Index: samples/android_sample/assets/dart/android_extension.dart |
=================================================================== |
--- samples/android_sample/assets/dart/android_extension.dart (revision 16976) |
+++ samples/android_sample/assets/dart/android_extension.dart (working copy) |
@@ -1,148 +0,0 @@ |
-// Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file |
-// for details. All rights reserved. Use of this source code is governed by a |
-// BSD-style license that can be found in the LICENSE file. |
- |
-library android_extension; |
- |
-// The simplest way to call native code: top-level functions. |
-int systemRand() native "SystemRand"; |
-void systemSrand(int seed) native "SystemSrand"; |
-void log(String what) native "Log"; |
- |
-// EGL functions. |
-void eglSwapBuffers() native "EGLSwapBuffers"; |
- |
-// GL functions. |
-void glAttachShader(int program, int shader) native "GLAttachShader"; |
-void glBindBuffer(int target, int buffer) native "GLBindBuffer"; |
-void glBufferData(int target, List data, int usage) native "GLBufferData"; |
-void glClearColor(num r, num g, num b, num alpha) native "GLClearColor"; |
-void glClearDepth(num depth) native "GLClearDepth"; |
-void glClear(int mask) native "GLClear"; |
-void glCompileShader(int shader) native "GLCompileShader"; |
-int glCreateBuffer() native "GLCreateBuffer"; |
-int glCreateProgram() native "GLCreateProgram"; |
-int glCreateShader(int shaderType) native "GLCreateShader"; |
-void glDrawArrays(int mode, int first, int count) native "GLDrawArrays"; |
-void glEnableVertexAttribArray(int index) native "GLEnableVertexAttribArray"; |
-int glGetAttribLocation(int program, String name) native "GLGetAttribLocation"; |
-int glGetError() native "GLGetError"; |
-int glGetProgramParameter(int program, int param) |
- native "GLGetProgramParameter"; |
-int glGetShaderParameter(int shader, int param) native "GLGetShaderParameter"; |
-int glGetUniformLocation(int program, String name) |
- native "GLGetUniformLocation"; |
-void glLinkProgram(int program) native "GLLinkProgram"; |
-void glShaderSource(int shader, String source) native "GLShaderSource"; |
-void glUniform1f(int location, double v0) native "GLUniform1f"; |
-void glUniform2f(int location, double v0, double v1) native "GLUniform2f"; |
-void glUniform3f(int location, double v0, double v1, double v2) |
- native "GLUniform3f"; |
-void glUniform4f(int location, double v0, double v1, double v2, double v3) |
- native "GLUniform4f"; |
-void glUniform1i(int location, int v0) native "GLUniform1i"; |
-void glUniform2i(int location, int v0, int v1) native "GLUniform2i"; |
-void glUniform3i(int location, int v0, int v1, int v2) native "GLUniform3i"; |
-void glUniform4i(int location, int v0, int v1, int v2, int v3) |
- native "GLUniform4i"; |
-void glUniform1fv(int location, List values) native "GLUniform1fv"; |
-void glUniform2fv(int location, List values) native "GLUniform2fv"; |
-void glUniform3fv(int location, List values) native "GLUniform3fv"; |
-void glUniform4fv(int location, List values) native "GLUniform4fv"; |
-void glUniform1iv(int location, List values) native "GLUniform1iv"; |
-void glUniform2iv(int location, List values) native "GLUniform2iv"; |
-void glUniform3iv(int location, List values) native "GLUniform3iv"; |
-void glUniform4iv(int location, List values) native "GLUniform4iv"; |
-void glUseProgram(int program) native "GLUseProgram"; |
-void glVertexAttribPointer(int index, int size, int type, bool normalized, |
- int stride, int pointer) native "GLVertexAttribPointer"; |
-void glViewport(int x, int y, int width, int height) native "GLViewport"; |
- |
-int glArrayBuffer() native "GLArrayBuffer"; |
-int glColorBufferBit() native "GLColorBufferBit"; |
-int glCompileStatus() native "GLCompileStatus"; |
-int glDepthBufferBit() native "GLDepthBufferBit"; |
-int glFloat() native "GLFloat"; |
-int glFragmentShader() native "GLFragmentShader"; |
-int glLinkStatus() native "GLLinkStatus"; |
-int glStaticDraw() native "GLStaticDraw"; |
