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authorKris Kowal2012-07-06 12:34:53 -0700
committerKris Kowal2012-07-06 15:01:48 -0700
commit3644cb6def4f681c99959e5729e78ea353441fad (patch)
treef8a886f4829e507cc4956db37cff2580cae6003d /js/helper-classes/RDGE/src/core/script/init_state.js
parent04343eda8c2f870b0da55cfdc8003c99fe1cc4de (diff)
downloadninja-3644cb6def4f681c99959e5729e78ea353441fad.tar.gz
Normalize to unix line terminators
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/init_state.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/init_state.js558
1 files changed, 279 insertions, 279 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/init_state.js b/js/helper-classes/RDGE/src/core/script/init_state.js
index b8058e65..22f022bf 100755
--- a/js/helper-classes/RDGE/src/core/script/init_state.js
+++ b/js/helper-classes/RDGE/src/core/script/init_state.js
@@ -26,289 +26,289 @@ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
28POSSIBILITY OF SUCH DAMAGE. 28POSSIBILITY OF SUCH DAMAGE.
29</copyright> */ 29</copyright> */
30 30
31var RDGE = RDGE || {}; 31var RDGE = RDGE || {};
32 32
33// init the view 33// init the view
34RDGE.LoadState = function(userRunState, context) { 34RDGE.LoadState = function(userRunState, context) {
35 this.name = "LoadState"; 35 this.name = "LoadState";
36 this.userRunState = userRunState !== undefined ? userRunState : new RDGE.core.RDGEState; 36 this.userRunState = userRunState !== undefined ? userRunState : new RDGE.core.RDGEState;
37 this.hasUserState = userRunState !== undefined ? true : false; 37 this.hasUserState = userRunState !== undefined ? true : false;
38 this.renderer = context.renderer; 38 this.renderer = context.renderer;
39 this.loadingDone = false; 39 this.loadingDone = false;
40 this.stateManager = context.ctxStateManager; 40 this.stateManager = context.ctxStateManager;
41 this.sceneLoadQueue = []; 41 this.sceneLoadQueue = [];
42 this.textureLoadQueue = []; 42 this.textureLoadQueue = [];
43}; 43};
44 44
45RDGE.LoadState.prototype.loadScene = function (addr, sceneName) { 45RDGE.LoadState.prototype.loadScene = function (addr, sceneName) {
46 var request = new RDGE.sceneRequestDef(addr, sceneName); 46 var request = new RDGE.sceneRequestDef(addr, sceneName);
47 request.doSceneRequest = true; 47 request.doSceneRequest = true;
48 this.sceneLoadQueue.push( request ); 48 this.sceneLoadQueue.push( request );
49}; 49};
50 50
51RDGE.LoadState.prototype.loadTexture = function (textureObject) { 51RDGE.LoadState.prototype.loadTexture = function (textureObject) {
52 if (this.stateManager.currentState().name != "LoadState") { 52 if (this.stateManager.currentState().name != "LoadState") {
53 this.stateManager.PushState( this.stateManager.RDGEInitState, "noInit" ); 53 this.stateManager.PushState( this.stateManager.RDGEInitState, "noInit" );
54 } 54 }
55 55
56 this.textureLoadQueue.push(textureObject); 56 this.textureLoadQueue.push(textureObject);
57}; 57};
58 58
59RDGE.LoadState.prototype.Init = function () { 59RDGE.LoadState.prototype.Init = function () {
60 if (this.sceneName) { 60 if (this.sceneName) {
61 this.loadScene("assets_web/mesh/" + this.sceneName + ".json", this.sceneName); 61 this.loadScene("assets_web/mesh/" + this.sceneName + ".json", this.sceneName);
62 } 62 }
63 63
64 if (this.hasUserState && this.userRunState && this.userRunState.onLoadState) 64 if (this.hasUserState && this.userRunState && this.userRunState.onLoadState)
65 this.userRunState.onLoadState(); 65 this.userRunState.onLoadState();
66}; 66};
67 67
68RDGE.LoadState.prototype.ReInit = function () { 68RDGE.LoadState.prototype.ReInit = function () {
69 if (this.hasUserState && this.userRunState && this.userRunState.onLoadState) 69 if (this.hasUserState && this.userRunState && this.userRunState.onLoadState)
70 this.userRunState.onLoadState(); 70 this.userRunState.onLoadState();
71}; 71};
72 72
73RDGE.LoadState.prototype.Resize = function () { 73RDGE.LoadState.prototype.Resize = function () {
74 if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) { 74 if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) {
75 this.userRunState.resize(); 75 this.userRunState.resize();
76 RDGE.globals.engine.lastWindowWidth = window.innerWidth; 76 RDGE.globals.engine.lastWindowWidth = window.innerWidth;
77 RDGE.globals.engine.lastWindowHeight = window.innerHeight; 77 RDGE.globals.engine.lastWindowHeight = window.innerHeight;
78} 78}
79}; 79};
80 80
81RDGE.LoadState.prototype.Update = function (dt) { 81RDGE.LoadState.prototype.Update = function (dt) {
82 // for the current scene go through processing steps 82 // for the current scene go through processing steps
83 var sceneLoadTop = this.sceneLoadQueue.length - 1; 83 var sceneLoadTop = this.sceneLoadQueue.length - 1;
