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function View(name, options) { var opts = options || {}; this.defaultEngine = opts.defaultEngine; this.ext = extname(name); this.name = name; this.root = opts.root; if (!this.ext && !this.defaultEngine) { throw new Error('No default engine was specified and no extension was provided.'); } var fileName = name; if (!this.ext) { // get extension from default engine name this.ext = this.defaultEngine[0] !== '.' ? '.' + this.defaultEngine : this.defaultEngine; fileName += this.ext; } if (!opts.engines[this.ext]) { // load engine var mod = this.ext.slice(1) debug('require "%s"', mod) // default engine export var fn = require(mod).__express if (typeof fn !== 'function') { throw new Error('Module "' + mod + '" does not provide a view engine.') } opts.engines[this.ext] = fn } // store loaded engine this.engine = opts.engines[this.ext]; // lookup path this.path = this.lookup(fileName); }
Initialize a new `View` with the given `name`. Options: - `defaultEngine` the default template engine name - `engines` template engine require() cache - `root` root path for view lookup @param {string} name @param {object} options @public
View
javascript
expressjs/express
lib/view.js
https://github.com/expressjs/express/blob/master/lib/view.js
MIT
function tryStat(path) { debug('stat "%s"', path); try { return fs.statSync(path); } catch (e) { return undefined; } }
Return a stat, maybe. @param {string} path @return {fs.Stats} @private
tryStat
javascript
expressjs/express
lib/view.js
https://github.com/expressjs/express/blob/master/lib/view.js
MIT
function getExpectedClientAddress(server) { return server.address().address === '::' ? '::ffff:127.0.0.1' : '127.0.0.1'; }
Get the local client address depending on AF_NET of server
getExpectedClientAddress
javascript
expressjs/express
test/req.ip.js
https://github.com/expressjs/express/blob/master/test/req.ip.js
MIT
function shouldHaveBody (buf) { return function (res) { var body = !Buffer.isBuffer(res.body) ? Buffer.from(res.text) : res.body assert.ok(body, 'response has body') assert.strictEqual(body.toString('hex'), buf.toString('hex')) } }
Assert that a supertest response has a specific body. @param {Buffer} buf @returns {function}
shouldHaveBody
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
function shouldHaveHeader (header) { return function (res) { assert.ok((header.toLowerCase() in res.headers), 'should have header ' + header) } }
Assert that a supertest response does have a header. @param {string} header Header name to check @returns {function}
shouldHaveHeader
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
function shouldNotHaveBody () { return function (res) { assert.ok(res.text === '' || res.text === undefined) } }
Assert that a supertest response does not have a body. @returns {function}
shouldNotHaveBody
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
function shouldNotHaveHeader(header) { return function (res) { assert.ok(!(header.toLowerCase() in res.headers), 'should not have header ' + header); }; }
Assert that a supertest response does not have a header. @param {string} header Header name to check @returns {function}
shouldNotHaveHeader
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
function getMajorVersion(versionString) { return versionString.split('.')[0]; }
Assert that a supertest response does not have a header. @param {string} header Header name to check @returns {function}
getMajorVersion
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
function shouldSkipQuery(versionString) { // Skipping HTTP QUERY tests below Node 22, QUERY wasn't fully supported by Node until 22 // we could update this implementation to run on supported versions of 21 once they exist // upstream tracking https://github.com/nodejs/node/issues/51562 // express tracking issue: https://github.com/expressjs/express/issues/5615 return Number(getMajorVersion(versionString)) < 22 }
Assert that a supertest response does not have a header. @param {string} header Header name to check @returns {function}
shouldSkipQuery
javascript
expressjs/express
test/support/utils.js
https://github.com/expressjs/express/blob/master/test/support/utils.js
MIT
unlock = function(e) { // Create a pool of unlocked HTML5 Audio objects that can // be used for playing sounds without user interaction. HTML5 // Audio objects must be individually unlocked, as opposed // to the WebAudio API which only needs a single activation. // This must occur before WebAudio setup or the source.onended // event will not fire. while (self._html5AudioPool.length < self.html5PoolSize) { try { var audioNode = new Audio(); // Mark this Audio object as unlocked to ensure it can get returned // to the unlocked pool when released. audioNode._unlocked = true; // Add the audio node to the pool. self._releaseHtml5Audio(audioNode); } catch (e) { self.noAudio = true; break; } } // Loop through any assigned audio nodes and unlock them. for (var i=0; i<self._howls.length; i++) { if (!self._howls[i]._webAudio) { // Get all of the sounds in this Howl group. var ids = self._howls[i]._getSoundIds(); // Loop through all sounds and unlock the audio nodes. for (var j=0; j<ids.length; j++) { var sound = self._howls[i]._soundById(ids[j]); if (sound && sound._node && !sound._node._unlocked) { sound._node._unlocked = true; sound._node.load(); } } } } // Fix Android can not play in suspend state. self._autoResume(); // Create an empty buffer. var source = self.ctx.createBufferSource(); source.buffer = self._scratchBuffer; source.connect(self.ctx.destination); // Play the empty buffer. if (typeof source.start === 'undefined') { source.noteOn(0); } else { source.start(0); } // Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55. if (typeof self.ctx.resume === 'function') { self.ctx.resume(); } // Setup a timeout to check that we are unlocked on the next event loop. source.onended = function() { source.disconnect(0); // Update the unlocked state and prevent this check from happening again. self._audioUnlocked = true; // Remove the touch start listener. document.removeEventListener('touchstart', unlock, true); document.removeEventListener('touchend', unlock, true); document.removeEventListener('click', unlock, true); document.removeEventListener('keydown', unlock, true); // Let all sounds know that audio has been unlocked. for (var i=0; i<self._howls.length; i++) { self._howls[i]._emit('unlock'); } }; }
Some browsers/devices will only allow audio to be played after a user interaction. Attempt to automatically unlock audio on the first user interaction. Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ @return {Howler}
unlock
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
handleSuspension = function() { self.state = 'suspended'; if (self._resumeAfterSuspend) { delete self._resumeAfterSuspend; self._autoResume(); } }
Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds. This saves processing/energy and fixes various browser-specific bugs with audio getting stuck. @return {Howler}
handleSuspension
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
Howl = function(o) { var self = this; // Throw an error if no source is provided. if (!o.src || o.src.length === 0) { console.error('An array of source files must be passed with any new Howl.'); return; } self.init(o); }
Create an audio group controller. @param {Object} o Passed in properties for this group.
Howl
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
setParams = function() { sound._paused = false; sound._seek = seek; sound._start = start; sound._stop = stop; sound._loop = !!(sound._loop || self._sprite[sprite][2]); }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
setParams
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
playWebAudio = function() { self._playLock = false; setParams(); self._refreshBuffer(sound); // Setup the playback params. var vol = (sound._muted || self._muted) ? 0 : sound._volume; node.gain.setValueAtTime(vol, Howler.ctx.currentTime); sound._playStart = Howler.ctx.currentTime; // Play the sound using the supported method. if (typeof node.bufferSource.start === 'undefined') { sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); } else { sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); } // Start a new timer if none is present. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!internal) { setTimeout(function() { self._emit('play', sound._id); self._loadQueue(); }, 0); } }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
playWebAudio
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
playHtml5 = function() { node.currentTime = seek; node.muted = sound._muted || self._muted || Howler._muted || node.muted; node.volume = sound._volume * Howler.volume(); node.playbackRate = sound._rate; // Some browsers will throw an error if this is called without user interaction. try { var play = node.play(); // Support older browsers that don't support promises, and thus don't have this issue. if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). self._playLock = true; // Set param values immediately. setParams(); // Releases the lock and executes queued actions. play .then(function() { self._playLock = false; node._unlocked = true; if (!internal) { self._emit('play', sound._id); } else { self._loadQueue(); } }) .catch(function() { self._playLock = false; self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); // Reset the ended and paused values. sound._ended = true; sound._paused = true; }); } else if (!internal) { self._playLock = false; setParams(); self._emit('play', sound._id); } // Setting rate before playing won't work in IE, so we set it again here. node.playbackRate = sound._rate; // If the node is still paused, then we can assume there was a playback issue. if (node.paused) { self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); return; } // Setup the end timer on sprites or listen for the ended event. if (sprite !== '__default' || sound._loop) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } else { self._endTimers[sound._id] = function() { // Fire ended on this audio node. self._ended(sound); // Clear this listener. node.removeEventListener('ended', self._endTimers[sound._id], false); }; node.addEventListener('ended', self._endTimers[sound._id], false); } } catch (err) { self._emit('playerror', sound._id, err); } }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
playHtml5
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
listener = function() { self._state = 'loaded'; // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(Howler._canPlayEvent, listener, false); }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
listener
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
seekAndEmit = function() { // Restart the playback if the sound was playing. if (playing) { self.play(id, true); } self._emit('seek', id); }
Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments. seek() -> Returns the first sound node's current seek position. seek(id) -> Returns the sound id's current seek position. seek(seek) -> Sets the seek position of the first sound node. seek(seek, id) -> Sets the seek position of passed sound id. @return {Howl/Number} Returns self or the current seek position.
