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35 Commits

Author SHA1 Message Date
Arfon Smith
3d1555e278 Merge pull request #2856 from github/cut-release-v4.7.6
Cut release v4.7.6
2016-02-29 08:24:58 -07:00
Arfon Smith
54fab9eb4e Bumping to v4.7.6 2016-02-29 07:55:43 -07:00
Arfon Smith
8fea8a0b47 Grammar update 2016-02-29 07:54:29 -07:00
Arfon Smith
f14ae8e51b Merge pull request #2803 from c-lipka/master
Added support for the POV-Ray Scene Description Language.
2016-02-28 07:33:05 -07:00
Arfon Smith
57f5a3e780 Merge pull request #2831 from FarbodSalamat-Zadeh/patch-1
Add CSV as data type to languages.yml
2016-02-27 15:54:44 -07:00
Farbod Salamat-Zadeh
3be007526c Fix fixture_blob("Data/cars.csv")
Changes `fixture_blob("Data/cars.csv")` to `sample_blob("CSV/cars.csv")`
2016-02-27 15:30:22 +00:00
Farbod Salamat-Zadeh
9bfbd0550c Move cars.csv from test/fixtures/Data to samples/CSV 2016-02-27 14:32:50 +00:00
Christoph Lipka
0301a5dcdf Merge remote-tracking branch 'upstream/master' 2016-02-27 06:24:30 +01:00
Farbod Salamat-Zadeh
db994a1197 Remove .txt extension for CSV format 2016-02-27 00:42:03 +00:00
Arfon Smith
855c13ea2a Merge pull request #2851 from edechter/master
Add .yap ext and yap interpreter for Prolog lang
2016-02-26 17:21:11 -07:00
Arfon Smith
fc816d3429 Merge pull request #2845 from kusma/uno
add support for Uno
2016-02-23 17:56:51 -07:00
Eyal Dechter
ab69fd01ac Add .yap ext and yap interpreter for Prolog lang 2016-02-22 15:59:40 -05:00
Erik Faye-Lund
cc6106f31b add sample ux-files 2016-02-22 18:45:59 +01:00
Erik Faye-Lund
ead85379ed add sample uno-files 2016-02-22 18:44:02 +01:00
Erik Faye-Lund
f8d6be55ee add .ux as an XML extension
This is used by Fusetools' UX markup:
https://www.fusetools.com/learn/fuse#hello-ux-markup
2016-02-20 14:45:31 +01:00
Arfon Smith
a241d75043 Merge pull request #2846 from Dominator008/bzl
Add .bzl extension to Python in languages.yml
2016-02-19 20:14:15 -07:00
Michael Zhou
864a6c0a20 Add .bzl extension to Python in languages.yml
.bzl is the extension for Skylark, a subset of Python that is used
to define build extensions for the Bazel build system.

Eg:
  https://github.com/bazelbuild/bazel/blob/master/tools/build_rules/closure/closure_js_binary.bzl
2016-02-19 19:11:36 -05:00
Arfon Smith
1c20c54191 Fixing ordering of makefile filenames 2016-02-19 16:55:38 -07:00
Arfon Smith
4d722d1fd1 Merge pull request #2838 from scop/makefile
Makefile: Add Makefile.am and Makefile.in filenames
2016-02-19 12:39:59 -07:00
Erik Faye-Lund
b67254e986 add support for Uno
Uno is a fast, native dialect of C#, that includes a lot of
specialized functionality for graphics programming.

https://www.fusetools.com/learn/uno
2016-02-19 18:52:12 +01:00
Arfon Smith
041cf9c94e Merge pull request #2837 from scop/shell-script
Shell: Add shell-script alias for recognizing Emacs modelines
2016-02-19 09:05:37 -07:00
Ville Skyttä
b08c5a8421 Shell: Add .sh.in extension 2016-02-19 17:56:50 +02:00
Arfon Smith
125eaa4cc3 Merge pull request #2844 from pchaigno/hacking.rst.txt
Move HACKING.rst.txt to sample directory
2016-02-19 08:44:01 -07:00
Paul Chaignon
5c4129f85b Move HACKING.rst.txt to sample directory
The file was incorrectly placed at the root of the repo
2016-02-19 08:50:01 +01:00
Ville Skyttä
17a9463588 Makefile: Add Makefile.am and Makefile.in filenames 2016-02-14 22:08:21 +02:00
Ville Skyttä
fb9f271720 Shell: Add shell-script alias for recognizing Emacs modelines 2016-02-14 22:00:16 +02:00
Arfon Smith
8de50edb41 ruby for example 2016-02-12 17:05:44 -07:00
Farbod Salamat-Zadeh
a0065febe2 Add ace_mode and tm_scope for CSV 2016-02-06 16:34:33 +00:00
Farbod Salamat-Zadeh
c454396c26 Add CSV as data type to languages.xml
Adds the .csv extension (and also .txt extension) so that this file type is shown when searching on GitHub.
2016-02-02 19:41:05 +00:00
Christoph Lipka
9d11128362 Updated POV-Ray SDL grammar sub-project 2016-01-10 21:24:02 +01:00
Christoph Lipka
ee17ab3e26 Empty commit to trigger re-run of build checks. 2016-01-10 21:14:17 +01:00
Christoph Lipka
06af36dac2 Fixed POV-Ray SDL entry in grammars.yml and Ace mode in languages.yml 2016-01-10 20:23:09 +01:00
Christoph Lipka
51d6d741e5 Fixed ordering of POV-Ray SDL in languages.yml 2016-01-10 20:11:26 +01:00
Christoph Lipka
b593a8ae67 Added more samples for the POV-Ray Scene Description Language 2016-01-10 18:40:29 +01:00
Christoph Lipka
7b30240a7f Added POV-Ray Scene Description Language 2016-01-10 13:05:41 +01:00
49 changed files with 15803 additions and 5 deletions

3
.gitmodules vendored
View File

@@ -713,3 +713,6 @@
[submodule "vendor/grammars/language-less"]
path = vendor/grammars/language-less
url = https://github.com/atom/language-less.git
[submodule "vendor/grammars/language-povray"]
path = vendor/grammars/language-povray
url = https://github.com/c-lipka/language-povray

2
grammars.yml Normal file → Executable file
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@@ -360,6 +360,8 @@ vendor/grammars/language-maxscript:
- source.maxscript
vendor/grammars/language-ncl:
- source.ncl
vendor/grammars/language-povray:
- source.pov-ray sdl
vendor/grammars/language-python:
- text.python.console
- text.python.traceback

32
lib/linguist/languages.yml Normal file → Executable file
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@@ -474,6 +474,13 @@ CSS:
color: "#563d7c"
extensions:
- .css
CSV:
type: data
ace_mode: text
tm_scope: none
extensions:
- .csv
Cap'n Proto:
type: programming
@@ -2029,6 +2036,8 @@ Makefile:
- GNUmakefile
- Kbuild
- Makefile
- Makefile.am
- Makefile.in
- Makefile.inc
- makefile
interpreters:
@@ -2555,6 +2564,16 @@ PLpgSQL:
extensions:
- .sql
POV-Ray SDL:
type: programming
aliases:
- pov-ray
- povray
extensions:
- .pov
- .inc
ace_mode: text
Pan:
type: programming
color: '#cc0000'
@@ -2749,8 +2768,10 @@ Prolog:
- .pl
- .pro
- .prolog
- .yap
interpreters:
- swipl
- yap
tm_scope: source.prolog
ace_mode: prolog
@@ -2820,6 +2841,7 @@ Python:
color: "#3572A5"
extensions:
- .py
- .bzl
- .cgi
- .fcgi
- .gyp
@@ -3274,6 +3296,7 @@ Shell:
color: "#89e051"
aliases:
- sh
- shell-script
- bash
- zsh
extensions:
@@ -3284,6 +3307,7 @@ Shell:
- .command
- .fcgi
- .ksh
- .sh.in
- .tmux
- .tool
- .zsh
@@ -3591,6 +3615,13 @@ Unity3D Asset:
- .unity
tm_scope: source.yaml
Uno:
type: programming
extensions:
- .uno
ace_mode: csharp
tm_scope: source.cs
UnrealScript:
type: programming
color: "#a54c4d"
@@ -3797,6 +3828,7 @@ XML:
- .tsx
- .ui
- .urdf
- .ux
- .vbproj
- .vcxproj
- .vxml

View File

@@ -5,12 +5,12 @@ module Linguist
# First form vim modeline
# [text]{white}{vi:|vim:|ex:}[white]{options}
# ex: 'vim: syntax=perl'
# ex: 'vim: syntax=ruby'
VIM_MODELINE_1 = /(?:vim|vi|ex):\s*(?:ft|filetype|syntax)=(\w+)\s?/i
# Second form vim modeline (compatible with some versions of Vi)
# [text]{white}{vi:|vim:|Vim:|ex:}[white]se[t] {options}:[text]
# ex: 'vim set syntax=perl:'
# ex: 'vim set syntax=ruby:'
VIM_MODELINE_2 = /(?:vim|vi|Vim|ex):\s*se(?:t)?.*\s(?:ft|filetype|syntax)=(\w+)\s?.*:/i
MODELINES = [EMACS_MODELINE, VIM_MODELINE_1, VIM_MODELINE_2]

View File

@@ -1,3 +1,3 @@
module Linguist
VERSION = "4.7.5"
VERSION = "4.7.6"
end

View File

@@ -1,3 +1,3 @@
Year,Make,Model,Length
1997,Ford,E350,2.34
2000,Mercury,Cougar,2.38
2000,Mercury,Cougar,2.38
1 Year Make Model Length
2 1997 Ford E350 2.34
3 2000 Mercury Cougar 2.38

