From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Fri, 6 Jul 2012 11:52:06 -0700
Subject: Expand tabs
---
js/helper-classes/RDGE/src/core/script/runtime.js | 24 +++++++++++------------
1 file changed, 12 insertions(+), 12 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/runtime.js')
diff --git a/js/helper-classes/RDGE/src/core/script/runtime.js b/js/helper-classes/RDGE/src/core/script/runtime.js
index 2660e26a..e671ece7 100755
--- a/js/helper-classes/RDGE/src/core/script/runtime.js
+++ b/js/helper-classes/RDGE/src/core/script/runtime.js
@@ -51,7 +51,7 @@ RDGE.globals = (function () {
/***************************************************************************************************************/
/*
- * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine
+ * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine
*/
RDGE.core.RDGEState = function RDGEState() { };
RDGE.core.RDGEState.prototype.init = function () { };
@@ -62,7 +62,7 @@ RDGE.core.RDGEState.prototype.shutdown = function () { };
RDGE.core.RDGEState.prototype.onComplete = function () { };
/*
- * Calling this makes sure the passed in run state has all the functions
+ * Calling this makes sure the passed in run state has all the functions
* that are required, adding dummy functions where needed
*/
RDGE.utilities.validateUserState = function (userState) {
@@ -101,11 +101,11 @@ RDGE.utilities.validateUserState = function (userState) {
};
/*
- * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects
- * initState is used to asynchronously load scene data while allowing you to render and update if needed
- * runState is used clear the execution path for regular rendering and updating once loading is complete
- * @param initState - the initialization state, false if you don't want to use one
- * @param runState - the run state
+ * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects
+ * initState is used to asynchronously load scene data while allowing you to render and update if needed
+ * runState is used clear the execution path for regular rendering and updating once loading is complete
+ * @param initState - the initialization state, false if you don't want to use one
+ * @param runState - the run state
*/
RDGE.RDGEStart = function (canvasOrID) {
var canvas = canvasOrID;
@@ -118,11 +118,11 @@ RDGE.RDGEStart = function (canvasOrID) {
RDGE.globals.engine.registerCanvas(canvas);
- if (!canvas.task)
- {
- //canvas.task = new RDGE.RDGETask(canvas, true);
- canvas.task = new RDGE.RDGETask(canvas, false);
- }
+ if (!canvas.task)
+ {
+ //canvas.task = new RDGE.RDGETask(canvas, true);
+ canvas.task = new RDGE.RDGETask(canvas, false);
+ }
if (!RDGE.globals.shaderMan)
RDGE.globals.shaderMan = new RDGE.ShaderManager();
--
cgit v1.2.3
From 3644cb6def4f681c99959e5729e78ea353441fad Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Fri, 6 Jul 2012 12:34:53 -0700
Subject: Normalize to unix line terminators
---
js/helper-classes/RDGE/src/core/script/runtime.js | 446 +++++++++++-----------
1 file changed, 223 insertions(+), 223 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/runtime.js')
diff --git a/js/helper-classes/RDGE/src/core/script/runtime.js b/js/helper-classes/RDGE/src/core/script/runtime.js
index e671ece7..5e6203fb 100755
--- a/js/helper-classes/RDGE/src/core/script/runtime.js
+++ b/js/helper-classes/RDGE/src/core/script/runtime.js
@@ -1,223 +1,223 @@
-/*
-Copyright (c) 2012, Motorola Mobility, Inc
-All Rights Reserved.
-BSD License.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
-INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
-CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGE.
