. * If a label is specified, the text within the label prop will * be displayed. Otherwise, the component will expect children * which will then be displayed. (In our example, * we are nesting an `<input type="file" />` and a `span` * that acts as our label to be displayed.) This only * applies to flat and raised buttons. */ children: PropTypes.node, /** * @property {PropTypes.string} className - The CSS class name of the root element. */ className: PropTypes.string, /** * @property {string|element} containerElement - The element to use as the container for the FlatButton. Either a string to * use a DOM element or a ReactElement. This is useful for wrapping the * FlatButton in a custom Link component. If a ReactElement is given, ensure * that it passes all of its given props through to the underlying DOM * element and renders its children prop for proper integration. */ containerElement: PropTypes.oneOfType([ PropTypes.string, PropTypes.element, ]), /** * @property {PropTypes.bool} disableTouchRipple - If true, the element's ripple effect will be disabled. */ disableTouchRipple: PropTypes.bool, /** * @property {PropTypes.bool} disabled - Disables the button if set to true. */ disabled: PropTypes.bool, /** * @property {PropTypes.bool} fullWidth - If true, the button will take up the full width of its container. */ fullWidth: PropTypes.bool, /** * @property {PropTypes.string} hoverColor - Color of button when mouse hovers over. */ hoverColor: PropTypes.string, /** * @property {PropTypes.string} href - The URL to link to when the button is clicked. */ href: PropTypes.string, /** * @property {PropTypes.node} icon - Use this property to display an icon. */ icon: PropTypes.node, /** * @property {custom} label - Label for the button. */ label: validateLabel, /** * @property {['before','after']} labelPosition - Place label before or after the passed children. */ labelPosition: PropTypes.oneOf([ 'before', 'after', ]), /** * @property {PropTypes.object} labelStyle - Override the inline-styles of the button's label element. */ labelStyle: PropTypes.object, /** * @property {PropTypes.func} onClick - Callback function fired when the button is touch-tapped. * * @param {object} event TouchTap event targeting the button. */ onClick: PropTypes.func, /** * @property {PropTypes.func} onKeyboardFocus - Callback function fired when the element is focused or blurred by the keyboard. * * @param {object} event `focus` or `blur` event targeting the element. * @param {boolean} isKeyboardFocused Indicates whether the element is focused. */ onKeyboardFocus: PropTypes.func, /** @ignore */ onMouseEnter: PropTypes.func, /** @ignore */ onMouseLeave: PropTypes.func, /** @ignore */ onTouchStart: PropTypes.func, /** * @property {PropTypes.bool} primary - If true, colors button according to * primaryTextColor from the Theme. */ primary: PropTypes.bool, /** * @property {PropTypes.string} rippleColor - Color for the ripple after button is clicked. */ rippleColor: PropTypes.string, /** * @property {PropTypes.bool} secondary - If true, colors button according to secondaryTextColor from the theme. * The primary prop has precendent if set to true. */ secondary: PropTypes.bool, /** * @property {PropTypes.object} style - Override the inline-styles of the root element. */ style: PropTypes.object, }; static defaultProps = { disabled: false, fullWidth: false, labelStyle: {}, labelPosition: 'after', onKeyboardFocus: () => {}, onMouseEnter: () => {}, onMouseLeave: () => {}, onTouchStart: () => {}, primary: false, secondary: false, }; static contextTypes = { muiTheme: PropTypes.object.isRequired, }; state = { hovered: false, isKeyboardFocused: false, touch: false, }; componentWillReceiveProps(nextProps) { if (nextProps.disabled) { this.setState({ hovered: false, }); } } handleKeyboardFocus = (event, isKeyboardFocused) => { this.setState({isKeyboardFocused: isKeyboardFocused}); this.props.onKeyboardFocus(event, isKeyboardFocused); }; handleMouseEnter = (event) => { // Cancel hover styles for touch devices if (!this.state.touch) this.setState({hovered: true}); this.props.onMouseEnter(event); }; handleMouseLeave = (event) => { this.setState({hovered: false}); this.props.onMouseLeave(event); }; handleTouchStart = (event) => { this.setState({touch: true}); this.props.onTouchStart(event); }; render() { const { backgroundColor, children, disabled, fullWidth, hoverColor, icon, label, labelStyle, labelPosition, primary, rippleColor, secondary, style, ...other } = this.props; const { borderRadius, button: { height: buttonHeight, minWidth: buttonMinWidth, textTransform: buttonTextTransform, }, flatButton: { buttonFilterColor, color: buttonColor, disabledTextColor, fontSize, fontWeight, primaryTextColor, secondaryTextColor, textColor, textTransform = buttonTextTransform || 'uppercase', }, } = this.context.muiTheme; const defaultTextColor = disabled ? disabledTextColor : primary ? primaryTextColor : secondary ? secondaryTextColor : textColor; const defaultHoverColor = fade(buttonFilterColor, 0.2); const defaultRippleColor = buttonFilterColor; const buttonHoverColor = hoverColor || defaultHoverColor; const buttonRippleColor = rippleColor || defaultRippleColor; const buttonBackgroundColor = backgroundColor || buttonColor; const hovered = (this.state.hovered || this.state.isKeyboardFocused) && !disabled; const mergedRootStyles = Object.assign({}, { height: buttonHeight, lineHeight: `${buttonHeight}px`, minWidth: fullWidth ? '100%' : buttonMinWidth, color: defaultTextColor, transition: transitions.easeOut(), borderRadius, userSelect: 'none', overflow: 'hidden', backgroundColor: hovered ? buttonHoverColor : buttonBackgroundColor, padding: 0, margin: 0, textAlign: 'center', }, style); let iconCloned; const labelStyleIcon = {}; if (icon) { const iconStyles = Object.assign({ verticalAlign: 'middle', marginLeft: label && labelPosition !== 'before' ? 12 : 0, marginRight: label && labelPosition === 'before' ? 12 : 0, }, icon.props.style); iconCloned = React.cloneElement(icon, { color: icon.props.color || mergedRootStyles.color, style: iconStyles, key: 'iconCloned', }); if (labelPosition === 'before') { labelStyleIcon.paddingRight = 8; } else { labelStyleIcon.paddingLeft = 8; } } const mergedLabelStyles = Object.assign({ letterSpacing: 0, textTransform: textTransform, fontWeight: fontWeight, fontSize: fontSize, }, labelStyleIcon, labelStyle); const labelElement = label ? ( <FlatButtonLabel key="labelElement" label={label} style={mergedLabelStyles} /> ) : undefined; // Place label before or after children. const enhancedButtonChildren = labelPosition === 'before' ? [ labelElement, iconCloned, children, ] : [ children, iconCloned, labelElement, ]; return ( <EnhancedButton {...other} disabled={disabled} focusRippleColor={buttonRippleColor} focusRippleOpacity={0.3} onKeyboardFocus={this.handleKeyboardFocus} onMouseLeave={this.handleMouseLeave} onMouseEnter={this.handleMouseEnter} onTouchStart={this.handleTouchStart} style={mergedRootStyles} touchRippleColor={buttonRippleColor} touchRippleOpacity={0.3} > {enhancedButtonChildren} </EnhancedButton> ); } }
JavaScript
class Counter extends React.Component { // construct the counter constructor(props) { super(props); const start = typeof props.start !== 'undefined' ? parseInt(props.start) : 0; this.state = {count : start}; this.onClick = this.onClick.bind(this); } /** * handles the button click * increment the current count */ onClick () { let newCount = this.state.count + 1; this.setState({count: newCount}); } /** * renders the view * * @returns {XML} */ render() { const {onSave} = this.props; return ( <div> Count : <span>{this.state.count}</span> <div> <button onClick={this.onClick}>Count one more</button> <button onClick={() => onSave(this.state.count)}>Save count</button> </div> </div> ); } }
JavaScript
class SmoothContext { static eventEmitter = new EventEmitter() static DEFAULT_FILE_NAME = 'DEFAULT_FILE_NAME' static PREAMBLE_FILE_NAME = 'PREAMBLE_FILE_NAME' static SILENT_OPTION_STRING = 'option_silence' static NO_MATCH_OPTION_STRING = 'option_no_match' static HIDDEN_OPTION_STRING = 'option_hidden' // this.predefinedVariables.OPTIONS_NO_BUTTONS = false // this.predefinedVariables.OPTIONS_BUTTON_DELAY = 0 // this.predefinedVariables.OPTIONS_SHOW_TEXT_INPUT = false // this.predefinedVariables.CURRENT_FACE = '' static randomId = 0 constructor (state) { var preamble = { text: '', preamble: '', title: '', faces: {}, firestore: {} } if (!state) { state = JSON.parse(JSON.stringify(preamble)) } preamble.text = state.preamble this.files = {} this.defaultFile = new SmoothFile(state) this.preambleFile = new SmoothFile(preamble) this.files[SmoothContext.DEFAULT_FILE_NAME] = this.defaultFile this.files[SmoothContext.PREAMBLE_FILE_NAME] = this.preambleFile this.currentFile = SmoothContext.DEFAULT_FILE_NAME this.initialFace = this.defaultFile.initialFace this.functions = {} this.functionReturns = [] this.variables = {} this.lineNumber = 0 this.indent = 0 this.voices = {} // Lookup faces by ID (store, chats view) this.faces = {} // Lookup faces by name (player) this.faceNameToId = {} this.predefinedVariables = {} this.options = [] this.voice = null this.faceVoice = null this.currentFaceId = null this.recognitionLanguage = null this.evaluationOptions = { unattended: false, emitEvents: true, evaluateVariables: true } this.htmlOutput = '' this.setupPredefinedVariables() this.readFunctions(this.defaultFile.functions) } getLines () { var lines = [] if (this.currentFile && this.files[this.currentFile]) { lines = this.files[this.currentFile].lines } return lines } getLabels () { var labels = {} if (this.currentFile && this.files[this.currentFile]) { labels = this.files[this.currentFile].labels } return labels } speechRecognitionBlocked () { console.warn('Warning: speech recognition may be blocked.') } readFunctions (functionLines) { var cachedLineNumber = this.lineNumber for (var i = 0; i < functionLines.length; ++i) { this.lineNumber = functionLines[i] let functionNameAndArgs = null let line = this.getLines()[this.lineNumber] if ((functionNameAndArgs = SmoothSyntax.functionNameAndArgs.exec(line)) !== null) { var functionName = functionNameAndArgs[1] if (functionName === 'function') { SmoothFunctions.execFunc(this, functionName, functionNameAndArgs[2]) } else { throw new Error('Expected function: ' + line) } } } this.lineNumber = cachedLineNumber } isLocalStorageAvailable () { try { if (typeof localStorage !== 'undefined') { localStorage.setItem('feature_test', 'yes') if (localStorage.getItem('feature_test') === 'yes') { localStorage.removeItem('feature_test') return true } } return false } catch (e) { return false } } setupPredefinedVariables () { this.predefinedVariables.OPTIONS_NO_BUTTONS = false // Hide buttons until delay or wrong answer this.predefinedVariables.OPTIONS_BUTTON_DELAY = 0 this.predefinedVariables.OPTIONS_SHOW_TEXT_INPUT = false this.predefinedVariables.CURRENT_FACE = '' this.predefinedVariables.webkitSpeechRecognition = 'webkitSpeechRecognition' in window this.predefinedVariables.webkitSpeechRecognitionPermission = false if (this.isLocalStorageAvailable()) { var permission = window.localStorage.getItem('webkitSpeechRecognitionPermission') if (permission === null) { this.predefinedVariables.webkitSpeechRecognitionPermission = false } else { this.predefinedVariables.webkitSpeechRecognitionPermission = permission } this.predefinedVariables.localStorageAvailable = true } else { this.predefinedVariables.localStorageAvailable = false } this.predefinedVariables.numSpeechSynthesisVoices = 0 if (typeof (speechSynthesis) !== 'undefined') { this.predefinedVariables.numSpeechSynthesisVoices = speechSynthesis.getVoices().length } this.predefinedVariables.LAST_RESPONSE = '' } processNonFunctionLine (str) { str = SmoothExpressions.replaceAndEvaluateEscapedExpressions(this, str) // Warning!! SmoothScript does not do any sanitization of HTML // This is a security risk, allowing XSS attacks if you have a site // that hosts user-created content. It is your responsibility to // sanitize the content! this.htmlOutput += str + '&nbsp;' return Promise.resolve() } outputHTML () { var voice = this.voice || this.faceVoice if (voice) { // strip HTML tags var str = this.htmlOutput.replace(/(<([^>]+)>)/ig, '') str = str.replace(/&nbsp;/g, ' ') this.htmlOutput = '' if (!str.length) { return Promise.resolve() } return new Promise((resolve, reject) => { setTimeout(() => { this.emitEvent('tts', { text: str, faceId: this.currentFaceId, voice: voice, onFinished: () => { resolve() }, onError: (error) => { throw new Error(error) }}) }, 0) }) } else { this.emitEvent('appendHTML', {html: this.htmlOutput}) this.htmlOutput = '' return Promise.resolve() } } finish () { if (this.currentFile !== SmoothContext.PREAMBLE_FILE_NAME) { return this.outputHTML().then(() => { this.emitEvent('finished') return Promise.resolve('finished') }) } else { return Promise.resolve() } } playLineFromCurrent (handleResolveDataFn) { var lines = this.getLines() if (this.lineNumber >= lines.length) { return this.finish() } this.lineNumber = SmoothHelper.nextImportantLine(this.lineNumber, this.getLines()) if (this.lineNumber >= lines.length) { return this.finish() } var playNextLineWhenDone = (newLine) => { this.lineNumber = newLine return this.playLineFromCurrent(handleResolveDataFn) } if (!handleResolveDataFn) { handleResolveDataFn = (resolveData) => { if ('finished' in resolveData && resolveData.finished) { return this.finish() } if ('line' in resolveData) { return playNextLineWhenDone(resolveData.line) } if ('options' in resolveData) { // Options should not be returned except for "testing" when handleResolveDataFn is overriden throw new Error('Internal Error.') } throw new Error('Unknown function return promise') } } var line = lines[this.lineNumber] let functionNameAndArgs = null if ((functionNameAndArgs = SmoothSyntax.functionNameAndArgs.exec(line)) !== null) { var functionName = functionNameAndArgs[1] if (SmoothFunctions.hasFunc(functionName)) { var promise = SmoothFunctions.execFunc(this, functionName, functionNameAndArgs[2]) if (!promise || typeof promise.then !== 'function') { throw new Error(functionName + ' failed to return a promise!') } return promise.then( (resolveData) => { return handleResolveDataFn(resolveData) } ) } else { throw new Error('Unknown function: ' + functionName) } } else { return this.processNonFunctionLine(line).then(() => { return playNextLineWhenDone(this.lineNumber + 1) }) } } play (handleResolveDataPreambleFn, handleResolveDataFn) { this.lineNumber = 0 if (this.files[SmoothContext.PREAMBLE_FILE_NAME].lines.length) { this.currentFile = SmoothContext.PREAMBLE_FILE_NAME return this.playLineFromCurrent(handleResolveDataPreambleFn).then(() => { this.currentFile = SmoothContext.DEFAULT_FILE_NAME this.lineNumber = 0 return this.playLineFromCurrent(handleResolveDataFn) }) } else { this.currentFile = SmoothContext.DEFAULT_FILE_NAME return this.playLineFromCurrent(handleResolveDataFn) } } emitEvent (name, payload) { if (this.evaluationOptions.emitEvents) { SmoothContext.eventEmitter.emit(name, payload) } else if (payload) { if (payload.onFinished) { // tts payload.onFinished() } if (payload.onLoaded) { // face payload.onLoaded() } } } setOptions (options) { this.options = options this.randomId = Math.random() var cachededRandom = this.randomId ;((cachededRandom) => { var displayMatchFunction = () => { if (!this.predefinedVariables.OPTIONS_NO_BUTTONS && this.randomId === cachededRandom) { this.emitEvent('displayMatches', options) } } if (this.predefinedVariables.OPTIONS_NO_BUTTONS || options.hiddenOptions.length || this.recognitionLanguage || this.predefinedVariables.OPTIONS_SHOW_TEXT_INPUT) { this.emitEvent('startListening', this.recognitionLanguage) } setTimeout(() => { displayMatchFunction() }, this.predefinedVariables.OPTIONS_BUTTON_DELAY) })(cachededRandom) } submitInput (input, bIsFinal) { var result = this.options.submitInput(input, bIsFinal) if (input !== SmoothContext.SILENT_OPTION_STRING) { this.predefinedVariables.LAST_RESPONSE = input } if (result) { this.randomId = Math.random() this.lineNumber = result.line this.emitEvent('clearHTML') this.indent = SmoothHelper.getIndent(this.getLines()[this.lineNumber]) this.emitEvent('stopListening') this.emitEvent('hideMatches') this.options.resolveFunc(result) } else if (bIsFinal && !this.predefinedVariables.OPTIONS_NO_BUTTONS) { this.emitEvent('displayMatches', this.options) } } }
JavaScript
class Checkbox { /** * Sets up the checkbox's settings from a standard input data * object and sets the type of error messages this class * will render if the checkbox isn't valid. * * @param {Object} inputObj - contains all the configurations * to render this input. * @param {class} errorMessages - a class that will render the * specific type of error messages based on this UI's settings. */ constructor(inputObj = {}, errorMessages = ErrorMessages) { let {input, tags = '', settings = {}, errors = {}} = inputObj; /** * This checkbox's input configuration * @type {Object} */ this.input = input; /** * Any custom tags passed down from the rendering library. * @type {String} */ this.tags = tags; /** * Settings for this whole input including the container * @type {Object} */ this.settings = settings; /** * A class of errors created by the rendering library to * hide and show various errors. * @type {class} */ this.errors = errors; /** * This UI's rendering of this error messages. * @type {class} */ this.errorMessages = errorMessages; } /** * Adds a default class to this checkbox input * @type {String} */ get uiClasses() { return '' } /** * Any UI specific attributes * @type {String} */ get uiAttributes() { return '' } /** * Attributes that required for this checkbox input * to be used and rendered properly. * @return {String} - A string of all attributes to load * this input including its id, name and type. */ get requiredAttributes() { let {input} = this; let {id, name} = input; return `id="${id}" name="${name}" type="checkbox"`; } /** * Renders the HTML for this checkbox from the given attributes * and classes. * @example * uiClasses = "class-1"; * input.classes = "class-2"; * requiredAttributes = "id='id-1' name='checkbox-name' type='checkbox'" * // Renders To: * <label class="class-1 class-2"> * <input id='id-1' name='checkbox-name' type='checkbox'> * </label> * @return {String} - html of the fully created checkbox */ renderCheckboxContainer(classes, attributes) { let {input, settings} = this; let {label = '', labelHTML, name = '', id = ''} = input; let {showLabel = true} = settings; if (labelHTML) label = labelHTML; return ` <label class="${classes} ivx-input-label ivx-input-label-checkbox"> <input class="ivx-input ivx-input-checkbox" ${attributes}> ${label} </label> `; } get beforeClasses(){ return 'ivx-input-before ivx-input-before-checkbox'; } get afterClasses(){ return 'ivx-input-after ivx-input-after-checkbox'; } /** * Sets up and renders all the HTML for this checkbox based on the settings. * * @type {String} */ get html() { let {tags, settings = {}, errors, input, uiClasses, uiAttributes, requiredAttributes, beforeClasses : defaultBeforeClasses, afterClasses : defaultAfterClasses } = this; let {input: inputSettings = {}} = settings; let {classes = ''} = inputSettings; let { id, name, label = '', beforeHtml : beforeSettings = {}, afterHtml : afterSettings = {} } = input; let { messages = [], attributes = {}, tags: errorTags = ''} = this.errors; let errorAttributes = attributes; let errorHTML = new this.errorMessages(messages).html; let allClasses = `${classes} ${uiClasses}`; let allAttributes = `${requiredAttributes} ${uiAttributes} ${tags} ${errorTags}` let checkboxHTML = this.renderCheckboxContainer(allClasses, allAttributes); const {html : beforeHtml = "", classes : beforeClasses = ""} = beforeSettings; const {html : afterHtml = "", classes : afterClasses = ""} = afterSettings; let inputHTML = ` <div class="${beforeClasses} ${defaultBeforeClasses}">${beforeHtml}</div> ${checkboxHTML} ${errorHTML} <div class="${afterClasses} ${defaultAfterClasses}">${afterHtml}</div> `; return `${inputHTML}`; } }
JavaScript
class TreeSearchRequest { /** * Constructs a new <code>TreeSearchRequest</code>. * @alias module:model/TreeSearchRequest * @class */ constructor() { } /** * Constructs a <code>TreeSearchRequest</code> from a plain JavaScript object, optionally creating a new instance. * Copies all relevant properties from <code>data</code> to <code>obj</code> if supplied or a new instance if not. * @param {Object} data The plain JavaScript object bearing properties of interest. * @param {module:model/TreeSearchRequest} obj Optional instance to populate. * @return {module:model/TreeSearchRequest} The populated <code>TreeSearchRequest</code> instance. */ static constructFromObject(data, obj) { if (data) { obj = obj || new TreeSearchRequest(); if (data.hasOwnProperty('Query')) { obj['Query'] = TreeQuery.constructFromObject(data['Query']); } if (data.hasOwnProperty('Size')) { obj['Size'] = ApiClient.convertToType(data['Size'], 'Number'); } if (data.hasOwnProperty('From')) { obj['From'] = ApiClient.convertToType(data['From'], 'Number'); } if (data.hasOwnProperty('Details')) { obj['Details'] = ApiClient.convertToType(data['Details'], 'Boolean'); } } return obj; } /** * @member {module:model/TreeQuery} Query */ Query = undefined; /** * @member {Number} Size */ Size = undefined; /** * @member {Number} From */ From = undefined; /** * @member {Boolean} Details */ Details = undefined; }
JavaScript
class JWTPolicy extends BasePolicy { /** * Checks if the request needs to be authenticated * Checks if the request contains the request header if it needs to be authenticated * @param {Object} Request Validator * @return {Boolean} */ static _approve(requestValidator) { try { let t = requestValidator.decodeJWTHeader() } catch(e) { return false } return true } }
JavaScript
class FinalPrice extends Component { constructor(props) { super(props) this.state = { price: getIn(this.props.formik.values, 'price'), } } // componentDidUpdate(prevProps) { // if (prevProps.formik !== this.props.formik) { // this.props.onChange(this.props.formik, prevProps.formik); // } // } render() { // All FormikProps available on props.formik! const price = getIn(this.props.formik.values, 'price'); let priceResult = price; const { defaultProteinPrice, defaultVeggiesPrice, protein, veggies } = this.props.formik.values; const proteinCost = protein.reduce((accumulator, item) => accumulator + parseFloat(item.qty * item.price), 0) if(proteinCost > defaultProteinPrice) { priceResult += (proteinCost - defaultProteinPrice); } const veggiesCost = veggies.reduce((accumulator, item) => accumulator + parseFloat(item.qty * item.price), 0) if(veggiesCost > defaultVeggiesPrice) { priceResult += (veggiesCost - defaultVeggiesPrice); } if(price !== priceResult) { this.props.onChange(priceResult) } return priceResult.toFixed(2); } }
JavaScript
class DB { /** * Establishes connection to the database and returns the connection object. * * @static * @returns { object } The connection object provided by mongoose. * @memberof DB */ static async connect() { await mongoose.connect(connectionString, { useNewUrlParser: true, useUnifiedTopology: true }); console.log('connection successful'); return mongoose.connection; } }
JavaScript
class VAutoComplete extends VBase { constructor(options, url, params, event) { super(options); this.element_id = options.target; this.url = url; this.params = params; this.event = event; } call(results) { // Clear the timeout if it has already been set. // This will prevent the previous task from executing // if it has been less than <MILLISECONDS> let parentElement = this.parentElement(); let updateElement = this.createUpdateElementHandler(this); let promiseObj = new Promise(function (resolve) { clearTimeout(parentElement.vTimeout); // Make a new timeout parentElement.vTimeout = setTimeout(updateElement, 500); results.push({action:'autocomplete', statusCode: 200}); resolve(results); }); return promiseObj; } // This is used to get a proper binding of the object // https://stackoverflow.com/questions/750486/javascript-closure-inside-loops-simple-practical-example createUpdateElementHandler(_this_) { return function () { _this_.updateElement(); }; } updateElement() { this.clearErrors(); this.getData(this.populateOptions); } dataList() { return this.root.getElementById(this.element_id); } getData(funcProcessData) { let comp = this.component(); console.log(comp); if(comp.value().length < 2){ return; } let httpRequest = new XMLHttpRequest(); if (!httpRequest) { throw new Error('Cannot talk to server! Please upgrade your browser to one that supports XMLHttpRequest.'); } let dataList = this.dataList(); let url = this.buildURL(this.url, this.params, this.inputValues()); httpRequest.onreadystatechange = function () { if (httpRequest.readyState === XMLHttpRequest.DONE) { console.log(httpRequest.status + ':' + this.getResponseHeader('content-type')); if (httpRequest.status === 200) { let response = JSON.parse(httpRequest.responseText); funcProcessData(response, dataList); } else { console.error("Unable to autocomplete! ElementId: " + this.element_id); } } }; console.log('GET:' + url); httpRequest.open('GET', url, true); httpRequest.send(); } populateOptions(response, dataList) { dataList.innerHTML = ""; response.forEach(function (item) { let value = item; let key = null; if (Array.isArray(item)) { value = item[0]; key = item[1]; } // Create a new <option> element. let option = document.createElement('option'); option.value = value; option.dataset.key = key; dataList.appendChild(option); }); } }
JavaScript
class MyApp extends App { render() { const { Component, pageProps } = this.props; return ( <> <ThemeProvider theme={theme}> <Component {...pageProps} /> </ThemeProvider> </> ); } }
JavaScript
class ADispatcher { /** * Creates an instance of ADispatcher. * * @param {AxonClient} axon * * @memberof ADispatcher */ constructor(axon) { if (this.constructor === 'ADispatcher') { throw new NoAbstractInstanceException(); } this._axon = axon; } /** * ADispatcher main method. * Need to be overrided, any parameters can be used. * * @memberof ADispatcher */ dispatch() { throw new NotImplementedException(); } }
JavaScript
class Asset { /** * Create the new asset. * @param {String} url Asset URL / identifier. */ constructor(url) { this._url = url; this._waitingCallbacks = []; } /** * Register a method to be called when asset is ready. * If asset is already in ready state, will invoke immediately. * @param {Function} callback Callback to invoke when asset is ready. */ onReady(callback) { if (this.valid || this._waitingCallbacks === null) { callback(this); return; } this._waitingCallbacks.push(callback); } /** * Return a promise to resolve when ready. * @returns {Promise} Promise to resolve when ready. */ waitForReady() { return new Promise((resolve, reject) => { this.onReady(resolve); }); } /** * Notify all waiting callbacks that this asset is ready. * @private */ _notifyReady() { if (this._waitingCallbacks) { for (let i = 0; i < this._waitingCallbacks.length; ++i) { this._waitingCallbacks[i](this); } this._waitingCallbacks = null; } } /** * Get asset's URL. * @returns {String} Asset URL. */ get url() { return this._url; } /** * Get if this asset is loaded and valid. * @returns {Boolean} True if asset is loaded and valid, false otherwise. */ get valid() { throw new Error("Not Implemented!"); } /** * Load the asset from it's URL. * @param {*} params Optional additional params. * @returns {Promise} Promise to resolve when fully loaded. */ load(params) { throw new Error("Not Implemented!"); } /** * Create the asset from data source. * @param {*} source Data to create asset from. * @param {*} params Optional additional params. * @returns {Promise} Promise to resolve when asset is ready. */ create(source) { throw new Error("Not Supported for this asset type."); } /** * Destroy the asset, freeing any allocated resources in the process. */ destroy() { throw new Error("Not Implemented!"); } }
JavaScript
