Removed Remotery.

This commit is contained in:
Branimir Karadžić 2017-08-20 14:24:15 -07:00
parent 21ade78454
commit f0971eda83
42 changed files with 5 additions and 13162 deletions

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/*
Copyright 2014 Celtoys Ltd
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.
*/
/*
Compiling
---------
* Windows (MSVC) - add lib/Remotery.c and lib/Remotery.h to your program. Set include
directories to add Remotery/lib path. The required library ws2_32.lib should be picked
up through the use of the #pragma comment(lib, "ws2_32.lib") directive in Remotery.c.
* Mac OS X (XCode) - simply add lib/Remotery.c and lib/Remotery.h to your program.
* Linux (GCC) - add the source in lib folder. Compilation of the code requires -pthreads for
library linkage. For example to compile the same run: cc lib/Remotery.c sample/sample.c
-I lib -pthread -lm
You can define some extra macros to modify what features are compiled into Remotery. These are
documented just below this comment.
*/
#ifndef RMT_INCLUDED_H
#define RMT_INCLUDED_H
// Set to 0 to not include any bits of Remotery in your build
#ifndef RMT_ENABLED
#define RMT_ENABLED 1
#endif
// Used by the Celtoys TinyCRT library (not released yet)
#ifndef RMT_USE_TINYCRT
#define RMT_USE_TINYCRT 0
#endif
// Assuming CUDA headers/libs are setup, allow CUDA profiling
#ifndef RMT_USE_CUDA
#define RMT_USE_CUDA 0
#endif
// Assuming Direct3D 11 headers/libs are setup, allow D3D11 profiling
#ifndef RMT_USE_D3D11
#define RMT_USE_D3D11 0
#endif
// Allow OpenGL profiling
#ifndef RMT_USE_OPENGL
#define RMT_USE_OPENGL 0
#endif
// Allow Metal profiling
#ifndef RMT_USE_METAL
#define RMT_USE_METAL 0
#endif
// Initially use POSIX thread names to name threads instead of Thread0, 1, ...
#ifndef RMT_USE_POSIX_THREADNAMES
#define RMT_USE_POSIX_THREADNAMES 0
#endif
/*
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
Compiler/Platform Detection and Preprocessor Utilities
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
*/
// Platform identification
#if defined(_WINDOWS) || defined(_WIN32)
#define RMT_PLATFORM_WINDOWS
#elif defined(__linux__)
#define RMT_PLATFORM_LINUX
#define RMT_PLATFORM_POSIX
#elif defined(__APPLE__)
#define RMT_PLATFORM_MACOS
#define RMT_PLATFORM_POSIX
#endif
#ifdef RMT_DLL
#if defined (RMT_PLATFORM_WINDOWS)
#if defined (RMT_IMPL)
#define RMT_API __declspec(dllexport)
#else
#define RMT_API __declspec(dllimport)
#endif
#elif defined (RMT_PLATFORM_POSIX)
#if defined (RMT_IMPL)
#define RMT_API __attribute__((visibility("default")))
#else
#define RMT_API
#endif
#endif
#else
#define RMT_API
#endif
// Allows macros to be written that can work around the inability to do: #define(x) #ifdef x
// with the C preprocessor.
#if RMT_ENABLED
#define IFDEF_RMT_ENABLED(t, f) t
#else
#define IFDEF_RMT_ENABLED(t, f) f
#endif
#if RMT_ENABLED && RMT_USE_CUDA
#define IFDEF_RMT_USE_CUDA(t, f) t
#else
#define IFDEF_RMT_USE_CUDA(t, f) f
#endif
#if RMT_ENABLED && RMT_USE_D3D11
#define IFDEF_RMT_USE_D3D11(t, f) t
#else
#define IFDEF_RMT_USE_D3D11(t, f) f
#endif
#if RMT_ENABLED && RMT_USE_OPENGL
#define IFDEF_RMT_USE_OPENGL(t, f) t
#else
#define IFDEF_RMT_USE_OPENGL(t, f) f
#endif
#if RMT_ENABLED && RMT_USE_METAL
#define IFDEF_RMT_USE_METAL(t, f) t
#else
#define IFDEF_RMT_USE_METAL(t, f) f
#endif
// Public interface is written in terms of these macros to easily enable/disable itself
#define RMT_OPTIONAL(macro, x) IFDEF_ ## macro(x, )
#define RMT_OPTIONAL_RET(macro, x, y) IFDEF_ ## macro(x, (y))
/*
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
Types
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
*/
// Boolean
typedef unsigned int rmtBool;
#define RMT_TRUE ((rmtBool)1)
#define RMT_FALSE ((rmtBool)0)
// Unsigned integer types
typedef unsigned char rmtU8;
typedef unsigned short rmtU16;
typedef unsigned int rmtU32;
typedef unsigned long long rmtU64;
// Signed integer types
typedef char rmtS8;
typedef short rmtS16;
typedef int rmtS32;
typedef long long rmtS64;
// Const, null-terminated string pointer
typedef const char* rmtPStr;
// Handle to the main remotery instance
typedef struct Remotery Remotery;
// All possible error codes
typedef enum rmtError
{
RMT_ERROR_NONE,
// System errors
RMT_ERROR_MALLOC_FAIL, // Malloc call within remotery failed
RMT_ERROR_TLS_ALLOC_FAIL, // Attempt to allocate thread local storage failed
RMT_ERROR_VIRTUAL_MEMORY_BUFFER_FAIL, // Failed to create a virtual memory mirror buffer
RMT_ERROR_CREATE_THREAD_FAIL, // Failed to create a thread for the server
// Network TCP/IP socket errors
RMT_ERROR_SOCKET_INIT_NETWORK_FAIL, // Network initialisation failure (e.g. on Win32, WSAStartup fails)
RMT_ERROR_SOCKET_CREATE_FAIL, // Can't create a socket for connection to the remote viewer
RMT_ERROR_SOCKET_BIND_FAIL, // Can't bind a socket for the server
RMT_ERROR_SOCKET_LISTEN_FAIL, // Created server socket failed to enter a listen state
RMT_ERROR_SOCKET_SET_NON_BLOCKING_FAIL, // Created server socket failed to switch to a non-blocking state
RMT_ERROR_SOCKET_INVALID_POLL, // Poll attempt on an invalid socket
RMT_ERROR_SOCKET_SELECT_FAIL, // Server failed to call select on socket
RMT_ERROR_SOCKET_POLL_ERRORS, // Poll notified that the socket has errors
RMT_ERROR_SOCKET_ACCEPT_FAIL, // Server failed to accept connection from client
RMT_ERROR_SOCKET_SEND_TIMEOUT, // Timed out trying to send data
RMT_ERROR_SOCKET_SEND_FAIL, // Unrecoverable error occured while client/server tried to send data
RMT_ERROR_SOCKET_RECV_NO_DATA, // No data available when attempting a receive
RMT_ERROR_SOCKET_RECV_TIMEOUT, // Timed out trying to receive data
RMT_ERROR_SOCKET_RECV_FAILED, // Unrecoverable error occured while client/server tried to receive data
// WebSocket errors
RMT_ERROR_WEBSOCKET_HANDSHAKE_NOT_GET, // WebSocket server handshake failed, not HTTP GET
RMT_ERROR_WEBSOCKET_HANDSHAKE_NO_VERSION, // WebSocket server handshake failed, can't locate WebSocket version
RMT_ERROR_WEBSOCKET_HANDSHAKE_BAD_VERSION, // WebSocket server handshake failed, unsupported WebSocket version
RMT_ERROR_WEBSOCKET_HANDSHAKE_NO_HOST, // WebSocket server handshake failed, can't locate host
RMT_ERROR_WEBSOCKET_HANDSHAKE_BAD_HOST, // WebSocket server handshake failed, host is not allowed to connect
RMT_ERROR_WEBSOCKET_HANDSHAKE_NO_KEY, // WebSocket server handshake failed, can't locate WebSocket key
RMT_ERROR_WEBSOCKET_HANDSHAKE_BAD_KEY, // WebSocket server handshake failed, WebSocket key is ill-formed
RMT_ERROR_WEBSOCKET_HANDSHAKE_STRING_FAIL, // WebSocket server handshake failed, internal error, bad string code
RMT_ERROR_WEBSOCKET_DISCONNECTED, // WebSocket server received a disconnect request and closed the socket
RMT_ERROR_WEBSOCKET_BAD_FRAME_HEADER, // Couldn't parse WebSocket frame header
RMT_ERROR_WEBSOCKET_BAD_FRAME_HEADER_SIZE, // Partially received wide frame header size
RMT_ERROR_WEBSOCKET_BAD_FRAME_HEADER_MASK, // Partially received frame header data mask
RMT_ERROR_WEBSOCKET_RECEIVE_TIMEOUT, // Timeout receiving frame header
RMT_ERROR_REMOTERY_NOT_CREATED, // Remotery object has not been created
RMT_ERROR_SEND_ON_INCOMPLETE_PROFILE, // An attempt was made to send an incomplete profile tree to the client
// CUDA error messages
RMT_ERROR_CUDA_DEINITIALIZED, // This indicates that the CUDA driver is in the process of shutting down
RMT_ERROR_CUDA_NOT_INITIALIZED, // This indicates that the CUDA driver has not been initialized with cuInit() or that initialization has failed
RMT_ERROR_CUDA_INVALID_CONTEXT, // This most frequently indicates that there is no context bound to the current thread
RMT_ERROR_CUDA_INVALID_VALUE, // This indicates that one or more of the parameters passed to the API call is not within an acceptable range of values
RMT_ERROR_CUDA_INVALID_HANDLE, // This indicates that a resource handle passed to the API call was not valid
RMT_ERROR_CUDA_OUT_OF_MEMORY, // The API call failed because it was unable to allocate enough memory to perform the requested operation
RMT_ERROR_ERROR_NOT_READY, // This indicates that a resource handle passed to the API call was not valid
// Direct3D 11 error messages
RMT_ERROR_D3D11_FAILED_TO_CREATE_QUERY, // Failed to create query for sample
// OpenGL error messages
RMT_ERROR_OPENGL_ERROR, // Generic OpenGL error, no need to expose detail since app will need an OpenGL error callback registered
RMT_ERROR_CUDA_UNKNOWN,
} rmtError;
typedef enum rmtSampleFlags
{
// Default behaviour
RMTSF_None = 0,
// Search parent for same-named samples and merge timing instead of adding a new sample
RMTSF_Aggregate = 1,
} rmtSampleFlags;
/*
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
Public Interface
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
*/
// Can call remotery functions on a null pointer
// TODO: Can embed extern "C" in these macros?
#define rmt_Settings() \
RMT_OPTIONAL_RET(RMT_ENABLED, _rmt_Settings(), NULL )
#define rmt_CreateGlobalInstance(rmt) \
RMT_OPTIONAL_RET(RMT_ENABLED, _rmt_CreateGlobalInstance(rmt), RMT_ERROR_NONE)
#define rmt_DestroyGlobalInstance(rmt) \
RMT_OPTIONAL(RMT_ENABLED, _rmt_DestroyGlobalInstance(rmt))
#define rmt_SetGlobalInstance(rmt) \
RMT_OPTIONAL(RMT_ENABLED, _rmt_SetGlobalInstance(rmt))
#define rmt_GetGlobalInstance() \
RMT_OPTIONAL_RET(RMT_ENABLED, _rmt_GetGlobalInstance(), NULL)
#define rmt_SetCurrentThreadName(rmt) \
RMT_OPTIONAL(RMT_ENABLED, _rmt_SetCurrentThreadName(rmt))
#define rmt_LogText(text) \
RMT_OPTIONAL(RMT_ENABLED, _rmt_LogText(text))
#define rmt_BeginCPUSample(name, flags) \
RMT_OPTIONAL(RMT_ENABLED, { \
static rmtU32 rmt_sample_hash_##name = 0; \
_rmt_BeginCPUSample(#name, flags, &rmt_sample_hash_##name); \
})
#define rmt_BeginCPUSampleDynamic(namestr, flags) \
RMT_OPTIONAL(RMT_ENABLED, _rmt_BeginCPUSample(namestr, flags, NULL))
#define rmt_EndCPUSample() \
RMT_OPTIONAL(RMT_ENABLED, _rmt_EndCPUSample())
// Callback function pointer types
typedef void* (*rmtMallocPtr)(void* mm_context, rmtU32 size);
typedef void* (*rmtReallocPtr)(void* mm_context, void* ptr, rmtU32 size);
typedef void (*rmtFreePtr)(void* mm_context, void* ptr);
typedef void (*rmtInputHandlerPtr)(const char* text, void* context);
// Struture to fill in to modify Remotery default settings
typedef struct rmtSettings
{
// Which port to listen for incoming connections on
rmtU16 port;
// Only allow connections on localhost?
// For dev builds you may want to access your game from other devices but if
// you distribute a game to your players with Remotery active, probably best
// to limit connections to localhost.
rmtBool limit_connections_to_localhost;
// How long to sleep between server updates, hopefully trying to give
// a little CPU back to other threads.
rmtU32 msSleepBetweenServerUpdates;
// Size of the internal message queues Remotery uses
// Will be rounded to page granularity of 64k
rmtU32 messageQueueSizeInBytes;
// If the user continuously pushes to the message queue, the server network
// code won't get a chance to update unless there's an upper-limit on how
// many messages can be consumed per loop.
rmtU32 maxNbMessagesPerUpdate;
// Callback pointers for memory allocation
rmtMallocPtr malloc;
rmtReallocPtr realloc;
rmtFreePtr free;
void* mm_context;
// Callback pointer for receiving input from the Remotery console
rmtInputHandlerPtr input_handler;
// Context pointer that gets sent to Remotery console callback function
void* input_handler_context;
rmtPStr logFilename;
} rmtSettings;
// Structure to fill in when binding CUDA to Remotery
typedef struct rmtCUDABind
{
// The main context that all driver functions apply before each call
void* context;
// Driver API function pointers that need to be pointed to
// Untyped so that the CUDA headers are not required in this file
// NOTE: These are named differently to the CUDA functions because the CUDA API has a habit of using
// macros to point function calls to different versions, e.g. cuEventDestroy is a macro for
// cuEventDestroy_v2.
void* CtxSetCurrent;
void* CtxGetCurrent;
void* EventCreate;
void* EventDestroy;
void* EventRecord;
void* EventQuery;
void* EventElapsedTime;
} rmtCUDABind;
// Call once after you've initialised CUDA to bind it to Remotery
#define rmt_BindCUDA(bind) \
RMT_OPTIONAL(RMT_USE_CUDA, _rmt_BindCUDA(bind))
// Mark the beginning of a CUDA sample on the specified asynchronous stream
#define rmt_BeginCUDASample(name, stream) \
RMT_OPTIONAL(RMT_USE_CUDA, { \
static rmtU32 rmt_sample_hash_##name = 0; \
_rmt_BeginCUDASample(#name, &rmt_sample_hash_##name, stream); \
})
// Mark the end of a CUDA sample on the specified asynchronous stream
#define rmt_EndCUDASample(stream) \
RMT_OPTIONAL(RMT_USE_CUDA, _rmt_EndCUDASample(stream))
#define rmt_BindD3D11(device, context) \
RMT_OPTIONAL(RMT_USE_D3D11, _rmt_BindD3D11(device, context))
#define rmt_UnbindD3D11() \
RMT_OPTIONAL(RMT_USE_D3D11, _rmt_UnbindD3D11())
#define rmt_BeginD3D11Sample(name) \
RMT_OPTIONAL(RMT_USE_D3D11, { \
static rmtU32 rmt_sample_hash_##name = 0; \
_rmt_BeginD3D11Sample(#name, &rmt_sample_hash_##name); \
})
#define rmt_BeginD3D11SampleDynamic(namestr) \
RMT_OPTIONAL(RMT_USE_D3D11, _rmt_BeginD3D11Sample(namestr, NULL))
#define rmt_EndD3D11Sample() \
RMT_OPTIONAL(RMT_USE_D3D11, _rmt_EndD3D11Sample())
#define rmt_BindOpenGL() \
RMT_OPTIONAL(RMT_USE_OPENGL, _rmt_BindOpenGL())
#define rmt_UnbindOpenGL() \
RMT_OPTIONAL(RMT_USE_OPENGL, _rmt_UnbindOpenGL())
#define rmt_BeginOpenGLSample(name) \
RMT_OPTIONAL(RMT_USE_OPENGL, { \
static rmtU32 rmt_sample_hash_##name = 0; \
_rmt_BeginOpenGLSample(#name, &rmt_sample_hash_##name); \
})
#define rmt_BeginOpenGLSampleDynamic(namestr) \
RMT_OPTIONAL(RMT_USE_OPENGL, _rmt_BeginOpenGLSample(namestr, NULL))
#define rmt_EndOpenGLSample() \
RMT_OPTIONAL(RMT_USE_OPENGL, _rmt_EndOpenGLSample())
#define rmt_BindMetal(command_buffer) \
RMT_OPTIONAL(RMT_USE_METAL, _rmt_BindMetal(command_buffer));
#define rmt_UnbindMetal() \
RMT_OPTIONAL(RMT_USE_METAL, _rmt_UnbindMetal());
#define rmt_BeginMetalSample(name) \
RMT_OPTIONAL(RMT_USE_METAL, { \
static rmtU32 rmt_sample_hash_##name = 0; \
_rmt_BeginMetalSample(#name, &rmt_sample_hash_##name); \
})
#define rmt_BeginMetalSampleDynamic(namestr) \
RMT_OPTIONAL(RMT_USE_METAL, _rmt_BeginMetalSample(namestr, NULL))
#define rmt_EndMetalSample() \
RMT_OPTIONAL(RMT_USE_METAL, _rmt_EndMetalSample())
/*
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
C++ Public Interface Extensions
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
*/
#ifdef __cplusplus
#if RMT_ENABLED
// Types that end samples in their destructors
extern "C" RMT_API void _rmt_EndCPUSample(void);
struct rmt_EndCPUSampleOnScopeExit
{
~rmt_EndCPUSampleOnScopeExit()
{
_rmt_EndCPUSample();
}
};
#if RMT_USE_CUDA
extern "C" RMT_API void _rmt_EndCUDASample(void* stream);
struct rmt_EndCUDASampleOnScopeExit
{
rmt_EndCUDASampleOnScopeExit(void* stream) : stream(stream)
{
}
~rmt_EndCUDASampleOnScopeExit()
{
_rmt_EndCUDASample(stream);
}
void* stream;
};
#endif
#if RMT_USE_D3D11
extern "C" RMT_API void _rmt_EndD3D11Sample(void);
struct rmt_EndD3D11SampleOnScopeExit
{
~rmt_EndD3D11SampleOnScopeExit()
{
_rmt_EndD3D11Sample();
}
};
#endif
#if RMT_USE_OPENGL
extern "C" RMT_API void _rmt_EndOpenGLSample(void);
struct rmt_EndOpenGLSampleOnScopeExit
{
~rmt_EndOpenGLSampleOnScopeExit()
{
_rmt_EndOpenGLSample();
}
};
#endif
#if RMT_USE_METAL
extern "C" RMT_API void _rmt_EndMetalSample(void);
struct rmt_EndMetalSampleOnScopeExit
{
~rmt_EndMetalSampleOnScopeExit()
{
_rmt_EndMetalSample();
}
};
#endif
#endif
// Pairs a call to rmt_Begin<TYPE>Sample with its call to rmt_End<TYPE>Sample when leaving scope
#define rmt_ScopedCPUSample(name, flags) \
RMT_OPTIONAL(RMT_ENABLED, rmt_BeginCPUSample(name, flags)); \
RMT_OPTIONAL(RMT_ENABLED, rmt_EndCPUSampleOnScopeExit rmt_ScopedCPUSample##name);
#define rmt_ScopedCUDASample(name, stream) \
RMT_OPTIONAL(RMT_USE_CUDA, rmt_BeginCUDASample(name, stream)); \
RMT_OPTIONAL(RMT_USE_CUDA, rmt_EndCUDASampleOnScopeExit rmt_ScopedCUDASample##name(stream));
#define rmt_ScopedD3D11Sample(name) \
RMT_OPTIONAL(RMT_USE_D3D11, rmt_BeginD3D11Sample(name)); \
RMT_OPTIONAL(RMT_USE_D3D11, rmt_EndD3D11SampleOnScopeExit rmt_ScopedD3D11Sample##name);
#define rmt_ScopedOpenGLSample(name) \
RMT_OPTIONAL(RMT_USE_OPENGL, rmt_BeginOpenGLSample(name)); \
RMT_OPTIONAL(RMT_USE_OPENGL, rmt_EndOpenGLSampleOnScopeExit rmt_ScopedOpenGLSample##name);
#define rmt_ScopedMetalSample(name) \
RMT_OPTIONAL(RMT_USE_METAL, rmt_BeginMetalSample(name)); \
RMT_OPTIONAL(RMT_USE_METAL, rmt_EndMetalSampleOnScopeExit rmt_ScopedMetalSample##name);
#endif
/*
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
Private Interface - don't directly call these
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
*/
#if RMT_ENABLED
#ifdef __cplusplus
extern "C" {
#endif
RMT_API rmtSettings* _rmt_Settings( void );
RMT_API enum rmtError _rmt_CreateGlobalInstance(Remotery** remotery);
RMT_API void _rmt_DestroyGlobalInstance(Remotery* remotery);
RMT_API void _rmt_SetGlobalInstance(Remotery* remotery);
RMT_API Remotery* _rmt_GetGlobalInstance(void);
RMT_API void _rmt_SetCurrentThreadName(rmtPStr thread_name);
RMT_API void _rmt_LogText(rmtPStr text);
RMT_API void _rmt_BeginCPUSample(rmtPStr name, rmtU32 flags, rmtU32* hash_cache);
RMT_API void _rmt_EndCPUSample(void);
#if RMT_USE_CUDA
RMT_API void _rmt_BindCUDA(const rmtCUDABind* bind);
RMT_API void _rmt_BeginCUDASample(rmtPStr name, rmtU32* hash_cache, void* stream);
RMT_API void _rmt_EndCUDASample(void* stream);
#endif
#if RMT_USE_D3D11
RMT_API void _rmt_BindD3D11(void* device, void* context);
RMT_API void _rmt_UnbindD3D11(void);
RMT_API void _rmt_BeginD3D11Sample(rmtPStr name, rmtU32* hash_cache);
RMT_API void _rmt_EndD3D11Sample(void);
#endif
#if RMT_USE_OPENGL
RMT_API void _rmt_BindOpenGL();
RMT_API void _rmt_UnbindOpenGL(void);
RMT_API void _rmt_BeginOpenGLSample(rmtPStr name, rmtU32* hash_cache);
RMT_API void _rmt_EndOpenGLSample(void);
#endif
#if RMT_USE_METAL
RMT_API void _rmt_BeginMetalSample(rmtPStr name, rmtU32* hash_cache);
RMT_API void _rmt_EndMetalSample(void);
#endif
#ifdef __cplusplus
}
#endif
#if RMT_USE_METAL
#ifdef __OBJC__
RMT_API void _rmt_BindMetal(id command_buffer);
RMT_API void _rmt_UnbindMetal();
#endif
#endif
#endif // RMT_ENABLED
#endif