- */
-
-// RDGE namespaces
-var RDGE = RDGE || {};
-RDGE.core = RDGE.core || {};
-RDGE.utilities = RDGE.utilities || {};
-
-// runtime globals
-RDGE.globals = (function () {
- return {
- engine: new RDGE.Engine(),
- width: 0,
- height: 0,
- cam: null,
- shaderMan: null,
- meshMan: null,
- poolList: [],
- gl: null
- };
-})();
-
-// new code is above
-/***************************************************************************************************************/
-
-/*
- * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine
- */
-RDGE.core.RDGEState = function RDGEState() { };
-RDGE.core.RDGEState.prototype.init = function () { };
-RDGE.core.RDGEState.prototype.update = function () { };
-RDGE.core.RDGEState.prototype.draw = function () { };
-RDGE.core.RDGEState.prototype.resize = function () { };
-RDGE.core.RDGEState.prototype.shutdown = function () { };
-RDGE.core.RDGEState.prototype.onComplete = function () { };
-
-/*
- * Calling this makes sure the passed in run state has all the functions
- * that are required, adding dummy functions where needed
- */
-RDGE.utilities.validateUserState = function (userState) {
- if (!userState.init) {
- userState.init = function () { };
- }
- if (!userState.update) {
- userState.update = function (dt) {
- var currentScene = RDGE.globals.engine.getContext().currentScene;
- currentScene = RDGE.globals.engine.getScene(currentScene);
-
- if (currentScene != null)
- currentScene.update(dt);
- }
- }
- if (!userState.draw) {
- userState.draw = function () {
- var currentScene = RDGE.globals.engine.getContext().currentScene;
- currentScene = RDGE.globals.engine.getScene(currentScene);
-
- if (currentScene == null)
- return;
-
- currentScene.render();
- }
- }
- if (!userState.resize) {
- userState.resize = function () { };
- }
- if (!userState.shutdown) {
- userState.shutdown = function () { };
- }
- if (!userState.onComplete) {
- userState.onComplete = function () { };
- }
-};
-
-/*
- * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects
- * initState is used to asynchronously load scene data while allowing you to render and update if needed
- * runState is used clear the execution path for regular rendering and updating once loading is complete
- * @param initState - the initialization state, false if you don't want to use one
- * @param runState - the run state
- */
-RDGE.RDGEStart = function (canvasOrID) {
- var canvas = canvasOrID;
-
- if (typeof (canvasOrID) === "string")
- canvas = document.getElementById(canvasOrID);
-
- if (!canvas)
- return;
-
- RDGE.globals.engine.registerCanvas(canvas);
-
- if (!canvas.task)
- {
- //canvas.task = new RDGE.RDGETask(canvas, true);
- canvas.task = new RDGE.RDGETask(canvas, false);
- }
-
- if (!RDGE.globals.shaderMan)
- RDGE.globals.shaderMan = new RDGE.ShaderManager();
-
- if (!RDGE.globals.meshMan)
- RDGE.globals.meshMan = new RDGE.MeshManager();
-
- // start RDGE
- if (!RDGE.globals.engine.initializeComplete)
- RDGE.globals.engine.init();
-};
-
-RDGE.RDGEStop = function () { };
-
-RDGE.RequestAnimationFrame = (function () {
- return window.requestAnimationFrame ||
- window.webkitRequestAnimationFrame ||
- window.mozRequestAnimationFrame ||
- window.oRequestAnimationFrame ||
- window.msRequestAnimationFrame ||
- function (/* function FrameRequestCallback */callback, /* DOMElement Element */element) {
- window.setTimeout(callback, 1000 / 60);
- };
-})();
-
-RDGERequestAnimationFrame = (function () {
- return window.requestAnimationFrame ||
- window.webkitRequestAnimationFrame ||
- window.mozRequestAnimationFrame ||
- window.oRequestAnimationFrame ||
- window.msRequestAnimationFrame ||
- function (/* function FrameRequestCallback */callback, /* DOMElement Element */element) {
- window.setTimeout(callback, 1000 / 60);
- };
-})();
-
-/* RDGE Task */
-RDGE.RDGETask = (function () {
- var tasks = {};
-
- return function (canvas, startNow) {
- this.id = canvas.rdgeid;
- this.currTime = 0.0;
- this.lastTime = 0.0;
- this.running = false;
- this.context = null;
-
- if (!canvas) {
- return;
- }
-
- this.context = RDGE.globals.engine.ctxMan.handleToObject(canvas.rdgeCtxHandle);
-
- tasks[this.id] = function () {
- if (!self.running) {
- return;
- }
-
- self.currTime = new Date().getTime();
- var dt = (self.currTime - self.lastTime) / 1000.0;
-
- self.step(dt);
-
- RDGERequestAnimationFrame(tasks[self.id], canvas);
-
- self.lastTime = self.currTime;
- }
-
- this.start = function () {
- if (!this.running) {
- this.running = true;
- this.currTime = new Date().getTime();
- this.lastTime = this.currTime;
- tasks[this.id]();
- }
- }
-
- this.stop = function () {
- this.running = false;
- }
-
- this.kill = function () {
- this.running = false;
- tasks[this.id] = null;
- }
-
- this.step = function (dt) {
- contextManager.currentCtx = this.context;
- this.context.ctxStateManager.tick(dt);
- }
-
- var self = this;
-
- if (startNow) {
- self.start();
- }
- }
-})();
+/*
+Copyright (c) 2012, Motorola Mobility, Inc
+All Rights Reserved.