class Assets extends IManager { /** * Create the manager. */ constructor() { super(); this._loaded = null; this._waitingAssets = new Set(); this._failedAssets = new Set(); this._successfulLoadedAssetsCount = 0; /** * Optional URL root to prepend to all loaded assets URLs. * For example, if all your assets are under '/static/assets/', you can set this url as root and omit it when loading assets later. */ this.root = ''; /** * Optional suffix to add to all loaded assets URLs. * You can use this for anti-cache mechanism if you want to reload all assets. For example, you can set this value to "'?dt=' + Date.now()". */ this.suffix = ''; } /** * Wrap a URL with 'root' and 'suffix'. * @param {String} url Url to wrap. * @returns {String} Wrapped URL. */ _wrapUrl(url) { if (!url) { return url; } return this.root + url + this.suffix; } /** * Get list of assets waiting to be loaded. * This list will be reset if you call clearCache(). * @returns {Array<string>} URLs of assets waiting to be loaded. */ get pendingAssets() { return Array.from(this._waitingAssets); } /** * Get list of assets that failed to load. * This list will be reset if you call clearCache(). * @returns {Array<string>} URLs of assets that had error loading. */ get failedAssets() { return Array.from(this._failedAssets); } /** * Return a promise that will be resolved only when all pending assets are loaded. * If an asset fails, will reject. * @example * await Shaku.assets.waitForAll(); * console.log("All assets are loaded!"); * @returns {Promise} Promise to resolve when all assets are loaded, or reject if there are failed assets. */ waitForAll() { return new Promise((resolve, reject) => { _logger.debug("Waiting for all assets.."); // check if all assets are loaded or if there are errors let checkAssets = () => { // got errors? if (this._failedAssets.size !== 0) { _logger.warn("Dont waiting for assets: had errors."); return reject(this.failedAssets); } // all done? if (this._waitingAssets.size === 0) { _logger.debug("Dont waiting for assets: everything loaded successfully."); return resolve(); } // try again in 1 ms setTimeout(checkAssets, 1); }; checkAssets(); }); } /** * @inheritdoc * @private */ setup() { return new Promise((resolve, reject) => { _logger.info("Setup assets manager.."); this._loaded = {}; resolve(); }); } /** * @inheritdoc * @private */ startFrame() { } /** * @inheritdoc * @private */ endFrame() { } /** * Get already-loaded asset from cache. * @private * @param {String} url Asset URL. * @param {type} type If provided will make sure asset is of this type. If asset found but have wrong type, will throw exception. * @returns Loaded asset or null if not found. */ _getFromCache(url, type) { let cached = this._loaded[url] || null; if (cached && type) { if (!(cached instanceof type)) { throw new Error(`Asset with URL '${url}' is already loaded, but has unexpected type (expecting ${type})!`); } } return cached; } /** * Load an asset of a given type and add to cache when done. * @private * @param {Asset} newAsset Asset instance to load. * @param {*} params Optional loading params. */ async _loadAndCacheAsset(newAsset, params) { // extract url and typename, and add to cache let url = newAsset.url; let typeName = newAsset.constructor.name; this._loaded[url] = newAsset; this._waitingAssets.add(url); // initiate loading return new Promise(async (resolve, reject) => { // load asset _logger.debug(`Load asset [${typeName}] from URL '${url}'.`); try { await newAsset.load(params); } catch (e) { _logger.warn(`Failed to load asset [${typeName}] from URL '${url}'.`); this._failedAssets.add(url); return reject(e); } // update waiting assets count this._waitingAssets.delete(url); // make sure valid if (!newAsset.valid) { _logger.warn(`Failed to load asset [${typeName}] from URL '${url}'.`); this._failedAssets.add(url); return reject("Loaded asset is not valid!"); } _logger.debug(`Successfully loaded asset [${typeName}] from URL '${url}'.`); // resolve this._successfulLoadedAssetsCount++; resolve(newAsset); }); } /** * Get asset directly from cache, synchronous and without a Promise. * @param {String} url Asset URL or name. * @returns {Asset} Asset or null if not loaded. */ getCached(url) { url = this._wrapUrl(url); return this._loaded[url] || null; } /** * Get / load asset of given type, and return a promise to be resolved when ready. * @private */ _loadAssetType(url, typeClass, params) { // normalize URL url = this._wrapUrl(url); // try to get from cache let _asset = this._getFromCache(url, typeClass); // check if need to create new and load var needLoad = false; if (!_asset) { _asset = new typeClass(url); needLoad = true; } // create promise to load asset let promise = new Promise(async (resolve, reject) => { if (needLoad) { await this._loadAndCacheAsset(_asset, params); } _asset.onReady(() => { resolve(_asset); }); }); // return promise with asset attached to it promise.asset = _asset; return promise; } /** * Create and init asset of given class type. * @private */ _createAsset(name, classType, initMethod) { // create asset name = this._wrapUrl(name); var _asset = new classType(name || generateRandomAssetName()); // generate render target in async let promise = new Promise(async (resolve, reject) => { // make sure not in cache if (name && this._loaded[name]) { return reject(`Asset of type '${classType.name}' to create with URL '${name}' already exist in cache!`); } // create and return initMethod(_asset); if (name) { this._loaded[name] = _asset; } resolve(_asset); }); // attach asset to promise promise.asset = _asset; return promise; } /** * Load a sound asset. If already loaded, will use cache. * @example * let sound = await Shaku.assets.loadSound("assets/my_sound.ogg"); * @param {String} url Asset URL. * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ loadSound(url) { return this._loadAssetType(url, SoundAsset, undefined); } /** * Load a texture asset. If already loaded, will use cache. * @example * let texture = await Shaku.assets.loadTexture("assets/my_texture.png", {generateMipMaps: false}); * @param {String} url Asset URL. * @param {*} params Optional params dictionary. See TextureAsset.load() for more details. * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ loadTexture(url, params) { return this._loadAssetType(url, TextureAsset, params); } /** * Create a render target texture asset. If already loaded, will use cache. * @example * let width = 512; * let height = 512; * let renderTarget = await Shaku.assets.createRenderTarget("optional_render_target_asset_id", width, height); * @param {String} name Asset name (matched to URLs when using cache). If null, will not add to cache. * @param {Number} width Texture width. * @param {Number} height Texture height. * @param {Number} channels Texture channels count. Defaults to 4 (RGBA). * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ createRenderTarget(name, width, height, channels) { // make sure we have valid size if (!width || !height) { throw new Error("Missing or invalid size!"); } // create asset and return promise return this._createAsset(name, TextureAsset, (asset) => { asset.createRenderTarget(width, height, channels); }); } /** * Load a font texture asset. If already loaded, will use cache. * @example * let fontTexture = await Shaku.assets.loadFontTexture('assets/DejaVuSansMono.ttf', {fontName: 'DejaVuSansMono'}); * @param {String} url Asset URL. * @param {*} params Optional params dictionary. See FontTextureAsset.load() for more details. * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ loadFontTexture(url, params) { return this._loadAssetType(url, FontTextureAsset, params); } /** * Load a json asset. If already loaded, will use cache. * @example * let jsonData = await Shaku.assets.loadJson('assets/my_json_data.json'); * console.log(jsonData.data); * @param {String} url Asset URL. * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ loadJson(url) { return this._loadAssetType(url, JsonAsset); } /** * Create a new json asset. If already exist, will reject promise. * @example * let jsonData = await Shaku.assets.createJson('optional_json_data_id', {"foo": "bar"}); * // you can now load this asset from anywhere in your code using 'optional_json_data_id' as url * @param {String} name Asset name (matched to URLs when using cache). If null, will not add to cache. * @param {Object|String} data Optional starting data. * @returns {Promise<Asset>} promise to resolve with asset instance, when ready. You can access the loading asset with `.asset` on the promise. */ createJson(name, data) { // make sure we have valid data if (!data) { return reject("Missing or invalid data!"); } // create asset and return promise return this._createAsset(name, JsonAsset, (asset) => { asset.create(data); }); } /** * Load a binary data asset. If already loaded, will use cache. * @example * let binData = await Shaku.assets.loadBinary('assets/my_bin_data.dat'); * console.log(binData.data); * @param {String} url Asset URL. * @returns {Promise<Asset>} promise to resolve with asset instance, when loaded. You can access the loading asset with `.asset` on the promise. */ loadBinary(url) { return this._loadAssetType(url, BinaryAsset); } /** * Create a new binary asset. If already exist, will reject promise. * @example * let binData = await Shaku.assets.createBinary('optional_bin_data_id', [1,2,3,4]); * // you can now load this asset from anywhere in your code using 'optional_bin_data_id' as url * @param {String} name Asset name (matched to URLs when using cache). If null, will not add to cache. * @param {Array<Number>|Uint8Array} data Binary data to set. * @returns {Promise<Asset>} promise to resolve with asset instance, when ready. You can access the loading asset with `.asset` on the promise. */ createBinary(name, data) { // make sure we have valid data if (!data) { return reject("Missing or invalid data!"); } // create asset and return promise return this._createAsset(name, BinaryAsset, (asset) => { asset.create(data); }); } /** * Destroy and free asset from cache. * @example * Shaku.assets.free("my_asset_url"); * @param {String} url Asset URL to free. */ free(url) { url = this._wrapUrl(url); let asset = this._loaded[url]; if (asset) { asset.destroy(); delete this._loaded[url]; } } /** * Free all loaded assets from cache. * @example * Shaku.assets.clearCache(); */ clearCache() { for (let key in this._loaded) { this._loaded[key].destroy(); } this._loaded = {}; this._waitingAssets = new Set(); this._failedAssets = new Set(); } /** * @inheritdoc * @private */ destroy() { this.clearCache(); } }
JavaScript
class BinaryAsset extends Asset { /** @inheritdoc */ constructor(url) { super(url); this._data = null; } /** * Load the binary data from the asset URL. * @returns {Promise} Promise to resolve when fully loaded. */ load() { return new Promise((resolve, reject) => { var request = new XMLHttpRequest(); request.open('GET', this.url, true); request.responseType = 'arraybuffer'; // on load, validate audio content request.onload = () => { if (request.readyState == 4) { if (request.response) { this._data = new Uint8Array(request.response); this._notifyReady(); resolve(); } else { reject(request.statusText); } } } // on load error, reject request.onerror = (e) => { reject(e); } // initiate request request.send(); }); } /** * Create the binary data asset from array or Uint8Array. * @param {Array<Number>|Uint8Array} source Data to create asset from. * @returns {Promise} Promise to resolve when asset is ready. */ create(source) { return new Promise((resolve, reject) => { if (source instanceof Array) { source = new Uint8Array(source); } if (!(source instanceof Uint8Array)) { return reject("Binary asset source must be of type 'Uint8Array'!"); } this._data = source; this._notifyReady(); resolve(); }); } /** @inheritdoc */ get valid() { return Boolean(this._data); } /** @inheritdoc */ destroy() { this._data = null; } /** * Get binary data. * @returns {Uint8Array} Data as bytes array. */ get data() { return this._data; } /** * Convert and return data as string. * @returns {String} Data converted to string. */ string() { return (new TextDecoder()).decode(this._data); } }
JavaScript
class FontTextureAsset extends Asset { /** @inheritdoc */ constructor(url) { super(url); this._fontName = null; this._fontSize = null; this._placeholderChar = null; this._sourceRects = null; this._texture = null; this._lineHeight = 0; } /** * Get line height. */ get lineHeight() { return this._lineHeight; } /** * Get font name. */ get fontName() { return this._fontName; } /** * Get font size. */ get fontSize() { return this._fontSize; } /** * Get placeholder character. */ get placeholderCharacter() { return this._placeholderChar; } /** * Get the texture. */ get texture() { return this._texture; } /** * Generate the font texture from a font found in given URL. * @param {*} params Additional params. Possible values are: * - fontName: mandatory font name. on some browsers if the font name does not match the font you actually load via the URL, it will not be loaded properly. * - missingCharPlaceholder (default='?'): character to use for missing characters. * - smoothFont (default=true): if true, will set font to smooth mode. * - fontSize (default=52): font size in texture. larget font size will take more memory, but allow for sharper text rendering in larger scales. * - enforceTexturePowerOfTwo (default=true): if true, will force texture size to be power of two. * - maxTextureWidth (default=1024): max texture width. * - charactersSet (default=FontTextureAsset.defaultCharactersSet): which characters to set in the texture. * - extraPadding (default=0,0): Optional extra padding to add around characters in texture. * @returns {Promise} Promise to resolve when fully loaded. */ load(params) { return new Promise(async (resolve, reject) => { if (!params || !params.fontName) { return reject("When loading font texture you must provide params with a 'fontName' value!"); } // set default missing char placeholder + store it this._placeholderChar = (params.missingCharPlaceholder || '?')[0]; // set smoothing mode let smooth = params.smoothFont === undefined ? true : params.smoothFont; // set extra margins let extraPadding = params.extraPadding || {x: 0, y: 0}; // set max texture size let maxTextureWidth = params.maxTextureWidth || 1024; // default chars set let charsSet = params.charactersSet || FontTextureAsset.defaultCharactersSet; // make sure charSet got the placeholder char if (charsSet.indexOf(this._placeholderChar) === -1) { charsSet += this._placeholderChar; } // load font let fontFace = new FontFace(params.fontName, `url(${this.url})`); await fontFace.load(); document.fonts.add(fontFace); // store font name and size this._fontName = params.fontName; this._fontSize = params.fontSize || 52; let margin = {x: 10, y: 5}; // measure font height let fontFullName = this.fontSize.toString() + 'px ' + this.fontName; let fontHeight = measureTextHeight(this.fontName, this.fontSize, undefined, extraPadding.y); let fontWidth = measureTextWidth(this.fontName, this.fontSize, undefined, extraPadding.x); // set line height this._lineHeight = fontHeight; // calc estimated size of a single character in texture let estimatedCharSizeInTexture = new Vector2(fontWidth + margin.x * 2, fontHeight + margin.y * 2); // calc texture size let charsPerRow = Math.floor(maxTextureWidth / estimatedCharSizeInTexture.x); let textureWidth = Math.min(charsSet.length * estimatedCharSizeInTexture.x, maxTextureWidth); let textureHeight = Math.ceil(charsSet.length / charsPerRow) * (estimatedCharSizeInTexture.y); // make width and height powers of two if (params.enforceTexturePowerOfTwo || params.enforceTexturePowerOfTwo === undefined) { textureWidth = makePowerTwo(textureWidth); textureHeight = makePowerTwo(textureHeight); } // a dictionary to store the source rect of every character this._sourceRects = {}; // create a canvas to generate the texture on let canvas = document.createElement('canvas'); canvas.width = textureWidth; canvas.height = textureHeight; if (!smooth) { canvas.style.webkitFontSmoothing = "none"; canvas.style.fontSmooth = "never"; canvas.style.textRendering = "geometricPrecision"; } let ctx = canvas.getContext('2d'); // set font and white color ctx.font = fontFullName; ctx.fillStyle = '#ffffffff'; ctx.imageSmoothingEnabled = smooth; // draw the font texture let x = 0; let y = 0; for (let i = 0; i < charsSet.length; ++i) { // get actual width of current character let currChar = charsSet[i]; let currCharWidth = Math.ceil(ctx.measureText(currChar).width + extraPadding.x); // check if need to break line down in texture if (x + currCharWidth > textureWidth) { y += Math.round(fontHeight + margin.y); x = 0; } // calc source rect let sourceRect = new Rectangle(x, y + Math.round(fontHeight / 4), currCharWidth, fontHeight); this._sourceRects[currChar] = sourceRect; // draw character ctx.fillText(currChar, x, y + fontHeight); // move to next spot in texture x += Math.round(currCharWidth + margin.x); } // do threshold effect if (!smooth) { let imageData = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height); let data = imageData.data; for (let i = 0; i < data.length; i += 4) { if (data[i+3] > 0 && (data[i+3] < 255 || data[i] < 255 || data[i+1] < 255 || data[i+2] < 255)) { data[i + 3] = 0; } } ctx.putImageData(imageData, 0, 0); } // convert canvas to image let img = new Image(); img.src = canvas.toDataURL("image/png"); img.onload = () => { // convert image to texture let texture = new TextureAsset(this.url + '__font-texture'); texture.fromImage(img); // success! this._texture = texture; this._notifyReady(); resolve(); }; }); } /** @inheritdoc */ get valid() { return Boolean(this._texture); } /** * Get the source rectangle for a given character in texture. * @param {Character} character Character to get source rect for. * @returns {Rectangle} Source rectangle for character. */ getSourceRect(character) { return this._sourceRects[character] || this._sourceRects[this.placeholderCharacter]; } /** @inheritdoc */ destroy() { if (this._texture) this._texture.destroy(); this._fontName = null; this._fontSize = null; this._placeholderChar = null; this._sourceRects = null; this._texture = null; this._lineHeight = 0; } }
JavaScript
class JsonAsset extends Asset { /** @inheritdoc */ constructor(url) { super(url); this._data = null; } /** * Load the JSON data from the asset URL. * @returns {Promise} Promise to resolve when fully loaded. */ load() { return new Promise((resolve, reject) => { var request = new XMLHttpRequest(); request.open('GET', this.url, true); request.responseType = 'json'; // on load, validate audio content request.onload = () => { if (request.readyState == 4) { if (request.response) { this._data = request.response; this._notifyReady(); resolve(); } else { if (request.status === 200) { reject("Response is not a valid JSON!"); } else { reject(request.statusText); } } } } // on load error, reject request.onerror = (e) => { reject(e); } // initiate request request.send(); }); } /** * Create the JSON data asset from object or string. * @param {Object|String} source Data to create asset from. * @returns {Promise} Promise to resolve when asset is ready. */ create(source) { return new Promise((resolve, reject) => { // make sure data is a valid json + clone it try { if (source) { if (typeof source === 'string') { source = JSON.parse(source); } else { source = JSON.parse(JSON.stringify(source)); } } else { source = {}; } } catch (e) { return reject("Data is not a valid JSON serializable object!"); } // store data and resolve this._data = source; this._notifyReady(); resolve(); }); } /** * Get json data. * @returns {*} Data as dictionary. */ get data() { return this._data; } /** @inheritdoc */ get valid() { return Boolean(this._data); } /** @inheritdoc */ destroy() { this._data = null; } }
JavaScript
class SoundAsset extends Asset { /** @inheritdoc */ constructor(url) { super(url); this._valid = false; } /** * Load the sound asset from its URL. * Note that loading sounds isn't actually necessary to play sounds, this method merely pre-load the asset (so first time we play * the sound would be immediate and not delayed) and validate the data is valid. * @returns {Promise} Promise to resolve when fully loaded. */ load() { // for audio files we force preload and validation of the audio file. // note: we can't use the Audio object as it won't work without page interaction. return new Promise((resolve, reject) => { // create request to load audio file let audioCtx = new (window.AudioContext || window.webkitAudioContext)(); var request = new XMLHttpRequest(); request.open('GET', this.url, true); request.responseType = 'arraybuffer'; // on load, validate audio content request.onload = () => { var audioData = request.response; this._valid = true; // <-- good enough for now, as decodeAudio won't work before user's input this._notifyReady(); audioCtx.decodeAudioData(audioData, function(buffer) { resolve(); }, (e) => { reject(e.err); }); } // on load error, reject request.onerror = (e) => { reject(e); } // initiate request request.send(); }); } /** @inheritdoc */ get valid() { return this._valid; } /** @inheritdoc */ destroy() { this._valid = false; } }
JavaScript
class TextureAsset extends Asset { /** @inheritdoc */ constructor(url) { super(url); this._image = null; this._width = 0; this._height = 0; this._texture = null; this._filter = null; this._wrapMode = null; this._ctxForPixelData = null; } /** * Set the WebGL context. * @private */ static _setWebGl(_gl) { gl = _gl; } /** * Get texture magnifying filter, or null to use default. * @see Shaku.gfx.TextureFilterModes */ get filter() { return this._filter; } /** * Set texture magnifying filter. * @see Shaku.gfx.TextureFilterModes * @param {TextureFilterModes} value Filter mode to use or null to use default. */ set filter(value) { this._filter = value; } /** * Get texture wrapping mode, or null to use default. * @see Shaku.gfx.TextureWrapModes */ get wrapMode() { return this._wrapMode; } /** * Set texture wrapping mode. * @see Shaku.gfx.TextureWrapModes * @param {TextureWrapModes} value Wrapping mode to use or null to use default. */ set wrapMode(value) { this._wrapMode = value; } /** * Load the texture from it's image URL. * @param {*} params Optional additional params. Possible values are: * - generateMipMaps (default=false): should we generate mipmaps for this texture? * @returns {Promise} Promise to resolve when fully loaded. */ load(params) { // default params params = params || {}; return new Promise((resolve, reject) => { if (!gl) { return reject("Can't load textures before initializing gfx manager!"); } // create image to load const image = new Image(); image.onload = async () => { try { await this.create(image, params); this._notifyReady(); resolve(); } catch (e) { reject(e); } }; image.onerror = () => { reject("Failed to load texture image!"); } // initiate image load image.src = this.url; }); } /** * Create this texture as an empty render target. * @param {Number} width Texture width. * @param {Number} height Texture height. * @param {Number} channels Texture channels count. Defaults to 4 (RGBA). */ createRenderTarget(width, height, channels) { // create to render to const targetTextureWidth = width; const targetTextureHeight = height; const targetTexture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, targetTexture); // calculate format var _format = gl.RGBA; if (channels !== undefined) { switch (channels) { case 1: _format = gl.LUMINANCE; break; case 3: _format = gl.RGB; break; case 4: _format = gl.RGBA; break; default: throw new Error("Unknown render target format!"); } } { // create texture const level = 0; const internalFormat = _format; const border = 0; const format = _format; const type = gl.UNSIGNED_BYTE; const data = null; gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, targetTextureWidth, targetTextureHeight, border, format, type, data); // set default wrap and filter modes gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); } // store texture this._width = width; this._height = height; this._texture = targetTexture; this._notifyReady(); } /** * Create texture from loaded image instance. * @see TextureAsset.load for params. * @param {Image} image Image to create texture from. Image must be loaded! * @param {*} params Optional additional params. See load() for details. */ fromImage(image, params) { if (image.width === 0) { throw new Error("Image to build texture from must be loaded and have valid size!"); } if (this.valid) { throw new Error("Texture asset is already initialized!"); } // default params params = params || {}; // store image this._image = image; this._width = image.width; this._height = image.height; // create texture const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); // set texture const level = 0; const internalFormat = gl.RGBA; const srcFormat = gl.RGBA; const srcType = gl.UNSIGNED_BYTE; gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image); // WebGL1 has different requirements for power of 2 images // vs non power of 2 images so check if the image is a // power of 2 in both dimensions. if (params.generateMipMaps) { if (isPowerOf2(image.width) && isPowerOf2(image.height)) { _logger.warn("Tried to generate MipMaps for a texture with size that is *not* a power of two. This might not work as expected."); } gl.generateMipmap(gl.TEXTURE_2D); } // default wrap and filters gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); // success! this._texture = texture; this._notifyReady(); } /** * Create the texture from an image. * @see TextureAsset.load for params. * @param {Image|String} source Image or Image source URL to create texture from. * @param {*} params Optional additional params. See load() for details. * @returns {Promise} Promise to resolve when asset is ready. */ create(source, params) { return new Promise(async (resolve, reject) => { if (typeof source === "string") { let img = new Image(); img.onload = () => { this.fromImage(source, params); this._notifyReady(); resolve(); } img.src = source; } else { this.fromImage(source, params); resolve(); } }); } /** * Get raw image. * @returns {Image} Image instance. */ get image() { return this._image; } /** * Get texture width. * @returns {Number} Texture width. */ get width() { return this._width; } /** * Get texture height. * @returns {Number} Texture height. */ get height() { return this._height; } /** * Get texture size as a vector. * @returns {Vector2} Texture size. */ get size() { return new Vector2(this.width, this.height); } /** * Get texture instance for WebGL. */ get texture() { return this._texture; } /** * Get pixel color from image. * @param {Number} x Pixel X value. * @param {Number} y Pixel Y value. * @returns {Color} Pixel color. */ getPixel(x, y) { if (!this._image) { throw new Error("'getPixel()' only works on textures loaded from image!"); } // build internal canvas and context to get pixel data if (!this._ctxForPixelData) { let canvas = document.createElement('canvas'); canvas.width = 1; canvas.height = 1; this._ctxForPixelData = canvas.getContext('2d'); } // get pixel data let ctx = this._ctxForPixelData; ctx.drawImage(this._image, x, y, 1, 1, 0, 0, 1, 1); let pixelData = ctx.getImageData(0, 0, 1, 1).data; return Color.fromBytesArray(pixelData); } /** @inheritdoc */ get valid() { return Boolean(this._texture); } /** @inheritdoc */ destroy() { gl.deleteTexture(this._texture); this._image = null; this._width = this._height = 0; this._ctxForPixelData = null; this._texture = null; } }
JavaScript