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#include <Foundation/NSThread.h>
#include <Foundation/NSDictionary.h>
#include <Foundation/NSString.h>
#import <Metal/Metal.h>
// Store command buffer in thread-local so that each thread can point to its own
void SetCommandBuffer(id command_buffer)
{
NSMutableDictionary* thread_data = [[NSThread currentThread] threadDictionary];
thread_data[@"rmtMTLCommandBuffer"] = command_buffer;
}
id GetCommandBuffer()
{
NSMutableDictionary* thread_data = [[NSThread currentThread] threadDictionary];
return thread_data[@"rmtMTLCommandBuffer"];
}
void _rmt_BindMetal(id command_buffer)
{
SetCommandBuffer(command_buffer);
}
void _rmt_UnbindMetal()
{
SetCommandBuffer(0);
}
// Needs to be in the same lib for this to work
unsigned long long rmtMetal_usGetTime();
static void SetTimestamp(void* data)
{
*((unsigned long long*)data) = rmtMetal_usGetTime();
}
void rmtMetal_MeasureCommandBuffer(unsigned long long* out_start, unsigned long long* out_end, unsigned int* out_ready)
{
id command_buffer = GetCommandBuffer();
[command_buffer addScheduledHandler:^(id <MTLCommandBuffer>){ SetTimestamp(out_start); }];
[command_buffer addCompletedHandler:^(id <MTLCommandBuffer>){ SetTimestamp(out_end); *out_ready = 1; }];
}

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Remotery
--------
A realtime CPU/GPU profiler hosted in a single C file with a viewer that runs in a web browser.
![screenshot](screenshot.png?raw=true)
Supported features:
* Lightweight instrumentation of multiple threads running on the CPU.
* Web viewer that runs in Chrome, Firefox and Safari. Custom WebSockets server
transmits sample data to the browser on a latent thread.
* Profiles itself and shows how it's performing in the viewer.
* Can optionally sample CUDA/D3D11/OpenGL GPU activity.
* Console output for logging text.
* Console input for sending commands to your game.
Compiling
---------
* Windows (MSVC) - add lib/Remotery.c and lib/Remotery.h to your program. Set include
directories to add Remotery/lib path. The required library ws2_32.lib should be picked
up through the use of the #pragma comment(lib, "ws2_32.lib") directive in Remotery.c.
* Mac OS X (XCode) - simply add lib/Remotery.c, lib/Remotery.h and lib/Remotery.mm to your program.
* Linux (GCC) - add the source in lib folder. Compilation of the code requires -pthreads for
library linkage. For example to compile the same run: cc lib/Remotery.c sample/sample.c
-I lib -pthread -lm
You can define some extra macros to modify what features are compiled into Remotery:
Macro Default Description
RMT_ENABLED 1 Disable this to not include any bits of Remotery in your build
RMT_USE_TINYCRT 0 Used by the Celtoys TinyCRT library (not released yet)
RMT_USE_CUDA 0 Assuming CUDA headers/libs are setup, allow CUDA profiling
RMT_USE_D3D11 0 Assuming Direct3D 11 headers/libs are setup, allow D3D11 GPU profiling
RMT_USE_OPENGL 0 Allow OpenGL GPU profiling (dynamically links OpenGL libraries on available platforms)
RMT_USE_METAL 0 Allow Metal profiling of command buffers
Basic Use
---------
See the sample directory for further examples. A quick example:
int main()
{
// Create the main instance of Remotery.
// You need only do this once per program.
Remotery* rmt;
rmt_CreateGlobalInstance(&rmt);
// Explicit begin/end for C
{
rmt_BeginCPUSample(LogText, 0);
rmt_LogText("Time me, please!");
rmt_EndCPUSample();
}
// Scoped begin/end for C++
{
rmt_ScopedCPUSample(LogText, 0);
rmt_LogText("Time me, too!");
}
// Destroy the main instance of Remotery.
rmt_DestroyGlobalInstance(rmt);
}
Running the Viewer
------------------
Double-click or launch `vis/index.html` from the browser.
Sampling CUDA GPU activity
--------------------------
Remotery allows for profiling multiple threads of CUDA execution using different asynchronous streams
that must all share the same context. After initialising both Remotery and CUDA you need to bind the
two together using the call:
rmtCUDABind bind;
bind.context = m_Context;
bind.CtxSetCurrent = &cuCtxSetCurrent;
bind.CtxGetCurrent = &cuCtxGetCurrent;
bind.EventCreate = &cuEventCreate;
bind.EventDestroy = &cuEventDestroy;
bind.EventRecord = &cuEventRecord;
bind.EventQuery = &cuEventQuery;
bind.EventElapsedTime = &cuEventElapsedTime;
rmt_BindCUDA(&bind);
Explicitly pointing to the CUDA interface allows Remotery to be included anywhere in your project without
need for you to link with the required CUDA libraries. After the bind completes you can safely sample any
CUDA activity:
CUstream stream;
// Explicit begin/end for C
{
rmt_BeginCUDASample(UnscopedSample, stream);
// ... CUDA code ...
rmt_EndCUDASample(stream);
}
// Scoped begin/end for C++
{
rmt_ScopedCUDASample(ScopedSample, stream);
// ... CUDA code ...
}
Remotery supports only one context for all threads and will use cuCtxGetCurrent and cuCtxSetCurrent to
ensure the current thread has the context you specify in rmtCUDABind.context.
Sampling Direct3D 11 GPU activity
---------------------------------
Remotery allows sampling of GPU activity on your main D3D11 context. After initialising Remotery, you need
to bind it to D3D11 with a single call from the thread that owns the device context:
// Parameters are ID3D11Device* and ID3D11DeviceContext*
rmt_BindD3D11(d3d11_device, d3d11_context);
Sampling is then a simple case of:
// Explicit begin/end for C
{
rmt_BeginD3D11Sample(UnscopedSample);
// ... D3D code ...
rmt_EndD3D11Sample();
}
// Scoped begin/end for C++
{
rmt_ScopedD3D11Sample(ScopedSample);
// ... D3D code ...
}
Support for multiple contexts can be added pretty easily if there is demand for the feature. When you shutdown
your D3D11 device and context, ensure you notify Remotery before shutting down Remotery itself:
rmt_UnbindD3D11();
Sampling OpenGL GPU activity
----------------------------
Remotery allows sampling of GPU activity on your main OpenGL context. After initialising Remotery, you need
to bind it to OpenGL with the single call:
rmt_BindOpenGL();
Sampling is then a simple case of:
// Explicit begin/end for C
{
rmt_BeginOpenGLSample(UnscopedSample);
// ... OpenGL code ...
rmt_EndOpenGLSample();
}
// Scoped begin/end for C++
{
rmt_ScopedOpenGLSample(ScopedSample);
// ... OpenGL code ...
}
Support for multiple contexts can be added pretty easily if there is demand for the feature. When you shutdown
your OpenGL device and context, ensure you notify Remotery before shutting down Remotery itself:
rmt_UnbindOpenGL();
Sampling Metal GPU activity
---------------------------
Remotery can sample Metal command buffers issued to the GPU from multiple threads. As the Metal API does not
support finer grained profiling, samples will return only the timing of the bound command buffer, irrespective
of how many you issue. As such, make sure you bind and sample the command buffer for each call site:
rmt_BindMetal(mtl_command_buffer);
rmt_ScopedMetalSample(command_buffer_name);
The C API supports begin/end also:
rmt_BindMetal(mtl_command_buffer);
rmt_BeginMetalSample(command_buffer_name);
...
rmt_EndMetalSample();
Applying Configuration Settings
-------------------------------
Before creating your Remotery instance, you can configure its behaviour by retrieving its settings object:
rmtSettings* settings = rmt_Settings();
Some important settings are:
// Redirect any Remotery allocations to your own malloc/free, with an additional context pointer
// that gets passed to your callbacks.
settings->malloc;
settings->free;
settings->mm_context;
// Specify an input handler that receives text input from the Remotery console, with an additional
// context pointer that gets passed to your callback.
settings->input_handler;
settings->input_handler_context;

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@ -1,45 +0,0 @@
#include <stdlib.h>
#include <math.h>
#include <signal.h>
#include <stdio.h>
#include "Remotery.h"
double delay() {
int i, end;
double j = 0;
rmt_BeginCPUSample(delay, 0);
for( i = 0, end = rand()/100; i < end; ++i ) {
j += sin(i);
}
rmt_EndCPUSample();
return j;
}
int sig = 0;
/// Allow to close cleanly with ctrl + c
void sigintHandler(int sig_num) {
sig = sig_num;
printf("Interrupted\n");
}
int main( ) {
signal(SIGINT, sigintHandler);
Remotery *rmt;
if( RMT_ERROR_NONE != rmt_CreateGlobalInstance(&rmt) ) {
return -1;
}
while (sig == 0) {
rmt_LogText("start profiling");
delay();
rmt_LogText("end profiling");
}
rmt_DestroyGlobalInstance(rmt);
printf("Cleaned up and quit\n");
return 0;
}

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Console = (function()
{
var BORDER = 10;
var HEIGHT = 200;
function Console(wm, server)
{
// Create the window and its controls
this.Window = wm.AddWindow("Console", 10, 10, 100, 100);
this.PageContainer = this.Window.AddControlNew(new WM.Container(10, 10, 400, 160));
DOM.Node.AddClass(this.PageContainer.Node, "ConsoleText");
this.AppContainer = this.Window.AddControlNew(new WM.Container(10, 10, 400, 160));
DOM.Node.AddClass(this.AppContainer.Node, "ConsoleText");
this.UserInput = this.Window.AddControlNew(new WM.EditBox(10, 5, 400, 30, "Input", ""));
this.UserInput.SetChangeHandler(Bind(ProcessInput, this));
this.Window.ShowNoAnim();
// This accumulates log text as fast as is required
this.PageTextBuffer = "";
this.LastPageTextBufferLen = 0;
this.AppTextBuffer = "";
this.LastAppTextBufferLen = 0;
// Setup command history control
this.CommandHistory = LocalStore.Get("App", "Global", "CommandHistory", [ ]);
this.CommandIndex = 0;
this.MaxNbCommands = 200;
DOM.Event.AddHandler(this.UserInput.EditNode, "keydown", Bind(OnKeyPress, this));
DOM.Event.AddHandler(this.UserInput.EditNode, "focus", Bind(OnFocus, this));
// At a much lower frequency this will update the console window
window.setInterval(Bind(UpdateHTML, this), 500);
// Setup log requests from the server
this.Server = server;
server.SetConsole(this);
server.AddMessageHandler("LOGM", Bind(OnLog, this));
}
Console.prototype.Log = function(text)
{
this.PageTextBuffer = LogText(this.PageTextBuffer, text);
}
Console.prototype.WindowResized = function(width, height)
{
// Place window
this.Window.SetPosition(BORDER, height - BORDER - 200);
this.Window.SetSize(width - 2 * BORDER, HEIGHT);
// Place controls
var parent_size = this.Window.Size;
var mid_w = parent_size[0] / 3;
this.UserInput.SetPosition(BORDER, parent_size[1] - 2 * BORDER - 30);
this.UserInput.SetSize(parent_size[0] - 100, 18);
var output_height = this.UserInput.Position[1] - 2 * BORDER;
this.PageContainer.SetPosition(BORDER, BORDER);
this.PageContainer.SetSize(mid_w - 2 * BORDER, output_height);
this.AppContainer.SetPosition(mid_w, BORDER);
this.AppContainer.SetSize(parent_size[0] - mid_w - BORDER, output_height);
}
function OnLog(self, socket, data_view)
{
var data_view_reader = new DataViewReader(data_view, 4);
var text = data_view_reader.GetString();
self.AppTextBuffer = LogText(self.AppTextBuffer, text);
}
function LogText(existing_text, new_text)
{
// Filter the text a little to make it safer
if (new_text == null)
new_text = "NULL";
// Find and convert any HTML entities, ensuring the browser doesn't parse any embedded HTML code
// This also allows the log to contain arbitrary C++ code (e.g. assert comparison operators)
new_text = Convert.string_to_html_entities(new_text);
// Prefix date and end with new line
var d = new Date();
new_text = "[" + d.toLocaleTimeString() + "] " + new_text + "<br>";
// Append to local text buffer and ensure clip the oldest text to ensure a max size
existing_text = existing_text + new_text;
var max_len = 10 * 1024;
var len = existing_text.length;
if (len > max_len)
existing_text = existing_text.substr(len - max_len, max_len);
return existing_text;
}
function UpdateHTML(self)
{
// Reset the current text buffer as html
if (self.LastPageTextBufferLen != self.PageTextBuffer.length)
{
var page_node = self.PageContainer.Node;
page_node.innerHTML = self.PageTextBuffer;
page_node.scrollTop = page_node.scrollHeight;
self.LastPageTextBufferLen = self.PageTextBuffer.length;
}
if (self.LastAppTextBufferLen != self.AppTextBuffer.length)
{
var app_node = self.AppContainer.Node;
app_node.innerHTML = self.AppTextBuffer;
app_node.scrollTop = app_node.scrollHeight;
self.LastAppTextBufferLen = self.AppTextBuffer.length;
}
}
function ProcessInput(self, node)
{
// Send the message exactly
var msg = node.value;
self.Server.Send("CONI" + msg);
// Emit to console and clear
self.Log("> " + msg);
self.UserInput.SetValue("");
// Keep track of recently issued commands, with an upper bound
self.CommandHistory.push(msg);
var extra_commands = self.CommandHistory.length - self.MaxNbCommands;
if (extra_commands > 0)
self.CommandHistory.splice(0, extra_commands);
// Set command history index to the most recent command
self.CommandIndex = self.CommandHistory.length;
// Backup to local store
LocalStore.Set("App", "Global", "CommandHistory", self.CommandHistory);
// Keep focus with the edit box
return true;
}
function OnKeyPress(self, evt)
{
evt = DOM.Event.Get(evt);
if (evt.keyCode == Keyboard.Codes.UP)
{
if (self.CommandHistory.length > 0)
{
// Cycle backwards through the command history
self.CommandIndex--;
if (self.CommandIndex < 0)
self.CommandIndex = self.CommandHistory.length - 1;
var command = self.CommandHistory[self.CommandIndex];
self.UserInput.SetValue(command);
}
// Stops default behaviour of moving cursor to the beginning
DOM.Event.StopDefaultAction(evt);
}
else if (evt.keyCode == Keyboard.Codes.DOWN)
{
if (self.CommandHistory.length > 0)
{
// Cycle fowards through the command history
self.CommandIndex = (self.CommandIndex + 1) % self.CommandHistory.length;
var command = self.CommandHistory[self.CommandIndex];
self.UserInput.SetValue(command);
}
// Stops default behaviour of moving cursor to the end
DOM.Event.StopDefaultAction(evt);
}
}
function OnFocus(self)
{
// Reset command index on focus
self.CommandIndex = self.CommandHistory.length;
}
return Console;
})();

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@ -1,47 +0,0 @@
//
// Simple wrapper around DataView that auto-advances the read offset and provides
// a few common data type conversions specific to this app
//
DataViewReader = (function ()
{
function DataViewReader(data_view, offset)
{
this.DataView = data_view;
this.Offset = offset;
}
DataViewReader.prototype.GetUInt32 = function ()
{
var v = this.DataView.getUint32(this.Offset, true);
this.Offset += 4;
return v;
}
DataViewReader.prototype.GetUInt64 = function ()
{
var v = this.DataView.getFloat64(this.Offset, true);
this.Offset += 8;
return v;
}
DataViewReader.prototype.GetStringOfLength = function (string_length)
{
var string = "";
for (var i = 0; i < string_length; i++)
{
string += String.fromCharCode(this.DataView.getInt8(this.Offset));
this.Offset++;
}
return string;
}
DataViewReader.prototype.GetString = function ()
{
var string_length = this.GetUInt32();
return this.GetStringOfLength(string_length);
}
return DataViewReader;
})();

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PixelTimeRange = (function()
{
function PixelTimeRange(start_us, span_us, span_px)
{
this.Span_px = span_px;
this.Set(start_us, span_us);
}
PixelTimeRange.prototype.Set = function(start_us, span_us)
{
this.Start_us = start_us;
this.Span_us = span_us;
this.End_us = this.Start_us + span_us;
this.usPerPixel = this.Span_px / this.Span_us;
}
PixelTimeRange.prototype.SetStart = function(start_us)
{
this.Start_us = start_us;
this.End_us = start_us + this.Span_us;
}
PixelTimeRange.prototype.SetEnd = function(end_us)
{
this.End_us = end_us;
this.Start_us = end_us - this.Span_us;
}
PixelTimeRange.prototype.SetPixelSpan = function(span_px)
{
this.Span_px = span_px;
this.usPerPixel = this.Span_px / this.Span_us;
}
PixelTimeRange.prototype.PixelOffset = function(time_us)
{
return Math.floor((time_us - this.Start_us) * this.usPerPixel);
}
PixelTimeRange.prototype.PixelSize = function(time_us)
{
return Math.floor(time_us * this.usPerPixel);
}
PixelTimeRange.prototype.Clone = function()
{
return new PixelTimeRange(this.Start_us, this.Span_us, this.Span_px);
}
return PixelTimeRange;
})();

