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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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/* 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.*/ // self generating onejs walker utility class, run with nodejs to regenerate if(typeof process !== 'undefined' && require.main === module){ var require = require('../base/define') var defs = require('./onejsdef.js') var fs = require('fs') // read self var head = fs.readFileSync(module.filename).toString().match(/^[\S\s]*\/\/ generated/)[0] // the template for the generated bottom part var template = function(){ define.class(function(){ this.walk = function(node, parent, state, index){ if(!node) return var fn = this[node.type] if(!fn) throw new Error("Cannot find type " + node.type) fn.call(this, node, parent, state, index) } BODY }) }.toString().match(/function\s*\(\)\{\n([\S\s]*)\}/)[1].replace(/(^|\n)\t\t/g,'\n') var out = '\n' for(var key in defs){ out += ' this.' + key + ' = function(node, parent, state, index){\n' var def = defs[key] for(var sub in def){ var type = def[sub] if(type == 1) out += ' this.walk(node.' + sub + ', node, state, -1)\n' else if(type == 2) out += ' var arr = node.' + sub + '\n\t\tif(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i)\n' else if(type == 3) { out += ' var arr = node.' + sub + '\n\t\tif(arr) for(var i = 0, len = arr.length; i < len; i++) { this.walk(arr[i].key, node, state, i); this.walk(arr[i].value, node, state, i) }\n' } } out += ' }\n\n' } fs.writeFileSync(module.filename, head + template.replace(/BODY/,out)) console.log("Written " + module.filename) } // generated define.class(function(){ this.walk = function(node, parent, state, index){ if(!node) return var fn = this[node.type] if(!fn) throw new Error("Cannot find type " + node.type) fn.call(this, node, parent, state, index) } this.Program = function(node, parent, state, index){ var arr = node.steps if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Empty = function(node, parent, state, index){ } this.Id = function(node, parent, state, index){ } this.Property = function(node, parent, state, index){ } this.Value = function(node, parent, state, index){ } this.This = function(node, parent, state, index){ } this.Array = function(node, parent, state, index){ var arr = node.elems if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Object = function(node, parent, state, index){ var arr = node.keys if(arr) for(var i = 0, len = arr.length; i < len; i++) { this.walk(arr[i].key, node, state, i); this.walk(arr[i].value, node, state, i) } } this.Index = function(node, parent, state, index){ this.walk(node.object, node, state, -1) this.walk(node.index, node, state, -1) } this.Key = function(node, parent, state, index){ this.walk(node.object, node, state, -1) this.walk(node.key, node, state, -1) } this.ThisCall = function(node, parent, state, index){ this.walk(node.object, node, state, -1) this.walk(node.key, node, state, -1) } this.Block = function(node, parent, state, index){ var arr = node.steps if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.List = function(node, parent, state, index){ var arr = node.items if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Comprehension = function(node, parent, state, index){ this.walk(node.for, node, state, -1) this.walk(node.expr, node, state, -1) } this.Template = function(node, parent, state, index){ var arr = node.chain if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Break = function(node, parent, state, index){ this.walk(node.label, node, state, -1) } this.Continue = function(node, parent, state, index){ this.walk(node.label, node, state, -1) } this.Label = function(node, parent, state, index){ this.walk(node.label, node, state, -1) this.walk(node.body, node, state, -1) } this.If = function(node, parent, state, index){ this.walk(node.test, node, state, -1) this.walk(node.then, node, state, -1) this.walk(node.else, node, state, -1) } this.Switch = function(node, parent, state, index){ this.walk(node.on, node, state, -1) var arr = node.cases if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Case = function(node, parent, state, index){ this.walk(node.test, node, state, -1) var arr = node.steps if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Throw = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Try = function(node, parent, state, index){ this.walk(node.try, node, state, -1) this.walk(node.arg, node, state, -1) this.walk(node.catch, node, state, -1) this.walk(node.finally, node, state, -1) } this.While = function(node, parent, state, index){ this.walk(node.test, node, state, -1) this.walk(node.loop, node, state, -1) } this.DoWhile = function(node, parent, state, index){ this.walk(node.loop, node, state, -1) this.walk(node.test, node, state, -1) } this.For = function(node, parent, state, index){ this.walk(node.init, node, state, -1) this.walk(node.test, node, state, -1) this.walk(node.update, node, state, -1) this.walk(node.loop, node, state, -1) } this.ForIn = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) this.walk(node.loop, node, state, -1) } this.ForOf = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) this.walk(node.loop, node, state, -1) } this.ForFrom = function(node, parent, state, index){ this.walk(node.right, node, state, -1) this.walk(node.left, node, state, -1) this.walk(node.loop, node, state, -1) } this.ForTo = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) this.walk(node.loop, node, state, -1) this.walk(node.in, node, state, -1) } this.Var = function(node, parent, state, index){ var arr = node.defs if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.TypeVar = function(node, parent, state, index){ this.walk(node.typing, node, state, -1) var arr = node.defs if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) this.walk(node.dim, node, state, -1) } this.Struct = function(node, parent, state, index){ this.walk(node.id, node, state, -1) this.walk(node.struct, node, state, -1) this.walk(node.base, node, state, -1) } this.Define = function(node, parent, state, index){ this.walk(node.id, node, state, -1) this.walk(node.value, node, state, -1) } this.Enum = function(node, parent, state, index){ this.walk(node.id, node, state, -1) var arr = node.enums if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Def = function(node, parent, state, index){ this.walk(node.id, node, state, -1) this.walk(node.init, node, state, -1) this.walk(node.dim, node, state, -1) } this.Function = function(node, parent, state, index){ this.walk(node.id, node, state, -1) this.walk(node.name, node, state, -1) var arr = node.params if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) this.walk(node.rest, node, state, -1) this.walk(node.body, node, state, -1) } this.Return = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Yield = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Await = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Unary = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Binary = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) } this.Logic = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) } this.Assign = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) } this.Update = function(node, parent, state, index){ this.walk(node.arg, node, state, -1) } this.Condition = function(node, parent, state, index){ this.walk(node.test, node, state, -1) this.walk(node.then, node, state, -1) this.walk(node.else, node, state, -1) } this.New = function(node, parent, state, index){ this.walk(node.fn, node, state, -1) var arr = node.args if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Call = function(node, parent, state, index){ this.walk(node.fn, node, state, -1) var arr = node.args if(arr) for(var i = 0, len = arr.length; i < len; i++) this.walk(arr[i], node, state, i) } this.Nest = function(node, parent, state, index){ this.walk(node.fn, node, state, -1) this.walk(node.body, node, state, -1) } this.Class = function(node, parent, state, index){ this.walk(node.id, node, state, -1) this.walk(node.base, node, state, -1) this.walk(node.body, node, state, -1) } this.Signal = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.right, node, state, -1) } this.Quote = function(node, parent, state, index){ this.walk(node.quote, node, state, -1) } this.AssignQuote = function(node, parent, state, index){ this.walk(node.left, node, state, -1) this.walk(node.quote, node, state, -1) } this.Rest = function(node, parent, state, index){ this.walk(node.id, node, state, -1) } this.Then = function(node, parent, state, index){ this.walk(node.name, node, state, -1) this.walk(node.do, node, state, -1) } this.Debugger = function(node, parent, state, index){ } this.With = function(node, parent, state, index){ this.walk(node.object, node, state, -1) this.walk(node.body, node, state, -1) } })