class Collision extends IManager { /** * Create the manager. */ constructor() { super(); /** * The collision resolver we use to detect collision between different shapes. * You can use this object directly without creating a collision world, if you just need to test collision between shapes. */ this.resolver = new CollisionResolver(); } /** * @inheritdoc * @private **/ setup() { return new Promise((resolve, reject) => { _logger.info("Setup collision manager.."); this.resolver._init(); this.resolver.setHandler(PointShape, PointShape, ResolverImp.pointPoint); this.resolver.setHandler(PointShape, CircleShape, ResolverImp.pointCircle); this.resolver.setHandler(PointShape, RectangleShape, ResolverImp.pointRectangle); this.resolver.setHandler(PointShape, LinesShape, ResolverImp.pointLine); this.resolver.setHandler(PointShape, TilemapShape, ResolverImp.pointTilemap); this.resolver.setHandler(CircleShape, CircleShape, ResolverImp.circleCircle); this.resolver.setHandler(CircleShape, RectangleShape, ResolverImp.circleRectangle); this.resolver.setHandler(CircleShape, LinesShape, ResolverImp.circleLine); this.resolver.setHandler(CircleShape, TilemapShape, ResolverImp.circleTilemap); this.resolver.setHandler(RectangleShape, RectangleShape, ResolverImp.rectangleRectangle); this.resolver.setHandler(RectangleShape, LinesShape, ResolverImp.rectangleLine); this.resolver.setHandler(RectangleShape, TilemapShape, ResolverImp.rectangleTilemap); this.resolver.setHandler(LinesShape, LinesShape, ResolverImp.lineLine); this.resolver.setHandler(LinesShape, TilemapShape, ResolverImp.lineTilemap); resolve(); }); } /** * Create a new collision world object. * @param {Number|Vector2} gridCellSize Collision world grid cell size. * @returns {CollisionWorld} Newly created collision world. */ createWorld(gridCellSize) { return new CollisionWorld(this.resolver, gridCellSize); } /** * Get the collision reactanle shape class. */ get RectangleShape() { return RectangleShape } /** * Get the collision point shape class. */ get PointShape() { return PointShape; } /** * Get the collision circle shape class. */ get CircleShape() { return CircleShape; } /** * Get the collision lines shape class. */ get LinesShape() { return LinesShape; } /** * Get the tilemap collision shape class. */ get TilemapShape() { return TilemapShape; } /** * @inheritdoc * @private **/ startFrame() { } /** * @inheritdoc * @private **/ endFrame() { } /** * @inheritdoc * @private **/ destroy() { } }
JavaScript
class CollisionWorld { /** * Create the collision world. * @param {CollisionResolver} resolver Collision resolver to use for this world. * @param {Number|Vector2} gridCellSize For optimize collision testing, the collision world is divided into a collision grid. This param determine the grid cell size. */ constructor(resolver, gridCellSize) { /** * Collision resolver used in this collision world. * By default, will inherit the collision manager default resolver. */ this.resolver = resolver; // set grid cell size if (typeof gridCellSize === 'undefined') { gridCellSize = new Vector2(512, 512); } else if (typeof gridCellSize === 'number') { gridCellSize = new Vector2(gridCellSize, gridCellSize); } else { gridCellSize = gridCellSize.clone(); } this._gridCellSize = gridCellSize; // create collision grid this._grid = {}; // shapes that need updates and grid chunks to delete this._shapesToUpdate = new Set(); this._cellsToDelete = new Set(); } /** * Do collision world updates, if we have any. * @private */ _performUpdates() { // delete empty grid cells if (this._cellsToDelete.size > 0) { for (let key of this._cellsToDelete) { if (this._grid[key] && this._grid[key].size === 0) { delete this._grid[key]; } } this._cellsToDelete.clear(); } // update all shapes if (this._shapesToUpdate.size > 0) { for (let shape of this._shapesToUpdate) { this._updateShape(shape); } this._shapesToUpdate.clear(); } } /** * Update a shape in collision world after it moved or changed. * @private */ _updateShape(shape) { // sanity - if no longer in this collision world, skip if (shape._world !== this) { return; } // get new range let bb = shape._getBoundingBox(); let minx = Math.floor(bb.left / this._gridCellSize.x); let miny = Math.floor(bb.top / this._gridCellSize.y); let maxx = Math.ceil(bb.right / this._gridCellSize.x); let maxy = Math.ceil(bb.bottom / this._gridCellSize.y); // change existing grid cells if (shape._worldRange) { // range is the same? skip if (shape._worldRange[0] === minx && shape._worldRange[1] === miny && shape._worldRange[2] === maxx && shape._worldRange[3] === maxy) { return; } // get old range let ominx = shape._worldRange[0]; let ominy = shape._worldRange[1]; let omaxx = shape._worldRange[2]; let omaxy = shape._worldRange[3]; // first remove from old chunks we don't need for (let i = ominx; i < omaxx; ++i) { for (let j = ominy; j < omaxy; ++j) { // if also in new range, don't remove if (i >= minx && i < maxx && j >= miny && j < maxy) { continue; } // remove from cell let key = i + ',' + j; let currSet = this._grid[key]; if (currSet) { currSet.delete(shape); if (currSet.size === 0) { this._cellsToDelete.add(key); } } } } // now add to new cells for (let i = minx; i < maxx; ++i) { for (let j = miny; j < maxy; ++j) { // if was in old range, don't add if (i >= ominx && i < omaxx && j >= ominy && j < omaxy) { continue; } // add to new cell let key = i + ',' + j; let currSet = this._grid[key]; if (!currSet) { this._grid[key] = currSet = new Set(); } currSet.add(shape); } } } // first-time adding to grid else { for (let i = minx; i < maxx; ++i) { for (let j = miny; j < maxy; ++j) { let key = i + ',' + j; let currSet = this._grid[key]; if (!currSet) { this._grid[key] = currSet = new Set(); } currSet.add(shape); } } } // update new range shape._worldRange = [minx, miny, maxx, maxy]; } /** * Request update for this shape on next updates call. * @private */ _queueUpdate(shape) { this._shapesToUpdate.add(shape); } /** * Iterate all shapes in world. * @param {Function} callback Callback to invoke on all shapes. Return false to break iteration. */ iterateShapes(callback) { for (let key in this._grid) { let cell = this._grid[key]; if (cell) { for (let shape of cell) { if (callback(shape) === false) { return; } } } } } /** * Add a collision shape to this world. * @param {CollisionShape} shape Shape to add. */ addShape(shape) { // add shape shape._setParent(this); // add shape to grid this._updateShape(shape); // do general updates this._performUpdates(); } /** * Remove a collision shape from this world. * @param {CollisionShape} shape Shape to remove. */ removeShape(shape) { // sanity if (shape._world !== this) { _logger.warn("Shape to remove is not in this collision world!"); return; } // remove from grid if (shape._worldRange) { let minx = shape._worldRange[0]; let miny = shape._worldRange[1]; let maxx = shape._worldRange[2]; let maxy = shape._worldRange[3]; for (let i = minx; i < maxx; ++i) { for (let j = miny; j < maxy; ++j) { let key = i + ',' + j; let currSet = this._grid[key]; if (currSet) { currSet.delete(shape); if (currSet.size === 0) { this._cellsToDelete.add(key); } } } } } // remove shape this._shapesToUpdate.delete(shape); shape._setParent(null); // do general updates this._performUpdates(); } /** * Iterate shapes that match broad phase test. * @private * @param {CollisionShape} shape Shape to test. * @param {Function} handler Method to run on all shapes in phase. Return true to continue iteration, false to break. * @param {Number} mask Optional mask of bits to match against shapes collisionFlags. Will only return shapes that have at least one common bit. * @param {Function} predicate Optional filter to run on any shape we're about to test collision with. */ _iterateBroadPhase(shape, handler, mask, predicate) { // get grid range let bb = shape._getBoundingBox(); let minx = Math.floor(bb.left / this._gridCellSize.x); let miny = Math.floor(bb.top / this._gridCellSize.y); let maxx = Math.ceil(bb.right / this._gridCellSize.x); let maxy = Math.ceil(bb.bottom / this._gridCellSize.y); // shapes we checked let checked = new Set(); // iterate options for (let i = minx; i < maxx; ++i) { for (let j = miny; j < maxy; ++j) { // get current grid chunk let key = i + ',' + j; let currSet = this._grid[key]; // iterate shapes in grid chunk if (currSet) { for (let other of currSet) { // check collision flags if (mask && ((other.collisionFlags & mask) === 0)) { continue; } // skip if checked if (checked.has(other)) { continue; } checked.add(other); // skip self if (other === shape) { continue; } // use predicate if (predicate && !predicate(other)) { continue; } // invoke handler on shape let proceedLoop = Boolean(handler(other)); // break loop if (!proceedLoop) { return; } } } } } } /** * Test collision with shapes in world, and return just the first result found. * @param {CollisionShape} sourceShape Source shape to check collision for. If shape is in world, it will not collide with itself. * @param {Boolean} sortByDistance If true will return the nearest collision found (based on center of shapes). * @param {Number} mask Optional mask of bits to match against shapes collisionFlags. Will only return shapes that have at least one common bit. * @param {Function} predicate Optional filter to run on any shape we're about to test collision with. If the predicate returns false, we will skip this shape. * @returns {CollisionTestResult} A collision test result, or null if not found. */ testCollision(sourceShape, sortByDistance, mask, predicate) { // do updates before check this._performUpdates(); // result to return var result = null; // hard case - single result, sorted by distance if (sortByDistance) { // build options array var options = []; this._iterateBroadPhase(sourceShape, (other) => { options.push(other); return true; }, mask, predicate); // sort options sortByDistanceShapes(sourceShape, options); // check collision sorted for (let i = 0; i < options.length; ++i) { result = this.resolver.test(sourceShape, options[i]); if (result) { break; } } } // easy case - single result, not sorted else { // iterate possible shapes and test collision this._iterateBroadPhase(sourceShape, (other) => { // test collision and continue iterating if we don't have a result result = this.resolver.test(sourceShape, other); return !result; }, mask, predicate); } // return result return result; } /** * Test collision with shapes in world, and return all results found. * @param {CollisionShape} sourceShape Source shape to check collision for. If shape is in world, it will not collide with itself. * @param {Boolean} sortByDistance If true will sort results by distance. * @param {Number} mask Optional mask of bits to match against shapes collisionFlags. Will only return shapes that have at least one common bit. * @param {Function} predicate Optional filter to run on any shape we're about to test collision with. If the predicate returns false, we will skip this shape. * @param {Function} intermediateProcessor Optional method to run after each positive result with the collision result as param. Return false to stop and return results. * @returns {Array<CollisionTestResult>} An array of collision test results, or empty array if none found. */ testCollisionMany(sourceShape, sortByDistance, mask, predicate, intermediateProcessor) { // do updates before check this._performUpdates(); // get collisions var ret = []; this._iterateBroadPhase(sourceShape, (other) => { let result = this.resolver.test(sourceShape, other); if (result) { ret.push(result); if (intermediateProcessor && intermediateProcessor(result) === false) { return false; } } return true; }, mask, predicate); // sort by distance if (sortByDistance) { sortByDistanceResults(sourceShape, ret); } // return results return ret; } /** * Return array of shapes that touch a given position, with optional radius. * @example * let shapes = world.pick(Shaku.input.mousePosition); * @param {*} position Position to pick. * @param {*} radius Optional picking radius to use a circle instead of a point. * @param {*} sortByDistance If true, will sort results by distance from point. * @param {*} mask Collision mask to filter by. * @param {*} predicate Optional predicate method to filter by. * @returns {Array<CollisionShape>} Array with collision shapes we picked. */ pick(position, radius, sortByDistance, mask, predicate) { let shape = ((radius || 0) <= 1) ? new PointShape(position) : new CircleShape(new Circle(position, radius)); let ret = this.testCollisionMany(shape, sortByDistance, mask, predicate); return ret.map(x => x.second); } /** * Debug-draw the current collision world. * @param {Color} gridColor Optional grid color (default to black). * @param {Color} gridHighlitColor Optional grid color for cells with shapes in them (default to red). * @param {Number} opacity Optional opacity factor (default to 0.5). * @param {Camera} camera Optional camera for offset and viewport. */ debugDraw(gridColor, gridHighlitColor, opacity, camera) { // do updates before check this._performUpdates(); // default grid colors if (!gridColor) { gridColor = Color.black; gridColor.a *= 0.75; } if (!gridHighlitColor) { gridHighlitColor = Color.red; gridHighlitColor.a *= 0.75; } // default opacity if (opacity === undefined) { opacity = 0.5; } // set grid color opacity gridColor.a *= opacity; gridHighlitColor.a *= opacity; // all shapes we rendered let renderedShapes = new Set(); // get visible grid cells let bb = camera ? camera.getRegion() : gfx.getRenderingRegion(false); let minx = Math.floor(bb.left / this._gridCellSize.x); let miny = Math.floor(bb.top / this._gridCellSize.y); let maxx = minx + Math.ceil(bb.width / this._gridCellSize.x); let maxy = miny + Math.ceil(bb.height / this._gridCellSize.y); for (let i = minx; i <= maxx; ++i) { for (let j = miny; j <= maxy; ++j) { // get current cell let cell = this._grid[i + ',' + j]; // draw grid cell let color = (cell && cell.size) ? gridHighlitColor : gridColor; let cellRect = new Rectangle(i * this._gridCellSize.x, j * this._gridCellSize.y, this._gridCellSize.x-1, this._gridCellSize.y-1); gfx.outlineRect(cellRect, color, gfx.BlendModes.AlphaBlend, 0); // draw shapes in grid if (cell) { for (let shape of cell) { if (renderedShapes.has(shape)) { continue; } renderedShapes.add(shape); shape.debugDraw(opacity); } } } } } }
JavaScript
class CollisionResolver { /** * Create the resolver. */ constructor() { this._handlers = {}; } /** * Initialize the resolver. * @private */ _init() { } /** * Set the method used to test collision between two shapes. * Note: you don't need to register the same handler twice for reverse order, its done automatically inside. * @param {Class} firstShapeClass The shape type the handler recieves as first argument. * @param {Class} secondShapeClass The shape type the handler recieves as second argument. * @param {Function} handler Method to test collision between the shapes. Return false if don't collide, return either Vector2 with collision position or 'true' for collision. */ setHandler(firstShapeClass, secondShapeClass, handler) { _logger.debug(`Register handler for shapes '${firstShapeClass.name}' and '${secondShapeClass.name}'.`); // register handler if (!this._handlers[firstShapeClass.name]) { this._handlers[firstShapeClass.name] = {}; } this._handlers[firstShapeClass.name][secondShapeClass.name] = handler; // register reverse order handler if (firstShapeClass !== secondShapeClass) { if (!this._handlers[secondShapeClass.name]) { this._handlers[secondShapeClass.name] = {}; } this._handlers[secondShapeClass.name][firstShapeClass.name] = (f, s) => { return handler(s, f); }; } } /** * Check a collision between two shapes. * @param {CollisionShape} first First collision shape to test. * @param {CollisionShape} second Second collision shape to test. * @returns {CollisionTestResult} collision detection result or null if they don't collide. */ test(first, second) { // get method and make sure we got a handler let handler = this._getCollisionMethod(first, second); if (!handler) { _logger.warn(`Missing collision handler for shapes '${first.constructor.name}' and '${second.constructor.name}'.`); return null; } // test collision let result = handler(first, second); // collision if (result) { let position = (result instanceof Vector2) ? result : null; return new CollisionTestResult(position, first, second); } // no collision return null; } /** * Get the collision detection method for two given shapes. * @private * @param {CollisionShape} first First collision shape to test. * @param {CollisionShape} second Second collision shape to test. * @returns {Function} collision detection method or null if not found. */ _getCollisionMethod(first, second) { if (this._handlers[first.constructor.name]) { return this._handlers[first.constructor.name][second.constructor.name] || null; } return null; } }
JavaScript
class CollisionTestResult { /** * Create the collision result. * @param {Vector2} position Optional collision position. * @param {CollisionShape} first First shape in the collision check. * @param {CollisionShape} second Second shape in the collision check. */ constructor(position, first, second) { /** * Collision position, only relevant when there's a single touching point. * For shapes with multiple touching points, this will be null. */ this.position = position; /** * First collided shape. */ this.first = first; /** * Second collided shape. */ this.second = second; } }
JavaScript
class CircleShape extends CollisionShape { /** * Create the collision shape. * @param {Circle} circle the circle shape. */ constructor(circle) { super(); this.setShape(circle); } /** * Set this collision shape from circle. * @param {Circle} circle Circle shape. */ setShape(circle) { this._circle = circle; this._position = circle.center; this._boundingBox = new Rectangle(circle.center.x - circle.radius, circle.center.y - circle.radius, circle.radius * 2, circle.radius * 2); this._shapeChanged(); } /** * @inheritdoc */ _getRadius() { return this._circle.radius; } /** * @inheritdoc */ getCenter() { return this._position.clone(); } /** * @inheritdoc */ _getBoundingBox() { return this._boundingBox; } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { if (opacity === undefined) opacity = 1; let color = this._getDebugColor(); color.a *= opacity; gfx.outlineCircle(this._circle, color, gfx.BlendModes.AlphaBlend, 14); color.a *= 0.25; gfx.fillCircle(this._circle, color, gfx.BlendModes.AlphaBlend, 14); } }
JavaScript
class LinesShape extends CollisionShape { /** * Create the collision shape. * @param {Array<Line>|Line} lines Starting line / lines. */ constructor(lines) { super(); this._lines = []; this.addLines(lines); } /** * Add line or lines to this collision shape. * @param {Array<Line>|Line} lines Line / lines to add. */ addLines(lines) { // convert to array if (!Array.isArray(lines)) { lines = [lines]; } // add lines for (let i = 0; i < lines.length; ++i) { this._lines.push(lines[i]); } // get all points let points = []; for (let i = 0; i < this._lines.length; ++i) { points.push(this._lines[i].from); points.push(this._lines[i].to); } // reset bounding box and circle this._boundingBox = Rectangle.fromPoints(points); this._circle = new Circle(this._boundingBox.getCenter(), Math.max(this._boundingBox.width, this._boundingBox.height)); this._shapeChanged(); } /** * Set this shape from line or lines array. * @param {Array<Line>|Line} lines Line / lines to set. */ setLines(lines) { this._lines = []; this.addLines(lines); } /** * @inheritdoc */ _getRadius() { return this._circle.radius; } /** * @inheritdoc */ getCenter() { return this._circle.center.clone(); } /** * @inheritdoc */ _getBoundingBox() { return this._boundingBox; } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { if (opacity === undefined) opacity = 1; let color = this._getDebugColor(); color.a *= opacity; for (let i = 0; i < this._lines.length; ++i) { gfx.drawLine(this._lines[i].from, this._lines[i].to, color, gfx.BlendModes.AlphaBlend); } } }
JavaScript
class PointShape extends CollisionShape { /** * Create the collision shape. * @param {Vector2} position Point position. */ constructor(position) { super(); this.setPosition(position); } /** * Set this collision shape from vector2. * @param {Vector2} position Point position. */ setPosition(position) { this._position = position.clone(); this._boundingBox = new Rectangle(position.x, position.y, 1, 1); this._shapeChanged(); } /** * Get point position. * @returns {Vector2} Point position. */ getPosition() { return this._position.clone(); } /** * @inheritdoc */ getCenter() { return this._position.clone(); } /** * @inheritdoc */ _getRadius() { return 1; } /** * @inheritdoc */ _getBoundingBox() { return this._boundingBox; } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { if (opacity === undefined) opacity = 1; let color = this._getDebugColor(); color.a *= opacity; gfx.outlineCircle(new Circle(this.getPosition(), 3), color, gfx.BlendModes.AlphaBlend, 4); } }
JavaScript
class RectangleShape extends CollisionShape { /** * Create the collision shape. * @param {Rectangle} rectangle the rectangle shape. */ constructor(rectangle) { super(); this.setShape(rectangle); } /** * Set this collision shape from rectangle. * @param {Rectangle} rectangle Rectangle shape. */ setShape(rectangle) { this._rect = rectangle; this._center = rectangle.getCenter(); this._radius = this._rect.getBoundingCircle().radius; this._shapeChanged(); } /** * @inheritdoc */ _getRadius() { return this._radius; } /** * @inheritdoc */ _getBoundingBox() { return this._rect; } /** * @inheritdoc */ getCenter() { return this._center.clone(); } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { if (opacity === undefined) opacity = 1; let color = this._getDebugColor(); color.a *= opacity; gfx.outlineRect(this._rect, color, gfx.BlendModes.AlphaBlend); color.a *= 0.25; gfx.fillRect(this._rect, color, gfx.BlendModes.AlphaBlend); } }
JavaScript
class CollisionShape { /** * Create the collision shape. */ constructor() { this._world = null; this._worldRange = null; this._debugColor = null; this._forceDebugColor = null; this._collisionFlags = Number.MAX_SAFE_INTEGER; } /** * Get collision flags (matched against collision mask when checking collision). */ get collisionFlags() { return this._collisionFlags; } /** * Set collision flags (matched against collision mask when checking collision). */ set collisionFlags(value) { this._debugColor = null; this._collisionFlags = value; return this._collisionFlags; } /** * Set the debug color to use to draw this shape. * @param {Color} color Color to set or null to use default. */ setDebugColor(color) { this._forceDebugColor = color; } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { throw new Error("Not Implemented!"); } /** * Get shape center position. * @returns {Vector2} Center position. */ getCenter() { throw new Error("Not Implemented!"); } /** * Remove self from parent world object. */ remove() { if (this._world) { this._world.removeShape(this); } } /** * Get debug drawing color. * @private */ _getDebugColor() { // use forced debug color if (this._forceDebugColor) { return this._forceDebugColor.clone(); } // calculate debug color if (!this._debugColor) { this._debugColor = this._getDefaultDebugColorFor(this.collisionFlags); } // return color return this._debugColor.clone(); } /** * Get default debug colors for given collision flags. * @private */ _getDefaultDebugColorFor(flags) { return defaultDebugColors[flags % defaultDebugColors.length]; } /** * Get collision shape's estimated radius box. * @private * @returns {Number} Shape's radius */ _getRadius() { throw new Error("Not Implemented!"); } /** * Get collision shape's bounding box. * @private * @returns {Rectangle} Shape's bounding box. */ _getBoundingBox() { throw new Error("Not Implemented!"); } /** * Set the parent collision world this shape is currently in. * @private * @param {CollisionWorld} world New parent collision world or null to remove. */ _setParent(world) { // same world? skip if (world === this._world) { return; } // we already have a world but try to set a new one? error if (this._world && world) { throw new Error("Cannot add collision shape to world while its already in another world!"); } // set new world this._world = world; this._worldRange = null; } /** * Called when the collision shape changes and we need to update the parent world. * @private */ _shapeChanged() { if (this._world) { this._world._queueUpdate(this); } } }
JavaScript
class TilemapShape extends CollisionShape { /** * Create the collision tilemap. * @param {Vector2} offset Tilemap top-left corner. * @param {Vector2} gridSize Number of tiles on X and Y axis. * @param {Vector2} tileSize The size of a single tile. * @param {Number} borderThickness Set a border collider with this thickness. */ constructor(offset, gridSize, tileSize, borderThickness) { super(); borderThickness = borderThickness || 0; this._offset = offset.clone(); this._intBoundingRect = new Rectangle(offset.x, offset.y, gridSize.x * tileSize.x, gridSize.y * tileSize.y); this._boundingRect = this._intBoundingRect.resize(borderThickness * 2); this._center = this._boundingRect.getCenter(); this._radius = this._boundingRect.getBoundingCircle().radius; this._borderThickness = borderThickness; this._gridSize = gridSize.clone(); this._tileSize = tileSize.clone(); this._tiles = {}; } /** * Get tile key from vector index. * Also validate range. * @private * @param {Vector2} index Index to get key for. * @returns {String} tile key. */ _indexToKey(index) { if (index.x < 0 || index.y < 0 || index.x >= this._gridSize.x || index.y >= this._gridSize.y) { throw new Error(`Collision tile with index ${index.x},${index.y} is out of bounds!`); } return index.x +',' + index.y; } /** * Set the state of a tile. * @param {Vector2} index Tile index. * @param {Boolean} haveCollision Does this tile have collision? * @param {Number} collisionFlags Optional collision flag to set for this tile. */ setTile(index, haveCollision, collisionFlags) { let key = this._indexToKey(index); if (haveCollision) { let rect = this._tiles[key] || new RectangleShape( new Rectangle( this._offset.x + index.x * this._tileSize.x, this._offset.y + index.y * this._tileSize.y, this._tileSize.x, this._tileSize.y) ); if (collisionFlags !== undefined) { rect.collisionFlags = collisionFlags; } this._tiles[key] = rect; } else { delete this._tiles[key]; } } /** * Get the collision shape of a tile at a given position. * @param {Vector2} position Position to get tile at. * @returns {RectangleShape} Collision shape at this position, or null if not set. */ getTileAt(position) { let index = new Vector2(Math.floor(position.x / this._tileSize.x), Math.floor(position.y / this._tileSize.y)); let key = index.x + ',' + index.y; return this._tiles[key] || null; } /** * Iterate all tiles in given region, represented by a rectangle. * @param {Rectangle} region Rectangle to get tiles for. * @param {Function} callback Method to invoke for every tile. Return false to break iteration. */ iterateTilesAtRegion(region, callback) { let topLeft = region.getTopLeft(); let bottomRight = region.getBottomRight(); let startIndex = new Vector2(Math.floor(topLeft.x / this._tileSize.x), Math.floor(topLeft.y / this._tileSize.y)); let endIndex = new Vector2(Math.floor(bottomRight.x / this._tileSize.x), Math.floor(bottomRight.y / this._tileSize.y)); for (let i = startIndex.x; i <= endIndex.x; ++i) { for (let j = startIndex.y; j <= endIndex.y; ++j) { let key = i + ',' + j; let tile = this._tiles[key]; if (tile && (callback(tile) === false)) { return; } } } } /** * Get all tiles in given region, represented by a rectangle. * @param {Rectangle} region Rectangle to get tiles for. * @returns {Array<RectangleShape>} Array with rectangle shapes or empty if none found. */ getTilesAtRegion(region) { let ret = []; this.iterateTilesAtRegion(region, (tile) => { ret.push(tile); }); return ret; } /** * @inheritdoc */ _getRadius() { return this._radius; } /** * @inheritdoc */ _getBoundingBox() { return this._boundingRect; } /** * @inheritdoc */ getCenter() { return this._center.clone(); } /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. */ debugDraw(opacity) { if (opacity === undefined) opacity = 1; let color = this._getDebugColor(); color.a *= opacity; // draw borders if (this._haveBorders) { gfx.outlineRect(this._intBoundingRect, color, gfx.BlendModes.AlphaBlend); gfx.outlineRect(this._boundingRect, color, gfx.BlendModes.AlphaBlend); } // draw tiles for (let key in this._tiles) { let tile = this._tiles[key]; tile.setDebugColor(this._forceDebugColor); tile.debugDraw(opacity); } } }
JavaScript
