Standardize on camelCase in Display
This commit is contained in:
committed by
Lauri Kasanen
parent
b837bd6f59
commit
69b945fc87
@@ -18,14 +18,14 @@ export default class Display {
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this._flushing = false;
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// the full frame buffer (logical canvas) size
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this._fb_width = 0;
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this._fb_height = 0;
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this._fbWidth = 0;
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this._fbHeight = 0;
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this._prevDrawStyle = "";
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this._tile = null;
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this._tile16x16 = null;
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this._tile_x = 0;
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this._tile_y = 0;
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this._tileX = 0;
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this._tileY = 0;
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Log.Debug(">> Display.constructor");
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@@ -94,11 +94,11 @@ export default class Display {
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}
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get width() {
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return this._fb_width;
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return this._fbWidth;
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}
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get height() {
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return this._fb_height;
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return this._fbHeight;
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}
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// ===== PUBLIC METHODS =====
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@@ -121,15 +121,15 @@ export default class Display {
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if (deltaX < 0 && vp.x + deltaX < 0) {
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deltaX = -vp.x;
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}
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if (vx2 + deltaX >= this._fb_width) {
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deltaX -= vx2 + deltaX - this._fb_width + 1;
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if (vx2 + deltaX >= this._fbWidth) {
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deltaX -= vx2 + deltaX - this._fbWidth + 1;
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}
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if (vp.y + deltaY < 0) {
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deltaY = -vp.y;
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}
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if (vy2 + deltaY >= this._fb_height) {
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deltaY -= (vy2 + deltaY - this._fb_height + 1);
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if (vy2 + deltaY >= this._fbHeight) {
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deltaY -= (vy2 + deltaY - this._fbHeight + 1);
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}
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if (deltaX === 0 && deltaY === 0) {
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@@ -152,18 +152,18 @@ export default class Display {
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typeof(height) === "undefined") {
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Log.Debug("Setting viewport to full display region");
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width = this._fb_width;
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height = this._fb_height;
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width = this._fbWidth;
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height = this._fbHeight;
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}
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width = Math.floor(width);
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height = Math.floor(height);
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if (width > this._fb_width) {
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width = this._fb_width;
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if (width > this._fbWidth) {
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width = this._fbWidth;
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}
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if (height > this._fb_height) {
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height = this._fb_height;
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if (height > this._fbHeight) {
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height = this._fbHeight;
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}
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const vp = this._viewportLoc;
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@@ -203,8 +203,8 @@ export default class Display {
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resize(width, height) {
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this._prevDrawStyle = "";
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this._fb_width = width;
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this._fb_height = height;
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this._fbWidth = width;
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this._fbHeight = height;
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const canvas = this._backbuffer;
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if (canvas.width !== width || canvas.height !== height) {
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@@ -252,9 +252,9 @@ export default class Display {
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// Update the visible canvas with the contents of the
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// rendering canvas
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flip(from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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this._renderQ_push({
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flip(fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'flip'
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});
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} else {
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@@ -310,9 +310,9 @@ export default class Display {
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}
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}
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fillRect(x, y, width, height, color, from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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this._renderQ_push({
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fillRect(x, y, width, height, color, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'fill',
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'x': x,
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'y': y,
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@@ -327,14 +327,14 @@ export default class Display {
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}
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}
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copyImage(old_x, old_y, new_x, new_y, w, h, from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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this._renderQ_push({
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copyImage(oldX, oldY, newX, newY, w, h, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'copy',
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'old_x': old_x,
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'old_y': old_y,
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'x': new_x,
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'y': new_y,
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'oldX': oldX,
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'oldY': oldY,
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'x': newX,
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'y': newY,
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'width': w,
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'height': h,
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});
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@@ -352,9 +352,9 @@ export default class Display {
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this._drawCtx.imageSmoothingEnabled = false;
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this._drawCtx.drawImage(this._backbuffer,
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old_x, old_y, w, h,
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new_x, new_y, w, h);
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this._damage(new_x, new_y, w, h);
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oldX, oldY, w, h,
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newX, newY, w, h);
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this._damage(newX, newY, w, h);
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}
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}
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@@ -367,7 +367,7 @@ export default class Display {
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const img = new Image();
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img.src = "data: " + mime + ";base64," + Base64.encode(arr);
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this._renderQ_push({
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this._renderQPush({
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'type': 'img',
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'img': img,
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'x': x,
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@@ -379,8 +379,8 @@ export default class Display {
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// start updating a tile
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startTile(x, y, width, height, color) {
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this._tile_x = x;
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this._tile_y = y;
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this._tileX = x;
