dreemgl
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DreemGL is an open-source multi-screen prototyping framework for mediated environments, with a visual editor and shader styling for webGL and DALi runtimes written in JavaScript. As a toolkit for gpu-accelerated multiscreen development, DreemGL includes
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JavaScript
/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.*/
define.class('$ui/label', function(require){
this.attributes = {
cursorcol: 1,
cursorrow: 0,
cursorchar:0,
tracks:[]
}
this.bgcolor = vec4("#dad6c9")
this.readonly = false
this.fontsize = 12
this.subpixel = true
this.linespacing = 1.3
var font = this.font = require('$resources/fonts/ubuntu_monospace_ascii.glf')
this.oninit = function(){
// store the line positions from the textgenerator
//this.linepositions = []
// lets build our track datastructure
this.tracks = []
for(var col = 0; col < 8; col++){
var track = []
this.tracks.push(track)
for(var row = 0; row < 512; row++){
track.push(col)
}
}
}
this.textstyle = function(style, tag){
//if(type>7)mesh.outline = true
if (tag.y == this.cursorrow) {
style.fgcolor ='white'
}else
if(mod(tag.y,4.)<1.){
style.fgcolor = '#9f9373'
}
else{
style.fgcolor = '#303030'
}
return style
}
// extend the font shader
this.typeface = function(){
this.font = font
this.paint = function(p, edge, pixelsize){
return vec4(-1.)
}
// lets generate a memory track into a trackview
this.update = function(){
var view = this.view
view.linepositions = []
var textbuf = this.mesh = this.newText()
textbuf.font = view.font
textbuf.fontsize = view.fontsize
textbuf.add_y = textbuf.line_height
textbuf.align = 'left'
textbuf.start_y = textbuf.line_height
textbuf.boldness = 0.2
textbuf.clear()
var tracklen = view.tracks.length
var rowlen = view.tracks[0].length
var dt = Date.now()
for(var row = 0; row < rowlen; row++){
for(var col = 0; col < tracklen; col++){
var num = view.tracks[col][row]
textbuf.add(("0000"+num).slice(-4), row, col,0)
textbuf.add_x += view.fontsize*2
}
textbuf.add("\n", row, 8, 0)
}
console.log(Date.now()-dt)
view.total_rows = row
}
}
this.tabstop = 0
// background lines
define.class(this, 'bgline', this.Shader, function(){
this.update = function(){
}
})
define.class(this, 'cursorbar_row', this.Shader, function(){
this.updateorder = 8
this.draworder = 2
this.mesh = vec2.array()
this.atConstructor = function(){
}
this.color = function(){
return '#252936'
}
this.position = function(){
return mesh.xy * view.totalmatrix * view.viewmatrix
}
this.update = function(){
var view = this.view
this.mesh = vec2.array()
this.mesh.length = 0
var textbuf = view.shaders.typeface.mesh
// ok lets find the geometry position of the current cursor
// lets get the current line and find it
var off = textbuf.offsetFromTag(0, view.cursorrow, 0)
if(off !== -1){
var rect = textbuf.cursorRect(off)
this.mesh.pushQuad(
0,rect.y,
view.layout.width, rect.y,
0,rect.y+rect.h,
view.layout.width, rect.y + rect.h
)
}
}
})
this.cursorbar_row = true
define.class(this, 'cursorbar_col', this.Shader, function(){
this.updateorder = 8
this.draworder = 4
this.mesh = vec2.array()
this.atConstructor = function(){
}
this.color = function(){
return 'ocean'*2.
}
this.position = function(){
return mesh.xy * view.totalmatrix * view.viewmatrix
}
this.update = function(){
var view = this.view
this.mesh = vec2.array()
this.mesh.length = 0
var textbuf = view.shaders.typeface.mesh
// ok lets find the geometry position of the current cursor
// lets get the current line and find it
var off = textbuf.offsetFromTag(0, view.cursorrow, 0)
off = textbuf.offsetFromTag(1, view.cursorcol, off)
off += view.cursorchar
// store the final offset for editing
this.cursor_final_offset = off
if(off !== -1){
var rect = textbuf.cursorRect(off)
this.mesh.pushQuad(
rect.x,rect.y,
rect.x+rect.w, rect.y,
rect.x,rect.y+rect.h,
rect.x+rect.w, rect.y + rect.h
)
}
}
})
this.cursorbar_col = true
this.keydown = function(e){
if(e.name.indexOf('num') === 0){
var numpressed = parseInt(e.name.charAt(3))
// lets plug it into our track!
//var num = this.tracks[this.cursorcol][this.cursorrow]
num = numpressed * Math.pow(10, 3-this.cursorchar)
this.tracks[this.cursorcol][this.cursorrow] = num
this.tracks = this.tracks
}
else this.defaultKeyboardHandler(e)
//console.log(e)
}
this.keydownDownarrow = function(){
if(this.cursorrow < this.total_rows-1)
this.cursorrow ++
}
this.keydownUparrow = function(){
if(this.cursorrow > 0)
this.cursorrow --
}
this.keydownRightarrow = function(){
if(++this.cursorchar>=4){
this.cursorchar = 0
this.cursorcol ++
}
}
this.keydownLeftarrow = function(){
if(--this.cursorchar<0){
this.cursorchar = 3
this.cursorcol --
}
}
// Basic usage
var jsviewer = this.constructor
this.constructor.examples = {
Usage: function(){
return [jsviewer({bgcolor:"#000040", padding:vec4(14), source: "console.log(\"Hello world!\");"})]
}
}
})