207
samples/POV-Ray SDL/balcony.pov Executable file
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@@ -0,0 +1,207 @@
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Scene Description File
// File: balcony.pov
// Desc: Povray demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
//
// ***********************************************************************
//
// -------------------- 'balcony' demonstration scene --------------------
//
// written July-August 2001 by Christoph Hormann <chris_hormann@gmx.de>
//
// demonstrates use of various new or changed features:
//
// - isosurface (for the rail columns)
// - mesh2 object (table cloth)
// - uv-mapping (table cloth)
// - pattern image type (background heightfield)
// - slope pattern (background heightfield)
// - variable reflection (water & glass)
// - metallic reflection
// - conserve_energy
// - function pattern (water)
// - fading interior (water, drink)
// - 'circular' and 'orient' area_light
// - radiosity
// - photons (objects on the table)
//
// ***********************************************************************
//
// Command line options:
//
// -w240 -h320
// -w480 -h640 +a0.3
// -w600 -h800 +a0.3
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#version 3.6;
#include "functions.inc"
#include "colors.inc"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#declare AreaLight=on;
#declare Radiosity=on;
#declare Photons=on;
#declare TestLight=off;
#declare show_Fog=true;
#declare show_Water=true;
#declare show_Terrain=true;
#declare show_Building=true;
#declare show_Table=true;
#declare show_TableCloth=true;
#declare show_Chair=true;
#declare show_Table_Stuff=true;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
global_settings{
max_trace_level 15
assumed_gamma 1
#if (Radiosity=on)
radiosity{
pretrace_start 0.08
pretrace_end 0.01
count 130
nearest_count 5
error_bound 0.3
recursion_limit 1
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1.0
adc_bailout 0.01/2
normal on
}
#end
#if (Photons=on)
photons {
spacing 0.002
}
#end
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
// This scene uses a non-standard camera set-up.
// (See CAMERA in the included documentation for details.)
// If you are new to POV-Ray, you might want to try a different demo scene.
camera {
location <0.5, 0.5, 1.2>
direction y
sky z
up z
right x*image_width/image_height // keep propotions with any aspect ratio
look_at <5, 4.3, 0.9>
angle 36
}
/*
camera { // table detail camera
location <1.5, 1.5, 1.0>
direction y
sky z
up z
right x*image_width/image_height // keep propotions with any aspect ratio
look_at <3.3,2.52,0.5>
angle 30
}
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (TestLight=on)
light_source {
<2, 2, 2>
color rgb 0.7
}
#end
light_source {
<3.0, -2.5, 2.6>*10000
color rgb <3.43,2.87,1.95>
#if (AreaLight=on)
area_light 400*x 400*y 4,4
jitter
circular
orient
#end
photons {
reflection on
refraction on
}
}
#if (show_Fog)
fog{
fog_type 2
fog_alt 1.2
fog_offset 0
color rgbt <0.60, 0.68, 0.82, 0.0>
distance 700
up z
}
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "sky.inc"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (show_Water)
#include "water.inc"
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (show_Building)
#include "building.inc"
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (show_Terrain)
#include "terrain.inc"
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (show_Table)
#include "table.inc"
#end
#if (show_TableCloth)
#include "table_cloth.inc"
#end
#if (show_Table_Stuff)
#include "table_stuff.inc"
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (show_Chair)
#include "chair.inc"
#end
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

117
samples/POV-Ray SDL/bglass.inc Executable file
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@@ -0,0 +1,117 @@
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: bglass.inc
// Desc: drinking glass for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Mat_Glass=
material {
texture {
pigment { color rgbt 1 }
finish {
ambient 0.0
diffuse 0.1
specular 0.5
roughness 0.05
reflection {
0.0, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.5
fade_distance 0.1
fade_power 1001
fade_color <0.4,0.4,0.4>
}
}
#declare Mat_Liquid=
material {
texture {
pigment { color rgbt 1 }
finish {
ambient 0.0
diffuse 0.1
specular 0.5
roughness 0.01
reflection {
0.0, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.3
fade_distance 0.03
fade_power 1001
fade_color <0.8,0.3,0.4>
}
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "shapes.inc"
#local Content_Shape=
merge {
cylinder {
0*z, 5*z, 3.0
}
object { Round_Cylinder_Merge (2*z, -3*z, 3.0, 0.25) }
material { Mat_Liquid }
}
#declare Glass=
union {
merge {
difference {
cylinder {
0.01*z, 14*z, 3.2
}
cylinder {
0*z, 10*z, 3.0
translate 4.6*z
}
object { Round_Cylinder_Merge (2*z, -3*z, 3.0, 0.25) translate 4.6*z }
}
torus {
3.1, 0.1
rotate 90*x
translate 14*z
}
material { Mat_Glass }
}
object { Content_Shape scale 0.99 translate 4.6*z }
scale 1.1
scale 0.01
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

212
samples/POV-Ray SDL/building.inc Executable file
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@@ -0,0 +1,212 @@
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: building.inc
// Desc: building for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Tex_Stone=
texture {
pigment {
agate
color_map {
[0.7 color rgb <0.6,0.6,0.6> ]
[1.0 color rgb 0.46 ]
}
warp { turbulence <0.7,0.4,0.4> }
scale <0.3,1.2,1.2>*0.25
rotate -60*y
rotate 70*z
}
finish {
ambient 0.0//0.1
diffuse 0.5
specular 0.15
}
normal {
granite 0.2
warp {turbulence 1}
scale 0.1
}
}
#declare Tex_Floor_A=
texture {
pigment {
color rgb <0.6,0.6,0.6>
}
finish {
ambient 0.0
diffuse 0.5
specular 0.15
}
normal {
granite 0.2
warp {turbulence 1}
scale 0.25
translate 2
}
}
#declare Tex_Floor_B=
texture {
pigment {
color rgb <0.18,0.18,0.22>
}
finish {
ambient 0.0
diffuse 0.5
specular 0.15
}
normal {
granite 0.2
warp {turbulence 1}
scale 0.25
}
}
#declare Tex_Floor=
texture {
checker
texture { Tex_Floor_A },
texture { Tex_Floor_B }
scale 0.4
rotate 45*z
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "shapes.inc"
#declare fn_Rad=
function {
sin(pow(abs(z*0.4),1.8))+0.4
}
#declare Small_Column_part1=
isosurface {
function { min(sqrt( x*x + y*y ) - fn_Rad(x, y, z), sqrt( x*x + y*y + pow(abs(z*2),1.4)) - 1.0) }
max_gradient 1.8
//eval
accuracy 0.001
contained_by { box { -4, 4 } }
translate 4*z
scale 6
texture { Tex_Stone }
}
#declare Small_Column=
union {
object { Small_Column_part1 translate 3*z }
object { Round_Cylinder_Union (0, 3*z, 10, 1) }
object { Round_Cylinder_Union (51*z, 54*z, 10, 1) }
scale 0.01
translate 0.1*z
texture { Tex_Stone }
}
#declare Large_Column=
union {
object { Round_Cylinder_Merge (0.7*z, 0.8*z, 0.22, 0.02) }
cylinder { 0.75*z, 3*z, 0.2 }
object { Round_Box_Union (<-0.23,-0.23,-0.1>, <0.23,0.23,0.15>, 0.02) }
object { Round_Box_Union (<-0.20,-0.20,0.00>, <0.20,0.20,0.70>, 0.02) }
object { Round_Box_Union (<-0.23,-0.23,0.58>, <0.23,0.23,0.70>, 0.02) }
object { Round_Box_Union (<-0.26,-0.26,0.64>, <0.26,0.26,0.74>, 0.02) }
torus { 0.2, 0.06 rotate 90*x translate 2.74*z }
object { Round_Box_Union (<-0.26,-0.26,2.80>, <0.26,0.26,2.88>, 0.01) }
texture { Tex_Stone }
}
#declare Balustrade=
union {
object { Round_Box_Union (<0.0,-0.15,0>, <5,0.15,0.1>, 0.02) }
object { Round_Box_Union (<0.0,-0.15,0.64>, <5,0.15,0.74>, 0.02) }
#declare Cnt=0;
#while (Cnt<10)
object { Small_Column translate(Cnt*0.5+0.6)*x }
#declare Cnt=Cnt+1;
#end
texture { Tex_Stone }
}
#declare Walls=
union {
box { <-0.5,-0.5,-1>, <-2,5.5,3.2> }
box { <-0.5,-0.5,-1>, <5.5,-2,3.2> }
texture { Tex_Stone }
}
#declare Ceiling_Segment=
union {
box { <-0.20,-0.20,2.94>, <0.20,0.20,2.98> }
box { <-0.14,-0.14,2.94>, <0.14,0.14,3.01> }
}
#declare Ceiling=
union {
box { <5.6,5.6,3.04>, <-2,-2,3.5> }
union {
object { Round_Box_Union (<0.0,-0.26,3.1>, <6,0.26,2.88>, 0.02) rotate 180*z }
object { Round_Box_Union (<0.0,-0.26,3.1>, <6,0.26,2.88>, 0.02) rotate -90*z }
translate <5,5,0>
}
difference {
box { <5.0,5.0,2.95>, <-2,-2,3.5> }
object { Ceiling_Segment translate <4.44,4.44,0> }
object { Ceiling_Segment translate <4.44,3.94,0> }
object { Ceiling_Segment translate <3.94,4.44,0> }
object { Ceiling_Segment translate <3.94,3.94,0> }
object { Ceiling_Segment translate <4.44,3.44,0> }
object { Ceiling_Segment translate <3.44,4.44,0> }
object { Ceiling_Segment translate <3.94,3.44,0> }
object { Ceiling_Segment translate <3.44,3.94,0> }
object { Ceiling_Segment translate <4.44,2.94,0> }
object { Ceiling_Segment translate <2.94,4.44,0> }
}
texture { Tex_Stone }
}
#declare Base=
union {
box { <5.4,5.4,0>, <0,0,-1> texture { Tex_Floor } }
box { <6,6,-1>, <0,0,-2> }
texture { Tex_Stone }
}
object { Balustrade rotate 180*z translate <5,5,0> }
object { Balustrade rotate -90*z translate <5,5,0> }
object { Large_Column translate <5,5,0> }
object { Base }
object { Walls }
object { Ceiling }
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