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@ -1,330 +0,0 @@
//
// TODO: Window resizing needs finer-grain control
// TODO: Take into account where user has moved the windows
// TODO: Controls need automatic resizing within their parent windows
//
Settings = (function()
{
function Settings()
{
this.IsPaused = false;
}
return Settings;
})();
Remotery = (function()
{
// crack the url and get the parameter we want
var getUrlParameter = function getUrlParameter( search_param)
{
var page_url = decodeURIComponent( window.location.search.substring(1) ),
url_vars = page_url.split('&'),
param_name,
i;
for (i = 0; i < url_vars.length; i++)
{
param_name = url_vars[i].split('=');
if (param_name[0] === search_param)
{
return param_name[1] === undefined ? true : param_name[1];
}
}
};
function Remotery()
{
this.WindowManager = new WM.WindowManager();
this.Settings = new Settings();
// "addr" param is ip:port and will override the local store version if passed in the URL
var addr = getUrlParameter( "addr" );
if ( addr != null )
this.ConnectionAddress = "ws://" + addr + "/rmt";
else
this.ConnectionAddress = LocalStore.Get("App", "Global", "ConnectionAddress", "ws://127.0.0.1:17815/rmt");
this.Server = new WebSocketConnection();
this.Server.AddConnectHandler(Bind(OnConnect, this));
// Create the console up front as everything reports to it
this.Console = new Console(this.WindowManager, this.Server);
// Create required windows
this.TitleWindow = new TitleWindow(this.WindowManager, this.Settings, this.Server, this.ConnectionAddress);
this.TitleWindow.SetConnectionAddressChanged(Bind(OnAddressChanged, this));
this.TimelineWindow = new TimelineWindow(this.WindowManager, this.Settings, this.Server, Bind(OnTimelineCheck, this));
this.TimelineWindow.SetOnHover(Bind(OnSampleHover, this));
this.TimelineWindow.SetOnSelected(Bind(OnSampleSelected, this));
this.NbSampleWindows = 0;
this.SampleWindows = { };
this.FrameHistory = { };
this.SelectedFrames = { };
this.NameMap = { };
this.Server.AddMessageHandler("SMPL", Bind(OnSamples, this));
this.Server.AddMessageHandler("SSMP", Bind(OnSampleName, this));
// Kick-off the auto-connect loop
AutoConnect(this);
// Hook up resize event handler
DOM.Event.AddHandler(window, "resize", Bind(OnResizeWindow, this));
OnResizeWindow(this);
// Hook up browser-native canvas refresh
this.DisplayFrame = 0;
this.LastKnownPause = this.Settings.IsPaused;
var self = this;
(function display_loop()
{
window.requestAnimationFrame(display_loop);
DrawTimeline(self);
})();
}
function AutoConnect(self)
{
// Only attempt to connect if there isn't already a connection or an attempt to connect
if (!self.Server.Connected())
self.Server.Connect(self.ConnectionAddress);
// Always schedule another check
window.setTimeout(Bind(AutoConnect, self), 2000);
}
function OnConnect(self)
{
// Connection address has been validated
LocalStore.Set("App", "Global", "ConnectionAddress", self.ConnectionAddress);
}
function OnAddressChanged(self, node)
{
// Update and disconnect, relying on auto-connect to reconnect
self.ConnectionAddress = node.value;
self.Server.Disconnect();
// Give input focus away
return false;
}
function DrawTimeline(self)
{
// Has pause state changed?
if (self.Settings.IsPaused != self.LastKnownPaused)
{
// When switching TO paused, draw one last frame to ensure the sample text gets drawn
self.LastKnownPaused = self.Settings.IsPaused;
self.TimelineWindow.DrawAllRows();
return;
}
// Don't waste time drawing the timeline when paused
if (self.Settings.IsPaused)
return;
// requestAnimationFrame can run up to 60hz which is way too much for drawing the timeline
// Assume it's running at 60hz and skip frames to achieve 10hz instead
// Doing this instead of using setTimeout because it's better for browser rendering (or; will be once WebGL is in use)
// TODO: Expose as config variable because high refresh rate is great when using a separate viewiing machine
if ((self.DisplayFrame % 10) == 0)
self.TimelineWindow.DrawAllRows();
self.DisplayFrame++;
}
function DecodeSample(self, data_view_reader)
{
var sample = {};
// Get name hash and lookup name it map
sample.name_hash = data_view_reader.GetUInt32();
sample.name = self.NameMap[sample.name_hash];
// If the name doesn't exist in the map yet, request it from the server
if (sample.name == undefined)
{
// Meanwhile, store the hash as the name
sample.name = sample.name_hash;
self.Server.Send("GSMP" + sample.name);
}
// Get the rest of the sample data
sample.id = data_view_reader.GetUInt32();
sample.colour = data_view_reader.GetStringOfLength(7);
sample.us_start = data_view_reader.GetUInt64();
sample.us_length = data_view_reader.GetUInt64();
// Recurse into children
sample.children = [];
DecodeSampleArray(self, data_view_reader, sample.children);
return sample;
}
function DecodeSampleArray(self, data_view_reader, samples)
{
var nb_samples = data_view_reader.GetUInt32();
for (var i = 0; i < nb_samples; i++)
{
var sample = DecodeSample(self, data_view_reader);
samples.push(sample)
}
}
function DecodeSamples(self, data_view_reader)
{
// Message-specific header
var message = { };
message.thread_name = data_view_reader.GetString();
message.nb_samples = data_view_reader.GetUInt32();
message.sample_digest = data_view_reader.GetUInt32();
// Read samples
message.samples = [];
message.samples.push(DecodeSample(self, data_view_reader));
return message;
}
function OnSamples(self, socket, data_view)
{
// Discard any new samples while paused
if (self.Settings.IsPaused)
return;
// Binary decode incoming sample data
var message = DecodeSamples(self, new DataViewReader(data_view, 8));
var name = message.thread_name;
// Add to frame history for this thread
var thread_frame = new ThreadFrame(message);
if (!(name in self.FrameHistory))
self.FrameHistory[name] = [ ];
var frame_history = self.FrameHistory[name];
frame_history.push(thread_frame);
// Discard old frames to keep memory-use constant
var max_nb_frames = 10000;
var extra_frames = frame_history.length - max_nb_frames;
if (extra_frames > 0)
frame_history.splice(0, extra_frames);
// Create sample windows on-demand
if (!(name in self.SampleWindows))
{
self.SampleWindows[name] = new SampleWindow(self.WindowManager, name, self.NbSampleWindows);
self.SampleWindows[name].WindowResized(self.TimelineWindow.Window, self.Console.Window);
self.NbSampleWindows++;
MoveSampleWindows(this);
}
// Set on the window and timeline
self.SampleWindows[name].OnSamples(message.nb_samples, message.sample_digest, message.samples);
self.TimelineWindow.OnSamples(name, frame_history);
}
function OnSampleName(self, socket, data_view)
{
// Add any names sent by the server to the local map
var data_view_reader = new DataViewReader(data_view, 4);
var name_hash = data_view_reader.GetUInt32();
var name = data_view_reader.GetString();
self.NameMap[name_hash] = name;
}
function OnTimelineCheck(self, name, evt)
{
// Show/hide the equivalent sample window and move all the others to occupy any left-over space
var target = DOM.Event.GetNode(evt);
self.SampleWindows[name].SetVisible(target.checked);
MoveSampleWindows(self);
}
function MoveSampleWindows(self)
{
// Stack all windows next to each other
var xpos = 0;
for (var i in self.SampleWindows)
{
var sample_window = self.SampleWindows[i];
if (sample_window.Visible)
sample_window.SetXPos(xpos++, self.TimelineWindow.Window, self.Console.Window);
}
}
function OnSampleHover(self, thread_name, hover)
{
// Hover only changes sample window contents when paused
var sample_window = self.SampleWindows[thread_name];
if (sample_window && self.Settings.IsPaused)
{
if (hover == null)
{
// When there's no hover, go back to the selected frame
if (self.SelectedFrames[thread_name])
{
var frame = self.SelectedFrames[thread_name];
sample_window.OnSamples(frame.NbSamples, frame.SampleDigest, frame.Samples);
}
}
else
{
// Populate with sample under hover
var frame = hover[0];
sample_window.OnSamples(frame.NbSamples, frame.SampleDigest, frame.Samples);
}
}
}
function OnSampleSelected(self, thread_name, select)
{
// Lookup sample window set the frame samples on it
if (select && thread_name in self.SampleWindows)
{
var sample_window = self.SampleWindows[thread_name];
var frame = select[0];
self.SelectedFrames[thread_name] = frame;
sample_window.OnSamples(frame.NbSamples, frame.SampleDigest, frame.Samples);
}
}
function OnResizeWindow(self)
{
// Resize windows
var w = window.innerWidth;
var h = window.innerHeight;
self.Console.WindowResized(w, h);
self.TitleWindow.WindowResized(w, h);
self.TimelineWindow.WindowResized(w, h, self.TitleWindow.Window);
for (var i in self.SampleWindows)
self.SampleWindows[i].WindowResized(self.TimelineWindow.Window, self.Console.Window);
}
return Remotery;
})();

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SampleWindow = (function()
{
function SampleWindow(wm, name, offset)
{
// Sample digest for checking if grid needs to be repopulated
this.NbSamples = 0;
this.SampleDigest = null;
this.XPos = 10 + offset * 410;
this.Window = wm.AddWindow(name, 100, 100, 100, 100);
this.Window.Show();
this.Visible = true;
// Create a grid that's indexed by the unique sample ID
this.Grid = this.Window.AddControlNew(new WM.Grid(0, 0, 380, 400));
this.RootRow = this.Grid.Rows.Add({ "Name": "Samples" }, "GridGroup", { "Name": "GridGroup" });
this.RootRow.Rows.AddIndex("_ID");
}
SampleWindow.prototype.SetXPos = function(xpos, top_window, bottom_window)
{
Anim.Animate(
Bind(AnimatedMove, this, top_window, bottom_window),
this.XPos, 10 + xpos * 410, 0.25);
}
function AnimatedMove(self, top_window, bottom_window, val)
{
self.XPos = val;
self.WindowResized(top_window, bottom_window);
}
SampleWindow.prototype.SetVisible = function(visible)
{
if (visible != this.Visible)
{
if (visible == true)
this.Window.Show();
else
this.Window.Hide();
this.Visible = visible;
}
}
SampleWindow.prototype.WindowResized = function(top_window, bottom_window)
{
var top = top_window.Position[1] + top_window.Size[1] + 10;
this.Window.SetPosition(this.XPos, top_window.Position[1] + top_window.Size[1] + 10);
this.Window.SetSize(400, bottom_window.Position[1] - 10 - top);
}
SampleWindow.prototype.OnSamples = function(nb_samples, sample_digest, samples)
{
if (!this.Visible)
return;
// Recreate all the HTML if the number of samples gets bigger
if (nb_samples > this.NbSamples)
{
GrowGrid(this.RootRow, nb_samples);
this.NbSamples = nb_samples;
}
// If the content of the samples changes from previous update, update them all
if (this.SampleDigest != sample_digest)
{
this.RootRow.Rows.ClearIndex("_ID");
var index = UpdateAllSampleFields(this.RootRow, samples, 0, "");
this.SampleDigest = sample_digest;
// Clear out any left-over rows
for (var i = index; i < this.RootRow.Rows.Rows.length; i++)
{
var row = this.RootRow.Rows.Rows[i];
DOM.Node.Hide(row.Node);
}
}
else if (this.Visible)
{
// Otherwise just update the existing sample fields
UpdateChangedSampleFields(this.RootRow, samples, "");
}
}
function GrowGrid(parent_row, nb_samples)
{
parent_row.Rows.Clear();
for (var i = 0; i < nb_samples; i++)
{
var cell_data =
{
_ID: i,
Name: "",
Control: new WM.Label()
};
var cell_classes =
{
Name: "SampleNameCell",
};
parent_row.Rows.Add(cell_data, null, cell_classes);
}
}
function UpdateAllSampleFields(parent_row, samples, index, indent)
{
for (var i in samples)
{
var sample = samples[i];
// Match row allocation in GrowGrid
var row = parent_row.Rows.Rows[index++];
// Sample row may have been hidden previously
DOM.Node.Show(row.Node);
// Assign unique ID so that the common fast path of updating sample times only
// can lookup target samples in the grid
row.CellData._ID = sample.id;
parent_row.Rows.AddRowToIndex("_ID", sample.id, row);
// Record sample name for later comparison
row.CellData.Name = sample.name;
// Set sample name and colour
var name_node = row.CellNodes["Name"];
name_node.innerHTML = indent + sample.name;
DOM.Node.SetColour(name_node, sample.colour);
row.CellData.Control.SetText(sample.us_length);
index = UpdateAllSampleFields(parent_row, sample.children, index, indent + "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;");
}
return index;
}
function UpdateChangedSampleFields(parent_row, samples, indent)
{
for (var i in samples)
{
var sample = samples[i];
var row = parent_row.Rows.GetBy("_ID", sample.id);
if (row)
{
row.CellData.Control.SetText(sample.us_length);
// Sample name will change when it switches from hash ID to network-retrieved
// name. Quickly check that before re-applying the HTML for the name.
if (row.CellData.Name != sample.name)
{
var name_node = row.CellNodes["Name"];
row.CellData.Name = sample.name;
name_node.innerHTML = indent + sample.name;
}
}
UpdateChangedSampleFields(parent_row, sample.children, indent + "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;");
}
}
return SampleWindow;
})();

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@ -1,28 +0,0 @@
ThreadFrame = (function()
{
function ThreadFrame(message)
{
// Persist the required message data
this.NbSamples = message.nb_samples;
this.SampleDigest = message.sample_digest;
this.Samples = message.samples;
// Calculate the frame start/end times
this.StartTime_us = 0;
this.EndTime_us = 0;
var nb_root_samples = this.Samples.length;
if (nb_root_samples > 0)
{
var last_sample = this.Samples[nb_root_samples - 1];
this.StartTime_us = this.Samples[0].us_start;
this.EndTime_us = last_sample.us_start + last_sample.us_length;
}
this.Length_us = this.EndTime_us - this.StartTime_us;
}
return ThreadFrame;
})();

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TimelineRow = (function()
{
var row_template = function(){/*
<div class='TimelineRow'>
<div class='TimelineRowCheck TimelineBox'>
<input class='TimelineRowCheckbox' type='checkbox' />
</div>
<div class='TimelineRowExpand TimelineBox NoSelect'>
<div class='TimelineRowExpandButton'>+</div>
</div>
<div class='TimelineRowExpand TimelineBox NoSelect'>
<div class='TimelineRowExpandButton'>-</div>
</div>
<div class='TimelineRowLabel TimelineBox'></div>
<canvas class='TimelineRowCanvas'></canvas>
<div style="clear:left"></div>
</div>
*/}.toString().split(/\n/).slice(1, -1).join("\n");
var CANVAS_Y_OFFSET = 0;
var CANVAS_BORDER = 1;
var SAMPLE_HEIGHT = 16;
var SAMPLE_BORDER = 1;
var SAMPLE_Y_SPACING = SAMPLE_HEIGHT + SAMPLE_BORDER * 2;
var SAMPLE_Y_OFFSET = CANVAS_Y_OFFSET + CANVAS_BORDER + 1;
function TimelineRow(name, width, parent_node, frame_history, check_handler)
{
this.Name = name;
// Create the row HTML and add to the parent
this.ContainerNode = DOM.Node.CreateHTML(row_template);
this.Node = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowData");
this.LabelNode = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowLabel");
this.LabelNode.innerHTML = name;
this.CheckboxNode = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowCheckbox");
var expand_node_0 = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowExpand", 0);
var expand_node_1 = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowExpand", 1);
this.IncNode = DOM.Node.FindWithClass(expand_node_0, "TimelineRowExpandButton");
this.DecNode = DOM.Node.FindWithClass(expand_node_1, "TimelineRowExpandButton");
this.CanvasNode = DOM.Node.FindWithClass(this.ContainerNode, "TimelineRowCanvas");
parent_node.appendChild(this.ContainerNode);
// All sample view windows visible by default
this.CheckboxNode.checked = true;
DOM.Event.AddHandler(this.CheckboxNode, "change", function(evt) { check_handler(name, evt); });
// Manually hook-up events to simulate div:active
// I can't get the equivalent CSS to work in Firefox, so...
DOM.Event.AddHandler(this.IncNode, "mousedown", ExpandButtonDown);
DOM.Event.AddHandler(this.IncNode, "mouseup", ExpandButtonUp);
DOM.Event.AddHandler(this.IncNode, "mouseleave", ExpandButtonUp);
DOM.Event.AddHandler(this.DecNode, "mousedown", ExpandButtonDown);
DOM.Event.AddHandler(this.DecNode, "mouseup", ExpandButtonUp);
DOM.Event.AddHandler(this.DecNode, "mouseleave", ExpandButtonUp);
// Pressing +/i increases/decreases depth
DOM.Event.AddHandler(this.IncNode, "click", Bind(IncDepth, this));
DOM.Event.AddHandler(this.DecNode, "click", Bind(DecDepth, this));
// Setup the canvas
this.Depth = 1;
this.Ctx = this.CanvasNode.getContext("2d");
this.SetSize(width);
this.Clear();
// Frame index to start at when looking for first visible sample
this.StartFrameIndex = 0;
this.FrameHistory = frame_history;
this.VisibleFrames = [ ];
this.VisibleTimeRange = null;
// Sample the mouse is currently hovering over
this.HoverSample = null;
this.HoverSampleDepth = 0;
// Currently selected sample
this.SelectedSample = null;
this.SelectedSampleDepth = 0;
}
TimelineRow.prototype.SetSize = function(width)
{
// Must ALWAYS set the width/height properties together. Setting one on its own has weird side-effects.
this.CanvasNode.width = width;
this.CanvasNode.height = CANVAS_BORDER + SAMPLE_BORDER + SAMPLE_Y_SPACING * this.Depth;
this.Draw(true);
}
TimelineRow.prototype.Clear = function()
{
// Fill box that shows the boundary between thread rows
this.Ctx.fillStyle = "#666"
var b = CANVAS_BORDER;
this.Ctx.fillRect(b, b, this.CanvasNode.width - b * 2, this.CanvasNode.height - b * 2);
}
TimelineRow.prototype.SetVisibleFrames = function(time_range)
{
// Clear previous visible list
this.VisibleFrames = [ ];
if (this.FrameHistory.length == 0)
return;
// Store a copy of the visible time range rather than referencing it
// This prevents external modifications to the time range from affecting rendering/selection
time_range = time_range.Clone();
this.VisibleTimeRange = time_range;
// The frame history can be reset outside this class
// This also catches the overflow to the end of the frame list below when a thread stops sending samples
var max_frame = Math.max(this.FrameHistory.length - 1, 0);
var start_frame_index = Math.min(this.StartFrameIndex, max_frame);
// First do a back-track in case the time range moves negatively
while (start_frame_index > 0)
{
var frame = this.FrameHistory[start_frame_index];
if (time_range.Start_us > frame.StartTime_us)
break;
start_frame_index--;
}
// Then search from this point for the first visible frame
while (start_frame_index < this.FrameHistory.length)
{
var frame = this.FrameHistory[start_frame_index];
if (frame.EndTime_us > time_range.Start_us)
break;
start_frame_index++;
}
// Gather all frames up to the end point
this.StartFrameIndex = start_frame_index;
for (var i = start_frame_index; i < this.FrameHistory.length; i++)
{
var frame = this.FrameHistory[i];
if (frame.StartTime_us > time_range.End_us)
break;
this.VisibleFrames.push(frame);
}
}
TimelineRow.prototype.Draw = function(draw_text)
{
this.Clear();
// Draw all root samples in the visible frame set
for (var i in this.VisibleFrames)
{
var frame = this.VisibleFrames[i];
DrawSamples(this, frame.Samples, 1, draw_text);
}
}
function DrawSamples(self, samples, depth, draw_text)
{
for (var i in samples)
{
var sample = samples[i];
DrawSample(self, sample, depth, draw_text);
if (depth < self.Depth && sample.children != null)
DrawSamples(self, sample.children, depth + 1, draw_text);
}
}
TimelineRow.prototype.UpdateHoverSample = function(mouse_state, x_offset)
{
var hover = GetSampleAtPosition(this, mouse_state, x_offset);
if (hover)
this.SetHoverSample(hover[1], hover[2]);
return hover;
}
TimelineRow.prototype.UpdateSelectedSample = function(mouse_state, x_offset)
{
var select = GetSampleAtPosition(this, mouse_state, x_offset);
if (select)
this.SetSelectedSample(select[1], select[2]);
return select;
}
TimelineRow.prototype.SetHoverSample = function(sample, sample_depth)
{
if (sample != this.HoverSample)
{
// Discard old highlight
// TODO: When zoomed right out, tiny samples are anti-aliased and this becomes inaccurate
var old_sample = this.HoverSample;
var old_sample_depth = this.HoverSampleDepth;
this.HoverSample = null;
this.HoverSampleDepth = 0;
DrawSample(this, old_sample, old_sample_depth, true);
// Add new highlight
this.HoverSample = sample;
this.HoverSampleDepth = sample_depth;
DrawSample(this, sample, sample_depth, true);
}
}
TimelineRow.prototype.SetSelectedSample = function(sample, sample_depth)
{
if (sample != this.SelectedSample)
{
// Discard old highlight
// TODO: When zoomed right out, tiny samples are anti-aliased and this becomes inaccurate
var old_sample = this.SelectedSample;
var old_sample_depth = this.SelectedSampleDepth;
this.SelectedSample = null;
this.SelectedSampleDepth = 0;
DrawSample(this, old_sample, old_sample_depth, true);
// Add new highlight
this.SelectedSample = sample;
this.SelectedSampleDepth = sample_depth;
DrawSample(this, sample, sample_depth, true);
}
}
function ExpandButtonDown(evt)
{
var node = DOM.Event.GetNode(evt);
DOM.Node.AddClass(node, "TimelineRowExpandButtonActive");
}
function ExpandButtonUp(evt)
{
var node = DOM.Event.GetNode(evt);
DOM.Node.RemoveClass(node, "TimelineRowExpandButtonActive");
}
function IncDepth(self)
{
self.Depth++;
self.SetSize(self.CanvasNode.width);
}
function DecDepth(self)
{
if (self.Depth > 1)
{
self.Depth--;
self.SetSize(self.CanvasNode.width);
}
}
function GetSampleAtPosition(self, mouse_state, x_offset)
{
// Mouse movement can occur before any data is sent to a timeline row
var time_range = self.VisibleTimeRange;
if (time_range == null)
return;
// Get the time the mouse is over
var x = mouse_state.Position[0] - x_offset;
var time_us = time_range.Start_us + x / time_range.usPerPixel;
var canvas_y_offset = DOM.Node.GetPosition(self.CanvasNode)[1];
var mouse_y_offset = mouse_state.Position[1] - canvas_y_offset;
mouse_y_offset = Math.min(Math.max(mouse_y_offset, 0), self.CanvasNode.height);
var depth = Math.floor(mouse_y_offset / SAMPLE_Y_SPACING) + 1;
// Search for the first frame to intersect this time
for (var i in self.VisibleFrames)
{
var frame = self.VisibleFrames[i];
if (time_us >= frame.StartTime_us && time_us < frame.EndTime_us)
{
var found_sample = FindSample(self, frame.Samples, time_us, depth, 1);
if (found_sample != null)
return [ frame, found_sample[0], found_sample[1] ];
}
}
return null;
}
function FindSample(self, samples, time_us, target_depth, depth)
{
for (var i in samples)
{
var sample = samples[i];
if (depth == target_depth)
{
if (time_us >= sample.us_start && time_us < sample.us_start + sample.us_length)
return [ sample, depth ];
}
else if (depth < target_depth && sample.children != null)
{
var found_sample = FindSample(self, sample.children, time_us, target_depth, depth + 1);
if (found_sample != null)
return found_sample;
}
}
return null;
}
function DrawSample(self, sample, depth, draw_text)
{
if (sample == null)
return;
// Determine pixel range of the sample
var time_range = self.VisibleTimeRange;
var x0 = time_range.PixelOffset(sample.us_start);
var x1 = x0 + time_range.PixelSize(sample.us_length);
// Clip to padded timeline row
var min_x = 3;
var max_x = self.CanvasNode.width - 5;
x0 = Math.min(Math.max(x0, min_x), max_x);
x1 = Math.min(Math.max(x1, min_x), max_x);
var offset_x = x0;
var offset_y = SAMPLE_Y_OFFSET + (depth - 1) * SAMPLE_Y_SPACING;
var size_x = x1 - x0;
var size_y = SAMPLE_HEIGHT;
// Normal rendering
var ctx = self.Ctx;
ctx.fillStyle = sample.colour;
ctx.fillRect(offset_x, offset_y, size_x, size_y);
// Highlight rendering
var b = (sample == self.HoverSample) ? 255 : 0;
var r = (sample == self.SelectedSample) ? 255 : 0;
if (b + r > 0)
{
ctx.lineWidth = 1;
ctx.strokeStyle = "rgb(" + r + ", 0, " + b + ")";
ctx.strokeRect(offset_x + 0.5, offset_y + 0.5, size_x - 1, size_y - 1);
}
// Draw sample names clipped to the bounds of the sample
// Also reject tiny samples with no space to render text
if (draw_text && size_x > 8)
{
ctx.save();
ctx.beginPath();
ctx.rect(offset_x + 2.5, offset_y + 1.5, size_x - 5, size_y - 3);
ctx.clip();
ctx.font = "9px verdana";
ctx.fillStyle = "black";
ctx.fillText(sample.name, offset_x + 5.5, offset_y + 1.5 + 9);
ctx.restore();
}
}
return TimelineRow;
})();

