Standardize on camelCase in Display

This commit is contained in:
Samuel Mannehed
2020-05-31 22:57:45 +02:00
committed by Lauri Kasanen
parent b837bd6f59
commit 69b945fc87
2 changed files with 111 additions and 111 deletions

View File

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