seekAndEmit
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
emitSeek = function() { if (!self._playLock) { seekAndEmit(); } else { setTimeout(emitSeek, 0); } }
Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments. seek() -> Returns the first sound node's current seek position. seek(id) -> Returns the sound id's current seek position. seek(seek) -> Sets the seek position of the first sound node. seek(seek, id) -> Sets the seek position of passed sound id. @return {Howl/Number} Returns self or the current seek position.
emitSeek
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
Sound = function(howl) { this._parent = howl; this.init(); }
Setup the sound object, which each node attached to a Howl group is contained in. @param {Object} howl The Howl parent group.
Sound
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
loadBuffer = function(self) { var url = self._src; // Check if the buffer has already been cached and use it instead. if (cache[url]) { // Set the duration from the cache. self._duration = cache[url].duration; // Load the sound into this Howl. loadSound(self); return; } if (/^data:[^;]+;base64,/.test(url)) { // Decode the base64 data URI without XHR, since some browsers don't support it. var data = atob(url.split(',')[1]); var dataView = new Uint8Array(data.length); for (var i=0; i<data.length; ++i) { dataView[i] = data.charCodeAt(i); } decodeAudioData(dataView.buffer, self); } else { // Load the buffer from the URL. var xhr = new XMLHttpRequest(); xhr.open(self._xhr.method, url, true); xhr.withCredentials = self._xhr.withCredentials; xhr.responseType = 'arraybuffer'; // Apply any custom headers to the request. if (self._xhr.headers) { Object.keys(self._xhr.headers).forEach(function(key) { xhr.setRequestHeader(key, self._xhr.headers[key]); }); } xhr.onload = function() { // Make sure we get a successful response back. var code = (xhr.status + '')[0]; if (code !== '0' && code !== '2' && code !== '3') { self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.'); return; } decodeAudioData(xhr.response, self); }; xhr.onerror = function() { // If there is an error, switch to HTML5 Audio. if (self._webAudio) { self._html5 = true; self._webAudio = false; self._sounds = []; delete cache[url]; self.load(); } }; safeXhrSend(xhr); } }
Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API). @param {Howl} self
loadBuffer
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
safeXhrSend = function(xhr) { try { xhr.send(); } catch (e) { xhr.onerror(); } }
Send the XHR request wrapped in a try/catch. @param {Object} xhr XHR to send.
safeXhrSend
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
decodeAudioData = function(arraybuffer, self) { // Fire a load error if something broke. var error = function() { self._emit('loaderror', null, 'Decoding audio data failed.'); }; // Load the sound on success. var success = function(buffer) { if (buffer && self._sounds.length > 0) { cache[self._src] = buffer; loadSound(self, buffer); } else { error(); } }; // Decode the buffer into an audio source. if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); } else { Howler.ctx.decodeAudioData(arraybuffer, success, error); } }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
decodeAudioData
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
error = function() { self._emit('loaderror', null, 'Decoding audio data failed.'); }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
error
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
success = function(buffer) { if (buffer && self._sounds.length > 0) { cache[self._src] = buffer; loadSound(self, buffer); } else { error(); } }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
success
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
loadSound = function(self, buffer) { // Set the duration. if (buffer && !self._duration) { self._duration = buffer.duration; } // Setup a sprite if none is defined. if (Object.keys(self._sprite).length === 0) { self._sprite = {__default: [0, self._duration * 1000]}; } // Fire the loaded event. if (self._state !== 'loaded') { self._state = 'loaded'; self._emit('load'); self._loadQueue(); } }
Sound is now loaded, so finish setting everything up and fire the loaded event. @param {Howl} self @param {Object} buffer The decoded buffer sound source.
loadSound
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
setupAudioContext = function() { // If we have already detected that Web Audio isn't supported, don't run this step again. if (!Howler.usingWebAudio) { return; } // Check if we are using Web Audio and setup the AudioContext if we are. try { if (typeof AudioContext !== 'undefined') { Howler.ctx = new AudioContext(); } else if (typeof webkitAudioContext !== 'undefined') { Howler.ctx = new webkitAudioContext(); } else { Howler.usingWebAudio = false; } } catch(e) { Howler.usingWebAudio = false; } // If the audio context creation still failed, set using web audio to false. if (!Howler.ctx) { Howler.usingWebAudio = false; } // Check if a webview is being used on iOS8 or earlier (rather than the browser). // If it is, disable Web Audio as it causes crashing. var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); var version = appVersion ? parseInt(appVersion[1], 10) : null; if (iOS && version && version < 9) { var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); if (Howler._navigator && !safari) { Howler.usingWebAudio = false; } } // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). if (Howler.usingWebAudio) { Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime); Howler.masterGain.connect(Howler.ctx.destination); } // Re-run the setup on Howler. Howler._setup(); }
Setup the audio context when available, or switch to HTML5 Audio mode.
setupAudioContext
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
setupPanner = function(sound, type) { type = type || 'spatial'; // Create the new panner node. if (type === 'spatial') { sound._panner = Howler.ctx.createPanner(); sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle; sound._panner.coneOuterAngle = sound._pannerAttr.coneOuterAngle; sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain; sound._panner.distanceModel = sound._pannerAttr.distanceModel; sound._panner.maxDistance = sound._pannerAttr.maxDistance; sound._panner.refDistance = sound._pannerAttr.refDistance; sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor; sound._panner.panningModel = sound._pannerAttr.panningModel; if (typeof sound._panner.positionX !== 'undefined') { sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime); sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime); sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime); } else { sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]); } if (typeof sound._panner.orientationX !== 'undefined') { sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime); sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime); sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime); } else { sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]); } } else { sound._panner = Howler.ctx.createStereoPanner(); sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime); } sound._panner.connect(sound._node); // Update the connections. if (!sound._paused) { sound._parent.pause(sound._id, true).play(sound._id, true); } }
Create a new panner node and save it on the sound. @param {Sound} sound Specific sound to setup panning on. @param {String} type Type of panner to create: 'stereo' or 'spatial'.
setupPanner
javascript
goldfire/howler.js
dist/howler.js
https://github.com/goldfire/howler.js/blob/master/dist/howler.js
MIT
Camera = function(resolution) { this.width = canvas.width = window.innerWidth; this.height = canvas.height = window.innerHeight; this.resolution = resolution; this.spacing = this.width / resolution; this.focalLen = this.height / this.width; this.range = isMobile ? 9 : 18; this.lightRange = 9; this.scale = canvas.width / 1200; }
Camera that draws everything you see on the screen from the player's perspective. @param {Number} resolution Resolution to render at (higher has better quality, but lower performance).
Camera
javascript
goldfire/howler.js
examples/3d/js/camera.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/camera.js
MIT
Controls = function() { // Define our control key codes and states. this.codes = { // Arrows 37: 'left', 39: 'right', 38: 'front', 40: 'back', // WASD 65: 'left', 68: 'right', 87: 'front', 83: 'back', }; this.states = {left: false, right: false, front: false, back: false}; // Setup the DOM listeners. document.addEventListener('keydown', this.key.bind(this, true), false); document.addEventListener('keyup', this.key.bind(this, false), false); document.addEventListener('touchstart', this.touch.bind(this), false); document.addEventListener('touchmove', this.touch.bind(this), false); document.addEventListener('touchend', this.touchEnd.bind(this), false); }
Defines and handles the various controls.