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//
// TODO: Use WebGL and instancing for quicker renders
//
TimelineWindow = (function()
{
var BORDER = 10;
var ROW_START_SIZE = 210;
var ROW_END_SIZE = 20; // make room for scrollbar
var box_template = "<div class='TimelineBox'></div>";
function TimelineWindow(wm, settings, server, check_handler)
{
this.Settings = settings;
// Ordered list of thread rows on the timeline
this.ThreadRows = [ ];
// Create window and containers
this.Window = wm.AddWindow("Timeline", 10, 20, 100, 100);
this.Window.ShowNoAnim();
this.TimelineContainer = this.Window.AddControlNew(new WM.Container(10, 10, 800, 160));
DOM.Node.AddClass(this.TimelineContainer.Node, "TimelineContainer");
var mouse_wheel_event = (/Firefox/i.test(navigator.userAgent)) ? "DOMMouseScroll" : "mousewheel";
DOM.Event.AddHandler(this.TimelineContainer.Node, mouse_wheel_event, Bind(OnMouseScroll, this));
// Setup timeline manipulation
this.MouseDown = false;
this.TimelineMoved = false;
this.OnHoverHandler = null;
this.OnSelectedHandler = null;
DOM.Event.AddHandler(this.TimelineContainer.Node, "mousedown", Bind(OnMouseDown, this));
DOM.Event.AddHandler(this.TimelineContainer.Node, "mouseup", Bind(OnMouseUp, this));
DOM.Event.AddHandler(this.TimelineContainer.Node, "mousemove", Bind(OnMouseMove, this));
// Set time range AFTER the window has been created, as it uses the window to determine pixel coverage
this.TimeRange = new PixelTimeRange(0, 200 * 1000, RowWidth(this));
this.CheckHandler = check_handler;
}
TimelineWindow.prototype.SetOnHover = function(handler)
{
this.OnHoverHandler = handler;
}
TimelineWindow.prototype.SetOnSelected = function(handler)
{
this.OnSelectedHandler = handler;
}
TimelineWindow.prototype.WindowResized = function(width, height, top_window)
{
// Resize window
var top = top_window.Position[1] + top_window.Size[1] + 10;
this.Window.SetPosition(10, top);
this.Window.SetSize(width - 2 * 10, 200);
// Resize controls
var parent_size = this.Window.Size;
this.TimelineContainer.SetPosition(BORDER, 10);
this.TimelineContainer.SetSize(parent_size[0] - 2 * BORDER, 160);
// Resize rows
var row_width = RowWidth(this);
for (var i in this.ThreadRows)
{
var row = this.ThreadRows[i];
row.SetSize(row_width);
}
// Adjust time range to new width
this.TimeRange.SetPixelSpan(row_width);
this.DrawAllRows();
}
TimelineWindow.prototype.ResetTimeRange = function()
{
this.TimeRange.SetStart(0);
}
TimelineWindow.prototype.OnSamples = function(thread_name, frame_history)
{
// Shift the timeline to the last entry on this thread
// As multiple threads come through here with different end frames, only do this for the latest
var last_frame = frame_history[frame_history.length - 1];
if (last_frame.EndTime_us > this.TimeRange.End_us)
this.TimeRange.SetEnd(last_frame.EndTime_us);
// Search for the index of this thread
var thread_index = -1;
for (var i in this.ThreadRows)
{
if (this.ThreadRows[i].Name == thread_name)
{
thread_index = i;
break;
}
}
// If this thread has not been seen before, add a new row to the list and re-sort
if (thread_index == -1)
{
var row = new TimelineRow(thread_name, RowWidth(this), this.TimelineContainer.Node, frame_history, this.CheckHandler);
this.ThreadRows.push(row);
this.ThreadRows.sort(function(a, b) { return b.Name.localeCompare(a.Name); });
}
}
TimelineWindow.prototype.DrawAllRows = function()
{
var time_range = this.TimeRange;
var draw_text = this.Settings.IsPaused;
for (var i in this.ThreadRows)
{
var thread_row = this.ThreadRows[i];
thread_row.SetVisibleFrames(time_range);
thread_row.Draw(draw_text);
}
}
function RowXOffset(self)
{
// Add sizing of the label
// TODO: Use computed size
return DOM.Node.GetPosition(self.TimelineContainer.Node)[0] + ROW_START_SIZE;
}
function RowWidth(self)
{
// Subtract sizing of the label
// TODO: Use computed size
return self.TimelineContainer.Size[0] - (ROW_START_SIZE + ROW_END_SIZE);
}
function OnMouseScroll(self, evt)
{
var mouse_state = new Mouse.State(evt);
var scale = 1.11;
if (mouse_state.WheelDelta > 0)
scale = 1 / scale;
// What time is the mouse hovering over?
var x = mouse_state.Position[0] - RowXOffset(self);
var time_us = self.TimeRange.Start_us + x / self.TimeRange.usPerPixel;
// Calculate start time relative to the mouse hover position
var time_start_us = self.TimeRange.Start_us - time_us;
// Scale and offset back to the hover time
self.TimeRange.Set(time_start_us * scale + time_us, self.TimeRange.Span_us * scale);
self.DrawAllRows();
// Prevent vertical scrolling on mouse-wheel
DOM.Event.StopDefaultAction(evt);
}
function OnMouseDown(self, evt)
{
// Only manipulate the timelime when paused
if (!self.Settings.IsPaused)
return;
self.MouseDown = true;
self.TimelineMoved = false;
DOM.Event.StopDefaultAction(evt);
}
function OnMouseUp(self, evt)
{
// Only manipulate the timelime when paused
if (!self.Settings.IsPaused)
return;
var mouse_state = new Mouse.State(evt);
self.MouseDown = false;
if (!self.TimelineMoved)
{
// Search for the row being clicked and update its selection
var row_node = DOM.Event.GetNode(evt);
for (var i in self.ThreadRows)
{
var thread_row = self.ThreadRows[i];
if (thread_row.CanvasNode == row_node)
{
var select = thread_row.UpdateSelectedSample(mouse_state, RowXOffset(self));
// Call any selection handlers
if (self.OnSelectedHandler)
self.OnSelectedHandler(thread_row.Name, select);
break;
}
}
}
}
function OnMouseMove(self, evt)
{
// Only manipulate the timelime when paused
if (!self.Settings.IsPaused)
return;
var mouse_state = new Mouse.State(evt);
if (self.MouseDown)
{
// Get the time the mouse is over
var x = mouse_state.Position[0] - RowXOffset(self);
var time_us = self.TimeRange.Start_us + x / self.TimeRange.usPerPixel;
// Shift the visible time range with mouse movement
var time_offset_us = mouse_state.PositionDelta[0] / self.TimeRange.usPerPixel;
if (time_offset_us)
{
self.TimeRange.SetStart(self.TimeRange.Start_us - time_offset_us);
self.DrawAllRows();
self.TimelineMoved = true;
}
}
else
{
// Highlight any samples the mouse moves over
var row_node = DOM.Event.GetNode(evt);
for (var i in self.ThreadRows)
{
var thread_row = self.ThreadRows[i];
if (thread_row.CanvasNode == row_node)
{
var hover = thread_row.UpdateHoverSample(mouse_state, RowXOffset(self));
if (self.OnHoverHandler)
self.OnHoverHandler(thread_row.Name, hover);
}
else
{
thread_row.SetHoverSample(null, 0);
if (self.OnHoverHandler)
self.OnHoverHandler(thread_row.Name, null);
}
}
}
}
return TimelineWindow;
})();

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@ -1,59 +0,0 @@
TitleWindow = (function()
{
function TitleWindow(wm, settings, server, connection_address)
{
this.Settings = settings;
this.Window = wm.AddWindow("&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Remotery", 10, 10, 100, 100);
this.Window.ShowNoAnim();
this.PingContainer = this.Window.AddControlNew(new WM.Container(4, -13, 10, 10));
DOM.Node.AddClass(this.PingContainer.Node, "PingContainer");
this.EditBox = this.Window.AddControlNew(new WM.EditBox(10, 5, 300, 18, "Connection Address", connection_address));
// Setup pause button
this.PauseButton = this.Window.AddControlNew(new WM.Button("Pause", 5, 5, { toggle: true }));
this.PauseButton.SetOnClick(Bind(OnPausePressed, this));
server.AddMessageHandler("PING", Bind(OnPing, this));
}
TitleWindow.prototype.SetConnectionAddressChanged = function(handler)
{
this.EditBox.SetChangeHandler(handler);
}
TitleWindow.prototype.WindowResized = function(width, height)
{
this.Window.SetSize(width - 2 * 10, 50);
this.PauseButton.SetPosition(width - 80, 5);
}
function OnPausePressed(self)
{
self.Settings.IsPaused = self.PauseButton.IsPressed();
if (self.Settings.IsPaused)
self.PauseButton.SetText("Paused");
else
self.PauseButton.SetText("Pause");
}
function OnPing(self, server)
{
// Set the ping container as active and take it off half a second later
DOM.Node.AddClass(self.PingContainer.Node, "PingContainerActive");
window.setTimeout(Bind(function(self)
{
DOM.Node.RemoveClass(self.PingContainer.Node, "PingContainerActive");
}, self), 500);
}
return TitleWindow;
})();

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WebSocketConnection = (function()
{
function WebSocketConnection()
{
this.MessageHandlers = { };
this.Socket = null;
this.Console = null;
}
WebSocketConnection.prototype.SetConsole = function(console)
{
this.Console = console;
}
WebSocketConnection.prototype.Connected = function()
{
// Will return true if the socket is also in the process of connecting
return this.Socket != null;
}
WebSocketConnection.prototype.AddConnectHandler = function(handler)
{
this.AddMessageHandler("__OnConnect__", handler);
}
WebSocketConnection.prototype.AddDisconnectHandler = function(handler)
{
this.AddMessageHandler("__OnDisconnect__", handler);
}
WebSocketConnection.prototype.AddMessageHandler = function(message_name, handler)
{
// Create the message handler array on-demand
if (!(message_name in this.MessageHandlers))
this.MessageHandlers[message_name] = [ ];
this.MessageHandlers[message_name].push(handler);
}
WebSocketConnection.prototype.Connect = function(address)
{
// Disconnect if already connected
if (this.Connected())
this.Disconnect();
Log(this, "Connecting to " + address);
this.Socket = new WebSocket(address);
this.Socket.binaryType = "arraybuffer";
this.Socket.onopen = Bind(OnOpen, this);
this.Socket.onmessage = Bind(OnMessage, this);
this.Socket.onclose = Bind(OnClose, this);
this.Socket.onerror = Bind(OnError, this);
}
WebSocketConnection.prototype.Disconnect = function()
{
Log(this, "Disconnecting");
if (this.Connected())
this.Socket.close();
}
WebSocketConnection.prototype.Send = function(msg)
{
if (this.Connected())
this.Socket.send(msg);
}
function Log(self, message)
{
self.Console.Log(message);
}
function CallMessageHandlers(self, message_name, data_view)
{
if (message_name in self.MessageHandlers)
{
var handlers = self.MessageHandlers[message_name];
for (var i in handlers)
handlers[i](self, data_view);
}
}
function OnOpen(self, event)
{
Log(self, "Connected");
CallMessageHandlers(self, "__OnConnect__");
}
function OnClose(self, event)
{
// Clear all references
self.Socket.onopen = null;
self.Socket.onmessage = null;
self.Socket.onclose = null;
self.Socket.onerror = null;
self.Socket = null;
Log(self, "Disconnected");
CallMessageHandlers(self, "__OnDisconnect__");
}
function OnError(self, event)
{
Log(self, "Connection Error ");
}
function OnMessage(self, event)
{
var data_view = new DataView(event.data);
var id = String.fromCharCode(
data_view.getInt8(0),
data_view.getInt8(1),
data_view.getInt8(2),
data_view.getInt8(3));
CallMessageHandlers(self, id, data_view);
}
return WebSocketConnection;
})();

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@ -1,212 +0,0 @@
body
{
/* Take up the full page */
width: 100%;
height: 100%;
margin: 0px;
background-color: #AAA;
}
.NoSelect
{
/* Disable text selection so that it doesn't interfere with faux-button clicking */
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
/* Stops the text cursor over the label */
cursor:default;
}
/* Override default window styles to remove 3D effect */
.Window
{
background: #555;
box-shadow: none;
border-radius: 3px;
}
/*.WindowTitleBar
{
border-bottom: none;
border-radius: 0px;
}
.WindowBody
{
border-top: none;
}*/
/* Override default container style to remove 3D effect */
.Container
{
border: none;
box-shadow: none;
}
/* Override default edit box style to remove 3D effect */
.EditBox
{
border: none;
box-shadow: none;
width:200;
}
.ConsoleText
{
overflow:auto;
color: #BBB;
font: 9px Verdana;
margin: 2px;
white-space: pre;
}
.PingContainer
{
background-color: #F55;
border-radius: 2px;
/* Transition from green is gradual */
transition: background-color 0.25s ease-in;
}
.PingContainerActive
{
background-color: #5F5;
/* Transition to green is instant */
transition: none;
}
.SampleNameCell
{
width:300px;
}
.TimelineBox
{
/* Following style generally copies GridRowCell.GridGroup from BrowserLib */
padding: 1px 1px 1px 2px;
margin: 1px;
border: 1px solid;
border-radius: 2px;
border-top-color:#555;
border-left-color:#555;
border-bottom-color:#111;
border-right-color:#111;
background: #222;
font: 9px Verdana;
color: #BBB;
}
.TimelineRow
{
width: 100%;
}
.TimelineRowCheckbox
{
width: 12px;
height: 12px;
margin: 0px;
}
.TimelineRowCheck
{
/* Pull .TimelineRowExpand to the right of the checkbox */
float:left;
width: 14px;
height: 14px;
}
.TimelineRowExpand
{
/* Pull .TimelineRowLabel to the right of +/- buttons */
float:left;
width: 14px;
height: 14px;
}
.TimelineRowExpandButton
{
width: 11px;
height: 12px;
color: #333;
border: 1px solid;
border-top-color:#F4F4F4;
border-left-color:#F4F4F4;
border-bottom-color:#8E8F8F;
border-right-color:#8E8F8F;
/* Top-right to bottom-left grey background gradient */
background: #f6f6f6; /* Old browsers */
background: -moz-linear-gradient(-45deg, #f6f6f6 0%, #abaeb2 100%); /* FF3.6+ */
background: -webkit-gradient(linear, left top, right bottom, color-stop(0%,#f6f6f6), color-stop(100%,#abaeb2)); /* Chrome,Safari4+ */
background: -webkit-linear-gradient(-45deg, #f6f6f6 0%,#abaeb2 100%); /* Chrome10+,Safari5.1+ */
background: -o-linear-gradient(-45deg, #f6f6f6 0%,#abaeb2 100%); /* Opera 11.10+ */
background: -ms-linear-gradient(-45deg, #f6f6f6 0%,#abaeb2 100%); /* IE10+ */
background: linear-gradient(135deg, #f6f6f6 0%,#abaeb2 100%); /* W3C */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f6f6f6', endColorstr='#abaeb2',GradientType=1 ); /* IE6-9 fallback on horizontal gradient */
text-align: center;
vertical-align: center;
}
.TimelineRowExpandButton:hover
{
border-top-color:#79C6F9;
border-left-color:#79C6F9;
border-bottom-color:#385D72;
border-right-color:#385D72;
/* Top-right to bottom-left blue background gradient, matching border */
background: #f3f3f3; /* Old browsers */
background: -moz-linear-gradient(-45deg, #f3f3f3 0%, #79c6f9 100%); /* FF3.6+ */
background: -webkit-gradient(linear, left top, right bottom, color-stop(0%,#f3f3f3), color-stop(100%,#79c6f9)); /* Chrome,Safari4+ */
background: -webkit-linear-gradient(-45deg, #f3f3f3 0%,#79c6f9 100%); /* Chrome10+,Safari5.1+ */
background: -o-linear-gradient(-45deg, #f3f3f3 0%,#79c6f9 100%); /* Opera 11.10+ */
background: -ms-linear-gradient(-45deg, #f3f3f3 0%,#79c6f9 100%); /* IE10+ */
background: linear-gradient(135deg, #f3f3f3 0%,#79c6f9 100%); /* W3C */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f3f3f3', endColorstr='#79c6f9',GradientType=1 ); /* IE6-9 fallback on horizontal gradient */
}
.TimelineRowExpandButtonActive
{
/* Simple means of shifting text within a div to the bottom-right */
padding-left:1px;
padding-top:1px;
width:10px;
height:11px;
}
.TimelineRowLabel
{
/* Pull .TimelineRowCanvas to the right of the label */
float:left;
width: 140px;
height: 14px;
}
.TimelineRowCanvas
{
}
/* enable vertical scrollbar in TimelineContainer (useful for many threads) */
.TimelineContainer
{
overflow-y: scroll;
}

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@ -1,65 +0,0 @@
//
// Very basic linear value animation system, for now.
//
namespace("Anim");
Anim.Animation = (function()
{
var anim_hz = 60;
function Animation(anim_func, start_value, end_value, time, end_callback)
{
// Setup initial parameters
this.StartValue = start_value;
this.EndValue = end_value;
this.ValueInc = (end_value - start_value) / (time * anim_hz);
this.Value = start_value;
this.Complete = false;
this.EndCallback = end_callback;
// Cache the update function to prevent recreating the closure
var self = this;
this.AnimFunc = anim_func;
this.AnimUpdate = function() { Update(self); }
// Call for the start value
this.AnimUpdate();
}
function Update(self)
{
// Queue up the next frame immediately
var id = window.setTimeout(self.AnimUpdate, 1000 / anim_hz);
// Linear step the value and check for completion
self.Value += self.ValueInc;
if (Math.abs(self.Value - self.EndValue) < 0.01)
{
self.Value = self.EndValue;
self.Complete = true;
if (self.EndCallback)
self.EndCallback();
window.clearTimeout(id);
}
// Pass to the animation function
self.AnimFunc(self.Value);
}
return Animation;
})();
Anim.Animate = function(anim_func, start_value, end_value, time, end_callback)
{
return new Anim.Animation(anim_func, start_value, end_value, time, end_callback);
}

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@ -1,92 +0,0 @@
//
// This will generate a closure for the given function and optionally bind an arbitrary number of
// its initial arguments to specific values.
//
// Parameters:
//
// 0: Either the function scope or the function.
// 1: If 0 is the function scope, this is the function.
// Otherwise it's the start of the optional bound argument list.
// 2: Start of the optional bound argument list if 1 is the function.
//
// Examples:
//
// function GlobalFunction(p0, p1, p2) { }
// function ThisFunction(p0, p1, p2) { }
//
// var a = Bind("GlobalFunction");
// var b = Bind(this, "ThisFunction");
// var c = Bind("GlobalFunction", BoundParam0, BoundParam1);
// var d = Bind(this, "ThisFunction", BoundParam0, BoundParam1);
// var e = Bind(GlobalFunction);
// var f = Bind(this, ThisFunction);
// var g = Bind(GlobalFunction, BoundParam0, BoundParam1);
// var h = Bind(this, ThisFunction, BoundParam0, BoundParam1);
//
// a(0, 1, 2);
// b(0, 1, 2);
// c(2);
// d(2);
// e(0, 1, 2);
// f(0, 1, 2);
// g(2);
// h(2);
//
function Bind()
{
// No closure to define?
if (arguments.length == 0)
return null;
// Figure out which of the 4 call types is being used to bind
// Locate scope, function and bound parameter start index
if (typeof(arguments[0]) == "string")
{
var scope = window;
var func = window[arguments[0]];
var start = 1;
}
else if (typeof(arguments[0]) == "function")
{
var scope = window;
var func = arguments[0];
var start = 1;
}
else if (typeof(arguments[1]) == "string")
{
var scope = arguments[0];
var func = scope[arguments[1]];
var start = 2;
}
else if (typeof(arguments[1]) == "function")
{
var scope = arguments[0];
var func = arguments[1];
var start = 2;
}
else
{
// unknown
console.log("Bind() ERROR: Unknown bind parameter configuration");
return;
}
// Convert the arguments list to an array
var arg_array = Array.prototype.slice.call(arguments, start);
start = arg_array.length;
return function()
{
// Concatenate incoming arguments
for (var i = 0; i < arguments.length; i++)
arg_array[start + i] = arguments[i];
// Call the function in the given scope with the new arguments
return func.apply(scope, arg_array);
}
}

