Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.
* @example
* // listen to double clicking (and double tapping) events
* mouseObserver.signals.doubleClicked.add( function(){ ... } );
*
* @example
* // listen to hovering events
* mouseObserver.signals.hovered.add( function(){ ... } );
*/
class MouseObserver {
signals: MouseSignals = {
moved: new Signal(),
scrolled: new Signal(),
dragged: new Signal(),
dropped: new Signal(),
clicked: new Signal(),
hovered: new Signal(),
doubleClicked: new Signal()
}
hoverTimeout: number
handleScroll:boolean
doubleClickSpeed: number
viewer: Viewer
mouse: MouseObserver
controls: MouseControls
position = new Vector2() // Position on page
prevPosition = new Vector2() // Previous position on page
down = new Vector2() // Position on page when clicked
canvasPosition = new Vector2() // Position on dom element
prevClickCP = new Vector2()
representationRemoved: Signal // when a representation is removed
visibilityChanged: Signal // on matrix change
matrixChanged: Signal // on visibility change
statusChanged: Signal // on status change
nameChanged: Signal // on name change
disposed: Signal // on dispose
}
/**
* Base class for components
*/
abstract class Component {
signals: ComponentSignals = {
representationAdded: new Signal(),
representationRemoved: new Signal(),
visibilityChanged: new Signal(),
matrixChanged: new Signal(),
statusChanged: new Signal(),
nameChanged: new Signal(),
disposed: new Signal()
}
parameters: ComponentParameters
get defaultParameters () { return ComponentDefaultParameters }
uuid: string
status: string
stage: Stage
viewer: Viewer
reprList: RepresentationElement[] = []
annotationList: Annotation[] = []
* // listen to double clicking (and double tapping) events
* mouseObserver.signals.doubleClicked.add( function(){ ... } );
*
* @example
* // listen to hovering events
* mouseObserver.signals.hovered.add( function(){ ... } );
*/
class MouseObserver {
signals: MouseSignals = {
moved: new Signal(),
scrolled: new Signal(),
dragged: new Signal(),
dropped: new Signal(),
clicked: new Signal(),
hovered: new Signal(),
doubleClicked: new Signal()
}
hoverTimeout: number
handleScroll:boolean
doubleClickSpeed: number
viewer: Viewer
mouse: MouseObserver
controls: MouseControls
position = new Vector2() // Position on page
prevPosition = new Vector2() // Previous position on page
down = new Vector2() // Position on page when clicked
canvasPosition = new Vector2() // Position on dom element
prevClickCP = new Vector2()
matrixChanged: Signal // on visibility change
statusChanged: Signal // on status change
nameChanged: Signal // on name change
disposed: Signal // on dispose
}
/**
* Base class for components
*/
abstract class Component {
signals: ComponentSignals = {
representationAdded: new Signal(),
representationRemoved: new Signal(),
visibilityChanged: new Signal(),
matrixChanged: new Signal(),
statusChanged: new Signal(),
nameChanged: new Signal(),
disposed: new Signal()
}
parameters: ComponentParameters
get defaultParameters () { return ComponentDefaultParameters }
uuid: string
status: string
stage: Stage
viewer: Viewer
reprList: RepresentationElement[] = []
annotationList: Annotation[] = []
matrix = new Matrix4()
constructor (stage: Stage, readonly trajectory: Trajectory, params: Partial = {}) {
super(stage, Object.assign({ name: trajectory.name }, params))
this.signals = Object.assign(this.signals, {
frameChanged: new Signal(),
playerChanged: new Signal(),
countChanged: new Signal(),
parametersChanged: new Signal()
})
// signals
trajectory.signals.frameChanged.add((i: number) => {
this.signals.frameChanged.dispatch(i)
})
trajectory.signals.playerChanged.add((player: TrajectoryPlayer) => {
this.signals.playerChanged.dispatch(player)
})
trajectory.signals.countChanged.add((n: number) => {
constructor (stage: Stage, readonly trajectory: Trajectory, params: Partial = {}) {
super(stage, Object.assign({ name: trajectory.name }, params))
this.signals = Object.assign(this.signals, {
frameChanged: new Signal(),
playerChanged: new Signal(),
countChanged: new Signal(),
parametersChanged: new Signal()
})
// signals
trajectory.signals.frameChanged.add((i: number) => {
this.signals.frameChanged.dispatch(i)
})
trajectory.signals.playerChanged.add((player: TrajectoryPlayer) => {
this.signals.playerChanged.dispatch(player)
})
trajectory.signals.countChanged.add((n: number) => {
this.signals.countChanged.dispatch(n)
})
function Route(pattern, callback, priority, router){
var isRegexPattern = isRegExp(pattern);
this._router = router;
this._pattern = pattern;
this._paramsIds = isRegexPattern? null : patternLexer.getParamIds(this._pattern);
this._optionalParamsIds = isRegexPattern? null : patternLexer.getOptionalParamsIds(this._pattern);
this._matchRegexp = isRegexPattern? pattern : patternLexer.compilePattern(pattern);
this.matched = new signals.Signal();
if(callback) this.matched.add(callback);
this._priority = priority || 0;
}
function Crossroads(){
this._routes = [];
this.bypassed = new signals.Signal();
this.routed = new signals.Signal();
}
function Crossroads(){
this._routes = [];
this.bypassed = new signals.Signal();
this.routed = new signals.Signal();
}
var GitTask = function() {
var self = this;
this._completed = false;
this._started = false;
this.onDone = new signals.Signal();
this.onFail = new signals.Signal();
this.onStarted = new signals.Signal();
this.always = function(callback) {
if (self._completed) callback(self.error, self.result);
else {
self.onDone.add(callback.bind(null, null));
self.onFail.add(callback);
}
return self;
}
this.done = function(callback) {
if (self._completed) {
if (!self.error) callback(self.result);
}
else self.onDone.add(callback);
return self;
}
this.fail = function(callback) {