Controls
javascript
goldfire/howler.js
examples/3d/js/controls.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/controls.js
MIT
Game = function() { this.lastTime = 0; // Setup our different game components. this.audio = new Sound(); this.player = new Player(10, 26, Math.PI * 1.9, 2.5); this.controls = new Controls(); this.map = new Map(25); this.camera = new Camera(isMobile ? 256 : 512); requestAnimationFrame(this.tick.bind(this)); }
Main game class that runs the tick and sets up all other components.
Game
javascript
goldfire/howler.js
examples/3d/js/game.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/game.js
MIT
Map = function(size) { this.size = size; this.grid = new Array(size * size); this.skybox = new Texture('./assets/skybox.jpg', 4096, 1024); this.wall = new Texture('./assets/wall.jpg', 1024, 1024); this.speaker = new Texture('./assets/speaker.jpg', 1024, 1024); this.light = 0; // Define the pre-defined map template on a 25x25 grid. this.grid = [1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1]; }
Generates the map and calculates the casting of arrays for the camera to display on screen. @param {Number} size Grid size of the map to use.
Map
javascript
goldfire/howler.js
examples/3d/js/map.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/map.js
MIT
Player = function(x, y, dir, speed) { this.x = x; this.y = y; this.dir = dir; this.speed = speed || 3; this.steps = 0; this.hand = new Texture('./assets/gun.png', 512, 360); // Update the position of the audio listener. Howler.pos(this.x, this.y, -0.5); // Update the direction and orientation. this.rotate(dir); }
The player from which we cast the rays. @param {Number} x Starting x-position. @param {Number} y Starting y-position. @param {Number} dir Direction they are facing in radians. @param {Number} speed Speed they walk at.
Player
javascript
goldfire/howler.js
examples/3d/js/player.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/player.js
MIT
Sound = function() { // Setup the shared Howl. this.sound = new Howl({ src: ['./assets/sprite.webm', './assets/sprite.mp3'], sprite: { lightning: [2000, 4147], rain: [8000, 9962, true], thunder: [19000, 13858], music: [34000, 31994, true] }, volume: 0 }); // Begin playing background sounds. this.rain(); this.thunder(); }
Setup and control all of the game's audio.
Sound
javascript
goldfire/howler.js
examples/3d/js/sound.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/sound.js
MIT
Texture = function(src, w, h) { this.image = new Image(); this.image.src = src; this.width = w; this.height = h; }
Load a texture and store its details. @param {String} src Image URL. @param {Number} w Image width. @param {Number} h Image height.
Texture
javascript
goldfire/howler.js
examples/3d/js/texture.js
https://github.com/goldfire/howler.js/blob/master/examples/3d/js/texture.js
MIT
Player = function(playlist) { this.playlist = playlist; this.index = 0; // Display the title of the first track. track.innerHTML = '1. ' + playlist[0].title; // Setup the playlist display. playlist.forEach(function(song) { var div = document.createElement('div'); div.className = 'list-song'; div.innerHTML = song.title; div.onclick = function() { player.skipTo(playlist.indexOf(song)); }; list.appendChild(div); }); }
Player class containing the state of our playlist and where we are in it. Includes all methods for playing, skipping, updating the display, etc. @param {Array} playlist Array of objects with playlist song details ({title, file, howl}).
Player
javascript
goldfire/howler.js
examples/player/player.js
https://github.com/goldfire/howler.js/blob/master/examples/player/player.js
MIT
move = function(event) { if (window.sliderDown) { var x = event.clientX || event.touches[0].clientX; var startX = window.innerWidth * 0.05; var layerX = x - startX; var per = Math.min(1, Math.max(0, layerX / parseFloat(barEmpty.scrollWidth))); player.volume(per); } }
Format the time from seconds to M:SS. @param {Number} secs Seconds to format. @return {String} Formatted time.
move
javascript
goldfire/howler.js
examples/player/player.js
https://github.com/goldfire/howler.js/blob/master/examples/player/player.js
MIT
resize = function() { var height = window.innerHeight * 0.3; var width = window.innerWidth; wave.height = height; wave.height_2 = height / 2; wave.MAX = wave.height_2 - 4; wave.width = width; wave.width_2 = width / 2; wave.width_4 = width / 4; wave.canvas.height = height; wave.canvas.width = width; wave.container.style.margin = -(height / 2) + 'px auto'; // Update the position of the slider. var sound = player.playlist[player.index].howl; if (sound) { var vol = sound.volume(); var barWidth = (vol * 0.9); sliderBtn.style.left = (window.innerWidth * barWidth + window.innerWidth * 0.05 - 25) + 'px'; } }
Format the time from seconds to M:SS. @param {Number} secs Seconds to format. @return {String} Formatted time.
resize
javascript
goldfire/howler.js
examples/player/player.js
https://github.com/goldfire/howler.js/blob/master/examples/player/player.js
MIT
Radio = function(stations) { var self = this; self.stations = stations; self.index = 0; // Setup the display for each station. for (var i=0; i<self.stations.length; i++) { window['title' + i].innerHTML = '<b>' + self.stations[i].freq + '</b> ' + self.stations[i].title; window['station' + i].addEventListener('click', function(index) { var isNotPlaying = (self.stations[index].howl && !self.stations[index].howl.playing()); // Stop other sounds or the current one. radio.stop(); // If the station isn't already playing or it doesn't exist, play it. if (isNotPlaying || !self.stations[index].howl) { radio.play(index); } }.bind(self, i)); } }
Radio class containing the state of our stations. Includes all methods for playing, stopping, etc. @param {Array} stations Array of objects with station details ({title, src, howl, ...}).
Radio
javascript
goldfire/howler.js
examples/radio/radio.js
https://github.com/goldfire/howler.js/blob/master/examples/radio/radio.js
MIT
Sprite = function(options) { var self = this; self.sounds = []; // Setup the options to define this sprite display. self._width = options.width; self._left = options.left; self._spriteMap = options.spriteMap; self._sprite = options.sprite; self.setupListeners(); // Create our audio sprite definition. self.sound = new Howl({ src: options.src, sprite: options.sprite }); // Setup a resize event and fire it to setup our sprite overlays. window.addEventListener('resize', function() { self.resize(); }, false); self.resize(); // Begin the progress step tick. requestAnimationFrame(self.step.bind(self)); }
Sprite class containing the state of our sprites to play and their progress. @param {Object} options Settings to pass into and setup the sound and visuals.