84 var texLoadTop = this.textureLoadQueue.length - 1; 84 var texLoadTop = this.textureLoadQueue.length - 1;
85 85
86 if (sceneLoadTop > -1) { 86 if (sceneLoadTop > -1) {
87 var curSceneReq = this.sceneLoadQueue[sceneLoadTop]; 87 var curSceneReq = this.sceneLoadQueue[sceneLoadTop];
88 88
89 // check for completed mesh requests and load the data 89 // check for completed mesh requests and load the data
90 RDGE.globals.meshMan.processMeshData(); 90 RDGE.globals.meshMan.processMeshData();
91 91
92 if (curSceneReq.doSceneRequest) { 92 if (curSceneReq.doSceneRequest) {
93 curSceneReq.requestScene(); 93 curSceneReq.requestScene();
94 } 94 }
95 else if (curSceneReq.requestComplete) { 95 else if (curSceneReq.requestComplete) {
96 if (curSceneReq.sceneBeginProcessing) { 96 if (curSceneReq.sceneBeginProcessing) {
97 // Load meshes attached to the scene 97 // Load meshes attached to the scene
98 curSceneReq.scene = new RDGE.SceneGraph(curSceneReq.rawData); 98 curSceneReq.scene = new RDGE.SceneGraph(curSceneReq.rawData);
99 curSceneReq.scene.enableShadows( true ); 99 curSceneReq.scene.enableShadows( true );
100 RDGE.globals.engine.AddScene(curSceneReq.name, curSceneReq.scene); 100 RDGE.globals.engine.AddScene(curSceneReq.name, curSceneReq.scene);
101 101
102 // setup the scene and save a map of mesh names 102 // setup the scene and save a map of mesh names
103 // that will be check off as the meshes load 103 // that will be check off as the meshes load
104 curSceneReq.scene.Traverse(curSceneReq.sceneProcessor, false); 104 curSceneReq.scene.Traverse(curSceneReq.sceneProcessor, false);
105 105
106 // processing is complete 106 // processing is complete
107 curSceneReq.sceneBeginProcessing = false; 107 curSceneReq.sceneBeginProcessing = false;
108 } 108 }
109 // if we are here than the scene is processed but meshes are still loading/processing asynchronously 109 // if we are here than the scene is processed but meshes are still loading/processing asynchronously
110 else if (curSceneReq.processingComplete()) { 110 else if (curSceneReq.processingComplete()) {
111 // pop the head node 111 // pop the head node
112 var sceneReq = this.sceneLoadQueue.shift(); 112 var sceneReq = this.sceneLoadQueue.shift();
113 this.userRunState.onComplete(sceneReq.name, sceneReq.scene); 113 this.userRunState.onComplete(sceneReq.name, sceneReq.scene);
114 } 114 }
115 } 115 }
116 116
117 } 117 }
118 118
119 // load any waiting textures 119 // load any waiting textures
120 while (this.textureLoadQueue.length > 0) { 120 while (this.textureLoadQueue.length > 0) {
121 this.renderer.commitTexture( this.textureLoadQueue.shift() ); 121 this.renderer.commitTexture( this.textureLoadQueue.shift() );
122 } 122 }
123 123
124 // if there is nothing left to load move back to the run state 124 // if there is nothing left to load move back to the run state
125 if (this.sceneLoadQueue.length == 0 && this.textureLoadQueue.length == 0) { 125 if (this.sceneLoadQueue.length == 0 && this.textureLoadQueue.length == 0) {
126 // loaded... remove the state 126 // loaded... remove the state
127 var stateMan = RDGE.globals.engine.getContext().ctxStateManager; 127 var stateMan = RDGE.globals.engine.getContext().ctxStateManager;
128 stateMan.PopState(); 128 stateMan.PopState();
129 } 129 }
130 130
131 if (RDGE.globals.engine.getContext().getScene() && RDGE.globals.engine.getContext().getScene() != "not-ready" && this.stateManager.RDGERunState.initialized) 131 if (RDGE.globals.engine.getContext().getScene() && RDGE.globals.engine.getContext().getScene() != "not-ready" && this.stateManager.RDGERunState.initialized)
132 this.userRunState.update(dt); 132 this.userRunState.update(dt);
133}; 133};
134 134
135RDGE.LoadState.prototype.Draw = function () { 135RDGE.LoadState.prototype.Draw = function () {
136 this.renderer._clear(); 136 this.renderer._clear();
137 137
138 if (RDGE.globals.engine.getContext().getScene() && RDGE.globals.engine.getContext().getScene() != "not-ready" && this.stateManager.RDGERunState.initialized) 138 if (RDGE.globals.engine.getContext().getScene() && RDGE.globals.engine.getContext().getScene() != "not-ready" && this.stateManager.RDGERunState.initialized)
139 this.userRunState.draw(); 139 this.userRunState.draw();
140}; 140};
141 141
142RDGE.LoadState.prototype.Shutdown = function () { 142RDGE.LoadState.prototype.Shutdown = function () {
143}; 143};
144 144
145RDGE.LoadState.prototype.LeaveState = function () { 145RDGE.LoadState.prototype.LeaveState = function () {
146 if (this.userRunState.onComplete != undefined) { 146 if (this.userRunState.onComplete != undefined) {
147 this.userRunState.onComplete(); 147 this.userRunState.onComplete();