382
samples/POV-Ray SDL/chair.inc Executable file
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@@ -0,0 +1,382 @@
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: chair.inc
// Desc: chair for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Tex_Table_Foot=
texture {
pigment {
color rgb 0.4
}
finish {
ambient 0.0
diffuse 0.3
specular 0.4
roughness 0.01
metallic
reflection {
0.8
metallic
}
}
}
#declare Tex_Table_Foot_Bottom=
texture {
pigment {
color rgb 0.2
}
finish {
ambient 0.0
diffuse 0.3
specular 0.4
roughness 0.02
}
}
#declare Tex_Dark_Wood=
texture {
pigment {
bozo
color_map {
[0.3 color rgb <0.0,0.0,0.16> ]
[0.5 color rgb <0.0,0.0,0.08> ]
[0.7 color rgb <0.0,0.0,0.0> ]
}
scale <4,1,1>*0.036
}
finish {
ambient 0.09
diffuse 0.3
specular 0.5
roughness 0.025
reflection {
0.15
metallic
}
}
normal {
granite 0.1
scale 0.03
accuracy 0.007
}
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "shapes.inc"
#local Chair_Tube_Rad=0.01;
#local Chair_Tube_Curve_Rad=0.045;
#local Chair_Leg_Angle=7;
#local Chair_Leg_AngleA=4;
#local Chair_Leg_Depth=0.13;
#local Chair_Plate_Curve_Rad=0.03;
#local Chair_Plate_Thickness=0.008;
#local Chair_Plate_Width=0.48;
#local Chair_Plate_UWidth=0.22;
#local Chair_Plate_Height=0.45;
#local Chair_Plate_UAngle=5;
#local Chair_Plate_Depth=0.26;
#local Chair_Leg=
union {
intersection {
torus { Chair_Tube_Curve_Rad, Chair_Tube_Rad }
plane { x, 0 }
plane { -x, 0 rotate (-90+Chair_Leg_Angle)*y }
}
cylinder {
<-Chair_Tube_Curve_Rad,0,0>,
<-Chair_Tube_Curve_Rad,0,-Chair_Plate_Height+0.01>, Chair_Tube_Rad
rotate Chair_Leg_Angle*y
}
cylinder {
<0,0,Chair_Tube_Curve_Rad>,
<Chair_Leg_Depth,0,Chair_Tube_Curve_Rad>, Chair_Tube_Rad
}
object { Round_Cylinder_Merge (
<-Chair_Tube_Curve_Rad,0,-Chair_Plate_Height-0.003>,
<-Chair_Tube_Curve_Rad,0,-Chair_Plate_Height+0.025>, Chair_Tube_Rad+0.001, 0.005)
rotate Chair_Leg_Angle*y
texture { Tex_Table_Foot_Bottom }
}
translate -Chair_Leg_Depth*x
translate Chair_Plate_Height*cos(radians(Chair_Leg_Angle))*z
}
#macro Chair_Back(Rotate)
union {
intersection {
torus { Chair_Tube_Curve_Rad, Chair_Tube_Rad }
plane { x, 0 }
plane { z, 0 }
translate <-Chair_Leg_Depth, 0.0,Chair_Tube_Curve_Rad*2>
}
cylinder {
<-0.08, 0.0,Chair_Tube_Curve_Rad>,
< 0.05, 0.0,Chair_Tube_Curve_Rad>, Chair_Tube_Rad
}
intersection {
torus { 4, Chair_Tube_Rad }
plane { z, 0.4 }
plane { -z, 0 }
translate <-4-Chair_Leg_Depth-Chair_Tube_Curve_Rad, 0.0,Chair_Tube_Curve_Rad*2>
}
translate -Chair_Tube_Curve_Rad*z
rotate 3*y
rotate Rotate*x
translate Chair_Tube_Curve_Rad*z
translate Chair_Plate_Height*cos(radians(Chair_Leg_Angle))*z
}
#end
#local Chair_Base=
union {
union {
object { Chair_Back(-0.25) translate Chair_Tube_Rad*2*y }
object { Chair_Leg }
object { Chair_Leg rotate 180*z }
rotate -Chair_Leg_AngleA*x
translate -0.23*y
}
union {
object { Chair_Back( 0.25) translate -Chair_Tube_Rad*2*y }
object { Chair_Leg }
object { Chair_Leg rotate 180*z }
rotate Chair_Leg_AngleA*x
translate 0.23*y
}
texture { Tex_Table_Foot }
}
#local Chair_Plate=
union {
intersection {
merge {
torus { Chair_Plate_Curve_Rad, Chair_Plate_Thickness translate (Chair_Plate_Width/2)*y }
torus { Chair_Plate_Curve_Rad, Chair_Plate_Thickness translate -(Chair_Plate_Width/2)*y }
difference {
cylinder {
-(Chair_Plate_Width/2)*y, (Chair_Plate_Width/2)*y,
Chair_Plate_Curve_Rad+Chair_Plate_Thickness
}
cylinder {
-(Chair_Plate_Width/1.8)*y, (Chair_Plate_Width/1.8)*y,
Chair_Plate_Curve_Rad-Chair_Plate_Thickness
}
}
}
plane { -z, 0 rotate -20*y}
plane { -x, 0 }
}
merge {
cylinder {
<0.0, -Chair_Plate_Width/2, Chair_Plate_Curve_Rad>
<0.0, Chair_Plate_Width/2, Chair_Plate_Curve_Rad>,
Chair_Plate_Thickness
}
sphere { <0.0, -Chair_Plate_Width/2, Chair_Plate_Curve_Rad>, Chair_Plate_Thickness }
sphere { <0.0, Chair_Plate_Width/2, Chair_Plate_Curve_Rad>, Chair_Plate_Thickness }
rotate 70*y
}
box {
< 0.00, -Chair_Plate_Width/2, Chair_Plate_Curve_Rad-Chair_Plate_Thickness>,
<-Chair_Plate_Depth, Chair_Plate_Width/2, Chair_Plate_Curve_Rad+Chair_Plate_Thickness>
}
cylinder {
< 0.00, -Chair_Plate_Width/2, Chair_Plate_Curve_Rad>
<-Chair_Plate_Depth, -Chair_Plate_Width/2, Chair_Plate_Curve_Rad>,
Chair_Plate_Thickness
}
cylinder {
< 0.00, Chair_Plate_Width/2, Chair_Plate_Curve_Rad>
<-Chair_Plate_Depth, Chair_Plate_Width/2, Chair_Plate_Curve_Rad>,
Chair_Plate_Thickness
}
box {
<-Chair_Plate_Depth, -Chair_Plate_Width/2+Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad-Chair_Plate_Thickness>,
<-Chair_Plate_Depth-Chair_Plate_Curve_Rad, Chair_Plate_Width/2-Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad+Chair_Plate_Thickness>
}
cylinder {
<-Chair_Plate_Depth, Chair_Plate_Width/2-Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad-Chair_Plate_Thickness>
<-Chair_Plate_Depth, Chair_Plate_Width/2-Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad+Chair_Plate_Thickness>,
Chair_Plate_Curve_Rad
}
cylinder {
<-Chair_Plate_Depth, -Chair_Plate_Width/2+Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad-Chair_Plate_Thickness>
<-Chair_Plate_Depth, -Chair_Plate_Width/2+Chair_Plate_Curve_Rad,
Chair_Plate_Curve_Rad+Chair_Plate_Thickness>,
Chair_Plate_Curve_Rad
}
torus {
Chair_Plate_Curve_Rad, Chair_Plate_Thickness
rotate 90*x
translate <-Chair_Plate_Depth,
-Chair_Plate_Width/2+Chair_Plate_Curve_Rad, Chair_Plate_Curve_Rad>
}
torus {
Chair_Plate_Curve_Rad, Chair_Plate_Thickness
rotate 90*x
translate <-Chair_Plate_Depth,
Chair_Plate_Width/2-Chair_Plate_Curve_Rad, Chair_Plate_Curve_Rad>
}
translate (Chair_Plate_Height+0.03)*z
translate 0.18*x
}
#local Chair_Back_Plate=
union {
intersection {
union {
intersection {
difference {
cylinder { <0.0, -0.30, 0.0>, <0.0, 0.30, 0.0>, 4+2*Chair_Plate_Thickness }
cylinder { <0.0, -0.40, 0.0>, <0.0, 0.40, 0.0>, 4 }
}
plane { y, Chair_Plate_UWidth rotate Chair_Plate_UAngle*x }
plane { -y, Chair_Plate_UWidth rotate -Chair_Plate_UAngle*x }
}
torus {
4+Chair_Plate_Thickness, Chair_Plate_Thickness
scale <1, 1, 1/cos(radians(Chair_Plate_UAngle))>
rotate Chair_Plate_UAngle*x
translate Chair_Plate_UWidth*y
}
torus {
4+Chair_Plate_Thickness, Chair_Plate_Thickness
scale <1, 1, 1/cos(radians(Chair_Plate_UAngle))>
rotate -Chair_Plate_UAngle*x
translate -Chair_Plate_UWidth*y
}
}
plane { z, 0 rotate -8*y }
plane { -z, 0 rotate -0.2*y }
}
intersection {
union {
cylinder {
<4+Chair_Plate_Thickness, 0.3, 0.0>,
<4+Chair_Plate_Thickness, -0.3, 0.0>,
Chair_Plate_Thickness
rotate -0.2*y
}
cylinder {
<4+Chair_Plate_Thickness, 0.3, 0.0>,
<4+Chair_Plate_Thickness, -0.3, 0.0>,
Chair_Plate_Thickness
rotate -8*y
}
}
plane { y, Chair_Plate_UWidth rotate Chair_Plate_UAngle*x }
plane { -y, Chair_Plate_UWidth rotate -Chair_Plate_UAngle*x }
}
sphere {
<4+Chair_Plate_Thickness, Chair_Plate_UWidth, 0.0>,
Chair_Plate_Thickness
rotate -0.2*y
}
sphere {
<4+Chair_Plate_Thickness, -Chair_Plate_UWidth, 0.0>,
Chair_Plate_Thickness
rotate -0.2*y
}
sphere {
<4+Chair_Plate_Thickness,
Chair_Plate_UWidth-4*sin(radians(Chair_Plate_UAngle))*sin(radians(8)), 0.0>,
Chair_Plate_Thickness
rotate -8*y
}
sphere {
<4+Chair_Plate_Thickness,
-Chair_Plate_UWidth+4*sin(radians(Chair_Plate_UAngle))*sin(radians(8)), 0.0>,
Chair_Plate_Thickness
rotate -8*y
}
translate <-4-Chair_Leg_Depth-Chair_Tube_Curve_Rad+Chair_Tube_Rad,
0.0, Chair_Tube_Curve_Rad*2>
translate -Chair_Tube_Curve_Rad*z
rotate 3*y
translate Chair_Tube_Curve_Rad*z
translate Chair_Plate_Height*cos(radians(Chair_Leg_Angle))*z
}
union {
object { Chair_Back_Plate texture { Tex_Dark_Wood rotate 90*y } }
object { Chair_Plate texture { Tex_Dark_Wood } }
object { Chair_Base }
scale 0.92
rotate -60*z
translate <2.68,3.35,0>
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