Sprite
javascript
goldfire/howler.js
examples/sprite/sprite.js
https://github.com/goldfire/howler.js/blob/master/examples/sprite/sprite.js
MIT
unlock = function(e) { // Create a pool of unlocked HTML5 Audio objects that can // be used for playing sounds without user interaction. HTML5 // Audio objects must be individually unlocked, as opposed // to the WebAudio API which only needs a single activation. // This must occur before WebAudio setup or the source.onended // event will not fire. while (self._html5AudioPool.length < self.html5PoolSize) { try { var audioNode = new Audio(); // Mark this Audio object as unlocked to ensure it can get returned // to the unlocked pool when released. audioNode._unlocked = true; // Add the audio node to the pool. self._releaseHtml5Audio(audioNode); } catch (e) { self.noAudio = true; break; } } // Loop through any assigned audio nodes and unlock them. for (var i=0; i<self._howls.length; i++) { if (!self._howls[i]._webAudio) { // Get all of the sounds in this Howl group. var ids = self._howls[i]._getSoundIds(); // Loop through all sounds and unlock the audio nodes. for (var j=0; j<ids.length; j++) { var sound = self._howls[i]._soundById(ids[j]); if (sound && sound._node && !sound._node._unlocked) { sound._node._unlocked = true; sound._node.load(); } } } } // Fix Android can not play in suspend state. self._autoResume(); // Create an empty buffer. var source = self.ctx.createBufferSource(); source.buffer = self._scratchBuffer; source.connect(self.ctx.destination); // Play the empty buffer. if (typeof source.start === 'undefined') { source.noteOn(0); } else { source.start(0); } // Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55. if (typeof self.ctx.resume === 'function') { self.ctx.resume(); } // Setup a timeout to check that we are unlocked on the next event loop. source.onended = function() { source.disconnect(0); // Update the unlocked state and prevent this check from happening again. self._audioUnlocked = true; // Remove the touch start listener. document.removeEventListener('touchstart', unlock, true); document.removeEventListener('touchend', unlock, true); document.removeEventListener('click', unlock, true); document.removeEventListener('keydown', unlock, true); // Let all sounds know that audio has been unlocked. for (var i=0; i<self._howls.length; i++) { self._howls[i]._emit('unlock'); } }; }
Some browsers/devices will only allow audio to be played after a user interaction. Attempt to automatically unlock audio on the first user interaction. Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ @return {Howler}
unlock
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
handleSuspension = function() { self.state = 'suspended'; if (self._resumeAfterSuspend) { delete self._resumeAfterSuspend; self._autoResume(); } }
Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds. This saves processing/energy and fixes various browser-specific bugs with audio getting stuck. @return {Howler}
handleSuspension
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
Howl = function(o) { var self = this; // Throw an error if no source is provided. if (!o.src || o.src.length === 0) { console.error('An array of source files must be passed with any new Howl.'); return; } self.init(o); }
Create an audio group controller. @param {Object} o Passed in properties for this group.
Howl
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
setParams = function() { sound._paused = false; sound._seek = seek; sound._start = start; sound._stop = stop; sound._loop = !!(sound._loop || self._sprite[sprite][2]); }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
setParams
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
playWebAudio = function() { self._playLock = false; setParams(); self._refreshBuffer(sound); // Setup the playback params. var vol = (sound._muted || self._muted) ? 0 : sound._volume; node.gain.setValueAtTime(vol, Howler.ctx.currentTime); sound._playStart = Howler.ctx.currentTime; // Play the sound using the supported method. if (typeof node.bufferSource.start === 'undefined') { sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); } else { sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); } // Start a new timer if none is present. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!internal) { setTimeout(function() { self._emit('play', sound._id); self._loadQueue(); }, 0); } }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
playWebAudio
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
playHtml5 = function() { node.currentTime = seek; node.muted = sound._muted || self._muted || Howler._muted || node.muted; node.volume = sound._volume * Howler.volume(); node.playbackRate = sound._rate; // Some browsers will throw an error if this is called without user interaction. try { var play = node.play(); // Support older browsers that don't support promises, and thus don't have this issue. if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). self._playLock = true; // Set param values immediately. setParams(); // Releases the lock and executes queued actions. play .then(function() { self._playLock = false; node._unlocked = true; if (!internal) { self._emit('play', sound._id); } else { self._loadQueue(); } }) .catch(function() { self._playLock = false; self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); // Reset the ended and paused values. sound._ended = true; sound._paused = true; }); } else if (!internal) { self._playLock = false; setParams(); self._emit('play', sound._id); } // Setting rate before playing won't work in IE, so we set it again here. node.playbackRate = sound._rate; // If the node is still paused, then we can assume there was a playback issue. if (node.paused) { self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); return; } // Setup the end timer on sprites or listen for the ended event. if (sprite !== '__default' || sound._loop) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } else { self._endTimers[sound._id] = function() { // Fire ended on this audio node. self._ended(sound); // Clear this listener. node.removeEventListener('ended', self._endTimers[sound._id], false); }; node.addEventListener('ended', self._endTimers[sound._id], false); } } catch (err) { self._emit('playerror', sound._id, err); } }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
playHtml5
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
listener = function() { self._state = 'loaded'; // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(Howler._canPlayEvent, listener, false); }
Play a sound or resume previous playback. @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. @param {Boolean} internal Internal Use: true prevents event firing. @return {Number} Sound ID.
listener
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
seekAndEmit = function() { // Restart the playback if the sound was playing. if (playing) { self.play(id, true); } self._emit('seek', id); }
Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments. seek() -> Returns the first sound node's current seek position. seek(id) -> Returns the sound id's current seek position. seek(seek) -> Sets the seek position of the first sound node. seek(seek, id) -> Sets the seek position of passed sound id. @return {Howl/Number} Returns self or the current seek position.
seekAndEmit
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
emitSeek = function() { if (!self._playLock) { seekAndEmit(); } else { setTimeout(emitSeek, 0); } }
Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments. seek() -> Returns the first sound node's current seek position. seek(id) -> Returns the sound id's current seek position. seek(seek) -> Sets the seek position of the first sound node. seek(seek, id) -> Sets the seek position of passed sound id. @return {Howl/Number} Returns self or the current seek position.
emitSeek
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
Sound = function(howl) { this._parent = howl; this.init(); }
Setup the sound object, which each node attached to a Howl group is contained in. @param {Object} howl The Howl parent group.
Sound
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
loadBuffer = function(self) { var url = self._src; // Check if the buffer has already been cached and use it instead. if (cache[url]) { // Set the duration from the cache. self._duration = cache[url].duration; // Load the sound into this Howl. loadSound(self); return; } if (/^data:[^;]+;base64,/.test(url)) { // Decode the base64 data URI without XHR, since some browsers don't support it. var data = atob(url.split(',')[1]); var dataView = new Uint8Array(data.length); for (var i=0; i<data.length; ++i) { dataView[i] = data.charCodeAt(i); } decodeAudioData(dataView.buffer, self); } else { // Load the buffer from the URL. var xhr = new XMLHttpRequest(); xhr.open(self._xhr.method, url, true); xhr.withCredentials = self._xhr.withCredentials; xhr.responseType = 'arraybuffer'; // Apply any custom headers to the request. if (self._xhr.headers) { Object.keys(self._xhr.headers).forEach(function(key) { xhr.setRequestHeader(key, self._xhr.headers[key]); }); } xhr.onload = function() { // Make sure we get a successful response back. var code = (xhr.status + '')[0]; if (code !== '0' && code !== '2' && code !== '3') { self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.'); return; } decodeAudioData(xhr.response, self); }; xhr.onerror = function() { // If there is an error, switch to HTML5 Audio. if (self._webAudio) { self._html5 = true; self._webAudio = false; self._sounds = []; delete cache[url]; self.load(); } }; safeXhrSend(xhr); } }
Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API). @param {Howl} self
loadBuffer
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
safeXhrSend = function(xhr) { try { xhr.send(); } catch (e) { xhr.onerror(); } }
Send the XHR request wrapped in a try/catch. @param {Object} xhr XHR to send.
safeXhrSend
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
decodeAudioData = function(arraybuffer, self) { // Fire a load error if something broke. var error = function() { self._emit('loaderror', null, 'Decoding audio data failed.'); }; // Load the sound on success. var success = function(buffer) { if (buffer && self._sounds.length > 0) { cache[self._src] = buffer; loadSound(self, buffer); } else { error(); } }; // Decode the buffer into an audio source. if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); } else { Howler.ctx.decodeAudioData(arraybuffer, success, error); } }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
decodeAudioData
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
error = function() { self._emit('loaderror', null, 'Decoding audio data failed.'); }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
error
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
success = function(buffer) { if (buffer && self._sounds.length > 0) { cache[self._src] = buffer; loadSound(self, buffer); } else { error(); } }
Decode audio data from an array buffer. @param {ArrayBuffer} arraybuffer The audio data. @param {Howl} self
success
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
loadSound = function(self, buffer) { // Set the duration. if (buffer && !self._duration) { self._duration = buffer.duration; } // Setup a sprite if none is defined. if (Object.keys(self._sprite).length === 0) { self._sprite = {__default: [0, self._duration * 1000]}; } // Fire the loaded event. if (self._state !== 'loaded') { self._state = 'loaded'; self._emit('load'); self._loadQueue(); } }
Sound is now loaded, so finish setting everything up and fire the loaded event. @param {Howl} self @param {Object} buffer The decoded buffer sound source.
