/*
This file was derived from the p5.js source code at
https://github.com/processing/p5.js
Copyright (c) the p5.js contributors and Andre Seidelt <superilu@yahoo.com>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* This module provides compatibility with p5js. Use Include('p5'); on the first line of your script to activate.
*
* @module p5compat
*/
Include('jsboot/p5const.js');
Include('jsboot/p5util.js');
Include('jsboot/p5math.js');
Include('jsboot/p5vect.js');
Include('jsboot/p5color.js');
Include('jsboot/p5shape.js');
Include('jsboot/p5env.js');
Include('jsboot/p5input.js');
exports._loop = true;
exports.Setup = function () {
windowWidth = displayWidth = width = SizeX();
windowHeight = displayHeight = height = SizeY();
frameCount = 0;
_hasMouseInteracted = false;
mouseX = pmouseX = winMouseX = pwinMouseX = MaxX();
mouseY = pmouseY = winMouseY = pwinMouseY = MaxY();
MouseWarp(mouseX, mouseY);
frameRate(60);
setup();
};
exports.Loop = function () {
if (_loop) {
redraw();
}
if (keyIsPressed) {
keyIsPressed = false;
if (typeof global['keyReleased'] != 'undefined') {
keyReleased();
}
}
};
exports.Input = function (e) {
// update mouse coordinates
if (e.flags & MOUSE.Flags.MOTION) {
pwinMouseX = pmouseX = mouseX;
pwinMouseY = pmouseY = mouseY;
winMouseX = mouseX = e.x;
winMouseY = mouseY = e.y;
_hasMouseInteracted = true;
if (typeof global['mouseMoved'] != 'undefined') {
mouseMoved(e);
}
}
if (e.flags & MOUSE.Flags.BUTTON_DOWN) {
if (typeof global['mousePressed'] != 'undefined') {
mousePressed(e);
}
mouseIsPressed = true;
if (e.button & MOUSE.Buttons.LEFT) {
mouseButton = LEFT;
}
if (e.button & MOUSE.Buttons.MIDDLE) {
mouseButton = MIDDLE;
}
if (e.button & MOUSE.Buttons.RIGHT) {
mouseButton = RIGHT;
}
}
if (e.flags & MOUSE.Flags.BUTTON_UP) {
if (mouseIsPressed && typeof global['mouseReleased'] != 'undefined') {
mouseReleased(e);
}
mouseIsPressed = false;
mouseButton = 0;
if (mouseIsPressed && typeof global['mouseClicked'] != 'undefined') {
mouseClicked(e);
}
}
// this does not work like with p5 as we don't get a key release
if (e.flags & MOUSE.Flags.KEYPRESS) {
if (typeof global['keyPressed'] != 'undefined') {
keyPressed(e);
}
if (typeof global['keyTyped'] != 'undefined') {
keyTyped(e);
}
key = keyCode = e.key;
keyIsPressed = true;
}
};
/**
* ignored
*/
exports.size = function () { };
/**
* ignored
*/
exports.createCanvas = function () { };
/**
* ignored
*/
exports.smooth = function () { };
/**
* ignored
*/
exports.noSmooth = function () { };
/**
* ignored
*/
exports.settings = function () { };
/**
* ignored
*/
exports.colorMode = function () { };
/**
* ignored
*/
exports.imageMode = function () { };
/**
* ignored
*/
exports.strokeWeight = function () { };
/**
* ignored
*/
exports.tint = function () { };
/**
* ignored
*/
exports.noTint = function () { };
/**
* exit the script after the current Loop().
*/
exports.exit = function () {
Stop();
};
/**
* By default, p5.js loops through draw() continuously, executing the code
* within it. However, the draw() loop may be stopped by calling noLoop().
* In that case, the draw() loop can be resumed with loop().
*
* Avoid calling loop() from inside setup().