class Camera { /** * Create the camera. * @param {Gfx} gfx The gfx manager instance. */ constructor(gfx) { /** * Camera projection matrix. * You can set it manually, or use 'orthographicOffset' / 'orthographic' / 'perspective' helper functions. */ this.projection = null; this._region = null; this._gfx = gfx; this.orthographic(); this._viewport = null; } /** * Get camera's viewport (drawing region to set when using this camera). * @returns {Rectangle} Camera's viewport as rectangle. */ get viewport() { return this._viewport; } /** * Set camera's viewport. * @param {Rectangle} viewport New viewport to set or null to not use any viewport when using this camera. */ set viewport(viewport) { this._viewport = viewport; return viewport; } /** * Get the region this camera covers. * @returns {Rectangle} region this camera covers. */ getRegion() { return this._region.clone(); } /** * Make this camera an orthographic camera with offset. * @param {Vector2} offset Camera offset (top-left corner). * @param {Boolean} ignoreViewportSize If true, will take the entire canvas size for calculation and ignore the viewport size, if set. * @param {Number} near Near clipping plane. * @param {Number} far Far clipping plane. */ orthographicOffset(offset, ignoreViewportSize, near, far) { let renderingSize = (ignoreViewportSize || !this.viewport) ? this._gfx.getCanvasSize() : this.viewport.getSize(); let region = new Rectangle(offset.x, offset.y, renderingSize.x, renderingSize.y); this.orthographic(region, near, far); } /** * Make this camera an orthographic camera. * @param {Rectangle} region Camera left, top, bottom and right. If not set, will take entire canvas. * @param {Number} near Near clipping plane. * @param {Number} far Far clipping plane. */ orthographic(region, near, far) { if (region === undefined) { region = this._gfx.getRenderingRegion(); } this._region = region; this.projection = Matrix.orthographic(region.left, region.right, region.bottom, region.top, near || -1, far || 400); } /** * Make this camera a perspective camera. * @private * @param {*} fieldOfView Field of view angle in radians. * @param {*} aspectRatio Aspect ratio. * @param {*} near Near clipping plane. * @param {*} far Far clipping plane. */ _perspective(fieldOfView, aspectRatio, near, far) { this.projection = Matrix.perspective(fieldOfView || (Math.PI / 2), aspectRatio || 1, near || 0.1, far || 1000) } }
JavaScript
class BasicEffect extends Effect { /** @inheritdoc */ get vertexCode() { return vertexShader; } /** @inheritdoc */ get fragmentCode() { return fragmentShader; } /** @inheritdoc */ get uniformTypes() { return { "texture": { type: Effect.UniformTypes.Texture, bind: Effect.UniformBinds.MainTexture }, "projection": { type: Effect.UniformTypes.Matrix, bind: Effect.UniformBinds.Projection }, "world": { type: Effect.UniformTypes.Matrix, bind: Effect.UniformBinds.World }, }; } /** @inheritdoc */ get attributeTypes() { return { "position": { size: 3, type: Effect.AttributeTypes.Float, normalize: false, bind: Effect.AttributeBinds.Position }, "coord": { size: 2, type: Effect.AttributeTypes.Float, normalize: false, bind: Effect.AttributeBinds.TextureCoords }, "color": { size: 4, type: Effect.AttributeTypes.Float, normalize: false, bind: Effect.AttributeBinds.Colors }, }; } }
JavaScript
class Effect { /** * Build the effect. * Called from gfx manager. * @private * @param {WebGl} gl WebGL context. */ _build(gl) { // create program let program = gl.createProgram(); // build vertex shader { let shader = compileShader(gl, this.vertexCode, gl.VERTEX_SHADER); gl.attachShader(program, shader); } // build fragment shader { let shader = compileShader(gl, this.fragmentCode, gl.FRAGMENT_SHADER); gl.attachShader(program, shader); } // link program gl.linkProgram(program) // check for errors if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { _logger.error("Error linking shader program:"); _logger.error(gl.getProgramInfoLog(program)); throw new Error("Failed to link shader program."); } // store program and gl this._gl = gl; this._program = program; // a set of dynamically-created setters to set uniform values this.uniforms = {}; // dictionary to bind uniform to built-in roles, like main texture or color this._uniformBinds = {}; // initialize uniform setters for (let uniform in this.uniformTypes) { // get uniform location let uniformLocation = this._gl.getUniformLocation(this._program, uniform); if (uniformLocation === -1) { _logger.error("Could not find uniform: " + uniform); throw new Error(`Uniform named '${uniform}' was not found in shader code!`); } // get gl setter method let uniformData = this.uniformTypes[uniform]; if (!UniformTypes._values.has(uniformData.type)) { _logger.error("Uniform has invalid type: " + uniformData.type); throw new Error(`Uniform '${uniform}' have illegal value type '${uniformData.type}'!`); } // build setter method for matrices if (uniformData.type === UniformTypes.Matrix) { (function(_this, name, location, method) { _this.uniforms[name] = (mat) => { _this._gl[method](location, false, mat); } })(this, uniform, uniformLocation, uniformData.type); } // build setter method for textures else if (uniformData.type === UniformTypes.Texture) { (function(_this, name, location, method) { _this.uniforms[name] = (texture, index) => { index = index || 0; const glTexture = texture.texture || texture; const textureCode = _this._gl['TEXTURE' + (index || 0)]; _this._gl.activeTexture(textureCode); _this._gl.bindTexture(_this._gl.TEXTURE_2D, glTexture); _this._gl.uniform1i(location, (index || 0)); if (texture.filter) { _setTextureFilter(_this._gl, texture.filter); } if (texture.wrapMode) { _setTextureWrapMode(_this._gl, texture.wrapMode); } } })(this, uniform, uniformLocation, uniformData.type); } // build setter method for other types else { (function(_this, name, location, method) { _this.uniforms[name] = (v1, v2, v3, v4) => { _this._gl[method](location, v1, v2, v3, v4); } })(this, uniform, uniformLocation, uniformData.type); } // set binding let bindTo = uniformData.bind; if (bindTo) { this._uniformBinds[bindTo] = uniform; } } // a set of dynamically-created setters to set attribute values this.attributes = {}; // dictionary to bind attribute to built-in roles, like vertices positions or uvs this._attributeBinds = {}; // get attribute locations for (let attr in this.attributeTypes) { // get attribute location let attributeLocation = this._gl.getAttribLocation(this._program, attr); if (attributeLocation === -1) { _logger.error("Could not find attribute: " + attr); throw new Error(`Attribute named '${attr}' was not found in shader code!`); } // get attribute data let attributeData = this.attributeTypes[attr]; // build setter method (function(_this, name, location, data) { _this.attributes[name] = (buffer) => { if (buffer) { _this._gl.bindBuffer(_this._gl.ARRAY_BUFFER, buffer); _this._gl.vertexAttribPointer(location, data.size, _this._gl[data.type] || _this._gl.FLOAT, data.normalize || false, data.stride || 0, data.offset || 0); _this._gl.enableVertexAttribArray(location); } else { _this._gl.disableVertexAttribArray(location); } } })(this, attr, attributeLocation, attributeData); // set binding let bindTo = attributeData.bind; if (bindTo) { this._attributeBinds[bindTo] = attr; } } // values we already set for this effect, so we won't set them again this._cachedValues = {}; } /** * Get a dictionary with all shaders uniforms. * Key = uniform name, as appears in shader code. * Value = { * type: UniformTypes to represent uniform type, * bind: Optional bind to one of the built-in uniforms. See Effect.UniformBinds for details. * } * @returns {*} Dictionary with uniforms descriptions. */ get uniformTypes() { throw new Error("Not Implemented!"); } /** * Get a dictionary with all shader attributes. * Key = attribute name, as appears in shader code. * Value = { * size: size of every value in this attribute. * type: attribute type. See Effect.AttributeTypes for details. * normalize: if true, will normalize values. * stride: optional stride. * offset: optional offset. * bind: Optional bind to one of the built-in attributes. See Effect.AttributeBinds for details. * } * @returns {*} Dictionary with attributes descriptions. */ get attributeTypes() { throw new Error("Not Implemented!"); } /** * Make this effect active. */ setAsActive() { // use effect program this._gl.useProgram(this._program); // enable / disable some features if (this.enableDepthTest) { this._gl.enable(this._gl.DEPTH_TEST); } else { this._gl.disable(this._gl.DEPTH_TEST); } if (this.enableFaceCulling) { this._gl.enable(this._gl.CULL_FACE); } else { this._gl.disable(this._gl.CULL_FACE); } if (this.enableStencilTest) { this._gl.enable(this._gl.STENCIL_TEST); } else { this._gl.disable(this._gl.STENCIL_TEST); } if (this.enableDithering) { this._gl.enable(this._gl.DITHER); } else { this._gl.disable(this._gl.DITHER); } // reset cached values this._cachedValues = {}; } /** * Prepare effect before drawing it with batching. * @param {Mesh} mesh Mesh we're about to draw. * @param {Matrix} world World matrix. */ prepareToDrawBatch(mesh, world) { this._cachedValues = {}; this.setPositionsAttribute(mesh.positions); this.setTextureCoordsAttribute(mesh.textureCoords); this.setColorsAttribute(mesh.colors); this.setWorldMatrix(world); } /** * Get this effect's vertex shader code, as string. * @returns {String} Vertex shader code. */ get vertexCode() { throw new Error("Not Implemented!"); } /** * Get this effect's fragment shader code, as string. * @returns {String} Fragment shader code. */ get fragmentCode() { throw new Error("Not Implemented!"); } /** * Should this effect enable depth test? */ get enableDepthTest() { return false; } /** * Should this effect enable face culling? */ get enableFaceCulling() { return false; } /** * Should this effect enable stencil test? */ get enableStencilTest() { return false; } /** * Should this effect enable dithering? */ get enableDithering() { return false; } /** * Set the main texture. * Only works if there's a uniform type bound to 'MainTexture'. * @param {TextureAsset} texture Texture to set. * @returns {Boolean} True if texture was changed, false if there was no need to change the texture. */ setTexture(texture) { let uniform = this._uniformBinds[Effect.UniformBinds.MainTexture]; if (uniform) { if (texture === this._cachedValues.texture) { return false; } this._cachedValues.texture = texture; let glTexture = texture.texture || texture; this._gl.activeTexture(this._gl.TEXTURE0); this._gl.bindTexture(this._gl.TEXTURE_2D, glTexture); this.uniforms[uniform](texture, 0); return true; } return false; } /** * Set the main tint color. * Only works if there's a uniform type bound to 'Color'. * @param {Color} color Color to set. */ setColor(color) { let uniform = this._uniformBinds[Effect.UniformBinds.Color]; if (uniform) { if (color.equals(this._cachedValues.color)) { return; } this._cachedValues.color = color.clone(); this.uniforms[uniform](color.floatArray); } } /** * Set uvOffset and uvScale params from source rectangle and texture. * @param {Rectangle} sourceRect Source rectangle to set, or null to take entire texture. * @param {TextureAsset} texture Texture asset to set source rect for. */ setUvOffsetAndScale(sourceRect, texture) { // skip if the same if (sourceRect) { if (sourceRect.equals(this._cachedValues.sourceRect)) { return; } } else { if (this._cachedValues.sourceRect === null) { return; } } this._cachedValues.sourceRect = sourceRect ? sourceRect.clone() : null; // default source rect if (!sourceRect) { sourceRect = new Rectangle(0, 0, texture.width, texture.height); } // set uv offset let uvOffset = this._uniformBinds[Effect.UniformBinds.UvOffset]; if (uvOffset) { this.uniforms[uvOffset](sourceRect.x / texture.width, sourceRect.y / texture.height); } // set uv scale let uvScale = this._uniformBinds[Effect.UniformBinds.UvScale]; if (uvScale) { this.uniforms[uvScale](sourceRect.width / texture.width, sourceRect.height / texture.height); } } /** * Set the projection matrix uniform. * @param {Matrix} matrix Matrix to set. */ setProjectionMatrix(matrix) { let uniform = this._uniformBinds[Effect.UniformBinds.Projection]; if (uniform) { if (matrix.equals(this._cachedValues.projection)) { return; } this._cachedValues.projection = matrix.clone(); this.uniforms[uniform](matrix.values); } } /** * Set the world matrix uniform. * @param {Matrix} matrix Matrix to set. */ setWorldMatrix(matrix) { let uniform = this._uniformBinds[Effect.UniformBinds.World]; if (uniform) { this.uniforms[uniform](matrix.values); } } /** * Set the vertices position buffer. * Only works if there's an attribute type bound to 'Position'. * @param {WebGLBuffer} buffer Vertices position buffer. */ setPositionsAttribute(buffer) { let attr = this._attributeBinds[Effect.AttributeBinds.Position]; if (attr) { if (buffer === this._cachedValues.positions) { return; } this._cachedValues.positions = buffer; this.attributes[attr](buffer); } } /** * Set the vertices texture coords buffer. * Only works if there's an attribute type bound to 'TextureCoords'. * @param {WebGLBuffer} buffer Vertices texture coords buffer. */ setTextureCoordsAttribute(buffer) { let attr = this._attributeBinds[Effect.AttributeBinds.TextureCoords]; if (attr) { if (buffer === this._cachedValues.coords) { return; } this._cachedValues.coords = buffer; this.attributes[attr](buffer); } } /** * Set the vertices colors buffer. * Only works if there's an attribute type bound to 'Colors'. * @param {WebGLBuffer} buffer Vertices colors buffer. */ setColorsAttribute(buffer) { let attr = this._attributeBinds[Effect.AttributeBinds.Colors]; if (attr) { if (buffer === this._cachedValues.colors) { return; } this._cachedValues.colors = buffer; this.attributes[attr](buffer); } } }
JavaScript
class Gfx extends IManager { /** * Create the manager. */ constructor() { super(); this._gl = null; this._initSettings = { antialias: true, alpha: true, depth: false, premultipliedAlpha: true, desynchronized: false }; this._canvas = null; this._lastBlendMode = null; this._activeEffect = null; this._camera = null; this._projection = null; this._currIndices = null; this._dynamicBuffers = null; this._fb = null; this.builtinEffects = {}; this.meshes = {}; this.defaultTextureFilter = TextureFilterModes.Nearest; this.defaultTextureWrapMode = TextureWrapModes.Clamp; this.whiteTexture = null; this._renderTarget = null; this._viewport = null; this._drawCallsCount = 0; this.spritesBatch = null; } /** * Get how many sprites we can draw in a single batch. * @private * @returns {Number} batch max sprites count. */ get batchSpritesCount() { return 2048; } /** * Maximum number of vertices we allow when drawing lines. * @private * @returns {Number} max vertices per lines strip. */ get maxLineSegments() { return 512; } /** * Set WebGL init flags (passed as additional params to the getContext() call). * You must call this *before* initializing *Shaku*. * * By default, *Shaku* will init WebGL context with the following flags: * - antialias: true. * - alpha: true. * - depth: false. * - premultipliedAlpha: true. * - desynchronized: false. * @example * Shaku.gfx.setContextAttributes({ antialias: true, alpha: false }); * @param {Dictionary} flags WebGL init flags to set. */ setContextAttributes(flags) { if (this._gl) { throw new Error("Can't call setContextAttributes() after gfx was initialized!"); } this._initSettings = flags; } /** * Set the canvas element to initialize on. * You must call this *before* initializing Shaku. Calling this will prevent Shaku from creating its own canvas. * @example * Shaku.gfx.setCanvas(document.getElementById('my-canvas')); * @param {Canvas} element Canvas element to initialize on. */ setCanvas(element) { if (this._gl) { throw new Error("Can't call setCanvas() after gfx was initialized!"); } this._canvas = element; } /** * Get the canvas element controlled by the gfx manager. * If you didn't provide your own canvas before initialization, you must add this canvas to your document after initializing `Shaku`. * @example * document.body.appendChild(Shaku.gfx.canvas); * @returns {Canvas} Canvas we use for rendering. */ get canvas() { return this._canvas; } /** * Get the Effect base class, which is required to implement custom effects. * @see Effect */ get Effect() { return Effect; } /** * Get the default Effect class, which is required to implement custom effects that inherit and reuse parts from the default effect. * @see BasicEffect */ get BasicEffect() { return BasicEffect; } /** * Get the sprite class. * @see Sprite */ get Sprite() { return Sprite; } /** * Get the sprites group object. * @see SpritesGroup */ get SpritesGroup() { return SpritesGroup; } /** * Get the matrix object. * @see Matrix */ get Matrix() { return Matrix; } /** * Get the text alignments options. * * Left: align text to the left. * * Right: align text to the right. * * Center: align text to center. * @see TextAlignment */ get TextAlignment() { return TextAlignment; } /** * Create and return a new camera instance. * @param {Boolean} withViewport If true, will create camera with viewport value equal to canvas' size. * @returns {Camera} New camera object. */ createCamera(withViewport) { let ret = new Camera(this); if (withViewport) { ret.viewport = this.getRenderingRegion(); } return ret; } /** * Set default orthographic camera from offset. * @param {Vector2} offset Camera top-left corner. * @returns {Camera} Camera instance. */ setCameraOrthographic(offset) { let camera = this.createCamera(); camera.orthographicOffset(offset); this.applyCamera(camera); return camera; } /** * Create and return an effect instance. * @see Effect * @param {Class} type Effect class type. Must inherit from Effect base class. * @returns {Effect} Effect instance. */ createEffect(type) { if (!(type.prototype instanceof Effect)) { throw new Error("'type' must be a class type that inherits from 'Effect'."); } let effect = new type(); effect._build(this._gl); return effect; } /** * Set resolution and canvas to the max size of its parent element or screen. * If the canvas is directly under document body, it will take the max size of the page. * @param {Boolean} limitToParent if true, will use parent element size. If false, will stretch on entire document. * @param {Boolean} allowOddNumbers if true, will permit odd numbers, which could lead to small artefacts when drawing pixel art. If false (default) will round to even numbers. */ maximizeCanvasSize(limitToParent, allowOddNumbers) { // new width and height let width = 0; let height = 0; // parent if (limitToParent) { let parent = this._canvas.parentElement; width = parent.clientWidth - this._canvas.offsetLeft; height = parent.clientHeight - this._canvas.offsetTop; } // entire screen else { width = window.innerWidth; height = window.innerHeight; this._canvas.style.left = '0px'; this._canvas.style.top = '0px'; } // make sure even numbers if (!allowOddNumbers) { if (width % 2 !== 0) { width++; } if (height % 2 !== 0) { height++; } } // if changed, set resolution if ((this._canvas.width !== width) || (this._canvas.height !== height)) { this.setResolution(width, height, true); } } /** * Set a render target (texture) to render on. * @example * // create render target * let renderTarget = await Shaku.assets.createRenderTarget('_my_render_target', 800, 600); * * // use render target * Shaku.gfx.setRenderTarget(renderTarget); * // .. draw some stuff here * * // reset render target and present it on screen * // note the negative height - render targets end up with flipped Y axis * Shaku.gfx.setRenderTarget(null); * Shaku.gfx.draw(renderTarget, new Shaku.utils.Vector2(screenX / 2, screenY / 2), new Shaku.utils.Vector2(screenX, -screenY)); * @param {TextureAsset|Array<TextureAsset>} texture Render target texture to set as render target, or null to reset and render back on canvas. Can also be array for multiple targets, which will take layouts 0-15 by their order. * @param {Boolean} keepCamera If true, will keep current camera settings. If false (default) will reset camera. */ setRenderTarget(texture, keepCamera) { // present buffered data this.presentBufferedData(); // if texture is null, remove any render target if (texture === null) { this._renderTarget = null; //this._gl.drawBuffers([this._gl.BACK]); this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, false); if (!keepCamera) { this.resetCamera(); } return; } // convert texture to array if (!(texture instanceof Array)) { texture = [texture]; } // bind the framebuffer this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, this._fb); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, false); // set render targets var drawBuffers = []; for (let index = 0; index < texture.length; ++index) { // attach the texture as the first color attachment const attachmentPoint = this._gl['COLOR_ATTACHMENT' + index]; this._gl.framebufferTexture2D(this._gl.FRAMEBUFFER, attachmentPoint, this._gl.TEXTURE_2D, texture[index].texture, 0); // index 0 is the "main" render target if (index === 0) { this._renderTarget = texture[index]; } // to set drawBuffers in the end drawBuffers.push(attachmentPoint); } // set draw buffers this._gl.drawBuffers(drawBuffers); // unbind frame buffer //this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null); // reset camera if (!keepCamera) { this.resetCamera(); } } /** * Set effect to use for future draw calls. * @example * let effect = Shaku.gfx.createEffect(MyEffectType); * Shaku.gfx.useEffect(effect); * @param {Effect} effect Effect to use or null to use the basic builtin effect. */ useEffect(effect) { // present buffered data this.presentBufferedData(); // if null, use default if (effect === null) { this.useEffect(this.builtinEffects.Basic); return; } // same effect? skip if (this._activeEffect === effect) { return; } // set effect effect.setAsActive(); this._activeEffect = effect; if (this._projection) { this._activeEffect.setProjectionMatrix(this._projection); } } /** * Set resolution and canvas size. * @example * // set resolution and size of 800x600. * Shaku.gfx.setResolution(800, 600, true); * @param {Number} width Resolution width. * @param {Number} height Resolution height. * @param {Boolean} updateCanvasStyle If true, will also update the canvas *css* size in pixels. */ setResolution(width, height, updateCanvasStyle) { this.presentBufferedData(); this._canvas.width = width; this._canvas.height = height; if (width % 2 !== 0 || height % 2 !== 0) { _logger.warn("Resolution to set is not even numbers; This might cause minor artefacts when using texture atlases. Consider using even numbers instead."); } if (updateCanvasStyle) { this._canvas.style.width = width + 'px'; this._canvas.style.height = height + 'px'; } this._gl.viewport(0, 0, width, height); this.resetCamera(); } /** * Reset camera properties to default camera. */ resetCamera() { this._camera = this.createCamera(); let size = this.getRenderingSize(); this._camera.orthographic(new Rectangle(0, 0, size.x, size.y)); this.applyCamera(this._camera); } /** * Set viewport, projection and other properties from a camera instance. * Changing the camera properties after calling this method will *not* update the renderer, until you call applyCamera again. * @param {Camera} camera Camera to apply. */ applyCamera(camera) { this.presentBufferedData(); this._viewport = camera.viewport; let viewport = this.getRenderingRegion(true); this._gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); this._projection = camera.projection.clone(); if (this._activeEffect) { this._activeEffect.setProjectionMatrix(this._projection); } } /** * Get current rendering region. * @param {Boolean} includeOffset If true (default) will include viewport offset, if exists. * @returns {Rectangle} Rectangle with rendering region. */ getRenderingRegion(includeOffset) { if (this._viewport) { let ret = this._viewport.clone(); if (includeOffset === false) { ret.x = ret.y = 0; } return ret; } return new Rectangle(0, 0, (this._renderTarget || this._canvas).width, (this._renderTarget || this._canvas).height); } /** * Get current rendering size. * Unlike 'canvasSize', this takes viewport and render target into consideration. * @returns {Vector2} rendering size. */ getRenderingSize() { let region = this.getRenderingRegion(); return region.getSize(); } /** * Get canvas size as vector. * @returns {Vector2} Canvas size. */ getCanvasSize() { return new Vector2(this._canvas.width, this._canvas.height); } /** * @inheritdoc * @private */ setup() { return new Promise(async (resolve, reject) => { _logger.info("Setup gfx manager.."); // if no canvas is set, create one if (!this._canvas) { this._canvas = document.createElement('canvas'); } // get gl context this._gl = this._canvas.getContext('webgl2', this._initSettings) || this._canvas.getContext('webgl', this._initSettings); if (!this._gl) { _logger.error("Can't get WebGL context!"); return reject("Failed to get WebGL context from canvas!"); } // create default effects this.builtinEffects.Basic = this.createEffect(BasicEffect); // setup textures assets gl context TextureAsset._setWebGl(this._gl); // create framebuffer (used for render targets) this._fb = this._gl.createFramebuffer(); // create base meshes let _meshGenerator = new MeshGenerator(this._gl); this.meshes = { quad: _meshGenerator.quad() } Object.freeze(this.meshes); // create a useful single white pixel texture let whitePixelImage = new Image(); whitePixelImage.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mP8/x8AAwMCAO+ip1sAAAAASUVORK5CYII='; await new Promise((resolve, reject) => { whitePixelImage.onload = resolve; }); this.whiteTexture = new TextureAsset('__runtime_white_pixel__'); this.whiteTexture.fromImage(whitePixelImage); // dynamic buffers, used for batch rendering this._dynamicBuffers = { positionBuffer: this._gl.createBuffer(), positionArray: new Float32Array(3 * 4 * this.batchSpritesCount), textureCoordBuffer: this._gl.createBuffer(), textureArray: new Float32Array(2 * 4 * this.batchSpritesCount), colorsBuffer: this._gl.createBuffer(), colorsArray: new Float32Array(4 * 4 * this.batchSpritesCount), indexBuffer: this._gl.createBuffer(), linesIndexBuffer: this._gl.createBuffer(), } // create the indices buffer for batching let indices = new Uint16Array(this.batchSpritesCount * 6); // 6 = number of indices per sprite let inc = 0; for(let i = 0; i < indices.length; i += 6) { indices[i] = inc; indices[i+1] = inc + 1; indices[i+2] = inc + 2; indices[i+3] = inc + 1; indices[i+4] = inc + 3; indices[i+5] = inc + 2; inc += 4; } this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, this._dynamicBuffers.indexBuffer); this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, indices, this._gl.STATIC_DRAW); // create the indices buffer for drawing lines let lineIndices = new Uint16Array(this.maxLineSegments); for (let i = 0; i < lineIndices.length; i += 6) { lineIndices[i] = i; } this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, this._dynamicBuffers.linesIndexBuffer); this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, lineIndices, this._gl.STATIC_DRAW); // create sprites batch this.spritesBatch = new SpriteBatch(this); // use default effect this.useEffect(null); // create default camera this._camera = this.createCamera(); this.applyCamera(this._camera); // success! resolve(); }); } /** * Generate a sprites group to render a string using a font texture. * Take the result of this method and use with gfx.drawGroup() to render the text. * This is what you use when you want to draw texts with `Shaku`. * Note: its best to always draw texts with *batching* enabled. * @example * // load font texture * let fontTexture = await Shaku.assets.loadFontTexture('assets/DejaVuSansMono.ttf', {fontName: 'DejaVuSansMono'}); * * // generate 'hello world!' text (note: you don't have to regenerate every frame if text didn't change) * let text1 = Shaku.gfx.buildText(fontTexture, "Hello World!"); * text1.position.set(40, 40); * * // draw text * Shaku.gfx.drawGroup(text1, true); * @param {FontTextureAsset} fontTexture Font texture asset to use. * @param {String} text Text to generate sprites for. * @param {Number} fontSize Font size, or undefined to use font texture base size. * @param {Color|Array<Color>} color Text sprites color. If array is set, will assign each color to different vertex, starting from top-left. * @param {TextAlignment} alignment Text alignment. * @param {Vector2} offset Optional starting offset. * @param {Vector2} marginFactor Optional factor for characters and line spacing. For example value of 2,1 will make double horizontal spacing. * @returns {SpritesGroup} Sprites group containing the needed sprites to draw the given text with its properties. */ buildText(fontTexture, text, fontSize, color, alignment, offset, marginFactor) { // make sure text is a string if (typeof text !