loadSound
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
setupAudioContext = function() { // If we have already detected that Web Audio isn't supported, don't run this step again. if (!Howler.usingWebAudio) { return; } // Check if we are using Web Audio and setup the AudioContext if we are. try { if (typeof AudioContext !== 'undefined') { Howler.ctx = new AudioContext(); } else if (typeof webkitAudioContext !== 'undefined') { Howler.ctx = new webkitAudioContext(); } else { Howler.usingWebAudio = false; } } catch(e) { Howler.usingWebAudio = false; } // If the audio context creation still failed, set using web audio to false. if (!Howler.ctx) { Howler.usingWebAudio = false; } // Check if a webview is being used on iOS8 or earlier (rather than the browser). // If it is, disable Web Audio as it causes crashing. var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); var version = appVersion ? parseInt(appVersion[1], 10) : null; if (iOS && version && version < 9) { var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); if (Howler._navigator && !safari) { Howler.usingWebAudio = false; } } // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). if (Howler.usingWebAudio) { Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime); Howler.masterGain.connect(Howler.ctx.destination); } // Re-run the setup on Howler. Howler._setup(); }
Setup the audio context when available, or switch to HTML5 Audio mode.
setupAudioContext
javascript
goldfire/howler.js
src/howler.core.js
https://github.com/goldfire/howler.js/blob/master/src/howler.core.js
MIT
setupPanner = function(sound, type) { type = type || 'spatial'; // Create the new panner node. if (type === 'spatial') { sound._panner = Howler.ctx.createPanner(); sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle; sound._panner.coneOuterAngle = sound._pannerAttr.coneOuterAngle; sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain; sound._panner.distanceModel = sound._pannerAttr.distanceModel; sound._panner.maxDistance = sound._pannerAttr.maxDistance; sound._panner.refDistance = sound._pannerAttr.refDistance; sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor; sound._panner.panningModel = sound._pannerAttr.panningModel; if (typeof sound._panner.positionX !== 'undefined') { sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime); sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime); sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime); } else { sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]); } if (typeof sound._panner.orientationX !== 'undefined') { sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime); sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime); sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime); } else { sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]); } } else { sound._panner = Howler.ctx.createStereoPanner(); sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime); } sound._panner.connect(sound._node); // Update the connections. if (!sound._paused) { sound._parent.pause(sound._id, true).play(sound._id, true); } }
Create a new panner node and save it on the sound. @param {Sound} sound Specific sound to setup panning on. @param {String} type Type of panner to create: 'stereo' or 'spatial'.
setupPanner
javascript
goldfire/howler.js
src/plugins/howler.spatial.js
https://github.com/goldfire/howler.js/blob/master/src/plugins/howler.spatial.js
MIT
function innerState(cm, state) { return CodeMirror.innerMode(cm.getMode(), state).state; }
Array of tag names where an end tag is forbidden.
innerState
javascript
jbt/markdown-editor
codemirror/lib/util/closetag.js
https://github.com/jbt/markdown-editor/blob/master/codemirror/lib/util/closetag.js
ISC
function isWhitespace(s) { return s === ' ' || s === '\t' || s === '\r' || s === '\n' || s === ''; }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
isWhitespace
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function insertEmojicon(node, match, emojiName) { var emojiImg = document.createElement('img'); emojiImg.setAttribute('title', ':' + emojiName + ':'); emojiImg.setAttribute('alt', ':' + emojiName + ':'); emojiImg.setAttribute('class', 'emoji'); emojiImg.setAttribute('src', defaultConfig.img_dir + '/' + emojiName + '.png'); emojiImg.setAttribute('align', 'absmiddle'); node.splitText(match.index); node.nextSibling.nodeValue = node.nextSibling.nodeValue.substr(match[0].length, node.nextSibling.nodeValue.length); emojiImg.appendChild(node.splitText(match.index)); node.parentNode.insertBefore(emojiImg, node.nextSibling); }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
insertEmojicon
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function getEmojiNameForMatch(match) { /* Special case for named emoji */ if(match[1] && match[2]) { var named = match[2]; if(namedMatchHash[named]) { return named; } return; } for(var i = 3; i < match.length - 1; i++) { if(match[i]) { return emoticonsProcessed[i - 2][1]; } } }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
getEmojiNameForMatch
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function defaultReplacer(emoji, name) { return "<img title=':" + name + ":' alt=':" + name + ":' class='emoji' src='" + defaultConfig.img_dir + '/' + name + ".png' align='absmiddle' />"; }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
defaultReplacer
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function Validator() { this.lastEmojiTerminatedAt = -1; }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
Validator
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function success() { self.lastEmojiTerminatedAt = length + index; return emojiName; }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
success
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function emojifyString (htmlString, replacer) { if(!htmlString) { return htmlString; } if(!replacer) { replacer = defaultReplacer; } var validator = new Validator(); return htmlString.replace(emojiMegaRe, function() { var matches = Array.prototype.slice.call(arguments, 0, -2); var index = arguments[arguments.length - 2]; var input = arguments[arguments.length - 1]; var emojiName = validator.validate(matches, index, input); if(emojiName) { return replacer(arguments[0], emojiName); } /* Did not validate, return the original value */ return arguments[0]; }); }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
emojifyString
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function run(el) { // Check if an element was not passed. if(typeof el === 'undefined'){ // Check if an element was configured. If not, default to the body. if (defaultConfig.only_crawl_id) { el = document.getElementById(defaultConfig.only_crawl_id); } else { el = document.body; } } var ignoredTags = defaultConfig.ignored_tags; var nodeIterator = document.createTreeWalker( el, NodeFilter.SHOW_TEXT | NodeFilter.SHOW_ELEMENT, function(node) { if(node.nodeType !== 1) { /* Text Node? Good! */ return NodeFilter.FILTER_ACCEPT; } if(ignoredTags[node.tagName] || node.classList.contains('no-emojify')) { return NodeFilter.FILTER_REJECT; } return NodeFilter.FILTER_SKIP; }, false); var nodeList = []; var node; while((node = nodeIterator.nextNode()) !== null) { nodeList.push(node); } nodeList.forEach(function(node) { var match; var matches = []; var validator = new Validator(); while ((match = emojiMegaRe.exec(node.data)) !== null) { if(validator.validate(match, match.index, match.input)) { matches.push(match); } } for (var i = matches.length; i-- > 0;) { /* Replace the text with the emoji */ var emojiName = getEmojiNameForMatch(matches[i]); insertEmojicon(node, matches[i], emojiName); } }); }
NB! The namedEmojiString variable is updated automatically by the `update.sh` script. Do not remove the markers as this will cause `update.sh` to stop working.
run
javascript
jbt/markdown-editor
lib/emojify.js
https://github.com/jbt/markdown-editor/blob/master/lib/emojify.js
ISC
function Renderer() { /** * Renderer#rules -> Object * * Contains render rules for tokens. Can be updated and extended. * * ##### Example * * ```javascript * var md = require('markdown-it')(); * * md.renderer.rules.strong_open = function () { return '<b>'; }; * md.renderer.rules.strong_close = function () { return '</b>'; }; * * var result = md.renderInline(...); * ``` * * Each rule is called as independed static function with fixed signature: * * ```javascript * function my_token_render(tokens, idx, options, env, renderer) { * // ... * return renderedHTML; * } * ``` * * See [source code](https://github.com/markdown-it/markdown-it/blob/master/lib/renderer.js) * for more details and examples. **/ this.rules = assign({}, default_rules); }
new Renderer() Creates new [[Renderer]] instance and fill [[Renderer#rules]] with defaults.
