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deps.js
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deps.js
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/**
* ChesterGL - Simple 2D WebGL demo/library
*
* Copyright (c) 2010-2011 Rolando Abarca
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/**
* @fileoverview Externs for ChesterGL
*
* @see https://github.com/funkaster/ChesterGL
* @externs
*/
// external - request animation frame for different browsers and window.WebGLDebugUtils
/**
* @namespace
*/
var WebGLDebugUtils;
/**
* Stats.js
* @constructor
*/
var Stats = function () {};
/**
* runScript
*/
var runScript = function () {};
/**
* @type {number}
*/
var innerWidth;
/**
* @type {number}
*/
var innerHeight;
/**
* @param {number} w
* @param {number} h
* @constructor
* @extends {HTMLElement}
*/
var ChesterCanvas = function (w,h) {};
/**
* @param {function(Object)} callback
*/
var _touchBeganListeners = function (callback) {};
/**
* @param {function(Object)} callback
*/
var _touchMovedListeners = function (callback) {};
/**
* @param {function(Object)} callback
*/
var _touchEndedListeners = function (callback) {};
// these are native implementations of the goog.vec.mat4 functions
/**
* @param {goog.vec.Mat4.AnyType} mat0
* @param {goog.vec.Mat4.AnyType} mat1
* @param {goog.vec.Mat4.AnyType=} out
* @return {goog.vec.Mat4.AnyType}
*/
var _mat4mul = function (mat0, mat1, out) {};
/**
* @param {goog.vec.Mat4.AnyType} mat
* @param {goog.vec.Vec3.AnyType} vec
* @param {goog.vec.Vec3.AnyType=} out
* @return {goog.vec.Vec3.AnyType}
*/
var _mat4mulvec3 = function (mat, vec, out) {};
/**
* @param {goog.vec.Mat4.AnyType} mat
* @param {number} x
* @param {number} y
* @param {number} z
* @return {goog.vec.Mat4.AnyType}
*/
var _mat4translate = function (mat, x, y, z) {};
/**
* @param {goog.vec.Mat4.AnyType} mat
* @param {number} angle
* @param {number} x
* @param {number} y
* @param {number} z
* @return {goog.vec.Mat4.AnyType}
*/
var _mat4rotate = function (mat, angle, x, y, z) {};
/**
* @param {goog.vec.Mat4.AnyType} mat
* @param {number} x
* @param {number} y
* @param {number} z
* @return {goog.vec.Mat4.AnyType}
*/
var _mat4scale = function (mat, x, y, z) {};
/**
* @param {WebGLRenderingContext} ctx
* @param {function(Object, string, Object)=} callback
* @return {WebGLRenderingContext}
*/
WebGLDebugUtils.makeDebugContext = function (ctx, callback) {};
/**
* @param {number} err
* @return {string}
*/
WebGLDebugUtils.glEnumToString = function (err) {};