dreemgl
Version:
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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HTML
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>CodeRay output</title>
<style type="text/css">
.CodeRay .line-numbers a {
text-decoration: inherit;
color: inherit;
}
body {
background-color: white;
padding: 0;
margin: 0;
}
.CodeRay {
background-color: hsl(0,0%,95%);
border: 1px solid silver;
color: black;
}
.CodeRay pre {
margin: 0px;
}
span.CodeRay { white-space: pre; border: 0px; padding: 2px; }
table.CodeRay { border-collapse: collapse; width: 100%; padding: 2px; }
table.CodeRay td { padding: 2px 4px; vertical-align: top; }
.CodeRay .line-numbers {
background-color: hsl(180,65%,90%);
color: gray;
text-align: right;
-webkit-user-select: none;
-moz-user-select: none;
user-select: none;
}
.CodeRay .line-numbers a {
background-color: hsl(180,65%,90%) !important;
color: gray !important;
text-decoration: none !important;
}
.CodeRay .line-numbers pre {
word-break: normal;
}
.CodeRay .line-numbers a:target { color: blue !important; }
.CodeRay .line-numbers .highlighted { color: red !important; }
.CodeRay .line-numbers .highlighted a { color: red !important; }
.CodeRay span.line-numbers { padding: 0px 4px; }
.CodeRay .line { display: block; float: left; width: 100%; }
.CodeRay .code { width: 100%; }
.CodeRay .debug { color: white !important; background: blue !important; }
.CodeRay .annotation { color:#007 }
.CodeRay .attribute-name { color:#b48 }
.CodeRay .attribute-value { color:#700 }
.CodeRay .binary { color:#549 }
.CodeRay .binary .char { color:#325 }
.CodeRay .binary .delimiter { color:#325 }
.CodeRay .char { color:#D20 }
.CodeRay .char .content { color:#D20 }
.CodeRay .char .delimiter { color:#710 }
.CodeRay .class { color:#B06; font-weight:bold }
.CodeRay .class-variable { color:#369 }
.CodeRay .color { color:#0A0 }
.CodeRay .comment { color:#777 }
.CodeRay .comment .char { color:#444 }
.CodeRay .comment .delimiter { color:#444 }
.CodeRay .constant { color:#036; font-weight:bold }
.CodeRay .decorator { color:#B0B }
.CodeRay .definition { color:#099; font-weight:bold }
.CodeRay .delimiter { color:black }
.CodeRay .directive { color:#088; font-weight:bold }
.CodeRay .docstring { color:#D42; }
.CodeRay .doctype { color:#34b }
.CodeRay .done { text-decoration: line-through; color: gray }
.CodeRay .entity { color:#800; font-weight:bold }
.CodeRay .error { color:#F00; background-color:#FAA }
.CodeRay .escape { color:#666 }
.CodeRay .exception { color:#C00; font-weight:bold }
.CodeRay .float { color:#60E }
.CodeRay .function { color:#06B; font-weight:bold }
.CodeRay .function .delimiter { color:#024; font-weight:bold }
.CodeRay .global-variable { color:#d70 }
.CodeRay .hex { color:#02b }
.CodeRay .id { color:#33D; font-weight:bold }
.CodeRay .include { color:#B44; font-weight:bold }
.CodeRay .inline { background-color: hsla(0,0%,0%,0.07); color: black }
.CodeRay .inline-delimiter { font-weight: bold; color: #666 }
.CodeRay .instance-variable { color:#33B }
.CodeRay .integer { color:#00D }
.CodeRay .imaginary { color:#f00 }
.CodeRay .important { color:#D00 }
.CodeRay .key { color: #606 }
.CodeRay .key .char { color: #60f }
.CodeRay .key .delimiter { color: #404 }
.CodeRay .keyword { color:#080; font-weight:bold }
.CodeRay .label { color:#970; font-weight:bold }
.CodeRay .local-variable { color:#950 }
.CodeRay .map .content { color:#808 }
.CodeRay .map .delimiter { color:#40A}
.CodeRay .map { background-color:hsla(200,100%,50%,0.06); }
.CodeRay .namespace { color:#707; font-weight:bold }
.CodeRay .octal { color:#40E }
.CodeRay .operator { }
.CodeRay .predefined { color:#369; font-weight:bold }
.CodeRay .predefined-constant { color:#069 }
.CodeRay .predefined-type { color:#0a8; font-weight:bold }
.CodeRay .preprocessor { color:#579 }
.CodeRay .pseudo-class { color:#00C; font-weight:bold }
.CodeRay .regexp { background-color:hsla(300,100%,50%,0.06); }
.CodeRay .regexp .content { color:#808 }
.CodeRay .regexp .delimiter { color:#404 }
.CodeRay .regexp .modifier { color:#C2C }
.CodeRay .reserved { color:#080; font-weight:bold }
.CodeRay .shell { background-color:hsla(120,100%,50%,0.06); }
.CodeRay .shell .content { color:#2B2 }
.CodeRay .shell .delimiter { color:#161 }
.CodeRay .string { background-color:hsla(0,100%,50%,0.05); }
.CodeRay .string .char { color: #b0b }
.CodeRay .string .content { color: #D20 }
.CodeRay .string .delimiter { color: #710 }
.CodeRay .string .modifier { color: #E40 }
.CodeRay .symbol { color:#A60 }