Renderer
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function isLetter(ch) { /*eslint no-bitwise:0*/ var lc = ch | 0x20; // to lower case return (lc >= 0x61/* a */) && (lc <= 0x7a/* z */); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
isLetter
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function skipBulletListMarker(state, startLine) { var marker, pos, max; pos = state.bMarks[startLine] + state.tShift[startLine]; max = state.eMarks[startLine]; marker = state.src.charCodeAt(pos++); // Check bullet if (marker !== 0x2A/* * */ && marker !== 0x2D/* - */ && marker !== 0x2B/* + */) { return -1; } if (pos < max && state.src.charCodeAt(pos) !== 0x20) { // " 1.test " - is not a list item return -1; } return pos; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
skipBulletListMarker
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function skipOrderedListMarker(state, startLine) { var ch, pos = state.bMarks[startLine] + state.tShift[startLine], max = state.eMarks[startLine]; // List marker should have at least 2 chars (digit + dot) if (pos + 1 >= max) { return -1; } ch = state.src.charCodeAt(pos++); if (ch < 0x30/* 0 */ || ch > 0x39/* 9 */) { return -1; } for (;;) { // EOL -> fail if (pos >= max) { return -1; } ch = state.src.charCodeAt(pos++); if (ch >= 0x30/* 0 */ && ch <= 0x39/* 9 */) { continue; } // found valid marker if (ch === 0x29/* ) */ || ch === 0x2e/* . */) { break; } return -1; } if (pos < max && state.src.charCodeAt(pos) !== 0x20/* space */) { // " 1.test " - is not a list item return -1; } return pos; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
skipOrderedListMarker
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function markTightParagraphs(state, idx) { var i, l, level = state.level + 2; for (i = idx + 2, l = state.tokens.length - 2; i < l; i++) { if (state.tokens[i].level === level && state.tokens[i].type === 'paragraph_open') { state.tokens[i + 2].hidden = true; state.tokens[i].hidden = true; i += 2; } } }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
markTightParagraphs
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function StateBlock(src, md, env, tokens) { var ch, s, start, pos, len, indent, indent_found; this.src = src; // link to parser instance this.md = md; this.env = env; // // Internal state vartiables // this.tokens = tokens; this.bMarks = []; // line begin offsets for fast jumps this.eMarks = []; // line end offsets for fast jumps this.tShift = []; // indent for each line // block parser variables this.blkIndent = 0; // required block content indent // (for example, if we are in list) this.line = 0; // line index in src this.lineMax = 0; // lines count this.tight = false; // loose/tight mode for lists this.parentType = 'root'; // if `list`, block parser stops on two newlines this.ddIndent = -1; // indent of the current dd block (-1 if there isn't any) this.level = 0; // renderer this.result = ''; // Create caches // Generate markers. s = this.src; indent = 0; indent_found = false; for (start = pos = indent = 0, len = s.length; pos < len; pos++) { ch = s.charCodeAt(pos); if (!indent_found) { if (ch === 0x20/* space */) { indent++; continue; } else { indent_found = true; } } if (ch === 0x0A || pos === len - 1) { if (ch !== 0x0A) { pos++; } this.bMarks.push(start); this.eMarks.push(pos); this.tShift.push(indent); indent_found = false; indent = 0; start = pos + 1; } } // Push fake entry to simplify cache bounds checks this.bMarks.push(s.length); this.eMarks.push(s.length); this.tShift.push(0); this.lineMax = this.bMarks.length - 1; // don't count last fake line }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
StateBlock
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function getLine(state, line) { var pos = state.bMarks[line] + state.blkIndent, max = state.eMarks[line]; return state.src.substr(pos, max - pos); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
getLine
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function escapedSplit(str) { var result = [], pos = 0, max = str.length, ch, escapes = 0, lastPos = 0, backTicked = false, lastBackTick = 0; ch = str.charCodeAt(pos); while (pos < max) { if (ch === 0x60/* ` */ && (escapes % 2 === 0)) { backTicked = !backTicked; lastBackTick = pos; } else if (ch === 0x7c/* | */ && (escapes % 2 === 0) && !backTicked) { result.push(str.substring(lastPos, pos)); lastPos = pos + 1; } else if (ch === 0x5c/* \ */) { escapes++; } else { escapes = 0; } pos++; // If there was an un-closed backtick, go back to just after // the last backtick, but as if it was a normal character if (pos === max && backTicked) { backTicked = false; pos = lastBackTick + 1; } ch = str.charCodeAt(pos); } result.push(str.substring(lastPos)); return result; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
escapedSplit
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function isLinkOpen(str) { return /^<a[>\s]/i.test(str); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
isLinkOpen
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function isLinkClose(str) { return /^<\/a\s*>/i.test(str); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
isLinkClose
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function replaceFn(match, name) { return SCOPED_ABBR[name.toLowerCase()]; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
replaceFn
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function replace_scoped(inlineTokens) { var i, token; for (i = inlineTokens.length - 1; i >= 0; i--) { token = inlineTokens[i]; if (token.type === 'text') { token.content = token.content.replace(SCOPED_ABBR_RE, replaceFn); } } }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
replace_scoped
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function replaceAt(str, index, ch) { return str.substr(0, index) + ch + str.substr(index + 1); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
replaceAt
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function process_inlines(tokens, state) { var i, token, text, t, pos, max, thisLevel, item, lastChar, nextChar, isLastPunctChar, isNextPunctChar, isLastWhiteSpace, isNextWhiteSpace, canOpen, canClose, j, isSingle, stack; stack = []; for (i = 0; i < tokens.length; i++) { token = tokens[i]; thisLevel = tokens[i].level; for (j = stack.length - 1; j >= 0; j--) { if (stack[j].level <= thisLevel) { break; } } stack.length = j + 1; if (token.type !== 'text') { continue; } text = token.content; pos = 0; max = text.length; /*eslint no-labels:0,block-scoped-var:0*/ OUTER: while (pos < max) { QUOTE_RE.lastIndex = pos; t = QUOTE_RE.exec(text); if (!t) { break; } canOpen = canClose = true; pos = t.index + 1; isSingle = (t[0] === "'"); // treat begin/end of the line as a whitespace lastChar = t.index - 1 >= 0 ? text.charCodeAt(t.index - 1) : 0x20; nextChar = pos < max ? text.charCodeAt(pos) : 0x20; isLastPunctChar = isMdAsciiPunct(lastChar) || isPunctChar(String.fromCharCode(lastChar)); isNextPunctChar = isMdAsciiPunct(nextChar) || isPunctChar(String.fromCharCode(nextChar)); isLastWhiteSpace = isWhiteSpace(lastChar); isNextWhiteSpace = isWhiteSpace(nextChar); if (isNextWhiteSpace) { canOpen = false; } else if (isNextPunctChar) { if (!(isLastWhiteSpace || isLastPunctChar)) { canOpen = false; } } if (isLastWhiteSpace) { canClose = false; } else if (isLastPunctChar) { if (!(isNextWhiteSpace || isNextPunctChar)) { canClose = false; } } if (nextChar === 0x22 /* " */ && t[0] === '"') { if (lastChar >= 0x30 /* 0 */ && lastChar <= 0x39 /* 9 */) { // special case: 1"" - count first quote as an inch canClose = canOpen = false; } } if (canOpen && canClose) { // treat this as the middle of the word canOpen = false; canClose = isNextPunctChar; } if (!canOpen && !canClose) { // middle of word if (isSingle) { token.content = replaceAt(token.content, t.index, APOSTROPHE); } continue; } if (canClose) { // this could be a closing quote, rewind the stack to get a match for (j = stack.length - 1; j >= 0; j--) { item = stack[j]; if (stack[j].level < thisLevel) { break; } if (item.single === isSingle && stack[j].level === thisLevel) { item = stack[j]; if (isSingle) { tokens[item.token].content = replaceAt( tokens[item.token].content, item.pos, state.md.options.quotes[2]); token.content = replaceAt( token.content, t.index, state.md.options.quotes[3]); } else { tokens[item.token].content = replaceAt( tokens[item.token].content, item.pos, state.md.options.quotes[0]); token.content = replaceAt(token.content, t.index, state.md.options.quotes[1]); } stack.length = j; continue OUTER; } } } if (canOpen) { stack.push({ token: i, pos: t.index, single: isSingle, level: thisLevel }); } else if (canClose && isSingle) { token.content = replaceAt(token.content, t.index, APOSTROPHE); } } } }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