12217
samples/POV-Ray SDL/cloth.inc Executable file

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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence of Vision Ray Tracer Scene Description File
// File: gamma_showcase.pov
// Vers: 3.7
// Desc: Gamma Handling Test Scene - An arrangement of spheres on a marble plane
// Date: 2010-12-21
// Auth: Christoph Lipka
//
// +w640 +h480 +a0.3 +am1 +fN -d File_Gamma=sRGB Output_File_Name=gamma_showcase.png
// +w640 +h480 +a0.3 +am1 +fN -d File_Gamma=1.0 Output_File_Name=gamma_showcase_linear.png
// +w320 +h240 +a0.3 +am1 +fN -d File_Gamma=sRGB Output_File_Name=gamma_showcase_ref0.png Declare=Stripes=off
// +w320 +h240 +a0.3 +am1 +fN -d File_Gamma=sRGB Output_File_Name=gamma_showcase_ref1.png Declare=Stripes=off Declare=Gamma=1.2
// +w320 +h240 +a0.3 +am1 +fN -d File_Gamma=sRGB Output_File_Name=gamma_showcase_ref2.png Declare=Stripes=off Declare=Gamma=0.8
// +w640 +h480 +a0.3 +am1 -f +d
#version 3.7;
#include "colors.inc"
#include "stones.inc"
#ifndef (Stripes)
#declare Stripes = on;
#end
#ifndef (Gamma)
#declare Gamma = 1.0;
#end
global_settings {
max_trace_level 5
assumed_gamma 1.0
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 35
nearest_count 5
error_bound 1.8
recursion_limit 2
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
#default {
texture {
pigment {rgb 1}
finish {
ambient 0.0
diffuse 0.6
specular 0.6 roughness 0.001
reflection { 0.0 1.0 fresnel on }
conserve_energy
}
}
}
// ----------------------------------------
#local TestRed = rgb <0.5,0.1,0.1>;
#local TestGreen = rgb <0.1,0.5,0.1>;
#local TestBlue = rgb <0.1,0.1,0.5>;
#local CameraFocus = <0,0.5,0>;
#local CameraDist = 8;
#local CameraDepth = 1.8;
#local CameraTilt = 20;
camera {
location <0,0,0>
direction z*CameraDepth
right x*image_width/image_height
up y
translate <0,0,-CameraDist>
rotate x*CameraTilt
translate CameraFocus
}
#macro LightSource(Pos,Color)
light_source {
Pos
color Color
spotlight
point_at <0,0,0>
radius 175/vlength(Pos)
falloff 200/vlength(Pos)
area_light x*vlength(Pos)/10, y*vlength(Pos)/10, 9,9 adaptive 1 jitter circular orient
}
#end
LightSource(<-500,500,-500>,TestRed + <0.2,0.2,0.2>)
LightSource(< 0,500,-500>,TestGreen + <0.2,0.2,0.2>)
LightSource(< 500,500,-500>,TestBlue + <0.2,0.2,0.2>)
// ----------------------------------------
#macro DarkStripeBW(TargetBrightness)
#if (TargetBrightness < 0.5)
(0.0)
#else
(TargetBrightness*2 - 1.0)
#end
#end
#macro BrightStripeBW(TargetBrightness)
#if (TargetBrightness < 0.5)
(TargetBrightness*2)
#else
(1.0)
#end
#end
#macro DarkStripeRGB(TargetColor)
<DarkStripeBW(TargetColor.red),DarkStripeBW(TargetColor.green),DarkStripeBW(TargetColor.blue)>
#end
#macro BrightStripeRGB(TargetColor)
<BrightStripeBW(TargetColor.red),BrightStripeBW(TargetColor.green),BrightStripeBW(TargetColor.blue)>
#end
#macro StripedPigment(TargetColor)
#if (Stripes)
function { abs(mod(abs(image_height*CameraDepth*y/z+0.5),2.0)-1.0) }
color_map {
[0.5 color rgb DarkStripeRGB(TargetColor) ]
[0.5 color rgb BrightStripeRGB(TargetColor) ]
}
translate <0,0,-CameraDist>
rotate x*CameraTilt
translate CameraFocus
#else
color TargetColor
#end
#end
plane {
y, 0
texture { T_Stone11 }
interior { ior 1.5 }
}
#macro GammaAdjust(C,G)
#local C2 = color rgbft <pow(C.red,G),pow(C.green,G),pow(C.blue,G),pow(C.filter,G),pow(C.transmit,G)>;
(C2)
#end
#macro TestSphere(Pos,Radius,TargetColor,Split)
sphere {
Pos + y*Radius, Radius
texture { pigment { color GammaAdjust(TargetColor,Gamma) } }
interior { ior 1.5 }
}
#if (Split)
sphere {
Pos + y*Radius + x*0.001, Radius
texture { pigment { StripedPigment(TargetColor) } }
interior { ior 1.5 }
}
#end
#end
TestSphere(<-2,0,1>, 1, TestRed, true)
TestSphere(< 0,0,1>, 1, TestGreen, true)
TestSphere(< 2,0,1>, 1, TestBlue, true)
#local Steps = 6;
#for(I,0,1,1/Steps)
#if (I < 0.5)
#local Color2 = TestRed;
#else
#local Color2 = TestBlue;
#end
#local P = abs(I-0.5)*2;
TestSphere(<I*4-2,0,-0.5>, 2/Steps, (1-P)*TestGreen + P*Color2, true)
#end
#local Steps = 8;
#for(I,0,1,1/Steps)
TestSphere(<I*4-2,0,-1.5>, 2/Steps, rgb I, true)
TestSphere(<I*4-2,0,-2.0>, 2/Steps, GammaAdjust(rgb I, 2.2*Gamma), false)
#end

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samples/POV-Ray SDL/sky.inc Executable file
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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: sky.inc
// Desc: sky for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#local P_Clouds=
pigment {
gradient z
pigment_map {
[ 0.0 color rgbt 1]
[ 0.1
bozo
color_map {
[0.0 color rgbt < 0.85, 0.88, 0.94, 0.0>]
[0.15 color rgbt < 0.91, 0.96, 0.99, 0.0>]
[0.35 color rgbt < 0.91, 0.96, 0.99, 1.0>]
}
turbulence 0.75
lambda 2.4
omega 0.6
octaves 8
scale <0.4,0.4,0.15>
]
[ 0.4
bozo
color_map {
[0.0 color rgbt < 0.85, 0.88, 0.94, 0.0>]
[0.15 color rgbt < 0.91, 0.96, 0.99, 0.0>]
[0.35 color rgbt < 0.91, 0.96, 0.99, 1.0>]
}
turbulence 0.75
lambda 2.4
omega 0.6
octaves 8
scale <0.4,0.4,0.15>
]
[ 0.65 color rgbt 1]
}
rotate 10*z
}
#local Tex_Sky =
texture {
pigment {
function { abs(z) }
color_map {
[0.0 color rgb < 0.640, 0.685, 0.800 >]
[0.3 color rgb < 0.400, 0.550, 0.900 >]
}
turbulence 0.05
}
finish {
diffuse 0
ambient 1
}
}
texture {
pigment { P_Clouds }
finish {
diffuse 0
ambient 1
}
}
sphere {
<0, 0, 0>, 1
texture { Tex_Sky }
scale<1000000, 1000000, 300000>
no_shadow
hollow on
photons{ collect off }
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