== 'string') { text = '' + text; } // sanity if (!fontTexture || !fontTexture.valid) { throw new Error("Font texture is invalid!"); } // default alignment alignment = alignment || TextAlignment.Left; // default color color = color || Color.black; // default font size fontSize = fontSize || fontTexture.fontSize; // default margin factor marginFactor = marginFactor || Vector2.one; // get character scale factor let scale = fontSize / fontTexture.fontSize; // current character offset let position = new Vector2(0, 0); // current line characters and width let currentLineSprites = []; let lineWidth = 0; // go line down function breakLine() { // add offset to update based on alignment let offsetX = 0; switch (alignment) { case TextAlignment.Right: offsetX = -lineWidth; break; case TextAlignment.Center: offsetX = -lineWidth / 2; break; } // if we need to shift characters for alignment, do it if (offsetX != 0) { for (let i = 0; i < currentLineSprites.length; ++i) { currentLineSprites[i].position.x += offsetX; } } // update offset position.x = 0; position.y += fontTexture.lineHeight * scale * marginFactor.y; // reset line width and sprites currentLineSprites = []; lineWidth = 0; } // create group to return and build sprites let ret = new SpritesGroup(); for (let i = 0; i < text.length; ++i) { // get character and source rect let character = text[i]; let sourceRect = fontTexture.getSourceRect(character); // special case - break line if (character === '\n') { breakLine(); continue; } // calculate character size let size = new Vector2(sourceRect.width * scale, sourceRect.height * scale); // create sprite (unless its space) if (character !== ' ') { // create sprite and add to group let sprite = new Sprite(fontTexture.texture, sourceRect); sprite.size = size; sprite.position.copy(position); if (color instanceof Color) { sprite.color.copy(color); } else { sprite.color = []; for (let col of color) { sprite.color.push(col.clone()); } } sprite.origin.x = 0; ret.add(sprite); // add to current line sprites currentLineSprites.push(sprite); } // update current line width lineWidth += size.x * marginFactor.x; // set position for next character position.x += size.x * marginFactor.x; } // call break line on last line, to adjust alignment for last line breakLine(); // set position if (offset) { ret.position.set(offset.x, offset.y); } // return group return ret; } /** * Draw a SpritesGroup object. * A SpritesGroup is a collection of sprites we can draw in bulks with transformations to apply on the entire group. * @example * // load texture * let texture = await Shaku.assets.loadTexture('assets/sprite.png'); * * // create group and set entire group's position and scale * let group = new Shaku.gfx.SpritesGroup(); * group.position.set(125, 300); * group.scale.set(2, 2); * * // create 5 sprites and add to group * for (let i = 0; i < 5; ++i) { * let sprite = new Shaku.gfx.Sprite(texture); * sprite.position.set(100 * i, 150); * sprite.size.set(50, 50); * group.add(sprite) * } * * // draw the group with automatic culling of invisible sprites * Shaku.gfx.drawGroup(group, true); * @param {SpritesGroup} group Sprites group to draw. * @param {Boolean} cullOutOfScreen If true and in batching mode, will cull automatically any quad that is completely out of screen. */ drawGroup(group, cullOutOfScreen) { this._drawBatch(group, Boolean(cullOutOfScreen)); } /** * Draw a single sprite object. * Sprites are optional objects that store all the parameters for a `draw()` call. They are also used for batch rendering. * @example * // load texture and create sprite * let texture = await Shaku.assets.loadTexture('assets/sprite.png'); * let sprite = new Shaku.gfx.Sprite(texture); * * // set position and size * sprite.position.set(100, 150); * sprite.size.set(50, 50); * * // draw sprite * Shaku.gfx.drawSprite(sprite); * @param {Sprite} sprite Sprite object to draw. */ drawSprite(sprite) { if (!sprite.texture || !sprite.texture.valid) { return; } this.__startDrawingSprites(this._activeEffect, null); this.spritesBatch.draw(sprite); } /** * Draw a texture to cover a given destination rectangle. * @example * // cover the entire screen with an image * let texture = await Shaku.assets.loadTexture('assets/sprite.png'); * Shaku.gfx.cover(texture, Shaku.gfx.getRenderingRegion()); * @example * // draw with additional params * let sourceRect = new Shaku.utils.Rectangle(0, 0, 64, 64); * let color = Shaku.utils.Color.blue; * let blendMode = Shaku.gfx.BlendModes.Multiply; * let rotation = Math.PI / 4; * let origin = new Shaku.utils.Vector2(0.5, 0.5); * Shaku.gfx.draw(texture, position, size, sourceRect, color, blendMode, rotation, origin); * @param {TextureAsset} texture Texture to draw. * @param {Rectangle|Vector2} destRect Destination rectangle to draw on. If vector is provided, will draw from 0,0 with vector as size. * @param {Rectangle} sourceRect Source rectangle, or undefined to use the entire texture. * @param {Color|Array<Color>} color Tint color, or undefined to not change color. If array is set, will assign each color to different vertex, starting from top-left. * @param {BlendModes} blendMode Blend mode, or undefined to use alpha blend. */ cover(texture, destRect, sourceRect, color, blendMode) { if ((destRect instanceof Vector2) || (destRect instanceof Vector3)) { destRect = new Rectangle(0, 0, destRect.x, destRect.y); } return this.draw(texture, destRect.getCenter(), destRect.getSize(), sourceRect, color, blendMode); } /** * Draw a texture. * @example * // a simple draw with position and size * let texture = await Shaku.assets.loadTexture('assets/sprite.png'); * let position = new Shaku.utils.Vector2(100, 100); * let size = new Shaku.utils.Vector2(75, 125); // if width == height, you can pass as a number instead of vector * Shaku.gfx.draw(texture, position, size); * @example * // draw with additional params * let sourceRect = new Shaku.utils.Rectangle(0, 0, 64, 64); * let color = Shaku.utils.Color.blue; * let blendMode = Shaku.gfx.BlendModes.Multiply; * let rotation = Math.PI / 4; * let origin = new Shaku.utils.Vector2(0.5, 0.5); * Shaku.gfx.draw(texture, position, size, sourceRect, color, blendMode, rotation, origin); * @param {TextureAsset} texture Texture to draw. * @param {Vector2|Vector3} position Drawing position (at origin). If vector3 is provided, will pass z value to the shader code position attribute. * @param {Vector2|Vector3|Number} size Drawing size. If vector3 is provided, will pass z value to the shader code position attribute for the bottom vertices, as position.z + size.z. * @param {Rectangle} sourceRect Source rectangle, or undefined to use the entire texture. * @param {Color|Array<Color>} color Tint color, or undefined to not change color. If array is set, will assign each color to different vertex, starting from top-left. * @param {BlendModes} blendMode Blend mode, or undefined to use alpha blend. * @param {Number} rotation Rotate sprite. * @param {Vector2} origin Drawing origin. This will be the point at 'position' and rotation origin. * @param {Vector2} skew Skew the drawing corners on X and Y axis, around the origin point. */ draw(texture, position, size, sourceRect, color, blendMode, rotation, origin, skew) { let sprite = new Sprite(texture, sourceRect); sprite.position = position; sprite.size = (typeof size === 'number') ? new Vector2(size, size) : size; if (color) { sprite.color = color; } if (blendMode) { sprite.blendMode = blendMode; } if (rotation !== undefined) { sprite.rotation = rotation; } if (origin) { sprite.origin = origin; } if (skew) { sprite.skew = skew; } this.drawSprite(sprite); } /** * Draw a filled colored rectangle. * @example * // draw a 50x50 red rectangle at position 100x100, that will rotate over time * Shaku.gfx.fillRect(new Shaku.utils.Rectangle(100, 100, 50, 50), Shaku.utils.Color.red, null, Shaku.gameTime.elapsed); * @param {Rectangle} destRect Rectangle to fill. * @param {Color|Array<Color>} color Rectangle fill color. * @param {BlendModes} blend Blend mode. * @param {Number} rotation Rotate the rectangle around its center. */ fillRect(destRect, color, blend, rotation) { this.draw(this.whiteTexture, new Vector2(destRect.x + destRect.width / 2, destRect.y + destRect.height / 2), new Vector2(destRect.width, destRect.height), null, color, blend || BlendModes.Opaque, rotation, null, null); } /** * Draw a list of filled colored rectangles as a batch. * @example * // draw a 50x50 red rectangle at position 100x100, that will rotate over time * Shaku.gfx.fillRects([new Shaku.utils.Rectangle(100, 100, 50, 50), new Shaku.utils.Rectangle(150, 150, 25, 25)], Shaku.utils.Color.red, null, Shaku.gameTime.elapsed); * @param {Array<Rectangle>} destRects Rectangles to fill. * @param {Array<Color>|Color} colors Rectangles fill color. If array is set, will assign each color to different vertex, starting from top-left. * @param {BlendModes} blend Blend mode. * @param {Array<Number>|Number} rotation Rotate the rectangles around its center. */ fillRects(destRects, colors, blend, rotation) { // build group if (rotation === undefined) { rotation = 0; } let group = new SpritesGroup(); for (let i = 0; i < destRects.length; ++i) { let sprite = new Sprite(this.whiteTexture); sprite.color = colors[i] || colors; sprite.rotation = rotation.length ? rotation[i] : rotation; sprite.blendMode = blend || BlendModes.Opaque; let destRect = destRects[i]; sprite.size.set(destRect.width, destRect.height); sprite.position.set(destRect.x + destRect.width / 2, destRect.y + destRect.width / 2); sprite.origin.set(0.5, 0.5); group.add(sprite); } // draw group this.drawGroup(group); } /** * Draw an outline colored rectangle. * @example * // draw a 50x50 red rectangle at position 100x100, that will rotate over time * Shaku.gfx.outlineRect(new Shaku.utils.Rectangle(100, 100, 50, 50), Shaku.utils.Color.red, null, Shaku.gameTime.elapsed); * @param {Rectangle} destRect Rectangle to draw outline for. * @param {Color} color Rectangle outline color. * @param {BlendModes} blend Blend mode. * @param {Number} rotation Rotate the rectangle around its center. */ outlineRect(destRect, color, blend, rotation) { // get corners let topLeft = destRect.getTopLeft(); let topRight = destRect.getTopRight(); let bottomRight = destRect.getBottomRight(); let bottomLeft = destRect.getBottomLeft(); // rotate vertices if (rotation) { // center rect let center = destRect.getCenter(); topLeft.subSelf(center); topRight.subSelf(center); bottomLeft.subSelf(center); bottomRight.subSelf(center); // do rotation let cos = Math.cos(rotation); let sin = Math.sin(rotation); function rotateVec(vector) { let x = (vector.x * cos - vector.y * sin); let y = (vector.x * sin + vector.y * cos); vector.set(x, y); } rotateVec(topLeft); rotateVec(topRight); rotateVec(bottomLeft); rotateVec(bottomRight); // return to original position topLeft.addSelf(center); topRight.addSelf(center); bottomLeft.addSelf(center); bottomRight.addSelf(center); } // draw rectangle with lines strip this.drawLinesStrip([topLeft, topRight, bottomRight, bottomLeft], color, blend, true); } /** * Draw an outline colored circle. * @example * // draw a circle at 50x50 with radius of 85 * Shaku.gfx.outlineCircle(new Shaku.utils.Circle(new Shaku.utils.Vector2(50, 50), 85), Shaku.utils.Color.red); * @param {Circle} circle Circle to draw. * @param {Color} color Circle outline color. * @param {BlendModes} blend Blend mode. * @param {Number} lineAmount How many lines to compose the circle from (bigger number = smoother circle). */ outlineCircle(circle, color, blend, lineAmount) { // defaults if (lineAmount === undefined) { lineAmount = 32; } // generate list of lines to draw circle let lines = []; const twicePi = 2 * Math.PI; for (let i = 0; i <= lineAmount; i++) { let point = new Vector2( circle.center.x + (circle.radius * Math.cos(i * twicePi / lineAmount)), circle.center.y + (circle.radius * Math.sin(i * twicePi / lineAmount)) ); lines.push(point); } // draw lines this.drawLinesStrip(lines, color, blend); } /** * Draw a filled colored circle. * @example * // draw a filled circle at 50x50 with radius of 85 * Shaku.gfx.fillCircle(new Shaku.utils.Circle(new Shaku.utils.Vector2(50, 50), 85), Shaku.utils.Color.red); * @param {Circle} circle Circle to draw. * @param {Color} color Circle fill color. * @param {BlendModes} blend Blend mode. * @param {Number} lineAmount How many lines to compose the circle from (bigger number = smoother circle). */ fillCircle(circle, color, blend, lineAmount) { // defaults if (lineAmount === undefined) { lineAmount = 32; } // generate list of lines to draw circle let lines = [circle.center]; const twicePi = 2 * Math.PI; for (let i = 0; i <= lineAmount; i++) { let point = new Vector2( circle.center.x + (circle.radius * Math.cos(i * twicePi / lineAmount)), circle.center.y + (circle.radius * Math.sin(i * twicePi / lineAmount)) ); lines.push(point); } // prepare effect and buffers let gl = this._gl; this._fillShapesBuffer(lines, color, blend, (verts) => { gl.drawArrays(gl.TRIANGLE_FAN, 0, verts.length); this._drawCallsCount++; }, true, 1); } /** * Draw a list of filled colored circles using batches. * @example * // draw a filled circle at 50x50 with radius of 85 * Shaku.gfx.fillCircles([new Shaku.utils.Circle(new Shaku.utils.Vector2(50, 50), 85), new Shaku.utils.Circle(new Shaku.utils.Vector2(150, 125), 35)], Shaku.utils.Color.red); * @param {Array<Circle>} circles Circles list to draw. * @param {Color|Array<Color>} colors Circles fill color or a single color for all circles. * @param {BlendModes} blend Blend mode. * @param {Number} lineAmount How many lines to compose the circle from (bigger number = smoother circle). */ fillCircles(circles, colors, blend, lineAmount) { // defaults if (lineAmount === undefined) { lineAmount = 32; } // build vertices and colors arrays let vertsArr = []; let colorsArr = colors.length ? [] : null; // generate vertices and colors for (let i = 0; i < circles.length; ++i) { let circle = circles[i]; let color = colors[i] || colors; const twicePi = 2 * Math.PI; for (let i = 0; i <= lineAmount; i++) { // set vertices vertsArr.push(new Vector2( circle.center.x + (circle.radius * Math.cos(i * twicePi / lineAmount)), circle.center.y + (circle.radius * Math.sin(i * twicePi / lineAmount)) )); vertsArr.push(new Vector2( circle.center.x + (circle.radius * Math.cos((i+1) * twicePi / lineAmount)), circle.center.y + (circle.radius * Math.sin((i+1) * twicePi / lineAmount)) )); vertsArr.push(circle.center); // set colors if (colorsArr) { colorsArr.push(color); colorsArr.push(color); colorsArr.push(color); } } } // prepare effect and buffers let gl = this._gl; this._fillShapesBuffer(vertsArr, colorsArr || colors, blend, (verts) => { gl.drawArrays(gl.TRIANGLES, 0, verts.length); this._drawCallsCount++; }, false, 3); } /** * Draw a single line between two points. * @example * Shaku.gfx.drawLine(new Shaku.utils.Vector2(50,50), new Shaku.utils.Vector2(150,50), Shaku.utils.Color.red); * @param {Vector2} startPoint Line start point. * @param {Vector2} endPoint Line end point. * @param {Color} color Line color. * @param {BlendModes} blendMode Blend mode to draw lines with (default to Opaque). */ drawLine(startPoint, endPoint, color, blendMode) { return this.drawLines([startPoint, endPoint], color, blendMode, false); } /** * Draw a strip of lines between an array of points. * @example * let lines = [new Shaku.utils.Vector2(50,50), new Shaku.utils.Vector2(150,50), new Shaku.utils.Vector2(150,150)]; * let colors = [Shaku.utils.Color.random(), Shaku.utils.Color.random(), Shaku.utils.Color.random()]; * Shaku.gfx.drawLinesStrip(lines, colors); * @param {Array<Vector2>} points Points to draw line between. * @param {Color|Array<Color>} colors Single lines color if you want one color for all lines, or an array of colors per segment. * @param {BlendModes} blendMode Blend mode to draw lines with (default to Opaque). * @param {Boolean} looped If true, will also draw a line from last point back to first point. */ drawLinesStrip(points, colors, blendMode, looped) { // prepare effect and buffers let gl = this._gl; // do loop - note: we can't use gl.LINE_LOOPED in case we need multiple buffers inside '_fillShapesBuffer' which will invoke more than one draw if (looped) { points = points.slice(0); points.push(points[0]); if (colors && colors.length) { colors = colors.slice(0); colors.push(colors[0]); } } // draw lines this._fillShapesBuffer(points, colors, blendMode, (verts) => { gl.drawArrays(gl.LINE_STRIP, 0, verts.length); this._drawCallsCount++; }, true, 2); } /** * Draw a list of lines from an array of points. * @example * let lines = [new Shaku.utils.Vector2(50,50), new Shaku.utils.Vector2(150,50), new Shaku.utils.Vector2(150,150)]; * let colors = [Shaku.utils.Color.random(), Shaku.utils.Color.random(), Shaku.utils.Color.random()]; * Shaku.gfx.drawLines(lines, colors); * @param {Array<Vector2>} points Points to draw line between. * @param {Color|Array<Color>} colors Single lines color if you want one color for all lines, or an array of colors per segment. * @param {BlendModes} blendMode Blend mode to draw lines with (default to Opaque). */ drawLines(points, colors, blendMode) { // prepare effect and buffers let gl = this._gl; this._fillShapesBuffer(points, colors, blendMode, (verts) => { gl.drawArrays(gl.LINES, 0, verts.length); this._drawCallsCount++; }, true, 2); } /** * Draw a single point from vector. * @example * Shaku.gfx.drawPoint(new Shaku.utils.Vector2(50,50), Shaku.utils.Color.random()); * @param {Vector2} point Point to draw. * @param {Color} color Point color. * @param {BlendModes} blendMode Blend mode to draw point with (default to Opaque). */ drawPoint(point, color, blendMode) { return this.drawPoints([point], [color], blendMode); } /** * Draw a list of points from an array of vectors. * @example * let points = [new Shaku.utils.Vector2(50,50), new Shaku.utils.Vector2(150,50), new Shaku.utils.Vector2(150,150)]; * let colors = [Shaku.utils.Color.random(), Shaku.utils.Color.random(), Shaku.utils.Color.random()]; * Shaku.gfx.drawPoints(points, colors); * @param {Array<Vector2>} points Points to draw. * @param {Color|Array<Color>} colors Single color if you want one color for all points, or an array of colors per point. * @param {BlendModes} blendMode Blend mode to draw points with (default to Opaque). */ drawPoints(points, colors, blendMode) { let gl = this._gl; this._fillShapesBuffer(points, colors, blendMode, (verts) => { gl.drawArrays(gl.POINTS, 0, verts.length); this._drawCallsCount++; }, false, 1); } /** * Make the renderer canvas centered. */ centerCanvas() { let canvas = this._canvas; let parent = canvas.parentElement; let pwidth = Math.min(parent.clientWidth, window.innerWidth); let pheight = Math.min(parent.clientHeight, window.innerHeight); canvas.style.left = Math.round(pwidth / 2 - canvas.clientWidth / 2) + 'px'; canvas.style.top = Math.round(pheight / 2 - canvas.clientHeight / 2) + 'px'; canvas.style.display = 'block'; canvas.style.position = 'relative'; } /** * Check if a given shape is currently in screen bounds, not taking camera into consideration. * @param {Circle|Vector|Rectangle|Line} shape Shape to check. * @returns {Boolean} True if given shape is in visible region. */ inScreen(shape) { let region = this.getRenderingRegion(); if (shape instanceof Circle) { return region.collideCircle(shape); } else if (shape instanceof Vector2) { return region.containsVector(shape); } else if (shape instanceof Rectangle) { return region.collideRect(shape); } else if (shape instanceof Line) { return region.collideLine(shape); } else { throw new Error("Unknown shape type to check!"); } } /** * Make a given vector the center of the camera. * @param {Vector2} position Camera position. * @param {Boolean} useCanvasSize If true, will always use cancas size when calculating center. If false and render target is set, will use render target's size. */ centerCamera(position, useCanvasSize) { let renderSize = useCanvasSize ? this.getCanvasSize() : this.getRenderingSize(); let halfScreenSize = renderSize.mul(0.5); let centeredPos = position.sub(halfScreenSize); this.setCameraOrthographic(centeredPos); } /** * Prepare buffers, effect and blend mode for shape rendering. * @private */ _fillShapesBuffer(points, colors, blendMode, onReady, isStrip, groupsSize) { // finish whatever we were drawing before this.presentBufferedData(); // some defaults colors = colors || _whiteColor; blendMode = blendMode || BlendModes.Opaque; // sanity - make sure colors and vertices match if (colors.length !== undefined && colors.length !== points.length) { _logger.error("When drawing shapes with colors array, the colors array and points array must have the same length!"); return; } // calculate actual max buffer size let maxWithMargin = isStrip ? (this.maxLineSegments-1) : this.maxLineSegments; if (groupsSize != 1) { while (maxWithMargin % groupsSize !== 0) { maxWithMargin--; } } // if we have too many vertices, break to multiple calls if (points.length > maxWithMargin) { let sliceI = 0; while (true) { let start = sliceI * maxWithMargin; let end = start + maxWithMargin; if (isStrip && sliceI > 0) { start--; } let subpoints = points.slice(start, end); if (subpoints.length === 0) { break; } let subcolors = (colors && colors.length) ? colors.slice(start, end) : colors; this._fillShapesBuffer(subpoints, subcolors, blendMode, onReady, isStrip, groupsSize); sliceI++; } return; } // basic params let gl = this._gl; let positionsBuff = this._dynamicBuffers.positionArray; let colorsBuff = this._dynamicBuffers.colorsArray; for (let i = 0; i < points.length; ++i) { // set positions positionsBuff[i*3 + 0] = points[i].x; positionsBuff[i*3 + 1] = points[i].y; positionsBuff[i*3 + 2] = points[i].z || 0; // set colors let color = colors[i] || colors; colorsBuff[i*4 + 0] = color.r; colorsBuff[i*4 + 1] = color.g; colorsBuff[i*4 + 2] = color.b; colorsBuff[i*4 + 3] = color.a; } // set blend mode if needed this._setBlendMode(blendMode); // prepare effect and texture let mesh = new Mesh(this._dynamicBuffers.positionBuffer, null, this._dynamicBuffers.colorsBuffer, this._dynamicBuffers.indexBuffer, points.length); this._activeEffect.prepareToDrawBatch(mesh, Matrix.identity); this._setActiveTexture(this.whiteTexture); // should we slice the arrays to more optimal size? let shouldSliceArrays = points.length <= 8; // copy position buffer this._gl.bindBuffer(this._gl.ARRAY_BUFFER, this._dynamicBuffers.positionBuffer); this._gl.bufferData(this._gl.ARRAY_BUFFER, shouldSliceArrays ? this._dynamicBuffers.positionArray.slice(0, points.length * 3) : this._dynamicBuffers.positionArray, this._gl.DYNAMIC_DRAW); // copy color buffer this._gl.bindBuffer(this._gl.ARRAY_BUFFER, this._dynamicBuffers.colorsBuffer); this._gl.bufferData(this._gl.ARRAY_BUFFER, shouldSliceArrays ? this._dynamicBuffers.colorsArray.slice(0, points.length * 4) : this._dynamicBuffers.colorsArray, this._gl.DYNAMIC_DRAW); // set indices gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._dynamicBuffers.linesIndexBuffer); this._currIndices = null; // invoke the on-ready callback onReady(points); } /** * Draw sprites group as a batch. * @private * @param {SpritesGroup} group Group to draw. * @param {Boolean} cullOutOfScreen If true will cull quads that are out of screen. */ _drawBatch(group, cullOutOfScreen) { // skip if empty if (group._sprites.length === 0) { return; } // finish previous drawings this.presentBufferedData(); // get transform let transform = group.getTransform(); // draw batch this.spritesBatch.begin(this._activeEffect, transform); this.spritesBatch.draw(group._sprites, cullOutOfScreen); this.spritesBatch.end(); } /** * Set the currently active texture. * @private * @param {TextureAsset} texture Texture to set. */ _setActiveTexture(texture) { if (this._activeEffect.setTexture(texture)) { this._setTextureFilter(texture.filter || this.defaultTextureFilter); this._setTextureWrapMode(texture.wrapMode || this.defaultTextureWrapMode); } } /** * Get the blend modes enum. * * AlphaBlend * * Opaque * * Additive * * Multiply * * Subtract * * Screen * * Overlay * * Invert * * DestIn * * DestOut * * ![Blend Modes](resources/blend-modes.png) * @see BlendModes */ get BlendModes() { return BlendModes; } /** * Get the wrap modes enum. * * Clamp: when uv position exceed texture boundaries it will be clamped to the nearest border, ie repeat the edge pixels. * * Repeat: when uv position exceed texture boundaries it will wrap back to the other side. * * RepeatMirrored: when uv position exceed texture boundaries it will wrap back to the other side but also mirror the texture. * * ![Wrap Modes](resources/wrap-modes.png) * @see TextureWrapModes */ get TextureWrapModes() { return TextureWrapModes; } /** * Get texture filter modes. * * Nearest: no filtering, no mipmaps (pixelated). * * Linear: simple filtering, no mipmaps (smooth). * * NearestMipmapNearest: no filtering, sharp switching between mipmaps, * * LinearMipmapNearest: filtering, sharp switching between mipmaps. * * NearestMipmapLinear: no filtering, smooth transition between mipmaps. * * LinearMipmapLinear: filtering, smooth transition between mipmaps. * * ![Filter Modes](resources/filter-modes.png) * @see TextureFilterModes */ get TextureFilterModes() { return TextureFilterModes; } /** * Get number of actual WebGL draw calls we performed since the beginning of the frame. * @returns {Number} Number of WebGL draw calls this frame. */ get drawCallsCount() { return this._drawCallsCount; } /** * Clear screen to a given color. * @example * Shaku.gfx.clear(Shaku.utils.Color.cornflowerblue); * @param {Color} color Color to clear screen to, or black if not set. */ clear(color) { this.presentBufferedData(); color = color || Color.black; this._gl.clearColor(color.r, color.g, color.b, color.a); this._gl.clear(this._gl.COLOR_BUFFER_BIT | this._gl.DEPTH_BUFFER_BIT); } /** * Set texture mag and min filters. * @private * @param {TextureFilterModes} filter Texture filter to set. */ _setTextureFilter(filter) { if (!TextureFilterModes._values.has(filter)) { throw new Error("Invalid texture filter mode! Please pick a value from 'TextureFilterModes'."); } let glMode = this._gl[filter]; this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, glMode); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, glMode); } /** * Set texture wrap mode on X and Y axis. * @private * @param {WrapModes} wrapX Wrap mode on X axis. * @param {WrapModes} wrapY Wrap mode on Y axis. */ _setTextureWrapMode(wrapX, wrapY) { if (wrapY === undefined) { wrapY = wrapX; } if (!TextureWrapModes._values.has(wrapX)) { throw new Error("Invalid texture wrap mode! Please pick a value from 'WrapModes'."); } if (!TextureWrapModes._values.has(wrapY)) { throw new Error("Invalid texture wrap mode! Please pick a value from 'WrapModes'."); } this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl[wrapX]); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl[wrapY]); } /** * Set blend mode before drawing. * @private * @param {BlendModes} blendMode New blend mode to set. */ _setBlendMode(blendMode) { if (this._lastBlendMode !== blendMode) { // get gl context and set defaults var gl = this._gl; switch (blendMode) { case BlendModes.AlphaBlend: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); break; case BlendModes.Opaque: gl.disable(gl.BLEND); break; case BlendModes.Additive: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ONE, gl.ONE); break; case BlendModes.Multiply: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFuncSeparate(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); break; case BlendModes.Screen: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); break; case BlendModes.Subtract: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE); gl.blendEquationSeparate(gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD); break; case BlendModes.Invert: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ONE_MINUS_DST_COLOR, gl.ZERO); gl.blendFuncSeparate(gl.ONE_MINUS_DST_COLOR, gl.ZERO, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); break; case BlendModes.Overlay: gl.enable(gl.BLEND); if (gl.MAX) { gl.blendEquation(gl.MAX); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); } else { gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ONE, gl.ONE); } break; case BlendModes.Darken: gl.enable(gl.BLEND); gl.blendEquation(gl.MIN); gl.blendFuncSeparate(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); break; case BlendModes.DestIn: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ZERO, gl.SRC_ALPHA); break; case BlendModes.DestOut: gl.enable(gl.BLEND); gl.blendEquation(gl.FUNC_ADD); gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_ALPHA); // can also use: gl.blendFunc(gl.ONE_MINUS_DST_COLOR, gl.ONE_MINUS_SRC_COLOR); break; default: throw new Error(`Unknown blend mode '${blendMode}'!`); } // store last blend mode this._lastBlendMode = blendMode; } } /** * Present all currently buffered data. */ presentBufferedData() { this.__finishDrawingSprites(); } /** * Called internally before drawing a sprite to prepare some internal stuff. * @private */ __startDrawingSprites(activeEffect, transform) { // check if should break due to effect or transform change if (this.spritesBatch.drawing) { if (this.spritesBatch._effect !== activeEffect || this.spritesBatch._transform !== transform) { this.spritesBatch.end(); } } // start sprites batch if (!this.spritesBatch.drawing) { this.spritesBatch.begin(activeEffect, transform); } } /** * Called internally to present sprites batch, if currently drawing sprites. * @private */ __finishDrawingSprites() { if (this.spritesBatch.drawing) { this.spritesBatch.end(); } } /** * @inheritdoc * @private */ startFrame() { // reset some states this._lastBlendMode = null; this._drawCallsCount = 0; } /** * @inheritdoc * @private */ endFrame() { this.presentBufferedData(); } /** * @inheritdoc * @private */ destroy() { _logger.warn("Cleaning up WebGL is not supported yet!"); } }