-int glTriangleStrip() native "GLTriangleStrip"; |
-int glTriangles() native "GLTriangles"; |
-int glTrue() native "GLTrue"; |
-int glVertexShader() native "GLVertexShader"; |
- |
-String glGetShaderInfoLog(int shader) native "GLGetShaderInfoLog"; |
-String glGetProgramInfoLog(int program) native "GLGetProgramInfoLog"; |
- |
-class WebGLRenderingContext { |
- WebGLRenderingContext(); |
- |
- static get ARRAY_BUFFER => glArrayBuffer(); |
- static get COLOR_BUFFER_BIT => glColorBufferBit(); |
- static get COMPILE_STATUS => glCompileStatus(); |
- static get DEPTH_BUFFER_BIT => glDepthBufferBit(); |
- static get FLOAT => glFloat(); |
- static get FRAGMENT_SHADER => glFragmentShader(); |
- static get LINK_STATUS => glLinkStatus(); |
- static get VERTEX_SHADER => glVertexShader(); |
- static get STATIC_DRAW => glStaticDraw(); |
- static get TRUE => glTrue(); |
- static get TRIANGLE_STRIP => glTriangleStrip(); |
- static get TRIANGLES => glTriangles(); |
- |
- attachShader(program, shader) => glAttachShader(program, shader); |
- bindBuffer(target, buffer) => glBindBuffer(target, buffer); |
- bufferData(target, data, usage) => glBufferData(target, data, usage); |
- clearColor(r, g, b, alpha) => glClearColor(r, g, b, alpha); |
- clearDepth(depth) => glClearDepth(depth); |
- clear(mask) => glClear(mask); |
- compileShader(shader) => glCompileShader(shader); |
- createBuffer() => glCreateBuffer(); |
- createProgram() => glCreateProgram(); |
- createShader(shaderType) => glCreateShader(shaderType); |
- drawArrays(mode, first, count) => glDrawArrays(mode, first, count); |
- enableVertexAttribArray(index) => glEnableVertexAttribArray(index); |
- getAttribLocation(program, name) => glGetAttribLocation(program, name); |
- getError() => glGetError(); |
- getProgramParameter(program, name) => glGetProgramParameter(program, name); |
- getShaderParameter(shader, name) => glGetShaderParameter(shader, name); |
- getUniformLocation(program, name) => glGetUniformLocation(program, name); |
- linkProgram(program) => glLinkProgram(program); |
- shaderSource(shader, source) => glShaderSource(shader, source); |
- uniform1f(location, v0) => glUniform1f(location, v0); |
- uniform2f(location, v0, v1) => glUniform2f(location, v0, v1); |
- uniform3f(location, v0, v1, v2) => glUniform3f(location, v0, v1, v2); |
- uniform4f(location, v0, v1, v2, v3) => glUniform4f(location, v0, v1, v2, v3); |
- uniform1i(location, v0) => glUniform1i(location, v0); |
- uniform2i(location, v0, v1) => glUniform2i(location, v0, v1); |
- uniform3i(location, v0, v1, v2) => glUniform3i(location, v0, v1, v2); |
- uniform4i(location, v0, v1, v2, v3) => glUniform4i(location, v0, v1, v2, v3); |
- uniform1fv(location, values) => glUniform1fv(location, values); |
- uniform2fv(location, values) => glUniform2fv(location, values); |
- uniform3fv(location, values) => glUniform3fv(location, values); |
- uniform4fv(location, values) => glUniform4fv(location, values); |
- uniform1iv(location, values) => glUniform1iv(location, values); |
- uniform2iv(location, values) => glUniform2iv(location, values); |
- uniform3iv(location, values) => glUniform3iv(location, values); |
- uniform4iv(location, values) => glUniform4iv(location, values); |
- useProgram(program) => glUseProgram(program); |
- vertexAttribPointer(index, size, type, normalized, stride, pointer) => |
- glVertexAttribPointer(index, size, type, normalized, stride, pointer); |
- viewport(x, y, width, height) => glViewport(x, y, width, height); |
- getShaderInfoLog(shader) => glGetShaderInfoLog(shader); |
- getProgramInfoLog(program) => glGetProgramInfoLog(program); |
- |
- // TODO(vsm): Kill. |
- noSuchMethod(invocation) { |
- throw new Exception('Unimplemented ${invocation.memberName}'); |
- } |
-} |
- |
-var gl = new WebGLRenderingContext(); |
- |
-//------------------------------------------------------------------ |
-// Simple audio support. |
- |
-void playBackground(String path) native "PlayBackground"; |
-void stopBackground() native "StopBackground"; |
- |