process_inlines
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function StateCore(src, md, env) { this.src = src; this.env = env; this.tokens = []; this.inlineMode = false; this.md = md; // link to parser instance }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
StateCore
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function scanDelims(state, start) { var pos = start, lastChar, nextChar, count, isLastWhiteSpace, isLastPunctChar, isNextWhiteSpace, isNextPunctChar, can_open = true, can_close = true, max = state.posMax, marker = state.src.charCodeAt(start); // treat beginning of the line as a whitespace lastChar = start > 0 ? state.src.charCodeAt(start - 1) : 0x20; while (pos < max && state.src.charCodeAt(pos) === marker) { pos++; } if (pos >= max) { can_open = false; } count = pos - start; // treat end of the line as a whitespace nextChar = pos < max ? state.src.charCodeAt(pos) : 0x20; isLastPunctChar = isMdAsciiPunct(lastChar) || isPunctChar(String.fromCharCode(lastChar)); isNextPunctChar = isMdAsciiPunct(nextChar) || isPunctChar(String.fromCharCode(nextChar)); isLastWhiteSpace = isWhiteSpace(lastChar); isNextWhiteSpace = isWhiteSpace(nextChar); if (isNextWhiteSpace) { can_open = false; } else if (isNextPunctChar) { if (!(isLastWhiteSpace || isLastPunctChar)) { can_open = false; } } if (isLastWhiteSpace) { can_close = false; } else if (isLastPunctChar) { if (!(isNextWhiteSpace || isNextPunctChar)) { can_close = false; } } if (marker === 0x5F /* _ */) { if (can_open && can_close) { // "_" inside a word can neither open nor close an emphasis can_open = false; can_close = isNextPunctChar; } } return { can_open: can_open, can_close: can_close, delims: count }; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
scanDelims
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function isLetter(ch) { /*eslint no-bitwise:0*/ var lc = ch | 0x20; // to lower case return (lc >= 0x61/* a */) && (lc <= 0x7a/* z */); }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
isLetter
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function StateInline(src, md, env, outTokens) { this.src = src; this.env = env; this.md = md; this.tokens = outTokens; this.pos = 0; this.posMax = this.src.length; this.level = 0; this.pending = ''; this.pendingLevel = 0; this.cache = {}; // Stores { start: end } pairs. Useful for backtrack // optimization of pairs parse (emphasis, strikes). }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
StateInline
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function scanDelims(state, start) { var pos = start, lastChar, nextChar, count, isLastWhiteSpace, isLastPunctChar, isNextWhiteSpace, isNextPunctChar, can_open = true, can_close = true, max = state.posMax, marker = state.src.charCodeAt(start); // treat beginning of the line as a whitespace lastChar = start > 0 ? state.src.charCodeAt(start - 1) : 0x20; while (pos < max && state.src.charCodeAt(pos) === marker) { pos++; } if (pos >= max) { can_open = false; } count = pos - start; // treat end of the line as a whitespace nextChar = pos < max ? state.src.charCodeAt(pos) : 0x20; isLastPunctChar = isMdAsciiPunct(lastChar) || isPunctChar(String.fromCharCode(lastChar)); isNextPunctChar = isMdAsciiPunct(nextChar) || isPunctChar(String.fromCharCode(nextChar)); isLastWhiteSpace = isWhiteSpace(lastChar); isNextWhiteSpace = isWhiteSpace(nextChar); if (isNextWhiteSpace) { can_open = false; } else if (isNextPunctChar) { if (!(isLastWhiteSpace || isLastPunctChar)) { can_open = false; } } if (isLastWhiteSpace) { can_close = false; } else if (isLastPunctChar) { if (!(isNextWhiteSpace || isNextPunctChar)) { can_close = false; } } return { can_open: can_open, can_close: can_close, delims: count }; }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
scanDelims
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function isTerminatorChar(ch) { switch (ch) { case 0x0A/* \n */: case 0x21/* ! */: case 0x23/* # */: case 0x24/* $ */: case 0x25/* % */: case 0x26/* & */: case 0x2A/* * */: case 0x2B/* + */: case 0x2D/* - */: case 0x3A/* : */: case 0x3C/* < */: case 0x3D/* = */: case 0x3E/* > */: case 0x40/* @ */: case 0x5B/* [ */: case 0x5C/* \ */: case 0x5D/* ] */: case 0x5E/* ^ */: case 0x5F/* _ */: case 0x60/* ` */: case 0x7B/* { */: case 0x7D/* } */: case 0x7E/* ~ */: return true; default: return false; } }
Ruler.getRules(chainName) -> Array Return array of active functions (rules) for given chain name. It analyzes rules configuration, compiles caches if not exists and returns result. Default chain name is `''` (empty string). It can't be skipped. That's done intentionally, to keep signature monomorphic for high speed.
isTerminatorChar
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function Token(type, tag, nesting) { /** * Token#type -> String * * Type of the token (string, e.g. "paragraph_open") **/ this.type = type; /** * Token#tag -> String * * html tag name, e.g. "p" **/ this.tag = tag; /** * Token#attrs -> Array * * Html attributes. Format: `[ [ name1, value1 ], [ name2, value2 ] ]` **/ this.attrs = null; /** * Token#map -> Array * * Source map info. Format: `[ line_begin, line_end ]` **/ this.map = null; /** * Token#nesting -> Number * * Level change (number in {-1, 0, 1} set), where: * * - `1` means the tag is opening * - `0` means the tag is self-closing * - `-1` means the tag is closing **/ this.nesting = nesting; /** * Token#level -> Number * * nesting level, the same as `state.level` **/ this.level = 0; /** * Token#children -> Array * * An array of child nodes (inline and img tokens) **/ this.children = null; /** * Token#content -> String * * In a case of self-closing tag (code, html, fence, etc.), * it has contents of this tag. **/ this.content = ''; /** * Token#markup -> String * * '*' or '_' for emphasis, fence string for fence, etc. **/ this.markup = ''; /** * Token#info -> String * * fence infostring **/ this.info = ''; /** * Token#meta -> Object * * A place for plugins to store an arbitrary data **/ this.meta = null; /** * Token#block -> Boolean * * True for block-level tokens, false for inline tokens. * Used in renderer to calculate line breaks **/ this.block = false; /** * Token#hidden -> Boolean * * If it's true, ignore this element when rendering. Used for tight lists * to hide paragraphs. **/ this.hidden = false; }
new Token(type, tag, nesting) Create new token and fill passed properties.
Token
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function error(type) { throw RangeError(errors[type]); }
A generic error utility function. @private @param {String} type The error type. @returns {Error} Throws a `RangeError` with the applicable error message.
error
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function map(array, fn) { var length = array.length; while (length--) { array[length] = fn(array[length]); } return array; }
A generic `Array#map` utility function. @private @param {Array} array The array to iterate over. @param {Function} callback The function that gets called for every array item. @returns {Array} A new array of values returned by the callback function.
map
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function mapDomain(string, fn) { return map(string.split(regexSeparators), fn).join('.'); }
A simple `Array#map`-like wrapper to work with domain name strings. @private @param {String} domain The domain name. @param {Function} callback The function that gets called for every character. @returns {Array} A new string of characters returned by the callback function.
mapDomain
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function ucs2decode(string) { var output = [], counter = 0, length = string.length, value, extra; while (counter < length) { value = string.charCodeAt(counter++); if (value >= 0xD800 && value <= 0xDBFF && counter < length) { // high surrogate, and there is a next character extra = string.charCodeAt(counter++); if ((extra & 0xFC00) == 0xDC00) { // low surrogate output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); } else { // unmatched surrogate; only append this code unit, in case the next // code unit is the high surrogate of a surrogate pair output.push(value); counter--; } } else { output.push(value); } } return output; }
Creates an array containing the numeric code points of each Unicode character in the string. While JavaScript uses UCS-2 internally, this function will convert a pair of surrogate halves (each of which UCS-2 exposes as separate characters) into a single code point, matching UTF-16. @see `punycode.ucs2.encode` @see <http://mathiasbynens.be/notes/javascript-encoding> @memberOf punycode.ucs2 @name decode @param {String} string The Unicode input string (UCS-2). @returns {Array} The new array of code points.