.CodeRay .symbol .content { color:#A60 }
.CodeRay .symbol .delimiter { color:#740 }
.CodeRay .tag { color:#070; font-weight:bold }
.CodeRay .type { color:#339; font-weight:bold }
.CodeRay .value { color: #088 }
.CodeRay .variable { color:#037 }
.CodeRay .insert { background: hsla(120,100%,50%,0.12) }
.CodeRay .delete { background: hsla(0,100%,50%,0.12) }
.CodeRay .change { color: #bbf; background: #007 }
.CodeRay .head { color: #f8f; background: #505 }
.CodeRay .head .filename { color: white; }
.CodeRay .delete .eyecatcher { background-color: hsla(0,100%,50%,0.2); border: 1px solid hsla(0,100%,45%,0.5); margin: -1px; border-bottom: none; border-top-left-radius: 5px; border-top-right-radius: 5px; }
.CodeRay .insert .eyecatcher { background-color: hsla(120,100%,50%,0.2); border: 1px solid hsla(120,100%,25%,0.5); margin: -1px; border-top: none; border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; }
.CodeRay .insert .insert { color: #0c0; background:transparent; font-weight:bold }
.CodeRay .delete .delete { color: #c00; background:transparent; font-weight:bold }
.CodeRay .change .change { color: #88f }
.CodeRay .head .head { color: #f4f }
.CodeRay {
border: none;
}
</style>
</head>
<body>
<table class="CodeRay"><tr>
<td class="line-numbers"><pre><a href="#n1" name="n1">1</a>
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</pre></td>
<td class="code"><pre><span class="comment">/* 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.*/</span>
define.<span class="reserved">class</span>(<span class="keyword">function</span>(require, exports){
<span class="comment">//internal</span>
<span class="comment">//Stub out gl calls</span>
gl = {
<span class="function">getUniformLocation</span>: <span class="keyword">function</span>() {}
,<span class="function">getAttribLocation</span>: <span class="keyword">function</span>() {}
,<span class="function">uniform4f</span>: <span class="keyword">function</span>() {}
,<span class="function">drawArrays</span>: <span class="keyword">function</span>() {}
,<span class="function">framebufferTexture2D</span>: <span class="keyword">function</span>() {}
,<span class="function">bindRenderbuffer</span>: <span class="keyword">function</span>() {}
,<span class="function">createRenderbuffer</span>: <span class="keyword">function</span>() { <span class="keyword">return</span> {};}
,<span class="function">createFramebuffer</span>: <span class="keyword">function</span>() { <span class="keyword">return</span> {};}
,<span class="function">bindFramebuffer</span>: <span class="keyword">function</span>() {}
,<span class="function">renderbufferStorage</span>: <span class="keyword">function</span>() {}
,<span class="function">framebufferRenderbuffer</span>: <span class="keyword">function</span>() {}
,<span class="function">viewport</span>: <span class="keyword">function</span>() {}
,<span class="function">clearColor</span>: <span class="keyword">function</span>() {}
,<span class="function">clear</span>: <span class="keyword">function</span>() {}
,<span class="function">createShader</span>: <span class="keyword">function</span>() {}
,<span class="function">attachShader</span>: <span class="keyword">function</span>() {}
,<span class="function">shaderSource</span>: <span class="keyword">function</span>() {}
,<span class="function">compileShader</span>: <span class="keyword">function</span>() {}
,<span class="function">createTexture</span>: <span class="keyword">function</span>() { <span class="keyword">return</span> {};}
,<span class="function">activeTexture</span>: <span class="keyword">function</span>() {}
,<span class="function">bindTexture</span>: <span class="keyword">function</span>() {}
,<span class="function">getShaderParameter</span>: <span class="keyword">function</span>() {}
,<span class="function">getShaderInfoLog</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="string"><span class="delimiter">'</span><span class="delimiter">'</span></span>}
,<span class="function">useProgram</span>: <span class="keyword">function</span>() {}
,<span class="function">createBuffer</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">bindBuffer</span>: <span class="keyword">function</span>() {}
,<span class="function">bufferData</span>: <span class="keyword">function</span>() {}
,<span class="function">enable</span>: <span class="keyword">function</span>() {}
,<span class="function">disable</span>: <span class="keyword">function</span>() {}
,<span class="function">blendEquation</span>: <span class="keyword">function</span>() {}