JavaScript
class Matrix { /** * Create the matrix. * @param values matrix values array. * @param cloneValues if true or undefined, will clone values instead of just holding a reference to them. */ constructor(values, cloneValues) { if (cloneValues || cloneValues === undefined) { this.values = values.slice(0); } else { this.values = values; } } /** * Set the matrix values. */ set(v11, v12, v13, v14, v21, v22, v23, v24, v31, v32, v33, v34, v41, v42, v43, v44) { this.values = new Float32Array([ v11, v12, v13, v14, v21, v22, v23, v24, v31, v32, v33, v34, v41, v42, v43, v44 ]); } /** * Clone the matrix. * @returns {Matrix} Cloned matrix. */ clone() { let ret = new Matrix(this.values, true); return ret; } /** * Compare this matrix to another matrix. * @param {Matrix} other Matrix to compare to. * @returns {Boolean} If matrices are the same. */ equals(other) { if (other === this) { return true; } if (!other) { return false; } for (let i = 0; i < this.values.length; ++i) { if (this.values[i] !== other.values[i]) { return false; } } return true; } /** * Create an orthographic projection matrix. * @returns {Matrix} a new matrix with result. */ static orthographic(left, right, bottom, top, near, far) { return new Matrix([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 2 / (near - far), 0, (left + right) / (left - right), (bottom + top) / (bottom - top), (near + far) / (near - far), 1, ], false); } /** * Create a perspective projection matrix. * @returns {Matrix} a new matrix with result. */ static perspective(fieldOfViewInRadians, aspectRatio, near, far) { var f = 1.0 / Math.tan(fieldOfViewInRadians / 2); var rangeInv = 1 / (near - far); return new Matrix([ f / aspectRatio, 0, 0, 0, 0, f, 0, 0, 0, 0, (near + far) * rangeInv, -1, 0, 0, near * far * rangeInv * 2, 0 ], false); } /** * Create a translation matrix. * @returns {Matrix} a new matrix with result. */ static translate(x, y, z) { return new Matrix([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x || 0, y || 0, z || 0, 1 ], false); } /** * Create a scale matrix. * @returns {Matrix} a new matrix with result. */ static scale(x, y, z) { return new Matrix([ x || 1, 0, 0, 0, 0, y || 1, 0, 0, 0, 0, z || 1, 0, 0, 0, 0, 1 ], false); } /** * Create a rotation matrix around X axis. * @returns {Matrix} a new matrix with result. */ static rotateX(a) { let sin = Math.sin; let cos = Math.cos; return new Matrix([ 1, 0, 0, 0, 0, cos(a), -sin(a), 0, 0, sin(a), cos(a), 0, 0, 0, 0, 1 ], false); } /** * Create a rotation matrix around Y axis. * @returns {Matrix} a new matrix with result. */ static rotateY(a) { let sin = Math.sin; let cos = Math.cos; return new Matrix([ cos(a), 0, sin(a), 0, 0, 1, 0, 0, -sin(a), 0, cos(a), 0, 0, 0, 0, 1 ], false); } /** * Create a rotation matrix around Z axis. * @returns {Matrix} a new matrix with result. */ static rotateZ(a) { let sin = Math.sin; let cos = Math.cos; return new Matrix([ cos(a), -sin(a), 0, 0, sin(a), cos(a), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ], false); } /** * Multiply two matrices. * @returns {Matrix} a new matrix with result. */ static multiply(matrixA, matrixB) { // Slice the second matrix up into rows let row0 = [matrixB.values[ 0], matrixB.values[ 1], matrixB.values[ 2], matrixB.values[ 3]]; let row1 = [matrixB.values[ 4], matrixB.values[ 5], matrixB.values[ 6], matrixB.values[ 7]]; let row2 = [matrixB.values[ 8], matrixB.values[ 9], matrixB.values[10], matrixB.values[11]]; let row3 = [matrixB.values[12], matrixB.values[13], matrixB.values[14], matrixB.values[15]]; // Multiply each row by matrixA let result0 = multiplyMatrixAndPoint(matrixA.values, row0); let result1 = multiplyMatrixAndPoint(matrixA.values, row1); let result2 = multiplyMatrixAndPoint(matrixA.values, row2); let result3 = multiplyMatrixAndPoint(matrixA.values, row3); // Turn the result rows back into a single matrix return new Matrix([ result0[0], result0[1], result0[2], result0[3], result1[0], result1[1], result1[2], result1[3], result2[0], result2[1], result2[2], result2[3], result3[0], result3[1], result3[2], result3[3] ], false); } /** * Multiply an array of matrices. * @param {Array<Matrix>} matrices Matrices to multiply. * @returns {Matrix} new matrix with multiply result. */ static multiplyMany(matrices) { let ret = matrices[0]; for(let i = 1; i < matrices.length; i++) { ret = Matrix.multiply(ret, matrices[i]); } return ret; } /** * Multiply two matrices and put result in first matrix. * @returns {Matrix} matrixA, after it was modified. */ static multiplyIntoFirst(matrixA, matrixB) { // Slice the second matrix up into rows let row0 = [matrixB.values[ 0], matrixB.values[ 1], matrixB.values[ 2], matrixB.values[ 3]]; let row1 = [matrixB.values[ 4], matrixB.values[ 5], matrixB.values[ 6], matrixB.values[ 7]]; let row2 = [matrixB.values[ 8], matrixB.values[ 9], matrixB.values[10], matrixB.values[11]]; let row3 = [matrixB.values[12], matrixB.values[13], matrixB.values[14], matrixB.values[15]]; // Multiply each row by matrixA let result0 = multiplyMatrixAndPoint(matrixA.values, row0); let result1 = multiplyMatrixAndPoint(matrixA.values, row1); let result2 = multiplyMatrixAndPoint(matrixA.values, row2); let result3 = multiplyMatrixAndPoint(matrixA.values, row3); // Turn the result rows back into a single matrix matrixA.set( result0[0], result0[1], result0[2], result0[3], result1[0], result1[1], result1[2], result1[3], result2[0], result2[1], result2[2], result2[3], result3[0], result3[1], result3[2], result3[3] ); // return the first matrix after it was modified return matrixA; } /** * Multiply an array of matrices into the first matrix in the array. * @param {Array<Matrix>} matrices Matrices to multiply. * @returns {Matrix} first matrix in array, after it was modified. */ static multiplyManyIntoFirst(matrices) { let ret = matrices[0]; for(let i = 1; i < matrices.length; i++) { ret = Matrix.multiplyIntoFirst(ret, matrices[i]); } return ret; } }
JavaScript
class Mesh { /** * Create the mesh object. * @param {WebGLBuffer} positions vertices positions buffer. * @param {WebGLBuffer} textureCoords vertices texture coords buffer. * @param {WebGLBuffer} colorss vertices colors buffer. * @param {WebGLBuffer} indices indices buffer. * @param {Number} indicesCount how many indices we have. */ constructor(positions, textureCoords, colorsBuffer, indices, indicesCount) { this.positions = positions; this.textureCoords = textureCoords; this.colors = colorsBuffer; this.indices = indices; this.indicesCount = indicesCount; this.__color = new Color(-1, -1, -1, -1); Object.freeze(this); } /** * Override the colors buffer, if possible. * @param {WebGl} gl WebGL context. * @param {Color} color Color to set. */ overrideColors(gl, color) { if (color.equals(this.__color)) { return; } this.__color.copy(color); gl.bindBuffer(gl.ARRAY_BUFFER, this.colors); const colors = []; for (let i = 0; i < this.indicesCount; ++i) { colors.push(color.r); colors.push(color.g); colors.push(color.b); colors.push(color.a); } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.DYNAMIC_DRAW); } }
JavaScript
class MeshGenerator { /** * Create the mesh generator. */ constructor(gl) { this._gl = gl; } /** * Generate and return a textured quad. * @returns {Mesh} Quad mesh. */ quad() { const gl = this._gl; const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); let x = 0.5; // <- 0.5 so total size would be 1x1 const positions = [ -x, -x, 0, x, -x, 0, -x, x, 0, x, x, 0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const textureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); const textureCoordinates = [ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW); const colorsBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer); const colors = [ 1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.DYNAMIC_DRAW); const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); const indices = [ 0, 1, 3, 2 ]; gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); return new Mesh(positionBuffer, textureCoordBuffer, colorsBuffer, indexBuffer, indices.length); } }
JavaScript
class Sprite { /** * Create the texture object. * @param {TextureAsset} texture Texture asset. * @param {Rectangle} sourceRect Optional source rect. */ constructor(texture, sourceRect) { /** * Texture to use for this sprite. * @name Sprite#texture * @type {TextureAsset} */ this.texture = texture; /** * Sprite position. * If Vector3 is provided, the z value will be passed to vertices position in shader code. * @name Sprite#position * @type {Vector2|Vector3} */ this.position = new Vector2(0, 0); /** * Sprite size. * If Vector3 is provided, the z value will be passed to the bottom vertices position in shader code, as position.z + size.z. * @name Sprite#size * @type {Vector2|Vector3} */ this.size = new Vector2(100, 100); /** * Sprite source rectangle in texture. * Null will take entire texture. * @name Sprite#sourceRect * @type {Rectangle} */ this.sourceRect = sourceRect || null; /** * Sprite blend mode. * @name Sprite#blendMode * @type {BlendModes} */ this.blendMode = BlendModes.AlphaBlend; /** * Sprite rotation in radians. * @name Sprite#rotation * @type {Number} */ this.rotation = 0; /** * Sprite origin point. * @name Sprite#origin * @type {Vector2} */ this.origin = new Vector2(0.5, 0.5); /** * Skew the sprite corners on X and Y axis, around the origin point. * @name Sprite#skew * @type {Vector2} */ this.skew = new Vector2(0, 0); /** * Sprite color. * If array is set, will assign each color to different vertex, starting from top-left. * @name Sprite#color * @type {Color|Array<Color>} */ this.color = Color.white; } /** * Clone this sprite. * @returns {Sprite} cloned sprite. */ clone() { let ret = new Sprite(this.texture, this.sourceRect); ret.position = this.position.clone(); ret.size = this.size.clone(); ret.blendMode = this.blendMode; ret.rotation = this.rotation; ret.origin = this.origin.clone(); ret.color = this.color.clone(); return ret; } /** * Check if this sprite is flipped around X axis. * This is just a sugarcoat that returns if size.x < 0. * @returns {Boolean} If sprite is flipped on X axis. */ get flipX() { return this.size.x < 0; } /** * Flip sprite around X axis. * This is just a sugarcoat that set size.x to negative or positive value, without changing its scale. * @param {Boolean} flip Should we flip the sprite around X axis. If undefined, will take the negative of flipX current value, ie will toggle flipping. */ set flipX(flip) { if (flip === undefined) flip = !this.flipX; this.size.x = Math.abs(this.size.x) * (flip ? -1 : 1); return flip; } /** * Check if this sprite is flipped around y axis. * This is just a sugarcoat that returns if size.y < 0. * @returns {Boolean} If sprite is flipped on Y axis. */ get flipY() { return this.size.y < 0; } /** * Flip sprite around Y axis. * This is just a sugarcoat that set size.y to negative or positive value, without changing its scale. * @param {Boolean} flip Should we flip the sprite around Y axis. If undefined, will take the negative of flipY current value, ie will toggle flipping. */ set flipY(flip) { if (flip === undefined) flip = !this.flipY; this.size.y = Math.abs(this.size.y) * (flip ? -1 : 1); return flip; } }
JavaScript
class SpriteBatch { /** * Create the spritebatch. * @param {Gfx} gfx Gfx manager. */ constructor(gfx) { this._gfx = gfx; this._gl = gfx._gl; this._positions = gfx._dynamicBuffers.positionArray; this._uvs = gfx._dynamicBuffers.textureArray; this._colors = gfx._dynamicBuffers.colorsArray; this._positionsBuff = gfx._dynamicBuffers.positionBuffer; this._uvsBuff = gfx._dynamicBuffers.textureCoordBuffer; this._colorsBuff = gfx._dynamicBuffers.colorsBuffer; this._indexBuff = gfx._dynamicBuffers.indexBuffer; /** * If true, will floor vertices positions before pushing them to batch. */ this.snapPixels = true; /** * If true, will slightly offset texture uv when rotating sprites, to prevent bleeding while using texture atlas. */ this.applyAntiBleeding = true; } /** * Create and return a new vertex. * @param {Vector2} position Vertex position. * @param {Vector2} textureCoord Vertex texture coord. * @param {Color} color Vertex color. * @returns {Vertex} new vertex object. */ vertex(position, textureCoord, color) { return new Vertex(position, textureCoord, color); } /** * Get if batch is currently drawing. * @returns {Boolean} True if batch is drawing. */ get drawing() { return this._drawing; } /** * Start drawing a batch. * @param {Effect} effect Effect to use. * @param {Matrix} transform Optional transformations to apply on all sprites. */ begin(effect, transform) { if (this._drawing) { _logger.error("Start drawing a batch while already drawing a batch!"); } if (effect) { this._gfx.useEffect(effect); } this._effect = this._gfx._activeEffect; this._currBlend = BlendModes.AlphaBlend; this._currTexture = null; this._currBatchCount = 0; this._transform = transform; this._drawing = true; } /** * Finish drawing batch (and render whatever left in buffers). */ end() { if (!this._drawing) { _logger.error("Stop drawing a batch without starting it first!"); } if (this._currBatchCount) { this._drawCurrentBatch(); } this._drawing = false; } /** * Set the currently active texture. * @param {Texture} texture Texture to set. */ setTexture(texture) { if (texture !== this._currTexture) { if (this._currBatchCount) { this._drawCurrentBatch(); } this._currTexture = texture; } } /** * Add sprite to batch. * Note: changing texture or blend mode may trigger a draw call. * @param {Sprite|Array<Sprite>} sprites Sprite or multiple sprites to draw. * @param {Boolean} cullOutOfScreen If true, will cull sprites that are not visible. */ draw(sprites, cullOutOfScreen) { // if single sprite, turn to array if (sprites.length === undefined) { sprites = [sprites]; } // get visible region let region = cullOutOfScreen ? this._gfx.getRenderingRegion() : null; // get buffers let positions = this._positions; let uvs = this._uvs; let colors = this._colors; for (let sprite of sprites) { // if texture changed, blend mode changed, or we have too many indices - draw current batch if (this._currBatchCount) { if ((this._currBatchCount >= this.batchSpritesCount) || (sprite.blendMode !== this._currBlend) || (sprite.texture !== this._currTexture)) { this._drawCurrentBatch(); } } // set texture and blend (used internally when drawing batch) this._currTexture = sprite.texture; this._currBlend = sprite.blendMode; // calculate vertices positions let sizeX = sprite.size.x; let sizeY = sprite.size.y; let left = -sizeX * sprite.origin.x; let top = -sizeY * sprite.origin.y; // calculate corners let topLeft = new Vector2(left, top); let topRight = new Vector2(left + sizeX, top); let bottomLeft = new Vector2(left, top + sizeY); let bottomRight = new Vector2(left + sizeX, top + sizeY); // apply skew if (sprite.skew) { if (sprite.skew.x) { topLeft.x += sprite.skew.x * sprite.origin.y; topRight.x += sprite.skew.x * sprite.origin.y; bottomLeft.x -= sprite.skew.x * (1 - sprite.origin.y); bottomRight.x -= sprite.skew.x * (1 - sprite.origin.y); } if (sprite.skew.y) { topLeft.y += sprite.skew.y * sprite.origin.x; bottomLeft.y += sprite.skew.y * sprite.origin.x; topRight.y -= sprite.skew.y * (1 - sprite.origin.x); bottomRight.y -= sprite.skew.y * (1 - sprite.origin.x); } } // apply rotation if (sprite.rotation) { let cos = Math.cos(sprite.rotation); let sin = Math.sin(sprite.rotation); function rotateVec(vector) { let x = (vector.x * cos - vector.y * sin); let y = (vector.x * sin + vector.y * cos); vector.set(x, y); } rotateVec(topLeft); rotateVec(topRight); rotateVec(bottomLeft); rotateVec(bottomRight); } // add sprite position topLeft.addSelf(sprite.position); topRight.addSelf(sprite.position); bottomLeft.addSelf(sprite.position); bottomRight.addSelf(sprite.position); // snap pixels if (this.snapPixels) { topLeft.floorSelf(); topRight.floorSelf(); bottomLeft.floorSelf(); bottomRight.floorSelf(); } // optional z position let z = sprite.position.z || 0; let zDepth = sprite.size.z || 0; // cull out-of-screen sprites if (cullOutOfScreen) { let destRect = Rectangle.fromPoints([topLeft, topRight, bottomLeft, bottomRight]); if (!region.collideRect(destRect)) { continue; } } // update positions buffer let pi = this._currBatchCount * 4 * 3; positions[pi+0] = topLeft.x; positions[pi+1] = topLeft.y; positions[pi+2] = z; positions[pi+3] = topRight.x; positions[pi+4] = topRight.y; positions[pi+5] = z; positions[pi+6] = bottomLeft.x; positions[pi+7] = bottomLeft.y; positions[pi+8] = z + zDepth; positions[pi+9] = bottomRight.x; positions[pi+10] = bottomRight.y; positions[pi+11] = z + zDepth; // add uvs let uvi = this._currBatchCount * 4 * 2; if (sprite.sourceRect) { const uvTl = {x: sprite.sourceRect.x / this._currTexture.width, y: sprite.sourceRect.y / this._currTexture.height}; const uvBr = {x: uvTl.x + (sprite.sourceRect.width / this._currTexture.width), y: uvTl.y + (sprite.sourceRect.height / this._currTexture.height)}; if (sprite.rotation && this.applyAntiBleeding) { let marginX = 0.015 / this._currTexture.width; let marginY = 0.015 / this._currTexture.height; uvTl.x += marginX; uvBr.x -= marginX * 2; uvTl.y += marginY; uvBr.y -= marginY * 2; } uvs[uvi+0] = uvTl.x; uvs[uvi+1] = uvTl.y; uvs[uvi+2] = uvBr.x; uvs[uvi+3] = uvTl.y; uvs[uvi+4] = uvTl.x; uvs[uvi+5] = uvBr.y; uvs[uvi+6] = uvBr.x; uvs[uvi+7] = uvBr.y; } else { uvs[uvi+0] = 0; uvs[uvi+1] = 0; uvs[uvi+2] = 1; uvs[uvi+3] = 0; uvs[uvi+4] = 0; uvs[uvi+5] = 1; uvs[uvi+6] = 1; uvs[uvi+7] = 1; } // add colors let ci = this._currBatchCount * 4 * 4; // array of colors if (sprite.color instanceof Array) { let lastColor = sprite.color[0]; for (let x = 0; x < 4; ++x) { let curr = (sprite.color[x] || lastColor); colors[ci + x*4 + 0] = curr.r; colors[ci + x*4 + 1] = curr.g; colors[ci + x*4 + 2] = curr.b; colors[ci + x*4 + 3] = curr.a; lastColor = curr; } } // single color else { for (let x = 0; x < 4; ++x) { colors[ci + x*4 + 0] = sprite.color.r; colors[ci + x*4 + 1] = sprite.color.g; colors[ci + x*4 + 2] = sprite.color.b; colors[ci + x*4 + 3] = sprite.color.a; } } // increase sprites count this._currBatchCount++; } } /** * Push vertices directly to batch. * @param {Array<Vertex>} vertices Vertices to push. */ pushVertices(vertices) { // sanity if (!vertices || vertices.length !== 4) { throw new Error("Vertices must be array of 4 values!"); } // get buffers and offset let positions = this._positions; let uvs = this._uvs; let colors = this._colors; // push colors for (let i = 0; i < vertices.length; ++i) { let vertex = vertices[i]; let ci = (this._currBatchCount * (4 * 4)) + (i * 4); colors[ci + 0] = vertex.color.r; colors[ci + 1] = vertex.color.g; colors[ci + 2] = vertex.color.b; colors[ci + 3] = vertex.color.a; } // push positions let topLeft = vertices[0].position; let topRight = vertices[1].position; let bottomLeft = vertices[2].position; let bottomRight = vertices[3].position; let pi = this._currBatchCount * 4 * 3; positions[pi+0] = topLeft.x; positions[pi+1] = topLeft.y; positions[pi+2] = topLeft.z || 0; positions[pi+3] = topRight.x; positions[pi+4] = topRight.y; positions[pi+5] = topRight.z || 0; positions[pi+6] = bottomLeft.x; positions[pi+7] = bottomLeft.y; positions[pi+8] = bottomLeft.z || 0; positions[pi+9] = bottomRight.x; positions[pi+10] = bottomRight.y; positions[pi+11] = bottomRight.z || 0; // set texture coords let uvi = (this._currBatchCount * (4 * 2)); uvs[uvi++] = vertices[0].textureCoord.x / this._currTexture.width; uvs[uvi++] = vertices[0].textureCoord.y / this._currTexture.height; uvs[uvi++] = vertices[1].textureCoord.x / this._currTexture.width; uvs[uvi++] = vertices[1].textureCoord.y / this._currTexture.height; uvs[uvi++] = vertices[2].textureCoord.x / this._currTexture.width; uvs[uvi++] = vertices[2].textureCoord.y / this._currTexture.height; uvs[uvi++] = vertices[3].textureCoord.x / this._currTexture.width; uvs[uvi++] = vertices[3].textureCoord.y / this._currTexture.height; // increase batch count this._currBatchCount++; } /** * How many sprites we can have in batch, in total. */ get batchSpritesCount() { return this._gfx.batchSpritesCount; } /** * Draw current batch. * @private */ _drawCurrentBatch() { // get some members let gl = this._gl; let transform = this._transform; let positionArray = this._positions; let textureArray = this._uvs; let colorsArray = this._colors; let positionBuffer = this._positionsBuff; let textureCoordBuffer = this._uvsBuff; let colorsBuffer = this._colorsBuff; let indexBuffer = this._indexBuff; // some sanity checks if (this._effect !== this._gfx._activeEffect) { _logger.error("Effect changed while drawing batch!"); } // set blend mode if needed this._gfx._setBlendMode(this._currBlend); // prepare effect and texture let mesh = new Mesh(positionBuffer, textureCoordBuffer, colorsBuffer, indexBuffer, this._currBatchCount * 6); this._gfx._activeEffect.prepareToDrawBatch(mesh, transform || Matrix.identity); this._gfx._setActiveTexture(this._currTexture); // should we slice the arrays? let shouldSliceArrays = this._currBatchCount < this.batchSpritesCount / 2; // copy position buffer gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, shouldSliceArrays ? positionArray.slice(0, this._currBatchCount * 4 * 3) : positionArray, gl.DYNAMIC_DRAW); // copy texture buffer gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, shouldSliceArrays ? textureArray.slice(0, this._currBatchCount * 4 * 2) : textureArray, gl.DYNAMIC_DRAW); // copy color buffer gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer); gl.bufferData(gl.ARRAY_BUFFER, shouldSliceArrays ? colorsArray.slice(0, this._currBatchCount * 4 * 4) : colorsArray, gl.DYNAMIC_DRAW); // set indices gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); this._currIndices = null; // draw elements gl.drawElements(gl.TRIANGLES, this._currBatchCount * 6, gl.UNSIGNED_SHORT, 0); this._gfx._drawCallsCount++; // reset current counter this._currBatchCount = 0; } }
JavaScript
class Vertex { /** * Create the vertex data. * @param {Vector2|Vector3} position Vertex position. * @param {Vector2} textureCoord Vertex texture coord (in pixels). * @param {Color} color Vertex color (undefined will default to white). */ constructor(position, textureCoord, color) { this.position = position; this.textureCoord = textureCoord; this.color = color || Color.white; } }
JavaScript
class SpritesGroup { /** * Create the group object. */ constructor() { this._sprites = []; this.rotation = 0; this.position = new Vector2(0, 0); this.scale = new Vector2(1, 1); } /** * Iterate all sprites. * @param {Function} callback Callback to run on all sprites in group. */ forEach(callback) { this._sprites.forEach(callback); } /** * Set color for all sprites in group. * @param {Color} color Color to set. */ setColor(color) { for (let i = 0; i < this._sprites.length; ++i) { this._sprites[i].color.copy(color); } } /** * Get group's transformations. * @returns {Matrix} Transformations matrix, or null if there's nothing to apply. */ getTransform() { let matrices = []; if ((this.position.x !== 0) || (this.position.y !== 0)) { matrices.push(Matrix.translate(this.position.x, this.position.y, 0)); } if (this.rotation) { matrices.push(Matrix.rotateZ(-this.rotation)); } if ((this.scale.x !== 1) || (this.scale.y !== 1)) { matrices.push(Matrix.scale(this.scale.x, this.scale.y)); } if (matrices.length === 0) { return null }; if (matrices.length === 1) { return matrices[0]; } return Matrix.multiplyMany(matrices); } /** * Adds a sprite to group. * @param {Sprite} sprite Sprite to add. * @returns {Sprite} The newly added sprite. */ add(sprite) { this._sprites.push(sprite); return sprite; } /** * Remove a sprite from group. * @param {Sprite} sprite Sprite to remove. */ remove(sprite) { for (let i = 0; i < this._sprites.length; ++i) { if (this._sprites[i] === sprite) { this._sprites.splice(i, 1); return; } } } /** * Shift first sprite element. * @returns {Sprite} The removed sprite. */ shift() { return this._sprites.shift(); } /** * Sort sprites. * @param {Function} compare Comparer method. */ sort(compare) { this._sprites.sort(compare); } /** * Sort by texture and blend mode for maximum efficiency in batching. * This will change sprites order. */ sortForBatching() { this._sprites.sort((a,b) => { let at = a.texture.url + a.blendMode; let bt = b.texture.url + b.blendMode; return (at > bt) ? 1 : ((bt > at) ? -1 : 0); }); } /** * Sprites count in group. * @returns {Number} Number of sprites in group. */ get count() { return this._sprites.length; } }
JavaScript