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@ -1,218 +0,0 @@
namespace("Convert");
//
// Convert between utf8 and b64 without raising character out of range exceptions with unicode strings
// Technique described here: http://monsur.hossa.in/2012/07/20/utf-8-in-javascript.html
//
Convert.utf8string_to_b64string = function(str)
{
return btoa(unescape(encodeURIComponent(str)));
}
Convert.b64string_to_utf8string = function(str)
{
return decodeURIComponent(escape(atob(str)));
}
//
// More general approach, converting between byte arrays and b64
// Info here: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Base64_encoding_and_decoding
//
Convert.b64string_to_Uint8Array = function(sBase64, nBlocksSize)
{
function b64ToUint6 (nChr)
{
return nChr > 64 && nChr < 91 ?
nChr - 65
: nChr > 96 && nChr < 123 ?
nChr - 71
: nChr > 47 && nChr < 58 ?
nChr + 4
: nChr === 43 ?
62
: nChr === 47 ?
63
:
0;
}
var
sB64Enc = sBase64.replace(/[^A-Za-z0-9\+\/]/g, ""),
nInLen = sB64Enc.length,
nOutLen = nBlocksSize ? Math.ceil((nInLen * 3 + 1 >> 2) / nBlocksSize) * nBlocksSize : nInLen * 3 + 1 >> 2,
taBytes = new Uint8Array(nOutLen);
for (var nMod3, nMod4, nUint24 = 0, nOutIdx = 0, nInIdx = 0; nInIdx < nInLen; nInIdx++)
{
nMod4 = nInIdx & 3;
nUint24 |= b64ToUint6(sB64Enc.charCodeAt(nInIdx)) << 18 - 6 * nMod4;
if (nMod4 === 3 || nInLen - nInIdx === 1)
{
for (nMod3 = 0; nMod3 < 3 && nOutIdx < nOutLen; nMod3++, nOutIdx++)
taBytes[nOutIdx] = nUint24 >>> (16 >>> nMod3 & 24) & 255;
nUint24 = 0;
}
}
return taBytes;
}
Convert.Uint8Array_to_b64string = function(aBytes)
{
function uint6ToB64 (nUint6)
{
return nUint6 < 26 ?
nUint6 + 65
: nUint6 < 52 ?
nUint6 + 71
: nUint6 < 62 ?
nUint6 - 4
: nUint6 === 62 ?
43
: nUint6 === 63 ?
47
:
65;
}
var nMod3, sB64Enc = "";
for (var nLen = aBytes.length, nUint24 = 0, nIdx = 0; nIdx < nLen; nIdx++)
{
nMod3 = nIdx % 3;
if (nIdx > 0 && (nIdx * 4 / 3) % 76 === 0)
sB64Enc += "\r\n";
nUint24 |= aBytes[nIdx] << (16 >>> nMod3 & 24);
if (nMod3 === 2 || aBytes.length - nIdx === 1)
{
sB64Enc += String.fromCharCode(uint6ToB64(nUint24 >>> 18 & 63), uint6ToB64(nUint24 >>> 12 & 63), uint6ToB64(nUint24 >>> 6 & 63), uint6ToB64(nUint24 & 63));
nUint24 = 0;
}
}
return sB64Enc.replace(/A(?=A$|$)/g, "=");
}
//
// Unicode and arbitrary value safe conversion between strings and Uint8Arrays
//
Convert.Uint8Array_to_string = function(aBytes)
{
var sView = "";
for (var nPart, nLen = aBytes.length, nIdx = 0; nIdx < nLen; nIdx++)
{
nPart = aBytes[nIdx];
sView += String.fromCharCode(
nPart > 251 && nPart < 254 && nIdx + 5 < nLen ? /* six bytes */
/* (nPart - 252 << 32) is not possible in ECMAScript! So...: */
(nPart - 252) * 1073741824 + (aBytes[++nIdx] - 128 << 24) + (aBytes[++nIdx] - 128 << 18) + (aBytes[++nIdx] - 128 << 12) + (aBytes[++nIdx] - 128 << 6) + aBytes[++nIdx] - 128
: nPart > 247 && nPart < 252 && nIdx + 4 < nLen ? /* five bytes */
(nPart - 248 << 24) + (aBytes[++nIdx] - 128 << 18) + (aBytes[++nIdx] - 128 << 12) + (aBytes[++nIdx] - 128 << 6) + aBytes[++nIdx] - 128
: nPart > 239 && nPart < 248 && nIdx + 3 < nLen ? /* four bytes */
(nPart - 240 << 18) + (aBytes[++nIdx] - 128 << 12) + (aBytes[++nIdx] - 128 << 6) + aBytes[++nIdx] - 128
: nPart > 223 && nPart < 240 && nIdx + 2 < nLen ? /* three bytes */
(nPart - 224 << 12) + (aBytes[++nIdx] - 128 << 6) + aBytes[++nIdx] - 128
: nPart > 191 && nPart < 224 && nIdx + 1 < nLen ? /* two bytes */
(nPart - 192 << 6) + aBytes[++nIdx] - 128
: /* nPart < 127 ? */ /* one byte */
nPart
);
}
return sView;
}
Convert.string_to_Uint8Array = function(sDOMStr)
{
var aBytes, nChr, nStrLen = sDOMStr.length, nArrLen = 0;
/* mapping... */
for (var nMapIdx = 0; nMapIdx < nStrLen; nMapIdx++)
{
nChr = sDOMStr.charCodeAt(nMapIdx);
nArrLen += nChr < 0x80 ? 1 : nChr < 0x800 ? 2 : nChr < 0x10000 ? 3 : nChr < 0x200000 ? 4 : nChr < 0x4000000 ? 5 : 6;
}
aBytes = new Uint8Array(nArrLen);
/* transcription... */
for (var nIdx = 0, nChrIdx = 0; nIdx < nArrLen; nChrIdx++)
{
nChr = sDOMStr.charCodeAt(nChrIdx);
if (nChr < 128)
{
/* one byte */
aBytes[nIdx++] = nChr;
}
else if (nChr < 0x800)
{
/* two bytes */
aBytes[nIdx++] = 192 + (nChr >>> 6);
aBytes[nIdx++] = 128 + (nChr & 63);
}
else if (nChr < 0x10000)
{
/* three bytes */
aBytes[nIdx++] = 224 + (nChr >>> 12);
aBytes[nIdx++] = 128 + (nChr >>> 6 & 63);
aBytes[nIdx++] = 128 + (nChr & 63);
}
else if (nChr < 0x200000)
{
/* four bytes */
aBytes[nIdx++] = 240 + (nChr >>> 18);
aBytes[nIdx++] = 128 + (nChr >>> 12 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 6 & 63);
aBytes[nIdx++] = 128 + (nChr & 63);
}
else if (nChr < 0x4000000)
{
/* five bytes */
aBytes[nIdx++] = 248 + (nChr >>> 24);
aBytes[nIdx++] = 128 + (nChr >>> 18 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 12 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 6 & 63);
aBytes[nIdx++] = 128 + (nChr & 63);
}
else /* if (nChr <= 0x7fffffff) */
{
/* six bytes */
aBytes[nIdx++] = 252 + /* (nChr >>> 32) is not possible in ECMAScript! So...: */ (nChr / 1073741824);
aBytes[nIdx++] = 128 + (nChr >>> 24 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 18 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 12 & 63);
aBytes[nIdx++] = 128 + (nChr >>> 6 & 63);
aBytes[nIdx++] = 128 + (nChr & 63);
}
}
return aBytes;
}
//
// Converts all characters in a string that have equivalent entities to their ampersand/entity names.
// Based on https://gist.github.com/jonathantneal/6093551
//
Convert.string_to_html_entities = (function()
{
'use strict';
var data = '34quot38amp39apos60lt62gt160nbsp161iexcl162cent163pound164curren165yen166brvbar167sect168uml169copy170ordf171laquo172not173shy174reg175macr176deg177plusmn178sup2179sup3180acute181micro182para183middot184cedil185sup1186ordm187raquo188frac14189frac12190frac34191iquest192Agrave193Aacute194Acirc195Atilde196Auml197Aring198AElig199Ccedil200Egrave201Eacute202Ecirc203Euml204Igrave205Iacute206Icirc207Iuml208ETH209Ntilde210Ograve211Oacute212Ocirc213Otilde214Ouml215times216Oslash217Ugrave218Uacute219Ucirc220Uuml221Yacute222THORN223szlig224agrave225aacute226acirc227atilde228auml229aring230aelig231ccedil232egrave233eacute234ecirc235euml236igrave237iacute238icirc239iuml240eth241ntilde242ograve243oacute244ocirc245otilde246ouml247divide248oslash249ugrave250uacute251ucirc252uuml253yacute254thorn255yuml402fnof913Alpha914Beta915Gamma916Delta917Epsilon918Zeta919Eta920Theta921Iota922Kappa923Lambda924Mu925Nu926Xi927Omicron928Pi929Rho931Sigma932Tau933Upsilon934Phi935Chi936Psi937Omega945alpha946beta947gamma948delta949epsilon950zeta951eta952theta953iota954kappa955lambda956mu957nu958xi959omicron960pi961rho962sigmaf963sigma964tau965upsilon966phi967chi968psi969omega977thetasym978upsih982piv8226bull8230hellip8242prime8243Prime8254oline8260frasl8472weierp8465image8476real8482trade8501alefsym8592larr8593uarr8594rarr8595darr8596harr8629crarr8656lArr8657uArr8658rArr8659dArr8660hArr8704forall8706part8707exist8709empty8711nabla8712isin8713notin8715ni8719prod8721sum8722minus8727lowast8730radic8733prop8734infin8736ang8743and8744or8745cap8746cup8747int8756there48764sim8773cong8776asymp8800ne8801equiv8804le8805ge8834sub8835sup8836nsub8838sube8839supe8853oplus8855otimes8869perp8901sdot8968lceil8969rceil8970lfloor8971rfloor9001lang9002rang9674loz9824spades9827clubs9829hearts9830diams338OElig339oelig352Scaron353scaron376Yuml710circ732tilde8194ensp8195emsp8201thinsp8204zwnj8205zwj8206lrm8207rlm8211ndash8212mdash8216lsquo8217rsquo8218sbquo8220ldquo8221rdquo8222bdquo8224dagger8225Dagger8240permil8249lsaquo8250rsaquo8364euro';
var charCodes = data.split(/[A-z]+/);
var entities = data.split(/\d+/).slice(1);
return function encodeHTMLEntities(text)
{
return text.replace(/[\u00A0-\u2666<>"'&]/g, function (match)
{
var charCode = String(match.charCodeAt(0));
var index = charCodes.indexOf(charCode);
return '&' + (entities[index] ? entities[index] : '#' + charCode) + ';';
});
};
})();

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@ -1,20 +0,0 @@
// TODO: requires function for checking existence of dependencies
function namespace(name)
{
// Ensure all nested namespaces are created only once
var ns_list = name.split(".");
var parent_ns = window;
for (var i in ns_list)
{
var ns_name = ns_list[i];
if (!(ns_name in parent_ns))
parent_ns[ns_name] = { };
parent_ns = parent_ns[ns_name];
}
}

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@ -1,499 +0,0 @@
namespace("DOM.Node");
namespace("DOM.Event");
namespace("DOM.Applet");
//
// =====================================================================================================================
// ----- DOCUMENT NODE/ELEMENT EXTENSIONS ------------------------------------------------------------------------------
// =====================================================================================================================
//
DOM.Node.Get = function(id)
{
return document.getElementById(id);
}
//
// Set node position
//
DOM.Node.SetPosition = function(node, position)
{
node.style.left = position[0];
node.style.top = position[1];
}
DOM.Node.SetX = function(node, x)
{
node.style.left = x;
}
DOM.Node.SetY = function(node, y)
{
node.style.top = y;
}
//
// Get the absolute position of a HTML element on the page
//
DOM.Node.GetPosition = function(element, account_for_scroll)
{
// Recurse up through parents, summing offsets from their parent
var x = 0, y = 0;
for (var node = element; node != null; node = node.offsetParent)
{
x += node.offsetLeft;
y += node.offsetTop;
}
if (account_for_scroll)
{
// Walk up the hierarchy subtracting away any scrolling
for (var node = element; node != document.body; node = node.parentNode)
{
x -= node.scrollLeft;
y -= node.scrollTop;
}
}
return [x, y];
}
//
// Set node size
//
DOM.Node.SetSize = function(node, size)
{
node.style.width = size[0];
node.style.height = size[1];
}
DOM.Node.SetWidth = function(node, width)
{
node.style.width = width;
}
DOM.Node.SetHeight = function(node, height)
{
node.style.height = height;
}
//
// Get node OFFSET size:
// clientX includes padding
// offsetX includes padding and borders
// scrollX includes padding, borders and size of contained node
//
DOM.Node.GetSize = function(node)
{
return [ node.offsetWidth, node.offsetHeight ];
}
DOM.Node.GetWidth = function(node)
{
return node.offsetWidth;
}
DOM.Node.GetHeight = function(node)
{
return node.offsetHeight;
}
//
// Set node opacity
//
DOM.Node.SetOpacity = function(node, value)
{
node.style.opacity = value;
}
DOM.Node.SetColour = function(node, colour)
{
node.style.color = colour;
}
//
// Hide a node by completely disabling its rendering (it no longer contributes to document layout)
//
DOM.Node.Hide = function(node)
{
node.style.display = "none";
}
//
// Show a node by restoring its influcen in document layout
//
DOM.Node.Show = function(node)
{
node.style.display = "block";
}
//
// Add a CSS class to a HTML element, specified last
//
DOM.Node.AddClass = function(node, class_name)
{
// Ensure the class hasn't already been added
DOM.Node.RemoveClass(node, class_name);
node.className += " " + class_name;
}
//
// Remove a CSS class from a HTML element
//
DOM.Node.RemoveClass = function(node, class_name)
{
// Remove all variations of where the class name can be in the string list
var regexp = new RegExp("\\b" + class_name + "\\b");
node.className = node.className.replace(regexp, "");
}
//
// Check to see if a HTML element contains a class
//
DOM.Node.HasClass = function(node, class_name)
{
var regexp = new RegExp("\\b" + class_name + "\\b");
return regexp.test(node.className);
}
//
// Recursively search for a node with the given class name
//
DOM.Node.FindWithClass = function(parent_node, class_name, index)
{
// Search the children looking for a node with the given class name
for (var i in parent_node.childNodes)
{
var node = parent_node.childNodes[i];
if (DOM.Node.HasClass(node, class_name))
{
if (index === undefined || index-- == 0)
return node;
}
// Recurse into children
node = DOM.Node.FindWithClass(node, class_name);
if (node != null)
return node;
}
return null;
}
//
// Check to see if one node logically contains another
//
DOM.Node.Contains = function(node, container_node)
{
while (node != null && node != container_node)
node = node.parentNode;
return node != null;
}
//
// Create the HTML nodes specified in the text passed in
// Assumes there is only one root node in the text
//
DOM.Node.CreateHTML = function(html)
{
var div = document.createElement("div");
div.innerHTML = html;
// First child may be a text node, followed by the created HTML
var child = div.firstChild;
if (child != null && child.nodeType == 3)
child = child.nextSibling;
return child;
}
//
// Make a copy of a HTML element, making it visible and clearing its ID to ensure it's not a duplicate
//
DOM.Node.Clone = function(name)
{
// Get the template element and clone it, making sure it's renderable
var node = DOM.Node.Get(name);
node = node.cloneNode(true);
node.id = null;
node.style.display = "block";
return node;
}
//
// Append an arbitrary block of HTML to an existing node
//
DOM.Node.AppendHTML = function(node, html)
{
var child = DOM.Node.CreateHTML(html);
node.appendChild(child);
return child;
}
//
// Append a div that clears the float style
//
DOM.Node.AppendClearFloat = function(node)
{
var div = document.createElement("div");
div.style.clear = "both";
node.appendChild(div);
}
//
// Check to see that the object passed in is an instance of a DOM node
//
DOM.Node.IsNode = function(object)
{
return object instanceof Element;
}
//
// Create an "iframe shim" so that elements within it render over a Java Applet
// http://web.archive.org/web/20110707212850/http://www.oratransplant.nl/2007/10/26/using-iframe-shim-to-partly-cover-a-java-applet/
//
DOM.Node.CreateShim = function(parent)
{
var shimmer = document.createElement("iframe");
// Position the shimmer so that it's the same location/size as its parent
shimmer.style.position = "fixed";
shimmer.style.left = parent.style.left;
shimmer.style.top = parent.style.top;
shimmer.style.width = parent.offsetWidth;
shimmer.style.height = parent.offsetHeight;
// We want the shimmer to be one level below its contents
shimmer.style.zIndex = parent.style.zIndex - 1;
// Ensure its empty
shimmer.setAttribute("frameborder", "0");
shimmer.setAttribute("src", "");
// Add to the document and the parent
document.body.appendChild(shimmer);
parent.Shimmer = shimmer;
return shimmer;
}
//
// =====================================================================================================================
// ----- EVENT HANDLING EXTENSIONS -------------------------------------------------------------------------------------
// =====================================================================================================================
//
//
// Retrieves the event from the first parameter passed into an HTML event
//
DOM.Event.Get = function(evt)
{
// Internet explorer doesn't pass the event
return window.event || evt;
}
//
// Retrieves the element that triggered an event from the event object
//
DOM.Event.GetNode = function(evt)
{
evt = DOM.Event.Get(evt);
// Get the target element
var element;
if (evt.target)
element = evt.target;
else if (e.srcElement)
element = evt.srcElement;
// Default Safari bug
if (element.nodeType == 3)
element = element.parentNode;
return element;
}
//
// Stop default action for an event
//
DOM.Event.StopDefaultAction = function(evt)
{
if (evt && evt.preventDefault)
evt.preventDefault();
else if (window.event && window.event.returnValue)
window.event.returnValue = false;
}
//
// Stops events bubbling up to parent event handlers
//
DOM.Event.StopPropagation = function(evt)
{
evt = DOM.Event.Get(evt);
if (evt)
{
evt.cancelBubble = true;
if (evt.stopPropagation)
evt.stopPropagation();
}
}
//
// Stop both event default action and propagation
//
DOM.Event.StopAll = function(evt)
{
DOM.Event.StopDefaultAction(evt);
DOM.Event.StopPropagation(evt);
}
//
// Adds an event handler to an event
//
DOM.Event.AddHandler = function(obj, evt, func)
{
if (obj)
{
if (obj.addEventListener)
obj.addEventListener(evt, func, false);
else if (obj.attachEvent)
obj.attachEvent("on" + evt, func);
}
}
//
// Removes an event handler from an event
//
DOM.Event.RemoveHandler = function(obj, evt, func)
{
if (obj)
{
if (obj.removeEventListener)
obj.removeEventListener(evt, func, false);
else if (obj.detachEvent)
obj.detachEvent("on" + evt, func);
}
}
//
// Get the position of the mouse cursor, page relative
//
DOM.Event.GetMousePosition = function(evt)
{
evt = DOM.Event.Get(evt);
var px = 0;
var py = 0;
if (evt.pageX || evt.pageY)
{
px = evt.pageX;
py = evt.pageY;
}
else if (evt.clientX || evt.clientY)
{
px = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
py = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
return [px, py];
}
//
// =====================================================================================================================
// ----- JAVA APPLET EXTENSIONS ----------------------------------------------------------------------------------------
// =====================================================================================================================
//
//
// Create an applet element for loading a Java applet, attaching it to the specified node
//
DOM.Applet.Load = function(dest_id, id, code, archive)
{
// Lookup the applet destination
var dest = DOM.Node.Get(dest_id);
if (!dest)
return;
// Construct the applet element and add it to the destination
Debug.Log("Injecting applet DOM code");
var applet = "<applet id='" + id + "' code='" + code + "' archive='" + archive + "'";
applet += " width='" + dest.offsetWidth + "' height='" + dest.offsetHeight + "'>";
applet += "</applet>";
dest.innerHTML = applet;
}
//
// Moves and resizes a named applet so that it fits in the destination div element.
// The applet must be contained by a div element itself. This container div is moved along
// with the applet.
//
DOM.Applet.Move = function(dest_div, applet, z_index, hide)
{
if (!applet || !dest_div)
return;
// Before modifying any location information, hide the applet so that it doesn't render over
// any newly visible elements that appear while the location information is being modified.
if (hide)
applet.style.visibility = "hidden";
// Get its view rect
var pos = DOM.Node.GetPosition(dest_div);
var w = dest_div.offsetWidth;
var h = dest_div.offsetHeight;
// It needs to be embedded in a <div> for correct scale/position adjustment
var container = applet.parentNode;
if (!container || container.localName != "div")
{
Debug.Log("ERROR: Couldn't find source applet's div container");
return;
}
// Reposition and resize the containing div element
container.style.left = pos[0];
container.style.top = pos[1];
container.style.width = w;
container.style.height = h;
container.style.zIndex = z_index;
// Resize the applet itself
applet.style.width = w;
applet.style.height = h;
// Everything modified, safe to show
applet.style.visibility = "visible";
}