,<span class="function">blendFunc</span>: <span class="keyword">function</span>() {}
,<span class="function">enableVertexAttribArray</span>: <span class="keyword">function</span>() {}
,<span class="function">vertexAttribPointer</span>: <span class="keyword">function</span>() {}
,<span class="function">uniform1f</span>: <span class="keyword">function</span>(l,v) {console.log(<span class="string"><span class="delimiter">'</span><span class="content">uniform1f</span><span class="delimiter">'</span></span>, l,v);<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">uniform2f</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">uniform3f</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">uniform4f</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">uniform1i</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">uniformMatrix4fv</span>: <span class="keyword">function</span>() {<span class="keyword">return</span> <span class="integer">0</span>;}
,<span class="function">pixelStorei</span>: <span class="keyword">function</span>() {}
,<span class="function">texParameterf</span>: <span class="keyword">function</span>() {}
,<span class="function">texParameteri</span>: <span class="keyword">function</span>() {}
,<span class="function">depthFunc</span>: <span class="keyword">function</span>() {}
,<span class="function">texImage2D</span>: <span class="keyword">function</span>() {}
};
<span class="comment">// HeadlessApi is a static object to access the headless api</span>
<span class="local-variable">this</span>.HeadlessApi = require(<span class="string"><span class="delimiter">'</span><span class="content">./headless_api</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.Keyboard = require(<span class="string"><span class="delimiter">'</span><span class="content">./keyboardheadless</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.Pointer = require(<span class="string"><span class="delimiter">'</span><span class="content">./pointerheadless</span><span class="delimiter">'</span></span>)
<span class="comment">// require embedded classes</span>
<span class="local-variable">this</span>.Shader = require(<span class="string"><span class="delimiter">'</span><span class="content">./shaderheadless</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.Texture = require(<span class="string"><span class="delimiter">'</span><span class="content">./textureheadless</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.DrawPass = require(<span class="string"><span class="delimiter">'</span><span class="content">./drawpassheadless</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.preserveDrawingBuffer = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.premultipliedAlpha = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.antialias = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.debug_pick = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.document = <span class="predefined-constant">null</span>
<span class="local-variable">this</span>.<span class="function">atConstructor</span> = <span class="keyword">function</span>(previous){
<span class="local-variable">this</span>.extensions = previous && previous.extensions || {}
<span class="local-variable">this</span>.shadercache = previous && previous.shadercache || {}
<span class="local-variable">this</span>.drawpass_list = previous && previous.drawpass_list || []
<span class="local-variable">this</span>.layout_list = previous && previous.layout_list || []
<span class="local-variable">this</span>.pick_resolve = []
<span class="local-variable">this</span>.anim_redraws = []
<span class="local-variable">this</span>.doPick = <span class="local-variable">this</span>.doPick.bind(<span class="local-variable">this</span>)
<span class="comment">//TODO Use setTimeout for animation until headless animation ready (HEADLESS)</span>
<span class="local-variable">this</span>.time = <span class="integer">0</span>;
<span class="local-variable">this</span>.<span class="function">animFrame</span> = <span class="keyword">function</span>(time){
<span class="comment">//console.log('animFrame', time);</span>
<span class="keyword">var</span> interval = <span class="integer">16</span>; <span class="comment">// 500;</span>
<span class="keyword">var</span> t = <span class="local-variable">this</span>.doColor(time);
<span class="keyword">if</span>(t){
<span class="local-variable">this</span>.anim_req = <span class="predefined-constant">true</span>
<span class="local-variable">this</span>.time += interval;