*
* @method loop
* @example
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* loop();
* }
*
* function mouseReleased() {
* noLoop();
* }
*/
exports.loop = function () {
_loop = true;
};
/**
* Stops p5.js from continuously executing the code within draw().
* If loop() is called, the code in draw() begins to run continuously again.
* If using noLoop() in setup(), it should be the last line inside the block.
* <br><br>
* When noLoop() is used, it's not possible to manipulate or access the
* screen inside event handling functions such as mousePressed() or
* keyPressed(). Instead, use those functions to call redraw() or loop(),
* which will run draw(), which can update the screen properly. This means
* that when noLoop() has been called, no drawing can happen, and functions
* like saveFrame() or loadPixels() may not be used.
* <br><br>
* Note that if the sketch is resized, redraw() will be called to update
* the sketch, even after noLoop() has been specified. Otherwise, the sketch
* would enter an odd state until loop() was called.
*
* @method noLoop
* @example
* function setup() {
* createCanvas(100, 100);
* background(200);
* noLoop();
* }
*
* function draw() {
* line(10, 10, 90, 90);
* }
*
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* noLoop();
* }
*
* function mouseReleased() {
* loop();
* }
*/
exports.noLoop = function () {
_loop = false;
};
/**
*
* Executes the code within draw() one time. This functions allows the
* program to update the display window only when necessary, for example
* when an event registered by mousePressed() or keyPressed() occurs.
* <br><br>
* In structuring a program, it only makes sense to call redraw() within
* events such as mousePressed(). This is because redraw() does not run
* draw() immediately (it only sets a flag that indicates an update is
* needed).
* <br><br>
* The redraw() function does not work properly when called inside draw().
* To enable/disable animations, use loop() and noLoop().
* <br><br>
* In addition you can set the number of redraws per method call. Just
* add an integer as single parameter for the number of redraws.
*
* @method redraw
* @param {Integer} [n] Redraw for n-times. The default value is 1.
* @example
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* x += 1;
* redraw();
* }
*
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x += 1;
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* redraw(5);
* }
*/
exports.redraw = function () {
draw();
frameCount++;
};
/**
* Returns the pixel density of the current display the sketch is running on (always 1 for DOjS).
*
* @method displayDensity
* @returns {Number} current pixel density of the display
* @example
* function setup() {
* let density = displayDensity();
* pixelDensity(density);
* createCanvas(100, 100);
* background(200);
* ellipse(width / 2, height / 2, 50, 50);
* }
*/
exports.displayDensity = function () {
return 1;
};
exports.cursor = function () {
MouseShowCursor(true);
};
/**
* Hides the cursor from view.
*
* @method noCursor
* @example
* function setup() {
* noCursor();
* }
*
* function draw() {
* background(200);
* ellipse(mouseX, mouseY, 10, 10);
* }
*/
exports.noCursor = function () {
MouseShowCursor(false);
};
exports.delay = function (ms) {
Sleep(ms);
};
exports.printArray = function (what) {
for (var i = 0; i < what.length; i++) {
Println("[" + i + "] " + what[i]);
}
};
exports.saveStrings = function (fname, data) {
var f = new File();
data.forEach(function (d) {
f.WriteLine(d);
});
f.Close();
};
exports.saveBytes = function (fname, data) {
var f = new File();
data.forEach(function (d) {
f.WriteByte(d);
});
f.Close();
};
exports.loadStrings = function (fname) {
try {
var ret = [];
var f = new File(fname);
var l = f.ReadLine();
while (l != null) {
ret.push(l);
l = f.ReadLine();
}
f.Close();
return ret;
} catch (e) {
Println(e);
return null;
}
};
exports.loadBytes = function (fname) {
try {
var ret = [];
var f = new File(fname);
var ch = g.ReadByte();
while (ch != null) {
ret.push(ch);
ch = f.ReadByte();
}
f.Close();
return ret;
} catch (e) {
Println(e);
return null;
}
};
// exports. = function () {
// };