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@ -1,149 +0,0 @@
namespace("Keyboard")
// =====================================================================================================================
// Key codes copied from closure-library
// https://code.google.com/p/closure-library/source/browse/closure/goog/events/keycodes.js
// ---------------------------------------------------------------------------------------------------------------------
// Copyright 2006 The Closure Library Authors. All Rights Reserved.
//
// 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.
Keyboard.Codes = {
WIN_KEY_FF_LINUX : 0,
MAC_ENTER : 3,
BACKSPACE : 8,
TAB : 9,
NUM_CENTER : 12, // NUMLOCK on FF/Safari Mac
ENTER : 13,
SHIFT : 16,
CTRL : 17,
ALT : 18,
PAUSE : 19,
CAPS_LOCK : 20,
ESC : 27,
SPACE : 32,
PAGE_UP : 33, // also NUM_NORTH_EAST
PAGE_DOWN : 34, // also NUM_SOUTH_EAST
END : 35, // also NUM_SOUTH_WEST
HOME : 36, // also NUM_NORTH_WEST
LEFT : 37, // also NUM_WEST
UP : 38, // also NUM_NORTH
RIGHT : 39, // also NUM_EAST
DOWN : 40, // also NUM_SOUTH
PRINT_SCREEN : 44,
INSERT : 45, // also NUM_INSERT
DELETE : 46, // also NUM_DELETE
ZERO : 48,
ONE : 49,
TWO : 50,
THREE : 51,
FOUR : 52,
FIVE : 53,
SIX : 54,
SEVEN : 55,
EIGHT : 56,
NINE : 57,
FF_SEMICOLON : 59, // Firefox (Gecko) fires this for semicolon instead of 186
FF_EQUALS : 61, // Firefox (Gecko) fires this for equals instead of 187
FF_DASH : 173, // Firefox (Gecko) fires this for dash instead of 189
QUESTION_MARK : 63, // needs localization
A : 65,
B : 66,
C : 67,
D : 68,
E : 69,
F : 70,
G : 71,
H : 72,
I : 73,
J : 74,
K : 75,
L : 76,
M : 77,
N : 78,
O : 79,
P : 80,
Q : 81,
R : 82,
S : 83,
T : 84,
U : 85,
V : 86,
W : 87,
X : 88,
Y : 89,
Z : 90,
META : 91, // WIN_KEY_LEFT
WIN_KEY_RIGHT : 92,
CONTEXT_MENU : 93,
NUM_ZERO : 96,
NUM_ONE : 97,
NUM_TWO : 98,
NUM_THREE : 99,
NUM_FOUR : 100,
NUM_FIVE : 101,
NUM_SIX : 102,
NUM_SEVEN : 103,
NUM_EIGHT : 104,
NUM_NINE : 105,
NUM_MULTIPLY : 106,
NUM_PLUS : 107,
NUM_MINUS : 109,
NUM_PERIOD : 110,
NUM_DIVISION : 111,
F1 : 112,
F2 : 113,
F3 : 114,
F4 : 115,
F5 : 116,
F6 : 117,
F7 : 118,
F8 : 119,
F9 : 120,
F10 : 121,
F11 : 122,
F12 : 123,
NUMLOCK : 144,
SCROLL_LOCK : 145,
// OS-specific media keys like volume controls and browser controls.
FIRST_MEDIA_KEY : 166,
LAST_MEDIA_KEY : 183,
SEMICOLON : 186, // needs localization
DASH : 189, // needs localization
EQUALS : 187, // needs localization
COMMA : 188, // needs localization
PERIOD : 190, // needs localization
SLASH : 191, // needs localization
APOSTROPHE : 192, // needs localization
TILDE : 192, // needs localization
SINGLE_QUOTE : 222, // needs localization
OPEN_SQUARE_BRACKET : 219, // needs localization
BACKSLASH : 220, // needs localization
CLOSE_SQUARE_BRACKET: 221, // needs localization
WIN_KEY : 224,
MAC_FF_META : 224, // Firefox (Gecko) fires this for the meta key instead of 91
MAC_WK_CMD_LEFT : 91, // WebKit Left Command key fired, same as META
MAC_WK_CMD_RIGHT : 93, // WebKit Right Command key fired, different from META
WIN_IME : 229,
// We've seen users whose machines fire this keycode at regular one
// second intervals. The common thread among these users is that
// they're all using Dell Inspiron laptops, so we suspect that this
// indicates a hardware/bios problem.
// http://en.community.dell.com/support-forums/laptop/f/3518/p/19285957/19523128.aspx
PHANTOM : 255
};
// =====================================================================================================================

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@ -1,26 +0,0 @@
namespace("LocalStore");
LocalStore.Set = function(class_name, class_id, variable_id, data)
{
if (typeof(Storage) != "undefined")
{
var name = class_name + "_" + class_id + "_" + variable_id;
localStorage[name] = JSON.stringify(data);
}
}
LocalStore.Get = function(class_name, class_id, variable_id, default_data)
{
if (typeof(Storage) != "undefined")
{
var name = class_name + "_" + class_id + "_" + variable_id;
var data = localStorage[name]
if (data)
return JSON.parse(data);
}
return default_data;
}

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@ -1,83 +0,0 @@
namespace("Mouse");
Mouse.State =(function()
{
function State(event)
{
// Get button press states
if (typeof event.buttons != "undefined")
{
// Firefox
this.Left = (event.buttons & 1) != 0;
this.Right = (event.buttons & 2) != 0;
this.Middle = (event.buttons & 4) != 0;
}
else
{
// Chrome
this.Left = (event.button == 0);
this.Middle = (event.button == 1);
this.Right = (event.button == 2);
}
// Get page-relative mouse position
this.Position = DOM.Event.GetMousePosition(event);
// Get wheel delta
var delta = 0;
if (event.wheelDelta)
delta = event.wheelDelta / 120; // IE/Opera
else if (event.detail)
delta = -event.detail / 3; // Mozilla
this.WheelDelta = delta;
// Get the mouse position delta
// Requires Pointer Lock API support
this.PositionDelta = [
event.movementX || event.mozMovementX || event.webkitMovementX || 0,
event.movementY || event.mozMovementY || event.webkitMovementY || 0
];
}
return State;
})();
//
// Basic Pointer Lock API support
// https://developer.mozilla.org/en-US/docs/WebAPI/Pointer_Lock
// http://www.chromium.org/developers/design-documents/mouse-lock
//
// Note that API has not been standardised yet so browsers can implement functions with prefixes
//
Mouse.PointerLockSupported = function()
{
return 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
}
Mouse.RequestPointerLock = function(element)
{
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
if (element.requestPointerLock)
element.requestPointerLock();
}
Mouse.ExitPointerLock = function()
{
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
if (document.exitPointerLock)
document.exitPointerLock();
}
// Can use this element to detect whether pointer lock is enabled (returns non-null)
Mouse.PointerLockElement = function()
{
return document.pointerLockElement || document.mozPointerLockElement || document.webkitPointerLockElement;
}

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@ -1,68 +0,0 @@
namespace("Hash");
/**
* JS Implementation of MurmurHash3 (r136) (as of May 20, 2011)
*
* @author <a href="mailto:gary.court@gmail.com">Gary Court</a>
* @see http://github.com/garycourt/murmurhash-js
* @author <a href="mailto:aappleby@gmail.com">Austin Appleby</a>
* @see http://sites.google.com/site/murmurhash/
*
* @param {string} key ASCII only
* @param {number} seed Positive integer only
* @return {number} 32-bit positive integer hash
*/
Hash.Murmur3 = function(key, seed)
{
var remainder, bytes, h1, h1b, c1, c1b, c2, c2b, k1, i;
remainder = key.length & 3; // key.length % 4
bytes = key.length - remainder;
h1 = seed;
c1 = 0xcc9e2d51;
c2 = 0x1b873593;
i = 0;
while (i < bytes) {
k1 =
((key.charCodeAt(i) & 0xff)) |
((key.charCodeAt(++i) & 0xff) << 8) |
((key.charCodeAt(++i) & 0xff) << 16) |
((key.charCodeAt(++i) & 0xff) << 24);
++i;
k1 = ((((k1 & 0xffff) * c1) + ((((k1 >>> 16) * c1) & 0xffff) << 16))) & 0xffffffff;
k1 = (k1 << 15) | (k1 >>> 17);
k1 = ((((k1 & 0xffff) * c2) + ((((k1 >>> 16) * c2) & 0xffff) << 16))) & 0xffffffff;
h1 ^= k1;
h1 = (h1 << 13) | (h1 >>> 19);
h1b = ((((h1 & 0xffff) * 5) + ((((h1 >>> 16) * 5) & 0xffff) << 16))) & 0xffffffff;
h1 = (((h1b & 0xffff) + 0x6b64) + ((((h1b >>> 16) + 0xe654) & 0xffff) << 16));
}
k1 = 0;
switch (remainder) {
case 3: k1 ^= (key.charCodeAt(i + 2) & 0xff) << 16;
case 2: k1 ^= (key.charCodeAt(i + 1) & 0xff) << 8;
case 1: k1 ^= (key.charCodeAt(i) & 0xff);
k1 = (((k1 & 0xffff) * c1) + ((((k1 >>> 16) * c1) & 0xffff) << 16)) & 0xffffffff;
k1 = (k1 << 15) | (k1 >>> 17);
k1 = (((k1 & 0xffff) * c2) + ((((k1 >>> 16) * c2) & 0xffff) << 16)) & 0xffffffff;
h1 ^= k1;
}
h1 ^= key.length;
h1 ^= h1 >>> 16;
h1 = (((h1 & 0xffff) * 0x85ebca6b) + ((((h1 >>> 16) * 0x85ebca6b) & 0xffff) << 16)) & 0xffffffff;
h1 ^= h1 >>> 13;
h1 = ((((h1 & 0xffff) * 0xc2b2ae35) + ((((h1 >>> 16) * 0xc2b2ae35) & 0xffff) << 16))) & 0xffffffff;
h1 ^= h1 >>> 16;
return h1 >>> 0;
}

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@ -1,131 +0,0 @@
namespace("WM");
WM.Button = (function()
{
var template_html = "<div class='Button notextsel'></div>";
function Button(text, x, y, opts)
{
this.OnClick = null;
this.Toggle = opts && opts.toggle;
this.Node = DOM.Node.CreateHTML(template_html);
// Set node dimensions
this.SetPosition(x, y);
if (opts && opts.w && opts.h)
this.SetSize(opts.w, opts.h);
// Override the default class name
if (opts && opts.class)
this.Node.className = opts.class;
this.SetText(text);
// Create the mouse press event handlers
DOM.Event.AddHandler(this.Node, "mousedown", Bind(OnMouseDown, this));
this.OnMouseOutDelegate = Bind(OnMouseUp, this, false);
this.OnMouseUpDelegate = Bind(OnMouseUp, this, true);
}
Button.prototype.SetPosition = function(x, y)
{
this.Position = [ x, y ];
DOM.Node.SetPosition(this.Node, this.Position);
}
Button.prototype.SetSize = function(w, h)
{
this.Size = [ w, h ];
DOM.Node.SetSize(this.Node, this.Size);
}
Button.prototype.SetText = function(text)
{
this.Node.innerHTML = text;
}
Button.prototype.SetOnClick = function(on_click)
{
this.OnClick = on_click;
}
Button.prototype.SetState = function(pressed)
{
if (pressed)
DOM.Node.AddClass(this.Node, "ButtonHeld");
else
DOM.Node.RemoveClass(this.Node, "ButtonHeld");
}
Button.prototype.ToggleState = function()
{
if (DOM.Node.HasClass(this.Node, "ButtonHeld"))
this.SetState(false);
else
this.SetState(true);
}
Button.prototype.IsPressed = function()
{
return DOM.Node.HasClass(this.Node, "ButtonHeld");
}
function OnMouseDown(self, evt)
{
// Decide how to set the button state
if (self.Toggle)
self.ToggleState();
else
self.SetState(true);
// Activate release handlers
DOM.Event.AddHandler(self.Node, "mouseout", self.OnMouseOutDelegate);
DOM.Event.AddHandler(self.Node, "mouseup", self.OnMouseUpDelegate);
DOM.Event.StopAll(evt);
}
function OnMouseUp(self, confirm, evt)
{
if (confirm)
{
// Only release for non-toggles
if (!self.Toggle)
self.SetState(false);
}
else
{
// Decide how to set the button state
if (self.Toggle)
self.ToggleState();
else
self.SetState(false);
}
// Remove release handlers
DOM.Event.RemoveHandler(self.Node, "mouseout", self.OnMouseOutDelegate);
DOM.Event.RemoveHandler(self.Node, "mouseup", self.OnMouseUpDelegate);
// Call the click handler if this is a button press
if (confirm && self.OnClick)
self.OnClick(self);
DOM.Event.StopAll(evt);
}
return Button;
})();

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@ -1,237 +0,0 @@
namespace("WM");
WM.ComboBoxPopup = (function()
{
var body_template_html = "<div class='ComboBoxPopup'></div>";
var item_template_html = " \
<div class='ComboBoxPopupItem notextsel'> \
<div class='ComboBoxPopupItemText'></div> \
<div class='ComboBoxPopupItemIcon'><img src='BrowserLibImages/tick.gif'></div> \
<div style='clear:both'></div> \
</div>";
function ComboBoxPopup(combo_box)
{
this.ComboBox = combo_box;
this.ParentNode = combo_box.Node;
this.ValueNodes = [ ];
// Create the template node
this.Node = DOM.Node.CreateHTML(body_template_html);
DOM.Event.AddHandler(this.Node, "mousedown", Bind(SelectItem, this));
this.CancelDelegate = Bind(this, "Cancel");
}
ComboBoxPopup.prototype.SetValues = function(values)
{
// Clear existing values
this.Node.innerHTML = "";
// Generate HTML nodes for each value
this.ValueNodes = [ ];
for (var i in values)
{
var item_node = DOM.Node.CreateHTML(item_template_html);
var text_node = DOM.Node.FindWithClass(item_node, "ComboBoxPopupItemText");
item_node.Value = values[i];
text_node.innerHTML = values[i];
this.Node.appendChild(item_node);
this.ValueNodes.push(item_node);
}
}
ComboBoxPopup.prototype.Show = function(selection_index)
{
// Initially match the position of the parent node
var pos = DOM.Node.GetPosition(this.ParentNode);
DOM.Node.SetPosition(this.Node, pos);
// Take the width/z-index from the parent node
this.Node.style.width = this.ParentNode.offsetWidth;
this.Node.style.zIndex = this.ParentNode.style.zIndex + 1;
// Setup event handlers
DOM.Event.AddHandler(document.body, "mousedown", this.CancelDelegate);
// Show the popup so that the HTML layout engine kicks in before
// the layout info is used below
this.ParentNode.appendChild(this.Node);
// Show/hide the tick image based on which node is selected
for (var i in this.ValueNodes)
{
var node = this.ValueNodes[i];
var icon_node = DOM.Node.FindWithClass(node, "ComboBoxPopupItemIcon");
if (i == selection_index)
{
icon_node.style.display = "block";
// Also, shift the popup up so that the mouse is over the selected item and is highlighted
var item_pos = DOM.Node.GetPosition(this.ValueNodes[selection_index]);
var diff_pos = [ item_pos[0] - pos[0], item_pos[1] - pos[1] ];
pos = [ pos[0] - diff_pos[0], pos[1] - diff_pos[1] ];
}
else
{
icon_node.style.display = "none";
}
}
DOM.Node.SetPosition(this.Node, pos);
}
ComboBoxPopup.prototype.Hide = function()
{
DOM.Event.RemoveHandler(document.body, "mousedown", this.CancelDelegate);
this.ParentNode.removeChild(this.Node);
}
function SelectItem(self, evt)
{
// Search for which item node is being clicked on
var node = DOM.Event.GetNode(evt);
for (var i in self.ValueNodes)
{
var value_node = self.ValueNodes[i];
if (DOM.Node.Contains(node, value_node))
{
// Set the value on the combo box
self.ComboBox.SetValue(value_node.Value);
self.Hide();
break;
}
}
}
function Cancel(self, evt)
{
// Don't cancel if the mouse up is anywhere on the popup or combo box
var node = DOM.Event.GetNode(evt);
if (!DOM.Node.Contains(node, self.Node) &&
!DOM.Node.Contains(node, self.ParentNode))
{
self.Hide();
}
DOM.Event.StopAll(evt);
}
return ComboBoxPopup;
})();
WM.ComboBox = (function()
{
var template_html = " \
<div class='ComboBox'> \
<div class='ComboBoxText notextsel'></div> \
<div class='ComboBoxIcon'><img src='BrowserLibImages/up_down.gif'></div> \
<div style='clear:both'></div> \
</div>";
function ComboBox()
{
this.OnChange = null;
// Create the template node and locate key nodes
this.Node = DOM.Node.CreateHTML(template_html);
this.TextNode = DOM.Node.FindWithClass(this.Node, "ComboBoxText");
// Create a reusable popup
this.Popup = new WM.ComboBoxPopup(this);
// Set an empty set of values
this.SetValues([]);
this.SetValue("&lt;empty&gt;");
// Create the mouse press event handlers
DOM.Event.AddHandler(this.Node, "mousedown", Bind(OnMouseDown, this));
this.OnMouseOutDelegate = Bind(OnMouseUp, this, false);
this.OnMouseUpDelegate = Bind(OnMouseUp, this, true);
}
ComboBox.prototype.SetOnChange = function(on_change)
{
this.OnChange = on_change;
}
ComboBox.prototype.SetValues = function(values)
{
this.Values = values;
this.Popup.SetValues(values);
}
ComboBox.prototype.SetValue = function(value)
{
// Set the value and its HTML rep
var old_value = this.Value;
this.Value = value;
this.TextNode.innerHTML = value;
// Call change handler
if (this.OnChange)
this.OnChange(value, old_value);
}
ComboBox.prototype.GetValue = function()
{
return this.Value;
}
function OnMouseDown(self, evt)
{
// If this check isn't made, the click will trigger from the popup, too
var node = DOM.Event.GetNode(evt);
if (DOM.Node.Contains(node, self.Node))
{
// Add the depression class and activate release handlers
DOM.Node.AddClass(self.Node, "ComboBoxPressed");
DOM.Event.AddHandler(self.Node, "mouseout", self.OnMouseOutDelegate);
DOM.Event.AddHandler(self.Node, "mouseup", self.OnMouseUpDelegate);
DOM.Event.StopAll(evt);
}
}
function OnMouseUp(self, confirm, evt)
{
// Remove depression class and remove release handlers
DOM.Node.RemoveClass(self.Node, "ComboBoxPressed");
DOM.Event.RemoveHandler(self.Node, "mouseout", self.OnMouseOutDelegate);
DOM.Event.RemoveHandler(self.Node, "mouseup", self.OnMouseUpDelegate);
// If this is a confirmed press and there are some values in the list, show the popup
if (confirm && self.Values.length > 0)
{
var selection_index = self.Values.indexOf(self.Value);
self.Popup.Show(selection_index);
}
DOM.Event.StopAll(evt);
}
return ComboBox;
})();

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@ -1,34 +0,0 @@
namespace("WM");
WM.Container = (function()
{
var template_html = "<div class='Container'></div>";
function Container(x, y, w, h)
{
// Create a simple container node
this.Node = DOM.Node.CreateHTML(template_html);
this.SetPosition(x, y);
this.SetSize(w, h);
}
Container.prototype.SetPosition = function(x, y)
{
this.Position = [ x, y ];
DOM.Node.SetPosition(this.Node, this.Position);
}
Container.prototype.SetSize = function(w, h)
{
this.Size = [ w, h ];
DOM.Node.SetSize(this.Node, this.Size);
}
return Container;
})();

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namespace("WM");
WM.EditBox = (function()
{
var template_html = " \
<div class='EditBoxContainer'> \
<div class='EditBoxLabel'>Label</div> \
<input class='EditBox'> \
</div>";
function EditBox(x, y, w, h, label, text)
{
this.ChangeHandler = null;
// Create node and locate its internal nodes
this.Node = DOM.Node.CreateHTML(template_html);
this.LabelNode = DOM.Node.FindWithClass(this.Node, "EditBoxLabel");
this.EditNode = DOM.Node.FindWithClass(this.Node, "EditBox");
// Set label and value
this.LabelNode.innerHTML = label;
this.SetValue(text);
this.SetPosition(x, y);
this.SetSize(w, h);
this.PreviousValue = "";
// Hook up the event handlers
DOM.Event.AddHandler(this.EditNode, "focus", Bind(OnFocus, this));
DOM.Event.AddHandler(this.EditNode, "keypress", Bind(OnKeyPress, this));
DOM.Event.AddHandler(this.EditNode, "keydown", Bind(OnKeyDown, this));
}
EditBox.prototype.SetPosition = function(x, y)
{
this.Position = [ x, y ];
DOM.Node.SetPosition(this.Node, this.Position);
}
EditBox.prototype.SetSize = function(w, h)
{
this.Size = [ w, h ];
DOM.Node.SetSize(this.EditNode, this.Size);
}
EditBox.prototype.SetChangeHandler = function(handler)
{
this.ChangeHandler = handler;
}
EditBox.prototype.SetValue = function(value)
{
if (this.EditNode)
this.EditNode.value = value;
}
EditBox.prototype.GetValue = function()
{
if (this.EditNode)
return this.EditNode.value;
return null;
}
EditBox.prototype.LoseFocus = function()
{
if (this.EditNode)
this.EditNode.blur();
}
function OnFocus(self, evt)
{
// Backup on focus
self.PreviousValue = self.EditNode.value;
}
function OnKeyPress(self, evt)
{
// Allow enter to confirm the text only when there's data
if (evt.keyCode == 13 && self.EditNode.value != "" && self.ChangeHandler)
{
var focus = self.ChangeHandler(self.EditNode);
if (!focus)
self.EditNode.blur();
self.PreviousValue = "";
}
}
function OnKeyDown(self, evt)
{
// Allow escape to cancel any text changes
if (evt.keyCode == 27)
{
// On initial edit of the input, escape should NOT replace with the empty string
if (self.PreviousValue != "")
{
self.EditNode.value = self.PreviousValue;
}
self.EditNode.blur();
}
}
return EditBox;
})();