<span class="keyword">if</span> (<span class="local-variable">this</span>.time > HeadlessApi.duration) {
<span class="comment">// Stop running</span>
HeadlessApi.terminate();
}
setTimeout(<span class="keyword">function</span>() {<span class="local-variable">this</span>.animFrame(<span class="local-variable">this</span>.time);}.bind(<span class="local-variable">this</span>), interval)
}
<span class="keyword">else</span> {
<span class="local-variable">this</span>.anim_req = <span class="predefined-constant">false</span>
<span class="comment">// Stop running</span>
HeadlessApi.terminate();
}
<span class="comment">//if(this.pick_resolve.length) this.doPick()</span>
}.bind(<span class="local-variable">this</span>)
<span class="keyword">if</span>(previous){
<span class="local-variable">this</span>.canvas = previous.canvas
<span class="local-variable">this</span>.gl = previous.gl
<span class="local-variable">this</span>.keyboard = previous.keyboard
<span class="local-variable">this</span>.pointer = previous.pointer
<span class="local-variable">this</span>.parent = previous.parent
<span class="local-variable">this</span>.drawtarget_pools = previous.drawtarget_pools
<span class="local-variable">this</span>.frame = <span class="local-variable">this</span>.main_frame = previous.main_frame
}
<span class="keyword">else</span>{
<span class="local-variable">this</span>.frame =
<span class="local-variable">this</span>.main_frame = <span class="local-variable">this</span>.Texture.fromType(<span class="string"><span class="delimiter">'</span><span class="content">rgb_depth</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.keyboard = <span class="keyword">new</span> <span class="local-variable">this</span>.Keyboard(<span class="local-variable">this</span>)
<span class="local-variable">this</span>.pointer = <span class="keyword">new</span> <span class="local-variable">this</span>.Pointer(<span class="local-variable">this</span>)
<span class="local-variable">this</span>.drawtarget_pools = {}
<span class="local-variable">this</span>.createContext()
}
<span class="local-variable">this</span>.initResize()
}
<span class="local-variable">this</span>.<span class="function">createContext</span> = <span class="keyword">function</span>(){
<span class="keyword">if</span> (HeadlessApi.verbose)
console.log(<span class="string"><span class="delimiter">'</span><span class="content">deviceheadless.createContext NOT implemented</span><span class="delimiter">'</span></span>)
}
<span class="local-variable">this</span>.<span class="function">initResize</span> = <span class="keyword">function</span>(){
<span class="comment">// Get size of stage</span>
<span class="local-variable">this</span>.width = HeadlessApi.size.x;
<span class="local-variable">this</span>.height = HeadlessApi.size.y;
<span class="local-variable">this</span>.ratio = HeadlessApi.dpi.x / HeadlessApi.dpi.y;
<span class="comment">//console.log('initResize size ', size, dpi);</span>
<span class="comment">//Stub gl calls (to avoid javascript errors)</span>
<span class="local-variable">this</span>.gl = gl;
<span class="local-variable">this</span>.main_frame = {<span class="key">ratio</span>: <span class="local-variable">this</span>.ratio, <span class="key">size</span>: vec2(<span class="local-variable">this</span>.width, <span class="local-variable">this</span>.height)}
<span class="local-variable">this</span>.size = vec2(<span class="local-variable">this</span>.width, <span class="local-variable">this</span>.height);
}
<span class="local-variable">this</span>.<span class="function">clear</span> = <span class="keyword">function</span>(r, g, b, a){
<span class="keyword">if</span>(<span class="local-variable">arguments</span>.length === <span class="integer">1</span>){
a = r.length === <span class="integer">4</span>? r[<span class="integer">3</span>]: <span class="integer">1</span>, b = r[<span class="integer">2</span>], g = r[<span class="integer">1</span>], r = r[<span class="integer">0</span>]
}
<span class="keyword">if</span>(<span class="local-variable">arguments</span>.length === <span class="integer">3</span>) a = <span class="integer">1</span>
HeadlessApi.setBackgroundColor([r,g,b,a]);
<span class="local-variable">this</span>.gl.clearColor(r, g, b, a)
<span class="local-variable">this</span>.gl.clear(<span class="local-variable">this</span>.gl.COLOR_BUFFER_BIT|<span class="local-variable">this</span>.gl.DEPTH_BUFFER_BIT|<span class="local-variable">this</span>.gl.STENCIL_BUFFER_BIT)
}