171
samples/POV-Ray SDL/table.inc Executable file
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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: table.inc
// Desc: table for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Tex_Table_Foot=
texture {
pigment {
color rgb 0.4
}
finish {
ambient 0.0
diffuse 0.3
specular 0.4
roughness 0.01
metallic
reflection {
0.8
metallic
}
}
}
#declare Tex_Table_Foot_Bottom=
texture {
pigment {
color rgb 0.2
}
finish {
ambient 0.0
diffuse 0.3
specular 0.4
roughness 0.02
}
}
#declare Tex_Dark_Wood=
texture {
pigment {
bozo
color_map {
[0.3 color rgb <0.0,0.0,0.16> ]
[0.5 color rgb <0.0,0.0,0.08> ]
[0.7 color rgb <0.0,0.0,0.0> ]
}
scale <4,1,1>*0.036
}
finish {
ambient 0.09
diffuse 0.3
specular 0.5
roughness 0.025
reflection {
0.15
metallic
}
}
normal {
granite 0.1
scale 0.03
accuracy 0.007
}
scale 0.5
rotate 90*y
}
#declare Tex_Dark_Wood2 =
texture {
pigment {
wood
color_map {
[ 0.0000 color rgb<0.6431, 0.3176, 0.0824> ]
[ 0.1000 color rgb<0.6196, 0.2824, 0.0588> ]
[ 0.2000 color rgb<0.7137, 0.3725, 0.1529> ]
[ 0.3000 color rgb<0.7529, 0.4157, 0.1922> ]
[ 0.4000 color rgb<0.8157, 0.4941, 0.2588> ]
[ 0.5000 color rgb<0.7686, 0.4745, 0.2196> ]
[ 0.6000 color rgb<0.8471, 0.5647, 0.2980> ]
[ 0.7000 color rgb<0.8627, 0.5843, 0.3137> ]
[ 0.8000 color rgb<0.8902, 0.6314, 0.3529> ]
[ 0.9000 color rgb<0.8627, 0.6118, 0.3294> ]
[ 1.0000 color rgb<0.8392, 0.5922, 0.3098> ]
}
turbulence <0.075, 0.075, 0.65>
scale <0.04, 0.04, 0.6>
scale 0.27
rotate 91*y
translate -0.1*z
}
finish {
ambient 0.0
diffuse 0.4
specular 0.3
roughness 0.025
reflection {
0.17
metallic
}
}
normal {
granite 0.015
scale <0.02, 0.02, 0.06>
rotate 91*y
accuracy 0.007
}
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "shapes.inc"
#declare Table_Height=0.66;
#declare Table=
union {
torus { 0.49, 0.01 sturm rotate 90*x translate z*(Table_Height-0.01) }
cylinder { z*(Table_Height-0.05), z*(Table_Height-0.01), 0.5 }
cylinder { z*(Table_Height-0.01), z*Table_Height, 0.49 }
union {
cylinder { z*0.01, z*0.63, 0.03 translate 0.37*x }
cylinder { z*0.01, z*0.63, 0.03 translate 0.37*x rotate 120*z }
cylinder { z*0.01, z*0.63, 0.03 translate 0.37*x rotate 240*z }
texture { Tex_Table_Foot }
rotate -70*z
}
union {
object { Round_Cylinder_Merge (0, z*0.03, 0.031, 0.005) translate 0.37*x }
object { Round_Cylinder_Merge (0, z*0.03, 0.031, 0.005) translate 0.37*x rotate 120*z }
object { Round_Cylinder_Merge (0, z*0.03, 0.031, 0.005) translate 0.37*x rotate 240*z }
texture { Tex_Table_Foot_Bottom }
rotate -70*z
}
texture { Tex_Dark_Wood2 }
#if (show_TableCloth)
scale <0.97, 0.97, 0.99>
#else
scale <0.97, 0.97, 1.00>
#end
}
object { Table translate <3.3,2.52,0> }
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: table_cloth.inc
// Desc: table cloth for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare ClCol01=color rgb <0.8, 0.7, 0.4>;
#declare ClCol02=color rgb <0.07, 0.12, 0.4>;
#declare CPig1=
pigment {
gradient x
triangle_wave
color_map {
[0.04 ClCol01 ]
[0.04 ClCol02 ]
[0.06 ClCol02 ]
[0.06 ClCol01 ]
[0.09 ClCol01 ]
[0.09 ClCol02 ]
[0.13 ClCol02 ]
[0.13 ClCol01 ]
[0.16 ClCol01 ]
[0.16 ClCol02 ]
[0.18 ClCol02 ]
[0.18 ClCol01 ]
}
}
#declare CPig2=
pigment {
gradient y
triangle_wave
pigment_map {
[0.04 CPig1 ]
[0.04 ClCol02 ]
[0.06 ClCol02 ]
[0.06 CPig1 ]
[0.09 CPig1 ]
[0.09 ClCol02 ]
[0.13 ClCol02 ]
[0.13 CPig1 ]
[0.16 CPig1 ]
[0.16 ClCol02 ]
[0.18 ClCol02 ]
[0.18 CPig1 ]
}
}
/*
#include "clothutil.inc"
ReadClothFile("cloth.cth")
DrawSmoothTriangles2(Points, 90, 90, on, true, "cloth.inc")
*/
#declare Table_Cloth=
mesh2{
#include "cloth.inc"
texture {
uv_mapping
pigment {
CPig2
}
finish {
ambient 0.0
diffuse 0.6
}
normal {
quilted 0.16
scale 0.008
}
}
rotate -30*z
}
object { Table_Cloth translate <3.3,2.52,0> }
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: table_stuff.inc
// Desc: stuff on the table for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Mat_Glass=
material {
texture {
pigment { color rgbt 1 }
finish {
ambient 0.0
diffuse 0.1
specular 0.5
roughness 0.01
reflection {
0.15, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.5
fade_distance 0.1
fade_power 1001
fade_color <0.4,0.4,0.8>
}
}
#declare Tex_Box_Metal=
texture {
pigment {
color rgb <0.5,0.45,0.4>
}
finish {
ambient 0.0
diffuse 0.05
specular 0.5
roughness 0.01
metallic
reflection {
0.8
metallic
}
}
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "shapes.inc"
#include "functions.inc"
#declare Table_Height=0.66;
#declare Box_Iso=
isosurface {
function { -f_superellipsoid(x,y,z, 0.2, 0.2) }
contained_by {box { -1.2, 1.2 }}
max_gradient 1.1
translate 1.001*z
}
#declare Box=
union {
intersection {
object { Box_Iso }
object { Round_Box_Merge (<-1.1,-1.1,1.6>, <1.1,1.1,-0.1>, 0.4) }
}
intersection {
object { Box_Iso }
object { Round_Box_Merge (<-1.1,-1.1,1.6>, <1.1,1.1,2.2>, 0.4) }
scale 1.01
rotate 0.2
}
torus {
0.6, 0.13
rotate 90*z
translate 2*z
}
scale <1,1,0.6>
}
#include "bglass.inc"
union {
object {
Glass
photons{
target 1.0
refraction on
reflection on
}
translate <-0.16,-0.1,0>
}
object {
Box
texture {
Tex_Box_Metal
}
photons{
target 1.0
reflection on
}
scale 0.06
translate <-0.1,0.2,0>
}
translate <3.3,2.52,Table_Height>
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

118
samples/POV-Ray SDL/terrain.inc Executable file
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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence of Vision Ray Tracer Include File
// File: terrain.inc
// Desc: terrain for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#declare Tex_Vegetation=
texture {
pigment {
bozo
color_map {
[0.3 color rgb <0.20,0.35,0.1>*0.9 ]
[0.8 color rgb <0.12,0.35,0.1>*0.7 ]
}
scale 4
}
finish {
ambient 0.0
diffuse 0.5
brilliance 0.8
specular 0.1
}
normal {
granite 0.4
}
}
#declare Tex_Stone=
texture {
pigment {
color rgb <0.6,0.6,0.6>
}
finish {
ambient 0.0//0.1
diffuse 0.45
specular 0.15
}
}
#declare Tex_Terrain=
texture {
slope -z
texture_map {
[0.34 Tex_Vegetation ]
[0.34 Tex_Stone ]
}
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#declare Terrain=
object {
height_field {
function 300,300 {
pigment {
function { 1-(min(pow(x*x + z*z,1.3), 1) -0.0001) }
color_map {
[0.0 color rgb 0.0]
[1.0 color rgb 1.0]
}
scale 0.35
translate <0.5,0,0.5>
warp { turbulence 0.3 }
scale 3
warp { turbulence 0.4 lambda 2.2 octaves 8 }
scale 1/3
rotate -90*x
translate -0.5*y
scale <1, -1, 1>
translate 0.5*y
}
}
water_level 0.02
rotate 90*x
rotate -10*z
scale <4, 4, 1>
scale 30
}
}
union {
object {
Terrain
translate <130, 368, -10>
}
object {
Terrain
rotate -180*z
scale 0.3
translate <90, 97, -6>
}
texture { Tex_Terrain }
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

74
samples/POV-Ray SDL/water.inc Executable file
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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Include File
// File: water.inc
// Desc: water for 'balcony.pov' demonstration scene
// Date: July/August 2001
// Auth: Christoph Hormann
// Updated: 09Aug2008 (jh) for v3.7 distribution
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#if (version < 3.7)
#version 3.5;
#end
#include "functions.inc"
#declare RMF=function{ f_ridged_mf(x, y, z, 0.07, 2.2, 7, 0.6, 0.9, 1)}
#declare M_Watx4 =
material {
texture {
pigment {
color rgbt <0.2, 0.22, 0.21, 0.94>
}
finish {
diffuse 0.0
ambient -0.2
reflection {
0.0, 0.95
fresnel on
}
conserve_energy
specular 0.4
roughness 0.007
}
normal{
function { RMF(x, y, z) } 0.8
scale 0.3
}
}
interior {
ior 1.31
fade_distance 5
fade_power 1001.0
fade_color <0.02, 0.20, 0.06>
}
}
plane {
z, -1
material {
M_Watx4
}
hollow on
}
plane {
z, -12.0
texture {
pigment { color rgb 0 }
finish { ambient 0.0 diffuse 0.0 }
}
hollow on
}
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