+BSD License.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ - Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ - Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ - Neither the name of Motorola Mobility nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// RDGE namespaces
+var RDGE = RDGE || {};
+RDGE.core = RDGE.core || {};
+RDGE.utilities = RDGE.utilities || {};
+
+// runtime globals
+RDGE.globals = (function () {
+ return {
+ engine: new RDGE.Engine(),
+ width: 0,
+ height: 0,
+ cam: null,
+ shaderMan: null,
+ meshMan: null,
+ poolList: [],
+ gl: null
+ };
+})();
+
+// new code is above
+/***************************************************************************************************************/
+
+/*
+ * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine
+ */
+RDGE.core.RDGEState = function RDGEState() { };
+RDGE.core.RDGEState.prototype.init = function () { };
+RDGE.core.RDGEState.prototype.update = function () { };
+RDGE.core.RDGEState.prototype.draw = function () { };
+RDGE.core.RDGEState.prototype.resize = function () { };
+RDGE.core.RDGEState.prototype.shutdown = function () { };
+RDGE.core.RDGEState.prototype.onComplete = function () { };
+
+/*
+ * Calling this makes sure the passed in run state has all the functions
+ * that are required, adding dummy functions where needed
+ */
+RDGE.utilities.validateUserState = function (userState) {
+ if (!userState.init) {
+ userState.init = function () { };
+ }
+ if (!userState.update) {
+ userState.update = function (dt) {
+ var currentScene = RDGE.globals.engine.getContext().currentScene;
+ currentScene = RDGE.globals.engine.getScene(currentScene);
+
+ if (currentScene != null)
+ currentScene.update(dt);
+ }
+ }
+ if (!userState.draw) {
+ userState.draw = function () {
+ var currentScene = RDGE.globals.engine.getContext().currentScene;
+ currentScene = RDGE.globals.engine.getScene(currentScene);
+
+ if (currentScene == null)
+ return;
+
+ currentScene.render();
+ }
+ }
+ if (!userState.resize) {
+ userState.resize = function () { };
+ }
+ if (!userState.shutdown) {
+ userState.shutdown = function () { };
+ }
+ if (!userState.onComplete) {
+ userState.onComplete = function () { };
+ }
+};
+
+/*
+ * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects
+ * initState is used to asynchronously load scene data while allowing you to render and update if needed
+ * runState is used clear the execution path for regular rendering and updating once loading is complete
+ * @param initState - the initialization state, false if you don't want to use one
+ * @param runState - the run state
+ */
+RDGE.RDGEStart = function (canvasOrID) {
+ var canvas = canvasOrID;
+
+ if (typeof (canvasOrID) === "string")
+ canvas = document.getElementById(canvasOrID);
+
+ if (!canvas)
+ return;
+
+ RDGE.globals.engine.registerCanvas(canvas);
+
+ if (!canvas.task)
+ {
+ //canvas.task = new RDGE.RDGETask(canvas, true);
+ canvas.task = new RDGE.RDGETask(canvas, false);
+ }
+
+ if (!RDGE.globals.shaderMan)
+ RDGE.globals.shaderMan = new RDGE.ShaderManager();
+
+ if (!RDGE.globals.meshMan)
+ RDGE.globals.meshMan = new RDGE.MeshManager();
+
+ // start RDGE
+ if (!RDGE.globals.engine.initializeComplete)
+ RDGE.globals.engine.init();
+};
+
+RDGE.RDGEStop = function () { };
+
+RDGE.RequestAnimationFrame = (function () {
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ window.oRequestAnimationFrame ||
+ window.msRequestAnimationFrame ||
+ function (/* function FrameRequestCallback */callback, /* DOMElement Element */element) {
+ window.setTimeout(callback, 1000 / 60);
+ };
+})();
+
+RDGERequestAnimationFrame = (function () {
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ window.oRequestAnimationFrame ||
+ window.msRequestAnimationFrame ||
+ function (/* function FrameRequestCallback */callback, /* DOMElement Element */element) {
+ window.setTimeout(callback, 1000 / 60);
+ };
+})();
+
+/* RDGE Task */
+RDGE.RDGETask = (function () {
+ var tasks = {};
+
+ return function (canvas, startNow) {
+ this.id = canvas.rdgeid;
+ this.currTime = 0.0;
+ this.lastTime = 0.0;
+ this.running = false;
+ this.context = null;
+
+ if (!canvas) {
+ return;
+ }
+
+ this.context = RDGE.globals.engine.ctxMan.handleToObject(canvas.rdgeCtxHandle);
+
+ tasks[this.id] = function () {
+ if (!self.running) {
+ return;
+ }
+
+ self.currTime = new Date().getTime();
+ var dt = (self.currTime - self.lastTime) / 1000.0;
+
+ self.step(dt);
+
+ RDGERequestAnimationFrame(tasks[self.id], canvas);
+
+ self.lastTime = self.currTime;
+ }
+
+ this.start = function () {
+ if (!this.running) {
+ this.running = true;
+ this.currTime = new Date().getTime();
+ this.lastTime = this.currTime;
+ tasks[this.id]();
+ }
+ }
+
+ this.stop = function () {
+ this.running = false;
+ }
+
+ this.kill = function () {
+ this.running = false;
+ tasks[this.id] = null;
+ }
+
+ this.step = function (dt) {
+ contextManager.currentCtx = this.context;
+ this.context.ctxStateManager.tick(dt);
+ }
+
+ var self = this;
+
+ if (startNow) {
+ self.start();
+ }
+ }
+})();
--
cgit v1.2.3