<span class="local-variable">this</span>.<span class="function">getExtension</span> = <span class="keyword">function</span>(name){
<span class="keyword">var</span> ext = <span class="local-variable">this</span>.extensions[name]
<span class="keyword">if</span>(ext) <span class="keyword">return</span> ext
<span class="keyword">return</span> <span class="local-variable">this</span>.extensions[name] = <span class="local-variable">this</span>.gl.getExtension(name)
}
<span class="local-variable">this</span>.<span class="function">redraw</span> = <span class="keyword">function</span>(){
<span class="keyword">if</span>(<span class="local-variable">this</span>.anim_req) <span class="keyword">return</span>
<span class="local-variable">this</span>.anim_req = <span class="predefined-constant">true</span>
<span class="local-variable">this</span>.time = <span class="integer">0</span>
setTimeout(<span class="keyword">function</span>() {<span class="local-variable">this</span>.animFrame(<span class="local-variable">this</span>.time);}.bind(<span class="local-variable">this</span>), <span class="integer">0</span>)
}
<span class="local-variable">this</span>.<span class="function">bindFramebuffer</span> = <span class="keyword">function</span>(frame){
<span class="keyword">if</span>(!frame) frame = <span class="local-variable">this</span>.main_frame
<span class="local-variable">this</span>.frame = frame
<span class="local-variable">this</span>.size = vec2(frame.size[<span class="integer">0</span>]/frame.ratio, frame.size[<span class="integer">1</span>]/frame.ratio)
<span class="local-variable">this</span>.gl.bindFramebuffer(<span class="local-variable">this</span>.gl.FRAMEBUFFER, frame.glframe_buf || <span class="predefined-constant">null</span>)
<span class="local-variable">this</span>.gl.viewport(<span class="integer">0</span>, <span class="integer">0</span>, frame.size[<span class="integer">0</span>], frame.size[<span class="integer">1</span>])
<span class="comment">// Set the layer to use (root layer if frame.headless_layer doesn't exist)</span>
<span class="comment">//TODO When layers are used, use framebuffers to render them.</span>
<span class="comment">//this.HeadlessApi.setLayer(frame.headless_layer);</span>
}
<span class="local-variable">this</span>.<span class="function">readPixels</span> = <span class="keyword">function</span>(x, y, w, h){
<span class="keyword">var</span> buf = <span class="keyword">new</span> Uint8Array(w * h * <span class="integer">4</span>)
<span class="local-variable">this</span>.gl.readPixels(x , y , w , h, <span class="local-variable">this</span>.gl.RGBA, <span class="local-variable">this</span>.gl.UNSIGNED_BYTE, buf)
<span class="keyword">return</span> buf
}
<span class="local-variable">this</span>.<span class="function">doPick</span> = <span class="keyword">function</span>(){
<span class="local-variable">this</span>.pick_timer = <span class="integer">0</span>
<span class="keyword">var</span> x = <span class="local-variable">this</span>.pick_x, y = <span class="local-variable">this</span>.pick_y
<span class="keyword">if</span>(!<span class="local-variable">this</span>.first_draw_done){
<span class="local-variable">this</span>.doColor(<span class="local-variable">this</span>.last_time)
}
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>, len = <span class="local-variable">this</span>.drawpass_list.length; i < len; i++){
<span class="keyword">var</span> last = i === len - <span class="integer">1</span>
<span class="keyword">var</span> skip = <span class="predefined-constant">false</span>
<span class="keyword">var</span> view = <span class="local-variable">this</span>.drawpass_list[i]
<span class="comment">// little hack to dont use rtt if you only use a single view</span>
<span class="keyword">if</span>(view.parent == <span class="local-variable">this</span>.screen && view.flex ==<span class="integer">1</span> && <span class="local-variable">this</span>.screen.children.length ===<span class="integer">1</span>){
skip = last = <span class="predefined-constant">true</span>
}
<span class="comment">// lets set up glscissor on last</span>
<span class="comment">// and then read the goddamn pixel</span>
<span class="keyword">if</span>(last || view.draw_dirty & <span class="integer">2</span>){
view.draw_dirty &= <span class="integer">1</span>
view.drawpass.drawPick(last, i + <span class="integer">1</span>, x, y, <span class="local-variable">this</span>.debug_pick)
}
<span class="keyword">if</span>(skip){
<span class="local-variable">this</span>.screen.draw_dirty &= <span class="integer">1</span>