280
samples/Prolog/queues.yap Normal file
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% This file has been included as an YAP library by Vitor Santos Costa, 1999
% File : QUEUES.PL
% Author : R.A.O'Keefe
% Updated: Friday November 18th, 1983, 8:09:31 pm
% Purpose: define queue operations
% Needs : lib(lists) for append/3.
/** @defgroup Queues Queues
@ingroup library
@{
The following queue manipulation routines are available once
included with the `use_module(library(queues))` command. Queues are
implemented with difference lists.
*/
/**
@pred make_queue(+ _Queue_)
Creates a new empty queue. It should only be used to create a new queue.
*/
/** @pred empty_queue(+ _Queue_)
Tests whether the queue is empty.
*/
/** @pred head_queue(+ _Queue_, ? _Head_)
Unifies Head with the first element of the queue.
*/
/** @pred join_queue(+ _Element_, + _OldQueue_, - _NewQueue_)
Adds the new element at the end of the queue.
*/
/** @pred jump_queue(+ _Element_, + _OldQueue_, - _NewQueue_)
Adds the new element at the front of the list.
*/
/** @pred length_queue(+ _Queue_, - _Length_)
Counts the number of elements currently in the queue.
*/
/** @pred list_join_queue(+ _List_, + _OldQueue_, - _NewQueue_)
Ads the new elements at the end of the queue.
*/
/** @pred list_jump_queue(+ _List_, + _OldQueue_, + _NewQueue_)
Adds all the elements of _List_ at the front of the queue.
*/
/** @pred list_to_queue(+ _List_, - _Queue_)
Creates a new queue with the same elements as _List._
*/
/** @pred queue_to_list(+ _Queue_, - _List_)
Creates a new list with the same elements as _Queue_.
*/
/** @pred serve_queue(+ _OldQueue_, + _Head_, - _NewQueue_)
Removes the first element of the queue for service.
*/
:- module(queues, [
make_queue/1, % create empty queue
join_queue/3, % add element to end of queue
list_join_queue/3, % add many elements to end of queue
jump_queue/3, % add element to front of queue
list_jump_queue/3, % add many elements to front of queue
head_queue/2, % look at first element of queue
serve_queue/3, % remove first element of queue
length_queue/2, % count elements of queue
empty_queue/1, % test whether queue is empty
list_to_queue/2, % convert list to queue
queue_to_list/2 % convert queue to list
]).
:- use_module(library(lists), [append/3]).
/*
:- mode
make_queue(-),
join_queue(+, +, -),
list_join_queue(+, +, -),
jump_queue(+, +, -),
list_jump_queue(+, +, -),
head_queue(+, ?),
serve_queue(+, ?, -),
length_queue(+, ?),
length_queue(+, +, +, -),
empty_queue(+),
list_to_queue(+, -),
queue_to_list(+, -),
queue_to_list(+, +, -).
*/
/* In this package, a queue is represented as a term Front-Back, where
Front is a list and Back is a tail of that list, and is normally a
variable. join_queue will only work when the Back is a variable,
the other routines will accept any tail. The elements of the queue
are the list difference, that is, all the elements starting at Front
and stopping at Back. Examples:
[a,b,c,d,e|Z]-Z has elements a,b,c,d,e
[a,b,c,d,e]-[d,e] has elements a,b,c
Z-Z has no elements
[1,2,3]-[1,2,3] has no elements
*/
% make_queue(Queue)
% creates a new empty queue. It will also match empty queues, but
% because Prolog doesn't do the occurs check, it will also match
% other queues, creating circular lists. So this should ONLY be
% used to make new queues.
make_queue(X-X).
% join_queue(Element, OldQueue, NewQueue)
% adds the new element at the end of the queue. The old queue is
% side-effected, so you *can't* do
% join_queue(1, OldQ, NewQ1),
% join_queue(2, OldQ, NewQ2).
% There isn't any easy way of doing that, sensible though it might
% be. You *can* do
% join_queue(1, OldQ, MidQ),
% join_queue(2, MidQ, NewQ).
% See list_join_queue.
join_queue(Element, Front-[Element|Back], Front-Back).
% list_join_queue(List, OldQueue, NewQueue)
% adds the new elements at the end of the queue. The elements are
% added in the same order that they appear in the list, e.g.
% list_join_queue([y,z], [a,b,c|M]-M, [a,b,c,y,z|N]-N).
list_join_queue(List, Front-OldBack, Front-NewBack) :-
append(List, OldBack, NewBack).
% jump_queue(Element, OldQueue, NewQueue)
% adds the new element at the front of the list. Unlike join_queue,
% jump_queue(1, OldQ, NewQ1),
% jump_queue(2, OldQ, NewQ2)
% *does* work, though if you add things at the end of NewQ1 they
% will also show up in NewQ2. Note that
% jump_queue(1, OldQ, MidQ),
% jump_queue(2, MidQ, NewQ)
% makes NewQ start 2, 1, ...
jump_queue(Element, Front-Back, [Element|Front]-Back).
% list_jump_queue(List, OldQueue, NewQueue)
% adds all the elements of List at the front of the queue. There are
% two ways we might do this. We could add all the elements one at a
% time, so that they would appear at the beginning of the queue in the
% opposite order to the order they had in the list, or we could add
% them in one lump, so that they have the same order in the queue as
% in the list. As you can easily add the elements one at a time if
% that is what you want, I have chosen the latter.
list_jump_queue(List, OldFront-Back, NewFront-Back) :-
append(List, OldFront, NewFront).
% reverse(List, OldFront, NewFront). % for the other definition
% head_queue(Queue, Head)
% unifies Head with the first element of the queue. The tricky part
% is that we might be at the end of a queue: Back-Back, with Back a
% variable, and in that case this predicate should not succeed, as we
% don't know what that element is or whether it exists yet.
head_queue(Front-Back, Head) :-
Front \== Back, % the queue is not empty
Front = [Head|_].
% serve_queue(OldQueue, Head, NewQueue)
% removes the first element of the queue for service.
serve_queue(OldFront-Back, Head, NewFront-Back) :-
OldFront \== Back,
OldFront = [Head|NewFront].
% empty_queue(Queue)
% tests whether the queue is empty. If the back of a queue were
% guaranteed to be a variable, we could have
% empty_queue(Front-Back) :- var(Front).
% but I don't see why you shouldn't be able to treat difference
% lists as queues if you want to.
empty_queue(Front-Back) :-
Front == Back.
% length_queue(Queue, Length)
% counts the number of elements currently in the queue. Note that
% we have to be careful in checking for the end of the list, we
% can't test for [] the way length(List) does.
length_queue(Front-Back, Length) :-
length_queue(Front, Back, 0, N),
Length = N.
length_queue(Front, Back, N, N) :-
Front == Back, !.
length_queue([_|Front], Back, K, N) :-
L is K+1,
length_queue(Front, Back, L, N).
% list_to_queue(List, Queue)
% creates a new queue with the same elements as List.
list_to_queue(List, Front-Back) :-
append(List, Back, Front).
% queue_to_list(Queue, List)
% creates a new list with the same elements as Queue.
queue_to_list(Front-Back, List) :-
queue_to_list(Front, Back, List).
queue_to_list(Front, Back, Ans) :-
Front == Back, !, Ans = [].
queue_to_list([Head|Front], Back, [Head|Tail]) :-
queue_to_list(Front, Back, Tail).

View File

@@ -0,0 +1,124 @@
# Copyright 2015 The Bazel Authors. All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""Build definitions for JavaScript binaries compiled with the Closure Compiler.
A single file is produced with the _compiled.js suffix.
By default, the name of the entry point is assumed to be the same as that of the
build target. This behaviour may be overridden with the "main" attribute.
The optimization level may be set with the "compilation_level" attribute.
Supported values are: unobfuscated, simple, and advanced.
Example:
closure_js_binary(
name = "hello",
compilation_level = "simple",
language_in = "ecmascript6",
language_out = "ecmascript3",
externs = ["//third_party/javascript/google_cast/cast.js"],
deps = [
"@closure_library//:closure_library",
":hello_lib",
],
)
This rule will produce hello_combined.js.
"""
_COMPILATION_LEVELS = {
"whitespace_only": [
"--compilation_level=WHITESPACE_ONLY",
"--formatting=PRETTY_PRINT"
],
"simple": ["--compilation_level=SIMPLE"],
"advanced": ["--compilation_level=ADVANCED"]
}
_SUPPORTED_LANGUAGES = {
"es3": ["ES3"],
"ecmascript3": ["ECMASCRIPT3"],
"es5": ["ES5"],
"ecmascript5": ["ECMASCRIPT5"],
"es5_strict": ["ES5_STRICT"],
"ecmascript5_strict": ["ECMASCRIPT5_STRICT"],
"es6": ["ES6"],
"ecmascript6": ["ECMASCRIPT6"],
"es6_strict": ["ES6_STRICT"],
"ecmascript6_strict": ["ECMASCRIPT6_STRICT"],
"es6_typed": ["ES6_TYPED"],
"ecmascript6_typed": ["ECMASCRIPT6_TYPED"],
}
def _impl(ctx):
externs = set(order="compile")
srcs = set(order="compile")
for dep in ctx.attr.deps:
externs += dep.transitive_js_externs
srcs += dep.transitive_js_srcs
args = [
"--entry_point=goog:%s" % ctx.attr.main,
"--js_output_file=%s" % ctx.outputs.out.path,
"--dependency_mode=LOOSE",
"--warning_level=VERBOSE",
] + (["--js=%s" % src.path for src in srcs] +
["--externs=%s" % extern.path for extern in externs])
# Set the compilation level.
if ctx.attr.compilation_level in _COMPILATION_LEVELS:
args += _COMPILATION_LEVELS[ctx.attr.compilation_level]
else:
fail("Invalid compilation_level '%s', expected one of %s" %
(ctx.attr.compilation_level, _COMPILATION_LEVELS.keys()))
# Set the language in.
if ctx.attr.language_in in _SUPPORTED_LANGUAGES:
args += "--language_in=" + _SUPPORTED_LANGUAGES[ctx.attr.language_in]
else:
fail("Invalid language_in '%s', expected one of %s" %
(ctx.attr.language_in, _SUPPORTED_LANGUAGES.keys()))
# Set the language out.
if ctx.attr.language_out in _SUPPORTED_LANGUAGES:
args += "--language_out=" + _SUPPORTED_LANGUAGES[ctx.attr.language_out]
else:
fail("Invalid language_out '%s', expected one of %s" %
(ctx.attr.language_out, _SUPPORTED_LANGUAGES.keys()))
ctx.action(
inputs=list(srcs) + list(externs),
outputs=[ctx.outputs.out],
arguments=args,
executable=ctx.executable._closure_compiler)
return struct(files=set([ctx.outputs.out]))
closure_js_binary = rule(
implementation=_impl,
attrs={
"deps": attr.label_list(
allow_files=False,
providers=["transitive_js_externs", "transitive_js_srcs"]),
"main": attr.string(default="%{name}"),
"compilation_level": attr.string(default="advanced"),
"language_in": attr.string(default="ecmascript6"),
"language_out": attr.string(default="ecmascript3"),
"_closure_compiler": attr.label(
default=Label("//external:closure_compiler_"),
executable=True),
},
outputs={"out": "%{name}_combined.js"})