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@ -1,252 +0,0 @@
namespace("WM");
WM.GridRows = (function()
{
function GridRows(parent_object)
{
this.ParentObject = parent_object;
// Array of rows in the order they were added
this.Rows = [ ];
// Collection of custom row indexes for fast lookup
this.Indexes = { };
}
GridRows.prototype.AddIndex = function(cell_field_name)
{
var index = { };
// Go through existing rows and add to the index
for (var i in this.Rows)
{
var row = this.Rows[i];
if (cell_field_name in row.CellData)
{
var cell_field = row.CellData[cell_field_name];
index[cell_field] = row;
}
}
this.Indexes[cell_field_name] = index;
}
GridRows.prototype.ClearIndex = function(index_name)
{
this.Indexes[index_name] = { };
}
GridRows.prototype.AddRowToIndex = function(index_name, cell_data, row)
{
this.Indexes[index_name][cell_data] = row;
}
GridRows.prototype.Add = function(cell_data, row_classes, cell_classes)
{
var row = new WM.GridRow(this.ParentObject, cell_data, row_classes, cell_classes);
this.Rows.push(row);
return row;
}
GridRows.prototype.GetBy = function(cell_field_name, cell_data)
{
var index = this.Indexes[cell_field_name];
return index[cell_data];
}
GridRows.prototype.Clear = function()
{
// Remove all node references from the parent
for (var i in this.Rows)
{
var row = this.Rows[i];
row.Parent.BodyNode.removeChild(row.Node);
}
// Clear all indexes
for (var i in this.Indexes)
this.Indexes[i] = { };
this.Rows = [ ];
}
return GridRows;
})();
WM.GridRow = (function()
{
var template_html = "<div class='GridRow'></div>";
//
// 'cell_data' is an object with a variable number of fields.
// Any fields prefixed with an underscore are hidden.
//
function GridRow(parent, cell_data, row_classes, cell_classes)
{
// Setup data
this.Parent = parent;
this.IsOpen = true;
this.AnimHandle = null;
this.Rows = new WM.GridRows(this);
this.CellData = cell_data;
this.CellNodes = { }
// Create the main row node
this.Node = DOM.Node.CreateHTML(template_html);
if (row_classes)
DOM.Node.AddClass(this.Node, row_classes);
// Embed a pointer to the row in the root node so that it can be clicked
this.Node.GridRow = this;
// Create nodes for each required cell
for (var attr in this.CellData)
{
if (this.CellData.hasOwnProperty(attr))
{
var data = this.CellData[attr];
// Update any grid row index references
if (attr in parent.Rows.Indexes)
parent.Rows.AddRowToIndex(attr, data, this);
// Hide any cells with underscore prefixes
if (attr[0] == "_")
continue;
// Create a node for the cell and add any custom classes
var node = DOM.Node.AppendHTML(this.Node, "<div class='GridRowCell'></div>");
if (cell_classes && attr in cell_classes)
DOM.Node.AddClass(node, cell_classes[attr]);
this.CellNodes[attr] = node;
// If this is a Window Control, add its node to the cell
if (data instanceof Object && "Node" in data && DOM.Node.IsNode(data.Node))
{
data.ParentNode = node;
node.appendChild(data.Node);
}
else
{
// Otherwise just assign the data as text
node.innerHTML = data;
}
}
}
// Add the body node for any children
DOM.Node.AppendClearFloat(this.Node);
this.BodyNode = DOM.Node.AppendHTML(this.Node, "<div class='GridRowBody'></div>");
// Add the row to the parent
this.Parent.BodyNode.appendChild(this.Node);
}
GridRow.prototype.Open = function()
{
// Don't allow open while animating
if (this.AnimHandle == null || this.AnimHandle.Complete)
{
this.IsOpen = true;
// Kick off open animation
var node = this.BodyNode;
this.AnimHandle = Anim.Animate(
function (val) { DOM.Node.SetHeight(node, val) },
0, this.Height, 0.2);
}
}
GridRow.prototype.Close = function()
{
// Don't allow close while animating
if (this.AnimHandle == null || this.AnimHandle.Complete)
{
this.IsOpen = false;
// Record height for the next open request
this.Height = this.BodyNode.offsetHeight;
// Kick off close animation
var node = this.BodyNode;
this.AnimHandle = Anim.Animate(
function (val) { DOM.Node.SetHeight(node, val) },
this.Height, 0, 0.2);
}
}
GridRow.prototype.Toggle = function()
{
if (this.IsOpen)
this.Close();
else
this.Open();
}
return GridRow;
})();
WM.Grid = (function()
{
var template_html = " \
<div class='Grid'> \
<div class='GridBody'></div> \
</div>";
function Grid(x, y, width, height)
{
this.Rows = new WM.GridRows(this);
this.Node = DOM.Node.CreateHTML(template_html);
this.BodyNode = DOM.Node.FindWithClass(this.Node, "GridBody");
DOM.Node.SetPosition(this.Node, [ x, y ]);
DOM.Node.SetSize(this.Node, [ width, height ]);
DOM.Event.AddHandler(this.Node, "dblclick", OnDblClick);
var mouse_wheel_event = (/Firefox/i.test(navigator.userAgent)) ? "DOMMouseScroll" : "mousewheel";
DOM.Event.AddHandler(this.Node, mouse_wheel_event, Bind(OnMouseScroll, this));
}
function OnDblClick(evt)
{
// Clicked on a header?
var node = DOM.Event.GetNode(evt);
if (DOM.Node.HasClass(node, "GridRowName"))
{
// Toggle rows open/close
var row = node.parentNode.GridRow;
if (row)
row.Toggle();
}
}
function OnMouseScroll(self, evt)
{
var mouse_state = new Mouse.State(evt);
self.Node.scrollTop -= mouse_state.WheelDelta * 20;
}
return Grid;
})();

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@ -1,31 +0,0 @@
namespace("WM");
WM.Label = (function()
{
var template_html = "<div class='Label'></div>";
function Label(x, y, text)
{
// Create the node
this.Node = DOM.Node.CreateHTML(template_html);
// Allow position to be optional
if (x != null && y != null)
DOM.Node.SetPosition(this.Node, [x, y]);
this.SetText(text);
}
Label.prototype.SetText = function(text)
{
if (text != null)
this.Node.innerHTML = text;
}
return Label;
})();

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namespace("WM");
WM.Treeview = (function()
{
var Margin = 10;
var tree_template_html = " \
<div class='Treeview'> \
<div class='TreeviewItemChildren' style='width:90%;float:left'></div> \
<div class='TreeviewScrollbarInset'> \
<div class='TreeviewScrollbar'></div> \
</div> \
<div style='clear:both'></div> \
</div>";
var item_template_html = " \
<div class='TreeViewItem basicfont notextsel'> \
<img src='' class='TreeviewItemImage'> \
<div class='TreeviewItemText'></div> \
<div style='clear:both'></div> \
<div class='TreeviewItemChildren'></div> \
<div style='clear:both'></div> \
</div>";
// TODO: Remove parent_node (required for stuff that doesn't use the WM yet)
function Treeview(x, y, width, height, parent_node)
{
// Cache initialisation options
this.ParentNode = parent_node;
this.Position = [ x, y ];
this.Size = [ width, height ];
this.Node = null;
this.ScrollbarNode = null;
this.SelectedItem = null;
this.ContentsNode = null;
// Setup options
this.HighlightOnHover = false;
this.EnableScrollbar = true;
this.HorizontalLayoutDepth = 1;
// Generate an empty tree
this.Clear();
}
Treeview.prototype.SetHighlightOnHover = function(highlight)
{
this.HighlightOnHover = highlight;
}
Treeview.prototype.SetEnableScrollbar = function(enable)
{
this.EnableScrollbar = enable;
}
Treeview.prototype.SetHorizontalLayoutDepth = function(depth)
{
this.HorizontalLayoutDepth = depth;
}
Treeview.prototype.SetNodeSelectedHandler = function(handler)
{
this.NodeSelectedHandler = handler;
}
Treeview.prototype.Clear = function()
{
this.RootItem = new WM.TreeviewItem(this, null, null, null, null);
this.GenerateHTML();
}
Treeview.prototype.Root = function()
{
return this.RootItem;
}
Treeview.prototype.ClearSelection = function()
{
if (this.SelectedItem != null)
{
DOM.Node.RemoveClass(this.SelectedItem.Node, "TreeviewItemSelected");
this.SelectedItem = null;
}
}
Treeview.prototype.SelectItem = function(item, mouse_pos)
{
// Notify the select handler
if (this.NodeSelectedHandler)
this.NodeSelectedHandler(item.Node, this.SelectedItem, item, mouse_pos);
// Remove highlight from the old selection
this.ClearSelection();
// Swap in new selection and apply highlight
this.SelectedItem = item;
DOM.Node.AddClass(this.SelectedItem.Node, "TreeviewItemSelected");
}
Treeview.prototype.GenerateHTML = function()
{
// Clone the template and locate important nodes
var old_node = this.Node;
this.Node = DOM.Node.CreateHTML(tree_template_html);
this.ChildrenNode = DOM.Node.FindWithClass(this.Node, "TreeviewItemChildren");
this.ScrollbarNode = DOM.Node.FindWithClass(this.Node, "TreeviewScrollbar");
DOM.Node.SetPosition(this.Node, this.Position);
DOM.Node.SetSize(this.Node, this.Size);
// Generate the contents of the treeview
GenerateTree(this, this.ChildrenNode, this.RootItem.Children, 0);
// Cross-browser (?) means of adding a mouse wheel handler
var mouse_wheel_event = (/Firefox/i.test(navigator.userAgent)) ? "DOMMouseScroll" : "mousewheel";
DOM.Event.AddHandler(this.Node, mouse_wheel_event, Bind(OnMouseScroll, this));
DOM.Event.AddHandler(this.Node, "dblclick", Bind(OnMouseDoubleClick, this));
DOM.Event.AddHandler(this.Node, "mousedown", Bind(OnMouseDown, this));
DOM.Event.AddHandler(this.Node, "mouseup", OnMouseUp);
// Swap in the newly generated control node if it's already been attached to a parent
if (old_node && old_node.parentNode)
{
old_node.parentNode.removeChild(old_node);
this.ParentNode.appendChild(this.Node);
}
if (this.EnableScrollbar)
{
this.UpdateScrollbar();
DOM.Event.AddHandler(this.ScrollbarNode, "mousedown", Bind(OnMouseDown_Scrollbar, this));
DOM.Event.AddHandler(this.ScrollbarNode, "mouseup", Bind(OnMouseUp_Scrollbar, this));
DOM.Event.AddHandler(this.ScrollbarNode, "mouseout", Bind(OnMouseUp_Scrollbar, this));
DOM.Event.AddHandler(this.ScrollbarNode, "mousemove", Bind(OnMouseMove_Scrollbar, this));
}
else
{
DOM.Node.Hide(DOM.Node.FindWithClass(this.Node, "TreeviewScrollbarInset"));
}
}
Treeview.prototype.UpdateScrollbar = function()
{
if (!this.EnableScrollbar)
return;
var scrollbar_scale = Math.min((this.Node.offsetHeight - Margin * 2) / this.ChildrenNode.offsetHeight, 1);
this.ScrollbarNode.style.height = parseInt(scrollbar_scale * 100) + "%";
// Shift the scrollbar container along with the parent window
this.ScrollbarNode.parentNode.style.top = this.Node.scrollTop;
var scroll_fraction = this.Node.scrollTop / (this.Node.scrollHeight - this.Node.offsetHeight);
var max_height = this.Node.offsetHeight - Margin;
var max_scrollbar_offset = max_height - this.ScrollbarNode.offsetHeight;
var scrollbar_offset = scroll_fraction * max_scrollbar_offset;
this.ScrollbarNode.style.top = scrollbar_offset;
}
function GenerateTree(self, parent_node, items, depth)
{
if (items.length == 0)
return null;
for (var i in items)
{
var item = items[i];
// Create the node for this item and locate important nodes
var node = DOM.Node.CreateHTML(item_template_html);
var img = DOM.Node.FindWithClass(node, "TreeviewItemImage");
var text = DOM.Node.FindWithClass(node, "TreeviewItemText");
var children = DOM.Node.FindWithClass(node, "TreeviewItemChildren");
// Attach the item to the node
node.TreeviewItem = item;
item.Node = node;
// Add the class which highlights selection on hover
if (self.HighlightOnHover)
DOM.Node.AddClass(node, "TreeviewItemHover");
// Instruct the children to wrap around
if (depth >= self.HorizontalLayoutDepth)
node.style.cssFloat = "left";
if (item.OpenImage == null || item.CloseImage == null)
{
// If there no images, remove the image node
node.removeChild(img);
}
else
{
// Set the image source to open
img.src = item.OpenImage.src;
img.style.width = item.OpenImage.width;
img.style.height = item.OpenImage.height;
item.ImageNode = img;
}
// Setup the text to display
text.innerHTML = item.Label;
// Add the div to the parent and recurse into children
parent_node.appendChild(node);
GenerateTree(self, children, item.Children, depth + 1);
item.ChildrenNode = children;
}
// Clear the wrap-around
if (depth >= self.HorizontalLayoutDepth)
DOM.Node.AppendClearFloat(parent_node.parentNode);
}
function OnMouseScroll(self, evt)
{
// Get mouse wheel movement
var delta = evt.detail ? evt.detail * -1 : evt.wheelDelta;
delta *= 8;
// Scroll the main window with wheel movement and clamp
self.Node.scrollTop -= delta;
self.Node.scrollTop = Math.min(self.Node.scrollTop, (self.ChildrenNode.offsetHeight - self.Node.offsetHeight) + Margin * 2);
self.UpdateScrollbar();
}
function OnMouseDoubleClick(self, evt)
{
DOM.Event.StopDefaultAction(evt);
// Get the tree view item being clicked, if any
var node = DOM.Event.GetNode(evt);
var tvitem = GetTreeviewItemFromNode(self, node);
if (tvitem == null)
return;
if (tvitem.Children.length)
tvitem.Toggle();
}
function OnMouseDown(self, evt)
{
DOM.Event.StopDefaultAction(evt);
// Get the tree view item being clicked, if any
var node = DOM.Event.GetNode(evt);
var tvitem = GetTreeviewItemFromNode(self, node);
if (tvitem == null)
return;
// If clicking on the image, expand any children
if (node.tagName == "IMG" && tvitem.Children.length)
{
tvitem.Toggle();
}
else
{
var mouse_pos = DOM.Event.GetMousePosition(evt);
self.SelectItem(tvitem, mouse_pos);
}
}
function OnMouseUp(evt)
{
// Event handler used merely to stop events bubbling up to containers
DOM.Event.StopPropagation(evt);
}
function OnMouseDown_Scrollbar(self, evt)
{
self.ScrollbarHeld = true;
// Cache the mouse height relative to the scrollbar
self.LastY = evt.clientY;
self.ScrollY = self.Node.scrollTop;
DOM.Node.AddClass(self.ScrollbarNode, "TreeviewScrollbarHeld");
DOM.Event.StopDefaultAction(evt);
}
function OnMouseUp_Scrollbar(self, evt)
{
self.ScrollbarHeld = false;
DOM.Node.RemoveClass(self.ScrollbarNode, "TreeviewScrollbarHeld");
}
function OnMouseMove_Scrollbar(self, evt)
{
if (self.ScrollbarHeld)
{
var delta_y = evt.clientY - self.LastY;
self.LastY = evt.clientY;
var max_height = self.Node.offsetHeight - Margin;
var max_scrollbar_offset = max_height - self.ScrollbarNode.offsetHeight;
var max_contents_scroll = self.Node.scrollHeight - self.Node.offsetHeight;
var scale = max_contents_scroll / max_scrollbar_offset;
// Increment the local float variable and assign, as scrollTop is of type int
self.ScrollY += delta_y * scale;
self.Node.scrollTop = self.ScrollY;
self.Node.scrollTop = Math.min(self.Node.scrollTop, (self.ChildrenNode.offsetHeight - self.Node.offsetHeight) + Margin * 2);
self.UpdateScrollbar();
}
}
function GetTreeviewItemFromNode(self, node)
{
// Walk up toward the tree view node looking for this first item
while (node && node != self.Node)
{
if ("TreeviewItem" in node)
return node.TreeviewItem;
node = node.parentNode;
}
return null;
}
return Treeview;
})();

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@ -1,109 +0,0 @@
namespace("WM");
WM.TreeviewItem = (function()
{
function TreeviewItem(treeview, name, data, open_image, close_image)
{
// Assign members
this.Treeview = treeview;
this.Label = name;
this.Data = data;
this.OpenImage = open_image;
this.CloseImage = close_image;
this.Children = [ ];
// The HTML node wrapping the item and its children
this.Node = null;
// The HTML node storing the image for the open/close state feedback
this.ImageNode = null;
// The HTML node storing just the children
this.ChildrenNode = null;
// Animation handle for opening and closing the child nodes, only used
// if the tree view item as children
this.AnimHandle = null;
// Open state of the item
this.IsOpen = true;
}
TreeviewItem.prototype.AddItem = function(name, data, open_image, close_image)
{
var item = new WM.TreeviewItem(this.Treeview, name, data, open_image, close_image);
this.Children.push(item);
return item;
}
TreeviewItem.prototype.Open = function()
{
if (this.AnimHandle == null || this.AnimHandle.Complete)
{
// Swap to the open state
this.IsOpen = true;
if (this.ImageNode != null && this.OpenImage != null)
this.ImageNode.src = this.OpenImage.src;
// Cache for closure binding
var child_node = this.ChildrenNode;
var end_height = this.StartHeight;
var treeview = this.Treeview;
// Reveal the children and animate their height to max
this.ChildrenNode.style.display = "block";
this.AnimHandle = Anim.Animate(
function (val) { DOM.Node.SetHeight(child_node, val) },
0, end_height, 0.2,
function() { treeview.UpdateScrollbar(); });
// Fade the children in
Anim.Animate(function(val) { DOM.Node.SetOpacity(child_node, val) }, 0, 1, 0.2);
}
}
TreeviewItem.prototype.Close = function()
{
if (this.AnimHandle == null || this.AnimHandle.Complete)
{
// Swap to the close state
this.IsOpen = false;
if (this.ImageNode != null && this.CloseImage != null)
this.ImageNode.src = this.CloseImage.src;
// Cache for closure binding
var child_node = this.ChildrenNode;
var treeview = this.Treeview;
// Mark the height of the item for reload later
this.StartHeight = child_node.offsetHeight;
// Shrink the height of the children and hide them upon completion
this.AnimHandle = Anim.Animate(
function (val) { DOM.Node.SetHeight(child_node, val) },
this.ChildrenNode.offsetHeight, 0, 0.2,
function() { child_node.style.display = "none"; treeview.UpdateScrollbar(); });
// Fade the children out
Anim.Animate(function(val) { DOM.Node.SetOpacity(child_node, val) }, 1, 0, 0.2);
}
}
TreeviewItem.prototype.Toggle = function()
{
if (this.IsOpen)
this.Close();
else
this.Open();
}
return TreeviewItem;
})();

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@ -1,243 +0,0 @@
namespace("WM");
WM.Window = (function()
{
var template_html = " \
<div class='Window'> \
<div class='WindowTitleBar'> \
<div class='WindowTitleBarText notextsel' style='float:left'>Window Title Bar</div> \
<div class='WindowTitleBarClose notextsel' style='float:right'>O</div> \
</div> \
<div class='WindowBody'> \
</div> \
</div>";
function Window(manager, title, x, y, width, height, parent_node)
{
this.Manager = manager;
this.ParentNode = parent_node || document.body;
this.OnMove = null;
this.Visible = false;
this.AnimatedShow = false;
// Clone the window template and locate key nodes within it
this.Node = DOM.Node.CreateHTML(template_html);
this.TitleBarNode = DOM.Node.FindWithClass(this.Node, "WindowTitleBar");
this.TitleBarTextNode = DOM.Node.FindWithClass(this.Node, "WindowTitleBarText");
this.TitleBarCloseNode = DOM.Node.FindWithClass(this.Node, "WindowTitleBarClose");
this.BodyNode = DOM.Node.FindWithClass(this.Node, "WindowBody");
// Setup the position and dimensions of the window
this.SetPosition(x, y);
this.SetSize(width, height);
// Set the title text
this.TitleBarTextNode.innerHTML = title;
// Hook up event handlers
DOM.Event.AddHandler(this.Node, "mousedown", Bind(this, "SetTop"));
DOM.Event.AddHandler(this.TitleBarNode, "mousedown", Bind(this, "BeginMove"));
DOM.Event.AddHandler(this.TitleBarCloseNode, "mousedown", Bind(this, "Hide"));
// Create delegates for removable handlers
this.MoveDelegate = Bind(this, "Move");
this.EndMoveDelegate = Bind(this, "EndMove");
}
Window.prototype.SetOnMove = function(on_move)
{
this.OnMove = on_move;
}
Window.prototype.Show = function()
{
if (this.Node.parentNode != this.ParentNode)
{
this.ShowNoAnim();
Anim.Animate(Bind(this, "OpenAnimation"), 0, 1, 1);
}
}
Window.prototype.ShowNoAnim = function()
{
// Add to the document
this.ParentNode.appendChild(this.Node);
this.AnimatedShow = false;
this.Visible = true;
}
Window.prototype.Hide = function()
{
if (this.Node.parentNode == this.ParentNode)
{
if (this.AnimatedShow)
{
// Trigger animation that ends with removing the window from the document
Anim.Animate(
Bind(this, "CloseAnimation"),
0, 1, 0.25,
Bind(this, "HideNoAnim"));
}
else
{
this.HideNoAnim();
}
}
}
Window.prototype.HideNoAnim = function()
{
// Remove node
this.ParentNode.removeChild(this.Node);
this.Visible = false;
}
Window.prototype.SetTop = function()
{
this.Manager.SetTopWindow(this);
}
Window.prototype.SetTitle = function(title)
{
this.TitleBarTextNode.innerHTML = title;
}
// TODO: Update this
Window.prototype.AddControl = function(control)
{
// Get all arguments to this function and replace the first with this window node
var args = [].slice.call(arguments);
args[0] = this.BodyNode;
// Create the control and call its Init method with the modified arguments
var instance = new control();
instance.Init.apply(instance, args);
return instance;
}
Window.prototype.AddControlNew = function(control)
{
control.ParentNode = this.BodyNode;
this.BodyNode.appendChild(control.Node);
return control;
}
Window.prototype.Scale = function(t)
{
// Calculate window bounds centre/extents
var ext_x = this.Size[0] / 2;
var ext_y = this.Size[1] / 2;
var mid_x = this.Position[0] + ext_x;
var mid_y = this.Position[1] + ext_y;
// Scale from the mid-point
DOM.Node.SetPosition(this.Node, [ mid_x - ext_x * t, mid_y - ext_y * t ]);
DOM.Node.SetSize(this.Node, [ this.Size[0] * t, this.Size[1] * t ]);
}
Window.prototype.OpenAnimation = function(val)
{
// Power ease in
var t = 1 - Math.pow(1 - val, 8);
this.Scale(t);
DOM.Node.SetOpacity(this.Node, 1 - Math.pow(1 - val, 8));
this.AnimatedShow = true;
}
Window.prototype.CloseAnimation = function(val)
{
// Power ease out
var t = 1 - Math.pow(val, 4);
this.Scale(t);
DOM.Node.SetOpacity(this.Node, t);
}
Window.prototype.NotifyChange = function()
{
if (this.OnMove)
{
var pos = DOM.Node.GetPosition(this.Node);
this.OnMove(this, pos);
}
}
Window.prototype.BeginMove = function(evt)
{
// Calculate offset of the window from the mouse down position
var mouse_pos = DOM.Event.GetMousePosition(evt);
this.Offset = [ mouse_pos[0] - this.Position[0], mouse_pos[1] - this.Position[1] ];
// Dynamically add handlers for movement and release
DOM.Event.AddHandler(document, "mousemove", this.MoveDelegate);
DOM.Event.AddHandler(document, "mouseup", this.EndMoveDelegate);
DOM.Event.StopDefaultAction(evt);
}
Window.prototype.Move = function(evt)
{
// Use the offset at the beginning of movement to drag the window around
var mouse_pos = DOM.Event.GetMousePosition(evt);
var offset = this.Offset;
var pos = [ mouse_pos[0] - offset[0], mouse_pos[1] - offset[1] ];
this.SetPosition(pos[0], pos[1]);
if (this.OnMove)
this.OnMove(this, pos);
DOM.Event.StopDefaultAction(evt);
}
Window.prototype.EndMove = function(evt)
{
// Remove handlers added during mouse down
DOM.Event.RemoveHandler(document, "mousemove", this.MoveDelegate);
DOM.Event.RemoveHandler(document, "mouseup", this.EndMoveDelegate);
DOM.Event.StopDefaultAction(evt);
}
Window.prototype.SetPosition = function(x, y)
{
this.Position = [ x, y ];
DOM.Node.SetPosition(this.Node, this.Position);
}
Window.prototype.SetSize = function(w, h)
{
this.Size = [ w, h ];
DOM.Node.SetSize(this.Node, this.Size);
}
Window.prototype.GetZIndex = function()
{
return parseInt(this.Node.style.zIndex);
}
return Window;
})();