ucs2decode
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function ucs2encode(array) { return map(array, function(value) { var output = ''; if (value > 0xFFFF) { value -= 0x10000; output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); value = 0xDC00 | value & 0x3FF; } output += stringFromCharCode(value); return output; }).join(''); }
Creates a string based on an array of numeric code points. @see `punycode.ucs2.decode` @memberOf punycode.ucs2 @name encode @param {Array} codePoints The array of numeric code points. @returns {String} The new Unicode string (UCS-2).
ucs2encode
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function basicToDigit(codePoint) { if (codePoint - 48 < 10) { return codePoint - 22; } if (codePoint - 65 < 26) { return codePoint - 65; } if (codePoint - 97 < 26) { return codePoint - 97; } return base; }
Converts a basic code point into a digit/integer. @see `digitToBasic()` @private @param {Number} codePoint The basic numeric code point value. @returns {Number} The numeric value of a basic code point (for use in representing integers) in the range `0` to `base - 1`, or `base` if the code point does not represent a value.
basicToDigit
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function digitToBasic(digit, flag) { // 0..25 map to ASCII a..z or A..Z // 26..35 map to ASCII 0..9 return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); }
Converts a digit/integer into a basic code point. @see `basicToDigit()` @private @param {Number} digit The numeric value of a basic code point. @returns {Number} The basic code point whose value (when used for representing integers) is `digit`, which needs to be in the range `0` to `base - 1`. If `flag` is non-zero, the uppercase form is used; else, the lowercase form is used. The behavior is undefined if `flag` is non-zero and `digit` has no uppercase form.
digitToBasic
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function adapt(delta, numPoints, firstTime) { var k = 0; delta = firstTime ? floor(delta / damp) : delta >> 1; delta += floor(delta / numPoints); for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { delta = floor(delta / baseMinusTMin); } return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); }
Bias adaptation function as per section 3.4 of RFC 3492. http://tools.ietf.org/html/rfc3492#section-3.4 @private
adapt
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function decode(input) { // Don't use UCS-2 var output = [], inputLength = input.length, out, i = 0, n = initialN, bias = initialBias, basic, j, index, oldi, w, k, digit, t, /** Cached calculation results */ baseMinusT; // Handle the basic code points: let `basic` be the number of input code // points before the last delimiter, or `0` if there is none, then copy // the first basic code points to the output. basic = input.lastIndexOf(delimiter); if (basic < 0) { basic = 0; } for (j = 0; j < basic; ++j) { // if it's not a basic code point if (input.charCodeAt(j) >= 0x80) { error('not-basic'); } output.push(input.charCodeAt(j)); } // Main decoding loop: start just after the last delimiter if any basic code // points were copied; start at the beginning otherwise. for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { // `index` is the index of the next character to be consumed. // Decode a generalized variable-length integer into `delta`, // which gets added to `i`. The overflow checking is easier // if we increase `i` as we go, then subtract off its starting // value at the end to obtain `delta`. for (oldi = i, w = 1, k = base; /* no condition */; k += base) { if (index >= inputLength) { error('invalid-input'); } digit = basicToDigit(input.charCodeAt(index++)); if (digit >= base || digit > floor((maxInt - i) / w)) { error('overflow'); } i += digit * w; t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); if (digit < t) { break; } baseMinusT = base - t; if (w > floor(maxInt / baseMinusT)) { error('overflow'); } w *= baseMinusT; } out = output.length + 1; bias = adapt(i - oldi, out, oldi == 0); // `i` was supposed to wrap around from `out` to `0`, // incrementing `n` each time, so we'll fix that now: if (floor(i / out) > maxInt - n) { error('overflow'); } n += floor(i / out); i %= out; // Insert `n` at position `i` of the output output.splice(i++, 0, n); } return ucs2encode(output); }
Converts a Punycode string of ASCII-only symbols to a string of Unicode symbols. @memberOf punycode @param {String} input The Punycode string of ASCII-only symbols. @returns {String} The resulting string of Unicode symbols.
decode
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function encode(input) { var n, delta, handledCPCount, basicLength, bias, j, m, q, k, t, currentValue, output = [], /** `inputLength` will hold the number of code points in `input`. */ inputLength, /** Cached calculation results */ handledCPCountPlusOne, baseMinusT, qMinusT; // Convert the input in UCS-2 to Unicode input = ucs2decode(input); // Cache the length inputLength = input.length; // Initialize the state n = initialN; delta = 0; bias = initialBias; // Handle the basic code points for (j = 0; j < inputLength; ++j) { currentValue = input[j]; if (currentValue < 0x80) { output.push(stringFromCharCode(currentValue)); } } handledCPCount = basicLength = output.length; // `handledCPCount` is the number of code points that have been handled; // `basicLength` is the number of basic code points. // Finish the basic string - if it is not empty - with a delimiter if (basicLength) { output.push(delimiter); } // Main encoding loop: while (handledCPCount < inputLength) { // All non-basic code points < n have been handled already. Find the next // larger one: for (m = maxInt, j = 0; j < inputLength; ++j) { currentValue = input[j]; if (currentValue >= n && currentValue < m) { m = currentValue; } } // Increase `delta` enough to advance the decoder's <n,i> state to <m,0>, // but guard against overflow handledCPCountPlusOne = handledCPCount + 1; if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { error('overflow'); } delta += (m - n) * handledCPCountPlusOne; n = m; for (j = 0; j < inputLength; ++j) { currentValue = input[j]; if (currentValue < n && ++delta > maxInt) { error('overflow'); } if (currentValue == n) { // Represent delta as a generalized variable-length integer for (q = delta, k = base; /* no condition */; k += base) { t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); if (q < t) { break; } qMinusT = q - t; baseMinusT = base - t; output.push( stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) ); q = floor(qMinusT / baseMinusT); } output.push(stringFromCharCode(digitToBasic(q, 0))); bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); delta = 0; ++handledCPCount; } } ++delta; ++n; } return output.join(''); }
Converts a string of Unicode symbols to a Punycode string of ASCII-only symbols. @memberOf punycode @param {String} input The string of Unicode symbols. @returns {String} The resulting Punycode string of ASCII-only symbols.
encode
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function toUnicode(domain) { return mapDomain(domain, function(string) { return regexPunycode.test(string) ? decode(string.slice(4).toLowerCase()) : string; }); }
Converts a Punycode string representing a domain name to Unicode. Only the Punycoded parts of the domain name will be converted, i.e. it doesn't matter if you call it on a string that has already been converted to Unicode. @memberOf punycode @param {String} domain The Punycode domain name to convert to Unicode. @returns {String} The Unicode representation of the given Punycode string.
toUnicode
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function toASCII(domain) { return mapDomain(domain, function(string) { return regexNonASCII.test(string) ? 'xn--' + encode(string) : string; }); }
Converts a Unicode string representing a domain name to Punycode. Only the non-ASCII parts of the domain name will be converted, i.e. it doesn't matter if you call it with a domain that's already in ASCII. @memberOf punycode @param {String} domain The domain name to convert, as a Unicode string. @returns {String} The Punycode representation of the given domain name.
toASCII
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC
function Match(self, shift) { var start = self.__index__, end = self.__last_index__, text = self.__text_cache__.slice(start, end); /** * Match#schema -> String * * Prefix (protocol) for matched string. **/ this.schema = self.__schema__.toLowerCase(); /** * Match#index -> Number * * First position of matched string. **/ this.index = start + shift; /** * Match#lastIndex -> Number * * Next position after matched string. **/ this.lastIndex = end + shift; /** * Match#raw -> String * * Matched string. **/ this.raw = text; /** * Match#text -> String * * Notmalized text of matched string. **/ this.text = text; /** * Match#url -> String * * Normalized url of matched string. **/ this.url = text; }
class Match Match result. Single element of array, returned by [[LinkifyIt#match]]
Match
javascript
jbt/markdown-editor
lib/markdown-it.js
https://github.com/jbt/markdown-editor/blob/master/lib/markdown-it.js
ISC