154
samples/Uno/PlayerPads.uno Normal file
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using Uno;
using Uno.Collections;
using Uno.Graphics;
using Uno.Scenes;
using Uno.Designer;
using Uno.Content;
using Uno.Content.Models;
using Uno.UI;
namespace PONG2D
{
public class PlayerPads : Node
{
Image _player1Image;
Image _player2Image;
[Inline]
public Image Player1
{
get { return _player1Image; }
set
{
if (_player1Image != value)
{
_player1Image = value;
}
}
}
[Inline]
public Image Player2
{
get { return _player2Image; }
set
{
if (_player2Image != value)
{
_player2Image = value;
}
}
}
[Hide]
public float2 Player1Pos
{
get { return (Player1.ActualPosition); }
set
{
if (Player1 != null)
Player1.Position = value;
}
}
[Hide]
public float2 Player2Pos
{
get { return (Player2.ActualPosition); }
set
{
if (Player2 != null)
Player2.Position = value;
}
}
public Rect Player1Rect
{
get { return new Rect(Player1Pos, float2(Player1.Width, Player2.Height)); }
set
{
Player1Pos = value.Position;
if (Player1 != null)
{
Player1.Width = value.Size.X;
Player1.Height = value.Size.Y;
}
}
}
public Rect Player2Rect
{
get { return new Rect(Player2Pos, float2(Player2.Width, Player2.Height)); }
set
{
Player2Pos = value.Position;
if (Player2 != null)
{
Player2.Width = value.Size.X;
Player2.Height = value.Size.Y;
}
}
}
public Ball Ball
{
get;
set;
}
public float PadVelocity { get; set; }
public PlayerPads()
{
}
void UpdatePositions()
{
}
protected override void OnUpdate()
{
base.OnUpdate();
if (Input.IsKeyDown(Uno.Platform.Key.W))
{
Player1Pos = float2(0, Player1Pos.Y - PadVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.S))
{
Player1Pos = float2(0, Player1Pos.Y + PadVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.Up))
{
Player2Pos = float2(0, Player2Pos.Y - PadVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.Down))
{
Player2Pos = float2(0, Player2Pos.Y + PadVelocity);
}
if (Ball != null)
{
if (Ball.BallRectangle.Intersects(Player1Rect) ||
Ball.BallRectangle.Intersects(Player2Rect))
{
Ball.BallVelocity = float2(Ball.BallVelocity.X * -1f, Ball.BallVelocity.Y);
}
}
}
}
}

139
samples/Uno/Pong.uno Normal file
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using Uno;
using Uno.Collections;
using Uno.Graphics;
using Uno.Scenes;
using Uno.Content;
using Uno.Content.Models;
namespace PONG2D
{
public class Pong : Node
{
float2 _player1Pos;
float2 _player2Pos;
float2 ballPosition;
float2 ballVelocity;
float2 rectangleSize;
Rect player1Rect;
Rect player2Rect;
Rect ballRect;
float2 resolution = Context.VirtualResolution;
Random random = new Random(1);
float2 Player1Pos
{
get { return _player1Pos; }
set
{
_player1Pos = Math.Clamp(value, float2(0, 0), resolution - rectangleSize);
}
}
float2 Player2Pos
{
get { return _player2Pos; }
set
{
_player2Pos = Math.Clamp(value, float2(0, 0), resolution - rectangleSize);
}
}
public Pong()
{
Uno.Scenes.Input.AddGlobalListener(this);
}
protected override void OnInitialize()
{
base.OnInitialize();
UpdateValues();
}
void UpdateValues()
{
rectangleSize = float2(resolution.X / 80f, resolution.Y / 5f);
_player1Pos = float2(0f);
_player2Pos = float2(Context.VirtualResolution.X - rectangleSize.X, 0f);
player1Rect = new Rect(_player1Pos, rectangleSize);
player2Rect = new Rect(_player2Pos, rectangleSize);
ballPosition = float2(resolution.X * 0.5f - 10f, resolution.Y * 0.5f - 10f);
ballRect = new Rect(ballPosition, float2(20f));
SpwanBall();
}
void SpwanBall()
{
ballRect.Position = float2(resolution.X * 0.5f - 10f, resolution.Y * 0.5f - 10f);
ballVelocity = float2(5f, 10f) * 0.5f;
}
void OnWindowResize(object sender, EventArgs args)
{
//UpdateValues();
}
protected override void OnUpdate()
{
base.OnUpdate();
var padVelocity = resolution.Y * (float)Application.Current.FrameInterval * 4f;
if (Input.IsKeyDown(Uno.Platform.Key.Up))
{
Player1Pos = float2(Player1Pos.X, Player1Pos.Y - padVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.Down))
{
Player1Pos = float2(Player1Pos.X, Player1Pos.Y + padVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.W))
{
Player2Pos = float2(Player2Pos.X, Player2Pos.Y - padVelocity);
}
if (Input.IsKeyDown(Uno.Platform.Key.S))
{
Player2Pos = float2(Player2Pos.X, Player2Pos.Y + padVelocity);
}
player1Rect.Position = Player1Pos;
player2Rect.Position = Player2Pos;
if (ballRect.Position.X > resolution.X || ballRect.Position.X < 0)
{
SpwanBall();
}
if (ballRect.Position.Y > resolution.Y ||
ballRect.Position.Y < 0)
{
ballVelocity.Y *= -1f;
}
if (ballRect.Intersects(player1Rect) ||
ballRect.Intersects(player2Rect))
{
ballVelocity.X *= -1f;
}
ballRect.Position += ballVelocity;
}
protected override void OnDraw()
{
Uno.Drawing.RoundedRectangle.Draw(player1Rect.Position, player1Rect.Size, float4(1f), 0);
Uno.Drawing.RoundedRectangle.Draw(player2Rect.Position, player2Rect.Size, float4(1f), 0);
Uno.Drawing.RoundedRectangle.Draw(ballRect.Position, ballRect.Size, float4(1f), 0f);
}
}
}

136
samples/Uno/TowerBlock.uno Normal file
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@@ -0,0 +1,136 @@
using Uno;
using Uno.Collections;
using Uno.Graphics;
using Uno.Scenes;
using Uno.Content;
using Uno.Content.Models;
using Uno.Physics.Box2D;
using TowerBuilder.Box2DMath;
namespace TowerBuilder
{
public class TowerBlock : TestBed
{
Body floorBody, deleteBody, mouseBody;
private List<Body> bodies = new List<Body>();
private List<Body> bodiesToDelete = new List<Body>();
private ContactListener contactListener;
protected override void OnInitializeTestBed()
{
World.Gravity = float2(0, -25.0f);
World.ContactListener = contactListener = new ContactListener(this);
bodies.Clear();
bodiesToDelete.Clear();
CreateFloor();
CreateDeleteBody();
CreateBox2();
}
void CreateFloor()
{
var bodyDef = new BodyDef();
bodyDef.position = float2(0, -40.0f);
floorBody = World.CreateBody(bodyDef);
var shape = new PolygonShape();
shape.SetAsBox(30.0f, 10.0f);
var fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0f;
floorBody.CreateFixture(fixtureDef);
}
void CreateDeleteBody()
{
var bodyDef = new BodyDef();
bodyDef.position = float2(0, -44.0f);
deleteBody = World.CreateBody(bodyDef);
var shape = new PolygonShape();
shape.SetAsBox(200.0f, 10.0f);
var fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0f;
deleteBody.CreateFixture(fixtureDef);
}
Random random = new Random((int) (Uno.Diagnostics.Clock.GetSeconds() * 1000000));
void CreateBox2()
{
var bodyDef = new BodyDef();
bodyDef.type = BodyType.Dynamic;
bodyDef.position = float2(random.NextFloat(-25f, 25f), 50.0f);
bodyDef.angularVelocity = random.NextFloat() * 40 - 20;
bodyDef.userData = float3(0, 0, 0);
var body = World.CreateBody(bodyDef);
var shape = new PolygonShape();
shape.SetAsBox(0.75f, 0.75f);
var fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 5.0f;
//fixtureDef.friction = 0.75f;
body.CreateFixture(fixtureDef);
bodies.Add(body);
}
private int c = 0;
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
debug_log bodies.Count;
if(c++ % 8 == 0 && bodies.Count < 20) CreateBox2();
foreach(var body in bodiesToDelete)
{
World.DestroyBody(body);
bodies.Remove(body);
}
bodiesToDelete.Clear();
}
public class ContactListener : IContactListener
{
private TowerBlock b;
public ContactListener(TowerBlock b)
{
this.b = b;
}
public void BeginContact(Contact contact)
{
if(contact.GetFixtureA().GetBody() == b.deleteBody)
{
b.bodiesToDelete.Add(contact.GetFixtureB().GetBody());
}
else if(contact.GetFixtureB().GetBody() == b.deleteBody)
{
b.bodiesToDelete.Add(contact.GetFixtureA().GetBody());
}
}
public void EndContact(Contact contact) {}
public void PreSolve(Contact contact, ref Manifold manifold) {}
public void PostSolve(Contact contact, ref ContactImpulse impulse) {}
}
}
}

