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@@ -8,7 +8,7 @@ import NESPalette from "/app/js/models/NESPalette.js"; |
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import NESTile from "/app/js/models/NESTile.js"; |
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import NESBank from "/app/js/models/NESBank.js"; |
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function on_palette_changed(e){ |
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/*function on_palette_changed(e){ |
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if (e.type == "ALL"){ |
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console.log("ALL"); |
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} else if (e.type == "TILE"){ |
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@@ -32,7 +32,7 @@ function handle_mouseevent(e){ |
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function handle_mouseclickevent(e){ |
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console.log("MOUSE CLICK ON BUTTON: ", e.button); |
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} |
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}*/ |
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function TitlePainter(pal){ |
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var elist = document.querySelectorAll(".color-NES-random"); |
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@@ -50,14 +50,15 @@ function TitlePainter(pal){ |
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function initialize(DOC){ |
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TitlePainter(NESPalette.SystemColor); |
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EmitterElements.initialize(); |
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//EventWindow.enable_emitter_attributes(); |
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GlobalEvents.listen("emitted-event", handle_emitted); |
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//GlobalEvents.listen("emitted-event", handle_emitted); |
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//var nespainter = new NESPainter(DOC.getElementById("painter")); |
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CTRLPainter.initialize(); |
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var palette = new NESPalette(); |
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// TODO: This is just test code. I should remove this. |
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palette.listen("palettes_changed", on_palette_changed); |
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//palette.listen("palettes_changed", on_palette_changed); |
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// TODO: At least define a more useful set of palettes. As it is, these are just random. |
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palette.set_palette([ |
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44, |
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@@ -73,7 +74,7 @@ function initialize(DOC){ |
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console.log(palette.to_asm()); |
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GlobalEvents.emit("set_app_palette", palette); |
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var input = new Input(); |
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/*var input = new Input(); |
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input.preventDefaults = true; |
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input.mouseTargetElement = document.getElementById("painter"); |
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input.listen("keydown", handle_keyevent); |
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@@ -83,8 +84,9 @@ function initialize(DOC){ |
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input.listen("mousemove", handle_mouseevent); |
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input.listen("mousedown", handle_mouseevent); |
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input.listen("mouseup", handle_mouseevent); |
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input.listen("mouseclick", handle_mouseclickevent); |
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input.listen("mouseclick", handle_mouseclickevent);*/ |
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// TODO: Drop all of this below test code... or put it in a dedicated test app. |
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var TileA = new NESTile(); |
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var TileB = new NESTile(); |
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TileB.setPixelIndex(0,0,2); |