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@ -1,54 +0,0 @@
namespace("WM");
WM.WindowManager = (function()
{
function WindowManager()
{
// An empty list of windows under window manager control
this.Windows = [ ];
}
WindowManager.prototype.AddWindow = function(title, x, y, width, height, parent_node)
{
// Create the window and add it to the list of windows
var wnd = new WM.Window(this, title, x, y, width, height, parent_node);
this.Windows.push(wnd);
// Always bring to the top on creation
wnd.SetTop();
return wnd;
}
WindowManager.prototype.SetTopWindow = function(top_wnd)
{
// Bring the window to the top of the window list
var top_wnd_index = this.Windows.indexOf(top_wnd);
if (top_wnd_index != -1)
this.Windows.splice(top_wnd_index, 1);
this.Windows.push(top_wnd);
// Set a CSS z-index for each visible window from the bottom up
for (var i in this.Windows)
{
var wnd = this.Windows[i];
if (!wnd.Visible)
continue;
// Ensure there's space between each window for the elements inside to be sorted
var z = (parseInt(i) + 1) * 10;
wnd.Node.style.zIndex = z;
// Notify window that its z-order has changed
wnd.NotifyChange();
}
}
return WindowManager;
})();

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@ -1,546 +0,0 @@
.notextsel
{
/* Disable text selection so that it doesn't interfere with button-clicking */
user-select:none;
/* Stops the text cursor over the label */
cursor:default;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Window Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Window
{
/* Allows movement of the window to exceed browser region without triggering scroll bars */
position:fixed;
/* Clip all contents to the window border */
overflow: hidden;
background: #404040;
border-radius: 5px;
-moz-border-radius: 5px;
-webkit-box-shadow: 3px 3px 3px #111, 1px 1px 1px #606060 inset;
box-shadow: 3px 3px 3px #111, 1px 1px 1px #606060 inset;
}
.Window_Transparent
{
/* Set transparency changes to fade in/out */
opacity: 0.5;
transition: opacity 0.5s ease-out;
-moz-transition: opacity 0.5s ease-out;
-webkit-transition: opacity 0.5s ease-out;
}
.Window_Transparent:hover
{
opacity: 1;
}
.WindowTitleBar
{
height: 17px;
cursor: move;
border-bottom: 1px solid #303030;
border-radius: 5px;
}
.WindowTitleBarText
{
color: #BBB;
font: 9px Verdana;
padding: 3px;
cursor: move;
}
.WindowTitleBarClose
{
color: #999999;
font: 9px Verdana;
padding: 3px;
cursor: default;
}
.WindowBody
{
/* Turns this node into a "positioned node" so that its children can be placed relative to it */
position: absolute;
/* Fill the parent window node */
width: 100%;
height: 100%;
padding:10px;
border-top: 1px solid #606060;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Container Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Container
{
/* Position relative to the parent window */
position: absolute;
background:#2C2C2C;
border: 1px black solid;
/* Two inset box shadows to simulate depressing */
-webkit-box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Treeview Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Treeview
{
position: absolute;
background:#2C2C2C;
border: 1px solid black;
overflow:hidden;
/* Two inset box shadows to simulate depressing */
-webkit-box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
}
.TreeviewItem
{
margin:1px;
padding:2px;
border:solid 1px #2C2C2C;
background-color:#2C2C2C;
}
.TreeviewItemImage
{
float: left;
}
.TreeviewItemText
{
float: left;
margin-left:4px;
}
.TreeviewItemChildren
{
overflow: hidden;
}
.TreeviewItemSelected
{
background-color:#444;
border-color:#FFF;
-webkit-transition: background-color 0.2s ease-in-out;
-moz-transition: background-color 0.2s ease-in-out;
-webkit-transition: border-color 0.2s ease-in-out;
-moz-transition: border-color 0.2s ease-in-out;
}
/* Used to populate treeviews that want highlight on hover behaviour */
.TreeviewItemHover
{
}
.TreeviewItemHover:hover
{
background-color:#111;
border-color:#444;
-webkit-transition: background-color 0.2s ease-in-out;
-moz-transition: background-color 0.2s ease-in-out;
-webkit-transition: border-color 0.2s ease-in-out;
-moz-transition: border-color 0.2s ease-in-out;
}
.TreeviewScrollbarInset
{
float: right;
position:relative;
height: 100%;
/* CRAZINESS PART A: Trying to get the inset and scrollbar to have 100% height match its container */
margin: -8px -8px 0 0;
padding: 0 1px 14px 1px;
width:20px;
background:#2C2C2C;
border: 1px solid black;
/* Two inset box shadows to simulate depressing */
-webkit-box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
}
.TreeviewScrollbar
{
position:relative;
background:#2C2C2C;
border: 1px solid black;
/* CRAZINESS PART B: Trying to get the inset and scrollbar to have 100% height match its container */
padding: 0 0 10px 0;
margin: 1px 0 0 0;
width: 18px;
height: 100%;
border-radius:6px;
border-color:#000;
border-width:1px;
border-style:solid;
/* The gradient for the button background */
background-color:#666;
background: -webkit-gradient(linear, left top, left bottom, from(#666), to(#383838));
background: -moz-linear-gradient(top, #666, #383838);
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#666666', endColorstr='#383838');
/* A box shadow and inset box highlight */
-webkit-box-shadow: 1px 1px 1px #222, 1px 1px 1px #777 inset;
box-shadow: 1px 1px 1px #222, 1px 1px 1px #777 inset;
}
.TreeviewScrollbarHeld
{
/* Reset the gradient to a full-colour background */
background:#383838;
/* Two inset box shadows to simulate depressing */
-webkit-box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Treeview Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.EditBoxContainer
{
position: absolute;
padding:2px 10px 2px 10px;
}
.EditBoxLabel
{
float:left;
padding: 3px 4px 4px 4px;
font: 9px Verdana;
}
.EditBox
{
float:left;
background:#666;
border: 1px solid;
border-radius: 6px;
padding: 3px 4px 3px 4px;
height: 20px;
box-shadow: 1px 1px 1px #222 inset;
transition: all 0.3s ease-in-out;
}
.EditBox:focus
{
background:#FFF;
outline:0;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Label Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Label
{
/* Position relative to the parent window */
position:absolute;
color: #BBB;
font: 9px Verdana;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Combo Box Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.ComboBox
{
position:absolute;
/* TEMP! */
width:90px;
/* Height is fixed to match the font */
height:14px;
/* Align the text within the combo box */
padding: 1px 0 0 5px;
/* Solid, rounded border */
border: 1px solid #111;
border-radius: 5px;
/* http://www.colorzilla.com/gradient-editor/#e3e3e3+0,c6c6c6+22,b7b7b7+33,afafaf+50,a7a7a7+67,797979+82,414141+100;Custom */
background: #e3e3e3;
background: -moz-linear-gradient(top, #e3e3e3 0%, #c6c6c6 22%, #b7b7b7 33%, #afafaf 50%, #a7a7a7 67%, #797979 82%, #414141 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#e3e3e3), color-stop(22%,#c6c6c6), color-stop(33%,#b7b7b7), color-stop(50%,#afafaf), color-stop(67%,#a7a7a7), color-stop(82%,#797979), color-stop(100%,#414141));
background: -webkit-linear-gradient(top, #e3e3e3 0%,#c6c6c6 22%,#b7b7b7 33%,#afafaf 50%,#a7a7a7 67%,#797979 82%,#414141 100%);
background: -o-linear-gradient(top, #e3e3e3 0%,#c6c6c6 22%,#b7b7b7 33%,#afafaf 50%,#a7a7a7 67%,#797979 82%,#414141 100%);
background: -ms-linear-gradient(top, #e3e3e3 0%,#c6c6c6 22%,#b7b7b7 33%,#afafaf 50%,#a7a7a7 67%,#797979 82%,#414141 100%);
background: linear-gradient(top, #e3e3e3 0%,#c6c6c6 22%,#b7b7b7 33%,#afafaf 50%,#a7a7a7 67%,#797979 82%,#414141 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#e3e3e3', endColorstr='#414141',GradientType=0 );
}
.ComboBoxPressed
{
/* The reverse of the default background, simulating depression */
background: #414141;
background: -moz-linear-gradient(top, #414141 0%, #797979 18%, #a7a7a7 33%, #afafaf 50%, #b7b7b7 67%, #c6c6c6 78%, #e3e3e3 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#414141), color-stop(18%,#797979), color-stop(33%,#a7a7a7), color-stop(50%,#afafaf), color-stop(67%,#b7b7b7), color-stop(78%,#c6c6c6), color-stop(100%,#e3e3e3));
background: -webkit-linear-gradient(top, #414141 0%,#797979 18%,#a7a7a7 33%,#afafaf 50%,#b7b7b7 67%,#c6c6c6 78%,#e3e3e3 100%);
background: -o-linear-gradient(top, #414141 0%,#797979 18%,#a7a7a7 33%,#afafaf 50%,#b7b7b7 67%,#c6c6c6 78%,#e3e3e3 100%);
background: -ms-linear-gradient(top, #414141 0%,#797979 18%,#a7a7a7 33%,#afafaf 50%,#b7b7b7 67%,#c6c6c6 78%,#e3e3e3 100%);
background: linear-gradient(top, #414141 0%,#797979 18%,#a7a7a7 33%,#afafaf 50%,#b7b7b7 67%,#c6c6c6 78%,#e3e3e3 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#414141', endColorstr='#e3e3e3',GradientType=0 );
}
.ComboBoxText
{
/* Text info */
color: #000;
font: 9px Verdana;
float:left;
}
.ComboBoxIcon
{
/* Push the image to the far right */
float:right;
/* Align the image with the combo box */
padding: 2px 5px 0 0;
}
.ComboBoxPopup
{
position: fixed;
background: #CCC;
border-radius: 5px;
padding: 1px 0 1px 0;
}
.ComboBoxPopupItem
{
/* Text info */
color: #000;
font: 9px Verdana;
padding: 1px 1px 1px 5px;
border-bottom: 1px solid #AAA;
border-top: 1px solid #FFF;
}
.ComboBoxPopupItemText
{
float:left;
}
.ComboBoxPopupItemIcon
{
/* Push the image to the far right */
float:right;
/* Align the image with the combo box */
padding: 2px 5px 0 0;
}
.ComboBoxPopupItem:first-child
{
border-top: 0px;
}
.ComboBoxPopupItem:last-child
{
border-bottom: 0px;
}
.ComboBoxPopupItem:hover
{
color:#FFF;
background: #2036E1;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Grid Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Grid
{
/* Clip contents */
overflow: hidden;
position: relative;
background: #333;
border-radius: 2px;
}
.GridBody
{
}
.GridRow
{
background:#303030;
color: #BBB;
font: 9px Verdana;
padding: 2px;
}
.GridRow.GridGroup
{
padding: 0px;
}
.GridRow:nth-child(odd)
{
background:#333;
}
.GridRowCell
{
float:left;
}
.GridRowCell.GridGroup
{
color: #BBB;
/* Override default from name */
width: 100%;
padding: 1px 1px 1px 2px;
border: 1px solid;
border-radius: 2px;
border-top-color:#555;
border-left-color:#555;
border-bottom-color:#111;
border-right-color:#111;
background: #222;
}
.GridRowBody
{
/* Clip all contents for show/hide group*/
overflow: hidden;
/* Crazy CSS rules: controls for properties don't clip if this isn't set on this parent */
position: relative;
}
/* ------------------------------------------------------------------------------------------------------------------ */
/* Button Styles */
/* ------------------------------------------------------------------------------------------------------------------ */
.Button
{
/* Position relative to the parent window */
position:absolute;
border-radius:6px;
border-color:#000;
border-width:1px;
border-style:solid;
/* Padding at the top includes 2px for the text drop-shadow */
padding: 2px 5px 3px 5px;
color: #BBB;
font: 9px Verdana;
text-shadow: 1px 1px 1px black;
text-align: center;
/* The gradient for the button background */
background-color:#666;
background: -webkit-gradient(linear, left top, left bottom, from(#666), to(#383838));
background: -moz-linear-gradient(top, #666, #383838);
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#666666', endColorstr='#383838');
/* A box shadow and inset box highlight */
-webkit-box-shadow: 1px 1px 1px #222, 1px 1px 1px #777 inset;
box-shadow: 1px 1px 1px #222, 1px 1px 1px #777 inset;
}
.ButtonHeld
{
/* Reset the gradient to a full-colour background */
background:#383838;
/* Two inset box shadows to simulate depressing */
-webkit-box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
box-shadow: -1px -1px 1px #222 inset, 1px 1px 1px #222 inset;
}

View File

@ -1,55 +0,0 @@
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Remotery Viewer</title>
<!-- Style Sheets -->
<link rel="stylesheet" type="text/css" href="extern/BrowserLib/WindowManager/Styles/WindowManager.css" />
<link rel="stylesheet" type="text/css" href="Styles/Remotery.css" />
<!-- Utilities -->
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Core.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/DOM.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Bind.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Animation.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Convert.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/LocalStore.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Mouse.js"></script>
<script type="text/javascript" src="extern/BrowserLib/Core/Code/Keyboard.js"></script>
<!-- User Interface Window Manager -->
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/WindowManager.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/Window.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/Container.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/EditBox.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/Grid.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/Label.js"></script>
<script type="text/javascript" src="extern/BrowserLib/WindowManager/Code/Button.js"></script>
<!-- Main Application -->
<script type="text/javascript" src="Code/DataViewReader.js"></script>
<script type="text/javascript" src="Code/Console.js"></script>
<script type="text/javascript" src="Code/WebSocketConnection.js"></script>
<script type="text/javascript" src="Code/TitleWindow.js"></script>
<script type="text/javascript" src="Code/SampleWindow.js"></script>
<script type="text/javascript" src="Code/PixelTimeRange.js"></script>
<script type="text/javascript" src="Code/TimelineRow.js"></script>
<script type="text/javascript" src="Code/TimelineWindow.js"></script>
<script type="text/javascript" src="Code/ThreadFrame.js"></script>
<script type="text/javascript" src="Code/Remotery.js"></script>
</head>
<body>
<script type="text/javascript">
var remotery = new Remotery();
</script>
</body>
</html>

View File

@ -18,9 +18,6 @@
#include "cmd.h"
#include "input.h"
#define RMT_ENABLED ENTRY_CONFIG_PROFILER
#include <remotery/lib/Remotery.h>
extern "C" int32_t _main_(int32_t _argc, char** _argv);
namespace entry
@ -29,8 +26,6 @@ namespace entry
static uint32_t s_reset = BGFX_RESET_NONE;
static bool s_exit = false;
static Remotery* s_rmt = NULL;
static bx::FileReaderI* s_fileReader = NULL;
static bx::FileWriterI* s_fileWriter = NULL;
@ -39,21 +34,6 @@ namespace entry
typedef bx::StringT<&g_allocator> String;
void* rmtMalloc(void* /*_context*/, rmtU32 _size)
{
return BX_ALLOC(g_allocator, _size);
}
void* rmtRealloc(void* /*_context*/, void* _ptr, rmtU32 _size)
{
return BX_REALLOC(g_allocator, _ptr, _size);
}
void rmtFree(void* /*_context*/, void* _ptr)
{
BX_FREE(g_allocator, _ptr);
}
static String s_currentDir;
class FileReader : public bx::FileReader
@ -572,29 +552,6 @@ BX_PRAGMA_DIAGNOSTIC_POP();
{
//DBG(BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME);
if (BX_ENABLED(ENTRY_CONFIG_PROFILER) )
{
rmtSettings* settings = rmt_Settings();
BX_WARN(NULL != settings, "Remotery is not enabled.");
if (NULL != settings)
{
settings->malloc = rmtMalloc;
settings->realloc = rmtRealloc;
settings->free = rmtFree;
rmtError err = rmt_CreateGlobalInstance(&s_rmt);
BX_WARN(RMT_ERROR_NONE != err, "Remotery failed to create global instance.");
if (RMT_ERROR_NONE == err)
{
rmt_SetCurrentThreadName("Main");
}
else
{
s_rmt = NULL;
}
}
}
s_fileReader = BX_NEW(g_allocator, FileReader);
s_fileWriter = BX_NEW(g_allocator, FileWriter);
@ -673,12 +630,6 @@ restart:
BX_DELETE(g_allocator, s_fileWriter);
s_fileWriter = NULL;
if (BX_ENABLED(ENTRY_CONFIG_PROFILER)
&& NULL != s_rmt)
{
rmt_DestroyGlobalInstance(s_rmt);
}
return result;
}

View File

@ -4,21 +4,9 @@
*/
#include <bx/platform.h>
#if BX_PLATFORM_WINDOWS
// BK - Remotery needs WinSock, but on VS2015/Win10 build
// fails if WinSock2 is included after Windows.h?!
# include <winsock2.h>
#endif // BX_PLATFORM_WINDOWS
#include "bgfx_p.h"
#include <bgfx/embedded_shader.h>
#if BGFX_CONFIG_PROFILER_REMOTERY_BUILD_LIB
# define RMT_USE_D3D11 BGFX_CONFIG_RENDERER_DIRECT3D11
# define RMT_USE_OPENGL BGFX_CONFIG_RENDERER_OPENGL
# include <remotery/lib/Remotery.c>
#endif // BGFX_CONFIG_PROFILER_REMOTERY_BUILD_LIB
#include <bx/file.h>
#include <bx/mutex.h>

View File

@ -45,30 +45,11 @@
)
#ifndef BGFX_PROFILER_SCOPE
# if BGFX_CONFIG_PROFILER_MICROPROFILE
# include <microprofile.h>
# define BGFX_PROFILER_SCOPE(_group, _name, _color) MICROPROFILE_SCOPEI(#_group, #_name, _color)
# define BGFX_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
# define BGFX_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
# define BGFX_PROFILER_END() BX_NOOP()
# define BGFX_PROFILER_SET_CURRENT_THREAD_NAME(_name) BX_NOOP()
# elif BGFX_CONFIG_PROFILER_REMOTERY
# define RMT_ENABLED BGFX_CONFIG_PROFILER_REMOTERY
# define RMT_USE_D3D11 BGFX_CONFIG_RENDERER_DIRECT3D11
# define RMT_USE_OPENGL BGFX_CONFIG_RENDERER_OPENGL
# include <remotery/lib/Remotery.h>
# define BGFX_PROFILER_SCOPE(_group, _name, _color) rmt_ScopedCPUSample(_group##_##_name, RMTSF_None)
# define BGFX_PROFILER_BEGIN(_group, _name, _color) rmt_BeginCPUSample(_group##_##_name, RMTSF_None)
# define BGFX_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginCPUSampleDynamic(_namestr, RMTSF_None)
# define BGFX_PROFILER_END() rmt_EndCPUSample()
# define BGFX_PROFILER_SET_CURRENT_THREAD_NAME(_name) rmt_SetCurrentThreadName(_name)
# else
# define BGFX_PROFILER_SCOPE(_group, _name, _color) BX_NOOP()
# define BGFX_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
# define BGFX_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
# define BGFX_PROFILER_END() BX_NOOP()
# define BGFX_PROFILER_SET_CURRENT_THREAD_NAME(_name) BX_NOOP()
# endif // BGFX_CONFIG_PROFILER_*
# define BGFX_PROFILER_SCOPE(_group, _name, _color) BX_NOOP()
# define BGFX_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
# define BGFX_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
# define BGFX_PROFILER_END() BX_NOOP()
# define BGFX_PROFILER_SET_CURRENT_THREAD_NAME(_name) BX_NOOP()
#endif // BGFX_PROFILER_SCOPE
namespace bgfx