<span class="keyword">break</span>
}
}
<span class="comment">// now lets read the pixel under the mouse</span>
<span class="keyword">var</span> pick_resolve = <span class="local-variable">this</span>.pick_resolve
<span class="local-variable">this</span>.pick_resolve = []
<span class="keyword">if</span>(<span class="local-variable">this</span>.debug_pick){
<span class="keyword">var</span> data = <span class="local-variable">this</span>.readPixels(x * <span class="local-variable">this</span>.ratio,<span class="local-variable">this</span>.main_frame.size[<span class="integer">1</span>] - y * <span class="local-variable">this</span>.ratio, <span class="integer">1</span>, <span class="integer">1</span>)
}
<span class="keyword">else</span>{
<span class="keyword">var</span> data = <span class="local-variable">this</span>.readPixels(<span class="integer">0</span>, <span class="integer">0</span>, <span class="integer">1</span>, <span class="integer">1</span>)
}
<span class="comment">// decode the pass and drawid</span>
<span class="keyword">var</span> passid = data[<span class="integer">0</span>]<span class="comment">//(data[0]*43)%256</span>
<span class="keyword">var</span> drawid = (((data[<span class="integer">2</span>]<<<span class="integer">8</span>) | data[<span class="integer">1</span>]))<span class="comment">//*60777)%65536</span>
<span class="comment">// lets find the view.</span>
<span class="keyword">var</span> passview = <span class="local-variable">this</span>.drawpass_list[passid]
<span class="keyword">var</span> drawpass = passview && passview.drawpass
<span class="keyword">var</span> view = drawpass && drawpass.draw_list[drawid]
<span class="keyword">while</span>(view && view.nopick){
view = view.parent
}
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < pick_resolve.length; i++){
pick_resolve[i](view)
}
}
<span class="local-variable">this</span>.<span class="function">pickScreen</span> = <span class="keyword">function</span>(x, y){
<span class="comment">// promise based pickray rendering</span>
<span class="keyword">return</span> <span class="keyword">new</span> define.Promise(<span class="keyword">function</span>(resolve, reject){
<span class="local-variable">this</span>.pick_resolve.push(resolve)
<span class="local-variable">this</span>.pick_x = x
<span class="local-variable">this</span>.pick_y = y
<span class="keyword">if</span>(!<span class="local-variable">this</span>.pick_timer){
<span class="local-variable">this</span>.pick_timer = setTimeout(<span class="local-variable">this</span>.doPick, <span class="integer">0</span>)
}
<span class="comment">//this.doPick()</span>
}.bind(<span class="local-variable">this</span>))
}
<span class="local-variable">this</span>.<span class="function">doColor</span> = <span class="keyword">function</span>(time){
<span class="keyword">if</span>(!<span class="local-variable">this</span>.first_time) <span class="local-variable">this</span>.first_time = time
<span class="local-variable">this</span>.last_time = time
<span class="keyword">if</span>(!<span class="local-variable">this</span>.screen) <span class="keyword">return</span>
<span class="local-variable">this</span>.first_draw_done = <span class="predefined-constant">true</span>
<span class="keyword">var</span> stime = (time - <span class="local-variable">this</span>.first_time) / <span class="integer">1000</span>
<span class="comment">//console.log(this.last_time - stime)</span>
<span class="comment">// lets layout shit that needs layouting.</span>
<span class="keyword">var</span> anim_redraw = <span class="local-variable">this</span>.anim_redraws
anim_redraw.length = <span class="integer">0</span>
<span class="local-variable">this</span>.screen.doAnimation(stime, anim_redraw)
<span class="local-variable">this</span>.screen._maxsize =
<span class="local-variable">this</span>.screen._size = vec2(<span class="local-variable">this</span>.main_frame.size[<span class="integer">0</span>] / <span class="local-variable">this</span>.ratio, <span class="local-variable">this</span>.main_frame.size[<span class="integer">1</span>] / <span class="local-variable">this</span>.ratio)
<span class="comment">// do the dirty layouts</span>
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < <span class="local-variable">this</span>.layout_list.length; i++){
<span class="comment">// lets do a layout?</span>
<span class="keyword">var</span> view = <span class="local-variable">this</span>.layout_list[i]
<span class="keyword">if</span>(view.layout_dirty){
view.doLayout()