class Input extends IManager { /** * Create the manager. */ constructor() { super(); // callbacks and target we listen to input on this._callbacks = null; this._targetElement = window; // export mouse and keyboard keys this.MouseButtons = MouseButtons; this.KeyboardKeys = KeyboardKeys; // if true, will prevent default events by calling preventDefault() this.preventDefaults = false; // by default, when holding wheel button down browsers will turn into special page scroll mode and will not emit mouse move events. // if this property is set to true, StInput will prevent this behavior, so we could still get mouse delta while mouse wheel is held down. this.enableMouseDeltaWhileMouseWheelDown = true; // if true, will disable the context menu (right click) this.disableContextMenu = true; // should we reset on focus lost? this.resetOnFocusLoss = true; // set base state members this._resetAll(); } /** * @inheritdoc * @private **/ setup() { return new Promise((resolve, reject) => { _logger.info("Setup input manager.."); // if target element is a method, invoke it if (typeof this._targetElement === 'function') { this._targetElement = this._targetElement(); if (!this._targetElement) { throw new Error("Input target element was set to be a method, but the returned value was invalid!"); } } // get element to attach to let element = this._targetElement; // to make sure keyboard input would work if provided with canvas entity if (element.tabIndex === -1 || element.tabIndex === undefined) { element.tabIndex = 1000; } // focus on target element window.setTimeout(() => element.focus(), 0); // set all the events to listen to var _this = this; this._callbacks = { 'mousedown': function(event) {_this._onMouseDown(event); if (this.preventDefaults) event.preventDefault(); }, 'mouseup': function(event) {_this._onMouseUp(event); if (this.preventDefaults) event.preventDefault(); }, 'mousemove': function(event) {_this._onMouseMove(event); if (this.preventDefaults) event.preventDefault(); }, 'keydown': function(event) {_this._onKeyDown(event); if (this.preventDefaults) event.preventDefault(); }, 'keyup': function(event) {_this._onKeyUp(event); if (this.preventDefaults) event.preventDefault(); }, 'blur': function(event) {_this._onBlur(event); if (this.preventDefaults) event.preventDefault(); }, 'wheel': function(event) {_this._onMouseWheel(event); }, 'touchstart': function(event) {_this._onTouchStart(event); if (this.preventDefaults) event.preventDefault(); }, 'touchend': function(event) {_this._onMouseUp(event); if (this.preventDefaults) event.preventDefault(); }, 'touchmove': function(event) {_this._onTouchMove(event); if (this.preventDefaults) event.preventDefault(); }, 'contextmenu': function(event) { if (_this.disableContextMenu) { event.preventDefault(); } }, }; // reset all data to init initial state this._resetAll(); // register all callbacks for (var event in this._callbacks) { element.addEventListener(event, this._callbacks[event], false); } // if we have a specific element, still capture mouse release outside of it if (element !== window) { window.addEventListener('mouseup', this._callbacks['mouseup'], false); window.addEventListener('touchend', this._callbacks['touchend'], false); } resolve(); }); } /** * @inheritdoc * @private **/ startFrame() { } /** * @inheritdoc * @private **/ destroy() { // unregister all callbacks if (this._callbacks) { let element = this._targetElement; for (var event in this._callbacks) { element.removeEventListener(event, this._callbacks[event]); } if (element !== window) { window.removeEventListener('mouseup', this._callbacks['mouseup'], false); window.removeEventListener('touchend', this._callbacks['touchend'], false); } this._callbacks = null; } } /** * Set the target element to attach input to. If not called, will just use the entire document. * Must be called *before* initializing Shaku. This can also be a method to invoke while initializing. * @example * // the following will use whatever canvas the gfx manager uses as input element. * // this means mouse offset will also be relative to this element. * Shaku.input.setTargetElement(() => Shaku.gfx.canvas); * @param {Element} element Element to attach input to. */ setTargetElement(element) { if (this._callbacks) { throw new Error("'setTargetElement() must be called before initializing the input manager!"); } this._targetElement = element; } /** * Reset all internal data and states. * @private */ _resetAll() { // mouse states this._mousePos = new Vector2(); this._mousePrevPos = new Vector2(); this._mouseState = {}; this._mousePrevState = {}; this._mouseWheel = 0; // keyboard keys this._keyboardState = {}; this._keyboardPrevState = {}; // reset touch started state this._touchStarted = false; } /** * Get mouse position. * @returns {Vector2} Mouse position. */ get mousePosition() { return this._mousePos.clone(); } /** * Get mouse previous position (before the last endFrame() call). * @returns {Vector2} Mouse position in previous frame. */ get prevMousePosition() { return (this._mousePrevPos || this._mousePos).clone(); } /** * Get mouse movement since last endFrame() call. * @returns {Vector2} Mouse change since last frame. */ get mouseDelta() { // no previous position? return 0,0. if (!this._mousePrevPos) { return Vector2.zero; } // return mouse delta return new Vector2(this._mousePos.x - this._mousePrevPos.x, this._mousePos.y - this._mousePrevPos.y); } /** * Get if mouse is currently moving. * @returns {Boolean} True if mouse moved since last frame, false otherwise. */ get mouseMoving() { return (this._mousePrevPos && !this._mousePrevPos.equals(this._mousePos)); } /** * Get if mouse button was pressed this frame. * @param {MouseButtons} button Button code (defults to MouseButtons.left). * @returns {Boolean} True if mouse button is currently down, but was up in previous frame. */ mousePressed(button = 0) { if (button === undefined) throw new Error("Invalid button code!"); return Boolean(this._mouseState[button] && !this._mousePrevState[button]); } /** * Get if mouse button is currently pressed. * @param {MouseButtons} button Button code (defults to MouseButtons.left). * @returns {Boolean} true if mouse button is currently down, false otherwise. */ mouseDown(button = 0) { if (button === undefined) throw new Error("Invalid button code!"); return Boolean(this._mouseState[button]); } /** * Get if mouse button is currently not down. * @param {MouseButtons} button Button code (defults to MouseButtons.left). * @returns {Boolean} true if mouse button is currently up, false otherwise. */ mouseUp(button = 0) { if (button === undefined) throw new Error("Invalid button code!"); return Boolean(!this.mouseDown(button)); } /** * Get if mouse button was released in current frame. * @param {MouseButtons} button Button code (defults to MouseButtons.left). * @returns {Boolean} True if mouse was down last frame, but released in current frame. */ mouseReleased(button = 0) { if (button === undefined) throw new Error("Invalid button code!"); return Boolean(!this._mouseState[button] && this._mousePrevState[button]); } /** * Get if keyboard key is currently pressed down. * @param {KeyboardKeys} key Keyboard key code. * @returns {boolean} True if keyboard key is currently down, false otherwise. */ keyDown(key) { if (key === undefined) throw new Error("Invalid key code!"); return Boolean(this._keyboardState[key]); } /** * Get if keyboard key is currently not down. * @param {KeyboardKeys} key Keyboard key code. * @returns {Boolean} True if keyboard key is currently up, false otherwise. */ keyUp(key) { if (key === undefined) throw new Error("Invalid key code!"); return Boolean(!this.keyDown(key)); } /** * Get if a keyboard button was released in current frame. * @param {KeyboardKeys} button Keyboard key code. * @returns {Boolean} True if key was down last frame, but released in current frame. */ keyReleased(key) { if (key === undefined) throw new Error("Invalid key code!"); return Boolean(!this._keyboardState[key] && this._keyboardPrevState[key]); } /** * Get if keyboard key was pressed this frame. * @param {KeyboardKeys} key Keyboard key code. * @returns {Boolean} True if key is currently down, but was up in previous frame. */ keyPressed(key) { if (key === undefined) throw new Error("Invalid key code!"); return Boolean(this._keyboardState[key] && !this._keyboardPrevState[key]); } /** * Get if any of the shift keys are currently down. * @returns {Boolean} True if there's a shift key pressed down. */ get shiftDown() { return Boolean(this.keyDown(this.KeyboardKeys.shift)); } /** * Get if any of the Ctrl keys are currently down. * @returns {Boolean} True if there's a Ctrl key pressed down. */ get ctrlDown() { return Boolean(this.keyDown(this.KeyboardKeys.ctrl)); } /** * Get if any of the Alt keys are currently down. * @returns {Boolean} True if there's an Alt key pressed down. */ get altDown() { return Boolean(this.keyDown(this.KeyboardKeys.alt)); } /** * Get if any keyboard key is currently down. * @returns {Boolean} True if there's a key pressed down. */ get anyKeyDown() { for (var key in this._keyboardState) { if (this._keyboardState[key]) { return true; } } return false; } /** * Get if any mouse button is down. * @returns {Boolean} True if any of the mouse buttons are pressed. */ get anyMouseButtonDown() { for (var key in this._mouseState) { if (this._mouseState[key]) { return true; } } return false; } /** * Return if a mouse or keyboard state in a generic way, used internally. * @private * @param {string} code Keyboard or mouse code. * For mouse buttons: mouse_left, mouse_right or mouse_middle. * For keyboard buttons: use one of the keys of KeyboardKeys (for example 'a', 'alt', 'up_arrow', etc..) * For numbers (0-9): you can use the number. * @param {Function} mouseCheck Callback to use to return value if its a mouse button code. * @param {Function} keyboardCheck Callback to use to return value if its a keyboard key code. */ _getValueWithCode(code, mouseCheck, keyboardCheck) { // make sure code is string code = String(code); // if starts with 'mouse' its for mouse button events if (code.indexOf('mouse_') === 0) { // get mouse code name var codename = code.split('_')[1]; // return if mouse down return mouseCheck.call(this, this.MouseButtons[codename]); } // if its just a number, add the 'n' prefix if (!isNaN(parseInt(code)) && code.length === 1) { code = 'n' + code; } // if not start with 'mouse', treat it as a keyboard key return keyboardCheck.call(this, this.KeyboardKeys[code]); } /** * Return if a mouse or keyboard button is currently down. * @param {string|Array<String>} code Keyboard or mouse code. Can be array of codes to test if any of them is down. * For mouse buttons: mouse_left, mouse_right or mouse_middle. * For keyboard buttons: use one of the keys of KeyboardKeys (for example 'a', 'alt', 'up_arrow', etc..) * For numbers (0-9): you can use the number. * @returns {Boolean} True if key or mouse button are down. */ down(code) { if (!(code instanceof Array)) { code = [code]; } for (let c of code) { if (Boolean(this._getValueWithCode(c, this.mouseDown, this.keyDown))) { return true; } } return false; } /** * Return if a mouse or keyboard button was released in this frame. * @param {string|Array<String>} code Keyboard or mouse code. Can be array of codes to test if any of them is released. * For mouse buttons: mouse_left, mouse_right or mouse_middle. * For keyboard buttons: use one of the keys of KeyboardKeys (for example 'a', 'alt', 'up_arrow', etc..) * For numbers (0-9): you can use the number. * @returns {Boolean} True if key or mouse button were down in previous frame, and released this frame. */ released(code) { if (!(code instanceof Array)) { code = [code]; } for (let c of code) { if (Boolean(this._getValueWithCode(c, this.mouseReleased, this.keyReleased))) { return true; } } return false; } /** * Return if a mouse or keyboard button was pressed in this frame. * @param {string|Array<String>} code Keyboard or mouse code. Can be array of codes to test if any of them is pressed. * For mouse buttons: mouse_left, mouse_right or mouse_middle. * For keyboard buttons: use one of the keys of KeyboardKeys (for example 'a', 'alt', 'up_arrow', etc..) * For numbers (0-9): you can use the number. * @returns {Boolean} True if key or mouse button where up in previous frame, and pressed this frame. */ pressed(code) { if (!(code instanceof Array)) { code = [code]; } for (let c of code) { if (Boolean(this._getValueWithCode(c, this.mousePressed, this.keyPressed))) { return true; } } return false; } /** * Get mouse wheel sign. * @returns {Number} Mouse wheel sign (-1 or 1) for wheel scrolling that happened during this frame. * Will return 0 if mouse wheel is not currently being used. */ get mouseWheelSign() { return Math.sign(this._mouseWheel); } /** * Get mouse wheel value. * @returns {Number} Mouse wheel value. */ get mouseWheel() { return this._mouseWheel; } /** * @inheritdoc * @private **/ endFrame() { // set mouse previous position and clear mouse move cache this._mousePrevPos = this._mousePos.clone(); // set previous keyboard state this._keyboardPrevState = {}; for (var key in this._keyboardState) { this._keyboardPrevState[key] = this._keyboardState[key]; } // set previous mouse state this._mousePrevState = {}; for (var key in this._mouseState) { this._mousePrevState[key] = this._mouseState[key]; } // apply touch start event if (this._touchStarted) { this._mouseState[this.MouseButtons.left] = true; this._touchStarted = false; } // reset mouse wheel this._mouseWheel = 0; } /** * Get keyboard key code from event. * @private */ _getKeyboardKeyCode(event) { event = this._getEvent(event); return event.keyCode !== undefined ? event.keyCode : event.key.charCodeAt(0); } /** * Called when window loses focus - clear all input states to prevent keys getting stuck. * @private */ _onBlur(event) { if (this.resetOnFocusLoss) { this._resetAll(); } } /** * Handle mouse wheel events. * @private * @param {*} event Event data from browser. */ _onMouseWheel(event) { this._mouseWheel = event.deltaY; } /** * Handle keyboard down event. * @private * @param {*} event Event data from browser. */ _onKeyDown(event) { var keycode = this._getKeyboardKeyCode(event); this._keyboardState[keycode] = true; } /** * Handle keyboard up event. * @private * @param {*} event Event data from browser. */ _onKeyUp(event) { var keycode = this._getKeyboardKeyCode(event); this._keyboardState[keycode || 0] = false; } /** * Handle touch start event. * @private * @param {*} event Event data from browser. */ _onTouchStart(event) { // also update mouse position - this is important for touch events on mobile, where touch move only works while touching, // so we want to update mouse position on the moment touch starts var touches = event.changedTouches; if (touches && touches.length) { var touch = touches[0]; var x = touch.pageX || touch.offsetX || touch.clientX; var y = touch.pageY || touch.offsetY || touch.clientY; if (x !== undefined && y !== undefined) { this._mousePos.x = x; this._mousePos.y = y; this._normalizeMousePos() } } // mark that touch started - will update state next frame this._touchStarted = true; } /** * Handle mouse down event. * @private * @param {*} event Event data from browser. */ _onMouseDown(event) { // update mouse down state event = this._getEvent(event); if (this.enableMouseDeltaWhileMouseWheelDown && (event.button === this.MouseButtons.middle)) { event.preventDefault(); } this._mouseState[event.button || 0] = true; } /** * Handle mouse up event. * @private * @param {*} event Event data from browser. */ _onMouseUp(event) { event = this._getEvent(event); this._mouseState[event.button || 0] = false; } /** * Handle touch move event. * @private * @param {*} event Event data from browser. */ _onTouchMove(event) { event = this._getEvent(event); this._mousePos.x = event.touches[0].pageX; this._mousePos.y = event.touches[0].pageY; this._normalizeMousePos(); } /** * Handle mouse move event. * @private * @param {*} event Event data from browser. */ _onMouseMove(event) { // get event in a cross-browser way event = this._getEvent(event); // try to get position from event with some fallbacks var pageX = event.clientX; if (pageX === undefined) { pageX = event.x; } if (pageX === undefined) { pageX = event.offsetX; } if (pageX === undefined) { pageX = event.pageX; } var pageY = event.clientY; if (pageY === undefined) { pageY = event.y; } if (pageY === undefined) { pageY = event.offsetY; } if (pageY === undefined) { pageY = event.pageY; } // if pageX and pageY are not supported, use clientX and clientY instead if (pageX === undefined) { pageX = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft; pageY = event.clientY + document.body.scrollTop + document.documentElement.scrollTop; } // set current mouse position this._mousePos.x = pageX; this._mousePos.y = pageY; this._normalizeMousePos(); } /** * Normalize current _mousePos value to be relative to target element. * @private */ _normalizeMousePos() { if (this._targetElement && this._targetElement.getBoundingClientRect) { var rect = this._targetElement.getBoundingClientRect(); this._mousePos.x -= rect.left; this._mousePos.y -= rect.top; } } /** * Get event either from event param or from window.event. * This is for older browsers support. * @private */ _getEvent(event) { return event || window.event; } }
JavaScript
class Logger { constructor(name) { this._nameHeader = '[' + _application + '][' + name + ']'; this._throwErrors = false; } /** * Write a trace level log message. * @param {String} msg Message to write. */ trace(msg) { _drivers.trace(this._nameHeader, msg); } /** * Write a debug level log message. * @param {String} msg Message to write. */ debug(msg) { _drivers.debug(this._nameHeader, msg); } /** * Write an info level log message. * @param {String} msg Message to write. */ info(msg) { _drivers.info(this._nameHeader, msg); } /** * Write a warning level log message. * @param {String} msg Message to write. */ warn(msg) { _drivers.warn(this._nameHeader, msg); if (this._throwErrors) { throw new Error(msg); } } /** * Write an error level log message. * @param {String} msg Message to write. */ error(msg) { _drivers.error(this._nameHeader, msg); if (this._throwErrors) { throw new Error(msg); } } /** * Set logger to throw an error every time a log message with severity higher than warning is written. * @param {Boolean} enable Set to true to throw error on warnings. */ throwErrorOnWarnings(enable) { this._throwErrors = Boolean(enable); } }
JavaScript
class NullDrivers { /** * @private */ constructor() { } trace(msg) { } debug(msg) { } info(msg) { } warn(msg) { } error(msg) { } }
JavaScript
class IManager { /** * Initialize the manager. * @returns {Promise} Promise to resolve when initialization is done. */ setup() { throw new Error("Not Implemented!"); } /** * Called every update at the begining of the frame. */ startFrame() { throw new Error("Not Implemented!"); } /** * Called every update at the end of the frame. */ endFrame() { throw new Error("Not Implemented!"); } /** * Destroy the manager. */ destroy() { throw new Error("Not Implemented!"); } }
JavaScript
class Sfx extends IManager { /** * Create the manager. */ constructor() { super(); this._playingSounds = null; } /** * @inheritdoc * @private **/ setup() { return new Promise((resolve, reject) => { _logger.info("Setup sfx manager.."); this._playingSounds = new Set(); resolve(); }); } /** * @inheritdoc * @private **/ startFrame() { var playingSounds = Array.from(this._playingSounds); for (var i = 0; i < playingSounds.length; ++i) { var sound = playingSounds[i]; if (!sound.isPlaying) { this._playingSounds.delete(sound); } } } /** * @inheritdoc * @private **/ endFrame() { var playingSounds = Array.from(this._playingSounds); for (var i = 0; i < playingSounds.length; ++i) { var sound = playingSounds[i]; if (!sound.isPlaying) { this._playingSounds.delete(sound); } } } /** * @inheritdoc * @private **/ destroy() { this.stopAll(); this._playingSounds = new Set(); } /** * Get the SoundMixer class. * @see SoundMixer */ get SoundMixer() { return SoundMixer; } /** * Play a sound once without any special properties and without returning a sound instance. * Its a more convinient method to play sounds, but less efficient than 'createSound()' if you want to play multiple times. * @example * let sound = await Shaku.assets.loadSound("assets/my_sound.ogg"); * Shaku.sfx.play(sound, 0.75); * @param {SoundAsset} sound Sound asset to play. * @param {Number} volume Volume to play sound (default to max). * @param {Number} playbackRate Optional playback rate factor. * @param {Boolean} preservesPitch Optional preserve pitch when changing rate factor. */ play(sound, volume, playbackRate, preservesPitch) { var sound = this.createSound(sound); sound.volume = volume !== undefined ? volume : 1; if (playbackRate !== undefined) { sound.playbackRate = playbackRate; } if (preservesPitch !== undefined) { sound.preservesPitch = preservesPitch; } sound.play(); } /** * Stop all playing sounds. * @example * Shaku.sfx.stopAll(); */ stopAll() { var playingSounds = Array.from(this._playingSounds); for (var i = 0; i < playingSounds.length; ++i) { var sound = playingSounds[i]; sound.stop(); } this._playingSounds = new Set(); } /** * Get currently playing sounds count. * @returns {Number} Number of sounds currently playing. */ get playingSoundsCount() { return this._playingSounds.size; } /** * Create and return a sound instance you can use to play multiple times. * @example * let sound = await Shaku.assets.loadSound("assets/my_sound.ogg"); * let soundInstance = Shaku.sfx.createSound(sound); * soundInstance.play(); * @param {SoundAsset} sound Sound asset to play. * @returns {SoundInstance} Newly created sound instance. */ createSound(sound) { if (!(sound instanceof SoundAsset)) { throw new Error("Sound type must be an instance of SoundAsset!"); } var ret = new SoundInstance(this, sound.url); return ret; } /** * Get master volume. * This affect all sound effects volumes. * @returns {Number} Current master volume value. */ get masterVolume() { return SoundInstance._masterVolume; } /** * Set master volume. * This affect all sound effects volumes. * @param {Number} value Master volume to set. */ set masterVolume(value) { SoundInstance._masterVolume = value; return value; } }
JavaScript
class SoundInstance { /** * Create a sound instance. * @param {Sfx} sfxManager Sfx manager instance. * @param {String} url Sound URL or source. */ constructor(sfxManager, url) { if (!url) { _logger.error("Sound type can't be null or invalid!"); throw new Error("Invalid sound type to play in SoundInstance!"); } this._sfx = sfxManager; this._audio = new Audio(url); this._volume = 1; } /** * Play sound. */ play() { if (this.playing) { return; } this._audio.play(); this._sfx._playingSounds.add(this); } /** * Get sound effect playback rate. * @returns {Number} Playback rate. */ get playbackRate() { return this._audio.playbackRate; } /** * Set playback rate. * @param {Number} val Playback value to set. */ set playbackRate(val) { if (val < 0.1) { _logger.error("playbackRate value set is too low, value was capped to 0.1."); } if (val > 10) { _logger.error("playbackRate value set is too high, value was capped to 10."); } this._audio.playbackRate = val; } /** * Get if to preserve pitch while changing playback rate. * @returns {Boolean} Preserve pitch state of the sound instance. */ get preservesPitch() { return Boolean(this._audio.preservesPitch || this._audio.mozPreservesPitch); } /** * Set if to preserve pitch while changing playback rate. * @param {Boolean} val New preserve pitch value to set. */ set preservesPitch(val) { return this._audio.preservesPitch = this._audio.mozPreservesPitch = Boolean(val); } /** * Pause the sound. */ pause() { this._audio.pause(); } /** * Replay sound from start. */ replay() { this.stop(); this.play(); } /** * Stop the sound and go back to start. */ stop() { this.pause(); this.currentTime = 0; } /** * Get if playing in loop. * @returns {Boolean} If this sound should play in loop. */ get loop() { return this._audio.loop; } /** * Set if playing in loop. * @param {Boolean} value If this sound should play in loop. */ set loop(value) { this._audio.loop = value; return this._audio.loop; } /** * Get volume. * @returns {Number} Sound effect volume. */ get volume() { return this._volume; } /** * Set volume. * @param {Number} value Sound effect volume to set. */ set volume(value) { this._volume = value; var volume = (value * SoundInstance._masterVolume); if (volume < 0) { volume = 0; } if (volume > 1) { volume = 1; } this._audio.volume = volume; return this._volume; } /** * Get current time in track. * @returns {Number} Current time in playing sound. */ get currentTime() { return this._audio.currentTime; } /** * Set current time in track. * @param {Number} value Set current playing time in sound track. */ set currentTime(value) { return this._audio.currentTime = value; } /** * Get track duration. * @returns {Number} Sound duration in seconds. */ get duration() { return this._audio.duration; } /** * Get if sound is currently paused. * @returns {Boolean} True if sound is currently paused. */ get paused() { return this._audio.paused; } /** * Get if sound is currently playing. * @returns {Boolean} True if sound is currently playing. */ get playing() { return !this.paused && !this.finished; } /** * Get if finished playing. * @returns {Boolean} True if sound reached the end and didn't loop. */ get finished() { return this._audio.ended; } }
JavaScript
class SoundMixer { /** * Create the sound mixer. * @param {SoundInstance} sound1 Sound to mix from. Can be null to just fade in. * @param {SoundInstance} sound2 Sound to mix to. Can be null to just fade out. * @param {Boolean} allowOverlapping If true (default), will mix while overlapping sounds. * If false, will first finish first sound before begining next. */ constructor(sound1, sound2, allowOverlapping) { this._sound1 = sound1; this._sound2 = sound2; this.fromSoundVolume = this._sound1 ? this._sound1.volume : 0; this.toSoundVolume = this._sound2 ? this._sound2.volume : 0; this.allowOverlapping = allowOverlapping; this.update(0); } /** * Stop both sounds. */ stop() { if (this._sound1) { this._sound1.stop(); } if (this._sound2) { this._sound2.stop(); } } /** * Get first sound. * @returns {SoundInstance} First sound instance. */ get fromSound() { return this._sound1; } /** * Get second sound. * @returns {SoundInstance} Second sound instance. */ get toSound() { return this._sound2; } /** * Return current progress. * @returns {Number} Mix progress from 0 to 1. */ get progress() { return this._progress; } /** * Update the mixer progress with time delta instead of absolute value. * @param {Number} delta Progress delta, in seconds. */ updateDelta(delta) { this.update(this._progress + delta); } /** * Update the mixer progress. * @param {Number} progress Transition progress from sound1 to sound2. Values must be between 0.0 to 1.0. */ update(progress) { // special case - start if (progress <= 0) { if (this._sound1) { this._sound1.volume = this.fromSoundVolume; } if (this._sound2) { this._sound2.volume = 0; this._sound2.stop(); } this._progress = 0; } // special case - finish if (progress >= 1) { if (this._sound2) { this._sound2.volume = this.toSoundVolume; } if (this._sound1) { this._sound1.volume = 0; this._sound1.stop(); } this._progress = 1; } // transition else { this._progress = progress; if (this._sound1) { this._sound1.play(); } if (this._sound2) { this._sound2.play(); } if (this.allowOverlapping) { if (this._sound1) { this._sound1.volume = this.fromSoundVolume * (1 - progress); } if (this._sound2) { this._sound2.volume = this.toSoundVolume * progress; } } else { progress *= 2; if (this._sound1) { this._sound1.volume = Math.max(this.fromSoundVolume * (1 - progress), 0); } if (this._sound2) { this._sound2.volume = Math.max(this.toSoundVolume * (progress - 1), 0); } } } } }
JavaScript