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this._tileY = y;
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if (width === 16 && height === 16) {
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this._tile = this._tile16x16;
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} else {
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@@ -423,21 +423,21 @@ export default class Display {
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// draw the current tile to the screen
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finishTile() {
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this._drawCtx.putImageData(this._tile, this._tile_x, this._tile_y);
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this._damage(this._tile_x, this._tile_y,
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this._drawCtx.putImageData(this._tile, this._tileX, this._tileY);
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this._damage(this._tileX, this._tileY,
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this._tile.width, this._tile.height);
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}
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blitImage(x, y, width, height, arr, offset, from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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blitImage(x, y, width, height, arr, offset, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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// NB(directxman12): it's technically more performant here to use preallocated arrays,
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// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
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// this probably isn't getting called *nearly* as much
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const new_arr = new Uint8Array(width * height * 4);
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new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
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this._renderQ_push({
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const newArr = new Uint8Array(width * height * 4);
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newArr.set(new Uint8Array(arr.buffer, 0, newArr.length));
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this._renderQPush({
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'type': 'blit',
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'data': new_arr,
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'data': newArr,
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'x': x,
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'y': y,
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'width': width,
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@@ -448,16 +448,16 @@ export default class Display {
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}
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}
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blitRgbImage(x, y, width, height, arr, offset, from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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blitRgbImage(x, y, width, height, arr, offset, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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// NB(directxman12): it's technically more performant here to use preallocated arrays,
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// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
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// this probably isn't getting called *nearly* as much
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const new_arr = new Uint8Array(width * height * 3);
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new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
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this._renderQ_push({
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const newArr = new Uint8Array(width * height * 3);
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newArr.set(new Uint8Array(arr.buffer, 0, newArr.length));
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this._renderQPush({
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'type': 'blitRgb',
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'data': new_arr,
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'data': newArr,
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'x': x,
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'y': y,
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'width': width,
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@@ -468,16 +468,16 @@ export default class Display {
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}
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}
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blitRgbxImage(x, y, width, height, arr, offset, from_queue) {
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if (this._renderQ.length !== 0 && !from_queue) {
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blitRgbxImage(x, y, width, height, arr, offset, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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// NB(directxman12): it's technically more performant here to use preallocated arrays,
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// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
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// this probably isn't getting called *nearly* as much
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const new_arr = new Uint8Array(width * height * 4);
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new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
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this._renderQ_push({
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const newArr = new Uint8Array(width * height * 4);
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newArr.set(new Uint8Array(arr.buffer, 0, newArr.length));
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this._renderQPush({
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'type': 'blitRgbx',
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'data': new_arr,
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'data': newArr,
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'x': x,
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'y': y,
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'width': width,
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@@ -586,23 +586,23 @@ export default class Display {
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this._damage(x, y, img.width, img.height);
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}
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_renderQ_push(action) {
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_renderQPush(action) {
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this._renderQ.push(action);
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if (this._renderQ.length === 1) {
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// If this can be rendered immediately it will be, otherwise
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// the scanner will wait for the relevant event
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this._scan_renderQ();
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this._scanRenderQ();
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}
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}
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_resume_renderQ() {
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_resumeRenderQ() {
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// "this" is the object that is ready, not the
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// display object
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this.removeEventListener('load', this._noVNC_display._resume_renderQ);
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this._noVNC_display._scan_renderQ();
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this.removeEventListener('load', this._noVNCDisplay._resumeRenderQ);
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this._noVNCDisplay._scanRenderQ();
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}
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_scan_renderQ() {
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_scanRenderQ() {
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let ready = true;
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while (ready && this._renderQ.length > 0) {
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const a = this._renderQ[0];
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@@ -611,7 +611,7 @@ export default class Display {
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this.flip(true);
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break;
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case 'copy':
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this.copyImage(a.old_x, a.old_y, a.x, a.y, a.width, a.height, true);
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this.copyImage(a.oldX, a.oldY, a.x, a.y, a.width, a.height, true);
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break;
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case 'fill':
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this.fillRect(a.x, a.y, a.width, a.height, a.color, true);
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@@ -630,8 +630,8 @@ export default class Display {
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if (a.img.complete && (a.img.width !== 0) && (a.img.height !== 0)) {
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this.drawImage(a.img, a.x, a.y, a.w, a.h);
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} else {
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a.img._noVNC_display = this;
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a.img.addEventListener('load', this._resume_renderQ);
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a.img._noVNCDisplay = this;
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a.img.addEventListener('load', this._resumeRenderQ);
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// We need to wait for this image to 'load'
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// to keep things in-order
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ready = false;
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