66 lines
1.7 KiB
JavaScript
66 lines
1.7 KiB
JavaScript
/**
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* util.js
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*
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* A basic utility wrapper; anything extra that's often re-used should
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* find its way here (e.g, debuggerDiv, bind, etc).
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*
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* @Author: Ryan McGrath <ryan@venodesigns.net>
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* @Requires: wii.js
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*/
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Wii.util = {
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/**
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* Wii.util.debug(err);
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*
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* The Wii has... such little options for debugging, but we can try and make this a bit nicer.
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* This accepts a stack trace (see example code below) and then outputs it to the screen.
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*
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* try { ... } catch(e) { Wii.util.debug(e); }
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*/
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debug: function(err) {
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if(Wii.debuggerDiv === null) {
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Wii.debuggerDiv = document.createElement('div');
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Wii.debuggerDiv.style.cssText = [
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'width: 90%;',
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'height: 90%;',
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'padding: 10px;',
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'font-size: 26px;',
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'font-family: monospace;',
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'overflow: scroll',
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'position: absolute;',
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'top: 10px;',
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'left: 10px;',
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'color: #f9f9f9;',
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'background-color: #010101;'
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].join('');
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document.body.appendChild(Wii.debuggerDiv);
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}
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if(typeof err === 'string') {
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Wii.debuggerDiv.innerHTML = err;
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} else {
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var msg = '';
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for(var e in err) { msg += e + '=' + err[e] + '<br>'; }
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Wii.debuggerDiv.innerHTML = msg;
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}
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Wii.debuggerDiv.style.display = 'block';
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},
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/**
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* Wiimote.util.bind(bindReference, fn)
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*
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* Takes a reference (an object to scope to "this" at a later runtime) and binds it to a function (fn).
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*
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* @param bindReference - An object to set as the "this" reference for a later function call.
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* @param fn - A function to bind the "this" object for.
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* @returns fn - A new function to pass around, wherein it's all scoped as you want it.
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*/
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bind: function(bindReference, fn) {
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return function() {
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return fn.apply(bindReference, arguments);
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};
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}
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};
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