class Shaku { /** * Create the Shaku main object. */ constructor() { /** * Different utilities and framework objects, like vectors, rectangles, colors, etc. */ this.utils = utils; /** * Sound effects and music manager. */ this.sfx = sfx; /** * Graphics manager. */ this.gfx = gfx; /** * Input manager. */ this.input = input; /** * Assets manager. */ this.assets = assets; /** * Collision detection manager. */ this.collision = collision; /** * If true, will pause the updates and drawing calls when window is not focused. * Will also not update elapsed time. */ this.pauseWhenNotFocused = false; /** * Set to true to completely pause Shaku (will skip updates, drawing, and time counting). */ this.paused = false; /** * Set to true to pause just the game time. * This will not pause real-life time. If you need real-life time stop please use the Python package. */ this.pauseTime = false; // are managers currently in 'started' mode? this._managersStarted = false; // were we previously paused? this._wasPaused = false; } /** * Method to select managers to use + initialize them. * @param {Array<IManager>} managers Array with list of managers to use or null to use all. * @returns {Promise} promise to resolve when finish initialization. */ async init(managers) { return new Promise(async (resolve, reject) => { // sanity & log if (_usedManagers) { throw new Error("Already initialized!"); } _logger.info(`Initialize Shaku v${version}.`); // reset game start time GameTime.reset(); // setup used managers _usedManagers = managers || (isBrowser ? [assets, sfx, gfx, input, collision] : [assets, collision]); // init all managers for (let i = 0; i < _usedManagers.length; ++i) { await _usedManagers[i].setup(); } // set starting time _prevUpdateTime = new GameTime(); // done! resolve(); }); } /** * Destroy all managers */ destroy() { // sanity if (!_usedManagers) { throw new Error("Not initialized!"); } // destroy all managers for (let i = 0; i < _usedManagers.length; ++i) { _usedManagers[i].destroy(); } } /** * Get if the Shaku is currently paused. */ get isPaused() { return this.paused || (this.pauseWhenNotFocused && !document.hasFocus()); } /** * Start frame (update all managers). */ startFrame() { // if paused, skip if (this.isPaused) { this._wasPaused = true; return; } // returning from pause if (this._wasPaused) { this._wasPaused = false; GameTime.resetDelta(); } // update times if (this.pauseTime) { GameTime.resetDelta(); } else { GameTime.update(); } // get frame start time _startFrameTime = GameTime.rawTimestamp(); // create new gameTime object this._gameTime = new GameTime(); // update animators utils.Animator.updateAutos(this._gameTime.delta); // update managers for (let i = 0; i < _usedManagers.length; ++i) { _usedManagers[i].startFrame(); } this._managersStarted = true; } /** * End frame (update all managers). */ endFrame() { // update managers if (this._managersStarted) { for (let i = 0; i < _usedManagers.length; ++i) { _usedManagers[i].endFrame(); } this._managersStarted = false; } // if paused, skip if (this.isPaused) { return; } // store previous gameTime object _prevUpdateTime = this._gameTime; // count fps _currFpsCounter++; _countSecond += this._gameTime.delta; // a second passed: if (_countSecond >= 1) { // reset second count and set current fps value _countSecond = 0; _currFps = _currFpsCounter; _currFpsCounter = 0; // trim the frames avg time, so we won't drag peaks for too long _totalFrameTimes = this.getAverageFrameTime(); _frameTimeMeasuresCount = 1; } // get frame end time and update average frames time let _endFrameTime = GameTime.rawTimestamp(); _frameTimeMeasuresCount++; _totalFrameTimes += (_endFrameTime - _startFrameTime); } /** * Make Shaku run in silent mode, without logs. * You can call this before init. */ silent() { logger.silent(); } /** * Set logger to throw an error every time a log message with severity higher than warning is written. * You can call this before init. * @param {Boolean} enable Set to true to throw error on warnings. */ throwErrorOnWarnings(enable) { if (enable === undefined) { throw Error("Must provide a value!"); } logger.throwErrorOnWarnings(enable); } /** * Get current frame game time. * Only valid between startFrame() and endFrame(). * @returns {GameTime} Current frame's gametime. */ get gameTime() { return this._gameTime; } /** * Get Shaku's version. * @returns {String} Shaku's version. */ get version() { return version; } /** * Return current FPS count. * Note: will return 0 until at least one second have passed. * @returns {Number} FPS count. */ getFpsCount() { return _currFps; } /** * Get how long on average it takes to complete a game frame. * @returns {Number} Average time, in milliseconds, it takes to complete a game frame. */ getAverageFrameTime() { if (_frameTimeMeasuresCount === 0) { return 0; } return _totalFrameTimes / _frameTimeMeasuresCount; } /** * Request animation frame with fallbacks. * @param {Function} callback Method to invoke in next animation frame. * @returns {Number} Handle for cancellation. */ requestAnimationFrame(callback) { if (window.requestAnimationFrame) return window.requestAnimationFrame(callback); else if (window.mozRequestAnimationFrame) return window.mozRequestAnimationFrame(callback); else if (window.webkitRequestAnimationFrame) return window.webkitRequestAnimationFrame(callback); else if (window.msRequestAnimationFrame) return window.msRequestAnimationFrame(callback); else return setTimeout(callback, 1000/60); } /** * Cancel animation frame with fallbacks. * @param {Number} id Request handle. */ cancelAnimationFrame(id) { if (window.cancelAnimationFrame) return window.cancelAnimationFrame(id); else if (window.mozCancelAnimationFrame) return window.mozCancelAnimationFrame(id); else clearTimeout(id); } /** * Set the logger writer class (will replace the default console output). * @param {*} loggerHandler New logger handler (must implement trace, debug, info, warn, error methods). */ setLogger(loggerHandler) { logger.setDrivers(loggerHandler); } }
JavaScript
class Animator { /** * Create the animator. * @param {*} target Any object you want to animate. */ constructor(target) { this._target = target; this._fromValues = {}; this._toValues = {}; this._progress = 0; this._onFinish = null; this._smoothDamp = false; this._repeats = false; this._repeatsWithReverseAnimation = false; this._isInAutoUpdate = false; this._originalFrom = null; this._originalTo = null; this._originalRepeats = null; /** * Speed factor to multiply with delta every time this animator updates. */ this.speedFactor = 1; } /** * Update this animator with a given delta time. * @param {Number} delta Delta time to progress this animator by. */ update(delta) { // if already done, skip if (this._progress >= 1) { return; } // apply speed factor and update progress delta *= this.speedFactor; this._progress += delta; // did finish? if (this._progress >= 1) { // make sure don't overflow this._progress = 1; // trigger finish method if (this._onFinish) { this._onFinish(); } } // update values for (let key in this._toValues) { // get key as parts and to-value let keyParts = this._toValues[key].keyParts; let toValue = this._toValues[key].value; // get from value let fromValue = this._fromValues[key]; // if from not set, get default if (fromValue === undefined) { this._fromValues[key] = fromValue = this._getValueFromTarget(keyParts); if (fromValue === undefined) { throw new Error(`Animator issue: missing origin value for key '${key}' and property not found in target object.`); } } // get lerp factor let a = (this._smoothDamp && this._progress < 1) ? (this._progress * (1 + 1 - this._progress)) : this._progress; // calculate new value let newValue = null; if (typeof fromValue === 'number') { newValue = lerp(fromValue, toValue, a); } else if (fromValue.constructor.lerp) { newValue = fromValue.constructor.lerp(fromValue, toValue, a); } else { throw new Error(`Animator issue: from-value for key '${key}' is not a number, and its class type don't implement a 'lerp()' method!`); } // set new value this._setValueToTarget(keyParts, newValue); } // if repeating, reset progress if (this._repeats && this._progress >= 1) { if (typeof this._repeats === 'number') { this._repeats--; } this._progress = 0; if (this._repeatsWithReverseAnimation ) { this.flipFromAndTo(); } } } /** * Get value from target object. * @private * @param {Array<String>} keyParts Key parts broken by dots. */ _getValueFromTarget(keyParts) { // easy case - get value when key parts is just one component if (keyParts.length === 1) { return this._target[keyParts[0]]; } // get value for path with parts function index(obj,i) {return obj[i]} return keyParts.reduce(index, this._target); } /** * Set value in target object. * @private * @param {Array<String>} keyParts Key parts broken by dots. */ _setValueToTarget(keyParts, value) { // easy case - set value when key parts is just one component if (keyParts.length === 1) { this._target[keyParts[0]] = value; return; } // set value for path with parts function index(obj,i) {return obj[i]} let parent = keyParts.slice(0, keyParts.length - 1).reduce(index, this._target); parent[keyParts[keyParts.length - 1]] = value; } /** * Make sure a given value is legal for the animator. * @private */ _validateValueType(value) { return (typeof value === 'number') || (value && value.constructor && value.constructor.lerp); } /** * Set a method to run when animation ends. * @param {Function} callback Callback to invoke when done. * @returns {Animator} this. */ then(callback) { this._onFinish = callback; return this; } /** * Set smooth damp. * If true, lerping will go slower as the animation reach its ending. * @param {Boolean} enable set smooth damp mode. * @returns {Animator} this. */ smoothDamp(enable) { this._smoothDamp = enable; return this; } /** * Set if the animator should repeat itself. * @param {Boolean|Number} enable false to disable repeating, true for endless repeats, or a number for limited number of repeats. * @param {Boolean} reverseAnimation if true, it will reverse animation to repeat it instead of just "jumping" back to starting state. * @returns {Animator} this. */ repeats(enable, reverseAnimation) { this._originalRepeats = this._repeats = enable; this._repeatsWithReverseAnimation = Boolean(reverseAnimation); return this; } /** * Set 'from' values. * You don't have to provide 'from' values, when a value is not set the animator will just take whatever was set in target when first update is called. * @param {*} values Values to set as 'from' values. * Key = property name in target (can contain dots for nested), value = value to start animation from. * @returns {Animator} this. */ from(values) { for (let key in values) { if (!this._validateValueType(values[key])) { throw new Error("Illegal value type to use with Animator! All values must be either numbers, or a class instance that has a static lerp() method."); } this._fromValues[key] = values[key]; } this._originalFrom = null; return this; } /** * Set 'to' values, ie the result when animation ends. * @param {*} values Values to set as 'to' values. * Key = property name in target (can contain dots for nested), value = value to start animation from. * @returns {Animator} this. */ to(values) { for (let key in values) { if (!this._validateValueType(values[key])) { throw new Error("Illegal value type to use with Animator! All values must be either numbers, or a class instance that has a static lerp() method."); } this._toValues[key] = {keyParts: key.split('.'), value: values[key]}; } this._originalTo = null; return this; } /** * Flip between the 'from' and the 'to' states. */ flipFromAndTo() { let newFrom = {}; let newTo = {}; if (!this._originalFrom) { this._originalFrom = this._fromValues; } if (!this._originalTo) { this._originalTo = this._toValues; } for (let key in this._toValues) { newFrom[key] = this._toValues[key].value; newTo[key] = {keyParts: key.split('.'), value: this._fromValues[key]}; } this._fromValues = newFrom; this._toValues = newTo; } /** * Make this Animator update automatically with the gameTime delta time. * Note: this will change the speedFactor property. * @param {Number} seconds Animator duration time in seconds. * @returns {Animator} this. */ duration(seconds) { this.speedFactor = 1 / seconds; return this; } /** * Reset animator progress. * @returns {Animator} this. */ reset() { if (this._originalFrom) { this._fromValues = this._originalFrom; } if (this._originalTo) { this._toValues = this._originalTo; } if (this._originalRepeats !== null) { this._repeats = this._originalRepeats; } this._progress = 0; return this; } /** * Make this Animator update automatically with the gameTime delta time, until its done. * @returns {Animator} this. */ play() { if (this._isInAutoUpdate) { return; } _autoAnimators.push(this); this._isInAutoUpdate = true; return this; } /** * Get if this animator finished. * @returns {Boolean} True if animator finished. */ get ended() { return this._progress >= 1; } /** * Update all auto animators. * @private * @param {Number} delta Delta time in seconds. */ static updateAutos(delta) { for (let i = _autoAnimators.length - 1; i >= 0; --i) { _autoAnimators[i].update(delta); if (_autoAnimators[i].ended) { _autoAnimators[i]._isInAutoUpdate = false; _autoAnimators.splice(i, 1); } } } }
JavaScript
class Circle { /** * Create the Circle. * @param {Vector2} center Circle center position. * @param {Number} radius Circle radius. */ constructor(center, radius) { this.center = center.clone(); this.radius = radius; } /** * Return a clone of this circle. * @returns {Circle} Cloned circle. */ clone() { return new Circle(this.center, this.radius); } /** * Check if this circle contains a Vector2. * @param {Vector2} p Point to check. * @returns {Boolean} if point is contained within the circle. */ containsVector(p) { return this.center.distanceTo(p) <= this.radius; } /** * Check if equal to another circle. * @param {Circle} other Other circle to compare to. * @returns {Boolean} True if circles are equal, false otherwise. */ equals(other) { return (other === this) || (other && (other.constructor === this.constructor) && this.center.equals(other.center) && this.radius == other.radius); } /** * Lerp between two circle. * @param {Circle} p1 First circle. * @param {Circle} p2 Second circle. * @param {Number} a Lerp factor (0.0 - 1.0). * @returns {Circle} result circle. */ static lerp(p1, p2, a) { let lerpScalar = MathHelper.lerp; return new Circle(Vector2.lerp(p1.center, p2.center, a), lerpScalar(p1.radius, p2.radius, a)); } }
JavaScript
class Color { /** * Create the color. * @param {Number} r Color red component (value range: 0-1). * @param {Number} g Color green component (value range: 0-1). * @param {Number} b Color blue component (value range: 0-1). * @param {Number} a Color alpha component (value range: 0-1). */ constructor(r, g, b, a) { this.set(r, g, b, a); } /** * Set the color components. * @param {Number} r Color red component (value range: 0-1). * @param {Number} g Color green component (value range: 0-1). * @param {Number} b Color blue component (value range: 0-1). * @param {Number} a Color alpha component (value range: 0-1). * @returns {Color} this. */ set(r, g, b, a) { this._r = r; this._g = g; this._b = b; this._a = (a === undefined) ? 1 : a; this._asHex = null; return this; } /** * Set the color components from byte values (0-255). * @param {Number} r Color red component (value range: 0-255). * @param {Number} g Color green component (value range: 0-255). * @param {Number} b Color blue component (value range: 0-255). * @param {Number} a Color alpha component (value range: 0-255). * @returns {Color} this. */ setByte(r, g, b, a) { this._r = r / 255.0; this._g = g / 255.0; this._b = b / 255.0; this._a = (a === undefined) ? 1 : (a / 255.0); this._asHex = null; return this; } /** * Copy all component values from another color. * @param {Color} other Color to copy values from. * @returns {Color} this. */ copy(other) { this.set(other.r, other.g, other.b, other.a); return this; } /** * Get r component. * @returns {Number} Red component. */ get r() { return this._r; } /** * Get g component. * @returns {Number} Green component. */ get g() { return this._g; } /** * Get b component. * @returns {Number} Blue component. */ get b() { return this._b; } /** * Get a component. * @returns {Number} Alpha component. */ get a() { return this._a; } /** * Set r component. * @returns {Number} Red component after change. */ set r(val) { this._r = val; this._asHex = null; return this._r; } /** * Set g component. * @returns {Number} Green component after change. */ set g(val) { this._g = val; this._asHex = null; return this._g; } /** * Set b component. * @returns {Number} Blue component after change. */ set b(val) { this._b = val; this._asHex = null; return this._b; } /** * Set a component. * @returns {Number} Alpha component after change. */ set a(val) { this._a = val; this._asHex = null; return this._a; } /** * Convert a single component to hex value. * @param {Number} c Value to convert to hex. * @returns {String} Component as hex value. */ static componentToHex(c) { var hex = Math.round(c).toString(16); return hex.length == 1 ? "0" + hex : hex; } /** * Convert this color to hex string (starting with '#'). * @returns {String} Color as hex. */ get asHex() { if (!this._asHex) { this._asHex = "#" + Color.componentToHex(this.r * 255) + Color.componentToHex(this.g * 255) + Color.componentToHex(this.b * 255) + Color.componentToHex(this.a * 255); } return this._asHex; } /** * Create color from hex value. * @param {Number} val Number value (hex), as 0xrrggbbaa. * @returns {Color} New color value. */ static fromHex(val) { if (typeof val !== 'string' && val[0] != '#') { throw new PintarJS.Error("Invalid color format!"); } var parsed = hexToColor(val); if (!parsed) { throw new Error("Invalid hex value to parse!"); } return new Color(parsed.r, parsed.g, parsed.b, 1); } /** * Create color from decimal value. * @param {Number} val Number value (int). * @param {Number} includeAlpha If true, will include alpha value. * @returns {Color} New color value. */ static fromDecimal(val, includeAlpha) { let ret = new Color(1, 1, 1, 1); if (includeAlpha) { ret.a = (val & 0xff) / 255.0; val = val >> 8; } ret.b = (val & 0xff) / 255.0; val = val >> 8; ret.g = (val & 0xff) / 255.0; val = val >> 8; ret.r = (val & 0xff) / 255.0; } /** * Create color from a dictionary. * @param {*} data Dictionary with {r,g,b,a}. * @returns {Color} Newly created color. */ static fromDict(data) { return new Color(data.r, data.g, data.b, data.a || 1); } /** * Convert to dictionary. * @returns {*} Dictionary with {r,g,b,a} */ toDict() { return {r: this.r, g: this.g, b: this.b, a: this.a}; } /** * Convert this color to decimal number. * @returns {Number} Color as decimal RGBA. */ get asDecimalRGBA() { return ((Math.round(this.r * 255) << (8 * 3)) | (Math.round(this.g * 255) << (8 * 2)) | (Math.round(this.b * 255) << (8 * 1)) | (Math.round(this.a * 255)))>>>0; } /** * Convert this color to decimal number. * @returns {Number} Color as decimal ARGB. */ get asDecimalABGR() { return ((Math.round(this.a * 255) << (8 * 3)) | (Math.round(this.b * 255) << (8 * 2)) | (Math.round(this.g * 255) << (8 * 1)) | (Math.round(this.r * 255)))>>>0; } /** * Convert this color to a float array. */ get floatArray() { return [this.r, this.g, this.b, this.a]; } /** * Return a clone of this color. * @returns {Number} Cloned color. */ clone() { return new Color(this.r, this.g, this.b, this.a); } /** * Convert to string. */ string() { return this.r + ',' + this.g + ',' + this.b + ',' + this.a; } /** * Get if this color is pure black (ignoring alpha). */ get isBlack() { return this.r == 0 && this.g == 0 && this.b == 0; } /** * Return a random color. * @param {Boolean} includeAlpha If true, will also randomize alpha. * @returns {Color} Randomized color. */ static random(includeAlpha) { return new Color(Math.random(), Math.random(), Math.random(), includeAlpha ? Math.random() : 1); } /** * Build and return new color from bytes array. * @param {Array<Number>} bytes Bytes array to build color from. * @returns {Color} Newly created color. */ static fromBytesArray(bytes) { return new Color(bytes[0] / 255, bytes[1] / 255, bytes[2] / 255, bytes[3] !== undefined ? (bytes[3] / 255) : 1); } /** * Get if this color is transparent black. */ get isTransparentBlack() { return this._r == this._g && this._g == this._b && this._b == this._a && this._a == 0; } /** * Get array with all built-in web color names. * @returns {Array<String>} Array with color names. */ static get webColorNames() { return colorKeys; } /** * Check if equal to another color. * @param {PintarJS.Color} other Other color to compare to. */ equals(other) { return (this === other) || (other && (other.constructor === this.constructor) && this._r == other._r && this._g == other._g && this._b == other._b && this._a == other._a); } /** * Lerp between two colors. * @param {Color} p1 First color. * @param {Color} p2 Second color. * @param {Number} a Lerp factor (0.0 - 1.0). * @returns {Color} result color. */ static lerp(p1, p2, a) { let lerpScalar = MathHelper.lerp; return new Color( lerpScalar(p1.r, p2.r, a), lerpScalar(p1.g, p2.g, a), lerpScalar(p1.b, p2.b, a), lerpScalar(p1.a, p2.a, a) ); } }
JavaScript
class GameTime { /** * create the gametime object with current time. */ constructor() { /** * Current timestamp */ this.timestamp = _currElapsed; /** * Delta time struct. * Contains: milliseconds, seconds. */ this.deltaTime = { milliseconds: _currDelta, seconds: _currDelta / 1000.0, }; /** * Elapsed time struct. * Contains: milliseconds, seconds. */ this.elapsedTime = { milliseconds: _currElapsed, seconds: _currElapsed / 1000.0 }; /** * Delta time, in seconds, since last frame. */ this.delta = this.deltaTime ? this.deltaTime.seconds : null; /** * Total time, in seconds, since Shaku was initialized. */ this.elapsed = this.elapsedTime.seconds; // freeze object Object.freeze(this); } /** * Update game time. */ static update() { // get current time let curr = getAccurateTimestampMs(); // calculate delta time let delta = 0; if (_prevTime) { delta = curr - _prevTime; } // update previous time _prevTime = curr; // update delta and elapsed _currDelta = delta; _currElapsed += delta; } /** * Get raw timestamp in milliseconds. * @returns {Number} raw timestamp in milliseconds. */ static rawTimestamp() { return getAccurateTimestampMs(); } /** * Reset elapsed and delta time. */ static reset() { _prevTime = null; _currDelta = 0; _currElapsed = 0; } /** * Reset current frame's delta time. */ static resetDelta() { _prevTime = null; _currDelta = 0; } }
JavaScript
class Line { /** * Create the Line. * @param {Vector2} from Line start position. * @param {Vector2} to Line end position. */ constructor(from, to) { this.from = from.clone(); this.to = to.clone(); } /** * Return a clone of this line. * @returns {Line} Cloned line. */ clone() { return new Line(this.from, this.to); } /** * Check if this circle contains a Vector2. * @param {Vector2} p Point to check. * @param {Number} threshold Distance between point and line to consider as intersecting. Default is 0.5, meaning it will treat point and line as round integers (sort-of). * @returns {Boolean} if point is contained within the circle. */ containsVector(p, threshold) { let A = this.from; let B = this.to; let distance = Vector2.distance; if (threshold === undefined) { threshold = 0.5; } return Math.abs((distance(A, p) + distance(B, p)) - distance(A, B)) <= threshold; } /** * Check if this line collides with another line. * @param {Line} other Other line to test collision with. * @returns {Boolean} True if lines collide, false otherwise. */ collideLine(other) { let p0 = this.from; let p1 = this.to; let p2 = other.from; let p3 = other.to; if (p0.equals(p2) || p0.equals(p3) || p1.equals(p2) || p1.equals(p3)) { return true; } let s1_x, s1_y, s2_x, s2_y; s1_x = p1.x - p0.x; s1_y = p1.y - p0.y; s2_x = p3.x - p2.x; s2_y = p3.y - p2.y; let s, t; s = (-s1_y * (p0.x - p2.x) + s1_x * (p0.y - p2.y)) / (-s2_x * s1_y + s1_x * s2_y); t = (s2_x * (p0.y - p2.y) - s2_y * (p0.x - p2.x)) / (-s2_x * s1_y + s1_x * s2_y); return (s >= 0 && s <= 1 && t >= 0 && t <= 1); } /** * Get the shortest distance between this line segment and a vector. * @param {Vector2} v Vector to get distance to. * @returns {Number} Shortest distance between line and vector. */ distanceToVector(v) { let x1 = this.from.x; let x2 = this.to.x; let y1 = this.from.y; let y2 = this.to.y; var A = v.x - x1; var B = v.y - y1; var C = x2 - x1; var D = y2 - y1; var dot = A * C + B * D; var len_sq = C * C + D * D; var param = -1; if (len_sq != 0) //in case of 0 length line param = dot / len_sq; var xx, yy; if (param < 0) { xx = x1; yy = y1; } else if (param > 1) { xx = x2; yy = y2; } else { xx = x1 + param * C; yy = y1 + param * D; } var dx = v.x - xx; var dy = v.y - yy; return Math.sqrt(dx * dx + dy * dy); } /** * Check if equal to another circle. * @param {Circle} other Other circle to compare to. * @returns {Boolean} True if circles are equal, false otherwise. */ equals(other) { return (this === other) || (other && (other.constructor === this.constructor) && this.from.equals(other.from) && this.to.equals(other.to)); } /** * Lerp between two lines. * @param {Line} l1 First lines. * @param {Line} l2 Second lines. * @param {Number} a Lerp factor (0.0 - 1.0). * @returns {Line} result lines. */ static lerp(l1, l2, a) { return new Line(Vector2.lerp(l1.from, l2.from, a), Vector2.lerp(l1.to, l2.to, a)); } }
JavaScript
class MathHelper { /** * Perform linear interpolation between start and end values. * @param {Number} start Starting value. * @param {Number} end Ending value. * @param {Number} amount How much to interpolate from start to end. * @returns {Number} interpolated value between start and end. */ static lerp(start, end, amount) { // to prevent shaking on same values if (start === end) { return end; } // do lerping return ((1-amount) * start) + (amount * end); } /** * Calculate 2d dot product. * @param {Number} x1 First vector x. * @param {Number} y1 First vector y. * @param {Number} x2 Second vector x. * @param {Number} y2 Second vector y. * @returns {Number} dot product result. */ static dot(x1, y1, x2, y2) { return x1 * x2 + y1 * y2; } /** * Convert degrees to radians. * @param {Number} degrees Degrees value to convert to radians. * @returns {Number} Value as radians. */ static toRadians(degrees) { return degrees * _toRadsFactor; } /** * Convert radians to degrees. * @param {Number} radians Radians value to convert to degrees. * @returns {Number} Value as degrees. */ static toDegrees(radians) { return radians * _toDegreesFactor; } /** * Find shortest distance between two radians, with sign (ie distance can be negative). * @param {Number} a1 First radian. * @param {Number} a2 Second radian. * @returns {Number} Shortest distance between radians. */ static radiansDistanceSigned(a1, a2) { var max = Math.PI * 2; var da = (a2 - a1) % max; return 2 * da % max - da; } /** * Find shortest distance between two radians. * @param {Number} a1 First radian. * @param {Number} a2 Second radian. * @returns {Number} Shortest distance between radians. */ static radiansDistance(a1, a2) { return Math.abs(this.radiansDistanceSigned(a1, a2)); } /** * Find shortest distance between two angles in degrees, with sign (ie distance can be negative). * @param {Number} a1 First angle. * @param {Number} a2 Second angle. * @returns {Number} Shortest distance between angles. */ static degreesDistanceSigned(a1, a2) { let a1r = a1 * _toRadsFactor; let a2r = a2 * _toRadsFactor; let ret = this.radiansDistanceSigned(a1r, a2r); return ret * _toDegreesFactor; } /** * Find shortest distance between two angles in degrees. * @param {Number} a1 First angle. * @param {Number} a2 Second angle. * @returns {Number} Shortest distance between angles. */ static degreesDistance(a1, a2) { let a1r = a1 * _toRadsFactor; let a2r = a2 * _toRadsFactor; let ret = this.radiansDistance(a1r, a2r); return ret * _toDegreesFactor; } /** * Perform linear interpolation between radian values. * Unlike the regular lerp method, this method will take wrapping into consideration, and will always lerp via the shortest distance. * @param {Number} a1 Starting value. * @param {Number} a2 Ending value. * @param {Number} alpha How much to interpolate from start to end. * @returns {Number} interpolated radians between start and end. */ static lerpRadians(a1, a2, alpha) { // to prevent shaking on same values if (a1 === a2) { return a2; } // do lerping return a1 + this.radiansDistanceSigned(a1, a2) * alpha; } /** * Perform linear interpolation between degrees. * Unlike the regular lerp method, this method will take wrapping into consideration, and will always lerp via the shortest distance. * @param {Number} a1 Starting value. * @param {Number} a2 Ending value. * @param {Number} alpha How much to interpolate from start to end. * @returns {Number} interpolated degrees between start and end. */ static lerpDegrees(a1, a2, alpha) { // to prevent shaking on same values if (a1 === a2) { return a2; } // convert to radians a1 = this.toRadians(a1); a2 = this.toRadians(a2); // lerp var ret = this.lerpRadians(a1, a2, alpha); // convert back to degrees and return return this.toDegrees(ret); } /** * Round numbers from 10'th digit. * This is useful for calculations that should return round or almost round numbers, but have a long tail of 0's and 1 due to floating points accuracy. * @param {Number} num Number to round. * @returns {Number} Rounded number. */ static round10(num) { return Math.round(num * 100000000.0) / 100000000.0; } /** * Wrap degrees value to be between 0 to 360. * @param {Number} degrees Degrees to wrap. * @returns {Number} degrees wrapped to be 0-360 values. */ static wrapDegrees(degrees) { degrees = degrees % 360; if (degrees < 0) { degrees += 360; } return degrees; } }
JavaScript
class IGrid { /** * Check if a given tile is blocked from a given neihbor. * @param {Vector2|Vector3} _from Source tile index. * @param {Vector2|Vector3} _to Target tile index. Must be a neighbor of _from. * @returns {Boolean} Can we travel from _from to _to? */ isBlocked(_from, _to) { throw new Error("Not Implemented"); } /** * Get the price to travel on a given tile. * Should return 1 for "normal" traveling price, > 1 for expensive tile, and < 1 for a cheap tile to pass on. * @param {Vector2|Vector3} _index Tile index. * @returns {Number} Price factor to walk on. */ getPrice(_index) { throw new Error("Not Implemented"); } }
JavaScript
class Node { constructor(position) { this.position = position; this.gCost = 0; this.hCost = 0; this.parent = null; this.price = 1; } get fCost() { return this.gCost + this.hCost; } }