/*
* Copyright (C) 2015-2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
Utilities.extendObject(SimpleCanvasStage.prototype, {
tune: function(count)
{
if (count == 0)
return;
if (count < 0) {
this.offsetIndex = Math.max(this.offsetIndex + count, 0);
return;
}
this.offsetIndex = this.offsetIndex + count;
if (this.offsetIndex > this.objects.length) {
// For some tests, it may be easier to see how well the test is going
// by limiting the range of coordinates in which new objects can reside
var coordinateMaximumFactor = Math.min(this.objects.length, Math.min(this.size.x, this.size.y)) / Math.min(this.size.x, this.size.y);
var newIndex = this.offsetIndex - this.objects.length;
for (var i = 0; i < newIndex; ++i)
this.objects.push(new this._canvasObject(this, coordinateMaximumFactor));
}
},
animate: function()
{
var context = this.context;
context.clearRect(0, 0, this.size.x, this.size.y);
for (var i = 0, length = this.offsetIndex; i < length; ++i)
this.objects[i].draw(context);
},
complexity: function()
{
return this.offsetIndex;
}
});