57
samples/XML/MainView.ux Normal file
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@@ -0,0 +1,57 @@
<App Theme="Basic">
<DockPanel>
<TopFrameBackground Dock="Top" />
<Panel>
<Rectangle ux:Name="newLayoutMaster" Width="50" Height="50" Color="#8889" Alignment="TopLeft" Margin="20,50"/>
<StackPanel Alignment="Top">
<TextInput PlaceholderText="Click me to show the keyboard" Alignment="Center">
<WhileKeyboardVisible>
<Move Target="rect3" RelativeTo="Keyboard" Y="-1" Duration="0.5" />
</WhileKeyboardVisible>
</TextInput>
<Button Text="Click me" Alignment="Center">
<WhilePressed>
<Move Target="rect1" RelativeTo="Size" Y="-1" Duration="0.5" />
<Move Target="rect2" RelativeTo="ParentSize" Y="-1" Duration="0.5" />
<Move Target="rect5" RelativeTo="Size" RelativeNode="relativeNode" Y="-1" Duration="0.5" />
</WhilePressed>
</Button>
<Switch>
<WhileTrue>
<Change rect4.LayoutMaster="newLayoutMaster" />
</WhileTrue>
</Switch>
</StackPanel>
<Rectangle ux:Name="relativeNode" Height="400" Width="50" Color="#bbf" Alignment="BottomRight">
<VerticalText Alignment="Center" Width="200">relativeNode</VerticalText>
</Rectangle>
<Text ux:Class="VerticalText" TransformOrigin="Center" Alignment="Bottom" TextColor="#000">
<Rotation Degrees="-90" />
</Text>
<Grid ColumnCount="5" Rows="3*,1*" Color="#ddd" Width="80%" Height="100%" Alignment="BottomLeft">
<VerticalText Width="200">RelativeTo="Size"</VerticalText>
<VerticalText Width="200">RelativeTo="ParentSize"</VerticalText>
<VerticalText Width="200">RelativeTo="Keyboard"</VerticalText>
<VerticalText Width="200">RelativeTo="PositionChange"</VerticalText>
<VerticalText Width="200">RelativeNode="relativeNode"</VerticalText>
<Rectangle ux:Name="rect1" Width="50" Height="50" Color="#f00" Alignment="Bottom"/>
<Rectangle ux:Name="rect2" Width="50" Height="50" Color="#0f0" Alignment="Bottom"/>
<Rectangle ux:Name="rect3" Width="50" Height="50" Color="#00f" Alignment="Bottom"/>
<Panel Alignment="Bottom" Width="50" Height="50">
<Rectangle ux:Name="rect4" Width="50" Height="50" Color="#0ff" LayoutMaster="layoutMaster">
<LayoutAnimation>
<Move RelativeTo="PositionChange" X="1" Y="1" Duration="0.5" />
</LayoutAnimation>
</Rectangle>
<Rectangle ux:Name="layoutMaster" Width="50" Height="50"/>
</Panel>
<Rectangle ux:Name="rect5" Width="50" Height="50" Color="#f0f" Alignment="Bottom"/>
</Grid>
</Panel>
</DockPanel>
</App>

11
samples/XML/MyApp.ux Normal file
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@@ -0,0 +1,11 @@
<App Theme="Basic">
<EdgeNavigator HitTestMode="LocalBoundsAndChildren">
<Panel Width="150" EdgeNavigation.Edge="Left" Background="#f63" />
<Panel>
<Text Alignment="Center">
This is an example of EdgeNavigator!
</Text>
</Panel>
</EdgeNavigator>
</App>

View File

@@ -152,7 +152,7 @@ class TestBlob < Minitest::Test
end
def test_csv
assert fixture_blob("Data/cars.csv").csv?
assert sample_blob("CSV/cars.csv").csv?
end
def test_pdf

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@@ -0,0 +1,2 @@
.DS_Store

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@@ -0,0 +1,6 @@
<snippet>
<content><![CDATA[Book $1 - ${2:Title}
]]></content>
<tabTrigger>book</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

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@@ -0,0 +1,6 @@
<snippet>
<content><![CDATA[Chapter $1 - ${2:Title}
]]></content>
<tabTrigger>chapter</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

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@@ -0,0 +1,7 @@
<snippet>
<content><![CDATA[
${1:DoorName} is a door. $1 is ${2:Direction} from ${3:Room}.
]]></content>
<tabTrigger>door</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,34 @@
{ "name": "Inform7",
"scopeName": "source.Inform7",
"fileTypes": ["i7x"],
"patterns": [
{ "name": "keyword.control.Inform7",
"match": "\\b(Include|Release)\\b"
},
{ "name" : "comment.block.Inform7",
"begin" : "\\[",
"end" : "\\]",
"comment" : "All comments in Inform7 are delimited this way."
},
{ "name" : "string.quoted.double.Inform7",
"begin" : "\"",
"end" : "\"",
"patterns": [
{ "name" : "keyword.operator.Inform7",
"begin" : "\\[",
"end" : "\\]",
"comment" : "For logic inside of strings."
}
]
},
{ "name" : "storage.type.Inform7",
"match" : "(Volume|Book|Chapter|Part|Section|Table)\\s+\\d?\\s+-?\\s+((?:\\w|\\s|-)*)",
"comment": "Matches headings for major sections in Inform7"
},
{ "name": "constant.numeric.Inform7",
"match": "([0-9])+",
"comment":"Gotta call out the numbers!"
}
],
"uuid": "0c4cbdee-beb7-4ea6-af56-27246d479373"
}

View File

@@ -0,0 +1,74 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>fileTypes</key>
<array>
<string>i7x</string>
<string>inform</string>
<string>ni</string>
</array>
<key>name</key>
<string>Inform7</string>
<key>patterns</key>
<array>
<dict>
<key>match</key>
<string>\b(Include|Release)\b</string>
<key>name</key>
<string>keyword.control.Inform7</string>
</dict>
<dict>
<key>begin</key>
<string>\[</string>
<key>comment</key>
<string>All comments in Inform7 are delimited this way.</string>
<key>end</key>
<string>\]</string>
<key>name</key>
<string>comment.block.Inform7</string>
</dict>
<dict>
<key>begin</key>
<string>"</string>
<key>end</key>
<string>"</string>
<key>name</key>
<string>string.quoted.double.Inform7</string>
<key>patterns</key>
<array>
<dict>
<key>begin</key>
<string>\[</string>
<key>comment</key>
<string>For logic inside of strings.</string>
<key>end</key>
<string>\]</string>
<key>name</key>
<string>keyword.operator.Inform7</string>
</dict>
</array>
</dict>
<dict>
<key>comment</key>
<string>Matches headings for major sections in Inform7</string>
<key>match</key>
<string>(Volume|Book|Chapter|Part|Section|Table)\s+\d?\s+-?\s+((?:\w|\s|-)*)</string>
<key>name</key>
<string>storage.type.Inform7</string>
</dict>
<dict>
<key>comment</key>
<string>Gotta call out the numbers!</string>
<key>match</key>
<string>([0-9])+</string>
<key>name</key>
<string>constant.numeric.Inform7</string>
</dict>
</array>
<key>scopeName</key>
<string>source.Inform7</string>
<key>uuid</key>
<string>0c4cbdee-beb7-4ea6-af56-27246d479373</string>
</dict>
</plist>

View File

@@ -0,0 +1,8 @@
<snippet>
<content><![CDATA[
$1 is a portable thing in ${2:Room} ${3:ShortDescription}
The description of $1 is ${4:Description}
]]></content>
<tabTrigger>object</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,6 @@
<snippet>
<content><![CDATA[Part $1 - ${2:Title}
]]></content>
<tabTrigger>part</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,7 @@
<snippet>
<content><![CDATA[
${1:RoomName} is a room in ${2:Region}. "${3:Description}"
]]></content>
<tabTrigger>room</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,11 @@
<snippet>
<content><![CDATA[
${1:SceneName} is a Scene.
$1 begins when $2 .
$1 ends when $3 .
When $1 begins: $4 .
When $1 ends: $5 .
]]></content>
<tabTrigger>scene</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,6 @@
<snippet>
<content><![CDATA[Section $1 - ${2:Title}
]]></content>
<tabTrigger>section</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,6 @@
<snippet>
<content><![CDATA[Volume $1 - ${2:Title}
]]></content>
<tabTrigger>volume</tabTrigger>
<scope>source.Inform7</scope>
</snippet>

View File

@@ -0,0 +1,21 @@
The MIT License (MIT)
Copyright (c) 2014 Nate Dickson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -0,0 +1,8 @@
#Inform7 Package for Sublime Text 2
This package has a lot of little files that make Inform7 easier to edit in Sublime Text 2. that's why it's called what it is, you see.
##Usage
Grab the zip file, unzip it, and put it in your ```Packages``` Directory.
That's pretty much it. Open an ```i7x``` file in Sublime Text 2 and it'll be all highlighted and there's a bunch of snippets you can use and all that.
##Want to submit a pull request for this readme file?
Please, please do.

View File

@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>beforeRunningCommand</key>
<string>saveActiveFile</string>
<key>command</key>
<string>#!/usr/bin/env ruby18
file = ENV["TM_FILEPATH"]
target = file.sub(/\.less$/, ".css")
system("lessc \"#{file}\" \"#{target}\"")
puts "Compiled CSS to '#{target}'"</string>
<key>input</key>
<string>document</string>
<key>inputFormat</key>
<string>text</string>
<key>keyEquivalent</key>
<string>@b</string>
<key>name</key>
<string>Save to CSS</string>
<key>outputCaret</key>
<string>afterOutput</string>
<key>outputFormat</key>
<string>text</string>
<key>outputLocation</key>
<string>toolTip</string>
<key>requiredCommands</key>
<array>
<dict>
<key>command</key>
<string>lessc</string>
<key>locations</key>
<array>
<string>/opt/local/bin/lessc</string>
<string>/usr/local/bin/lessc</string>
</array>
</dict>
</array>
<key>scope</key>
<string>source.css.less</string>
<key>uuid</key>
<string>78788223-5E5E-434E-98BE-17BCDF600611</string>
<key>version</key>
<integer>2</integer>
</dict>
</plist>

View File

@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>beforeRunningCommand</key>
<string>saveActiveFile</string>
<key>command</key>
<string>#!/usr/bin/env ruby18
file = ENV["TM_FILEPATH"]
target = file.sub(/\.less$/, ".css")
system("lessc -x \"#{file}\" \"#{target}\"")
puts "Compiled Minified CSS to '#{target}'"</string>
<key>input</key>
<string>document</string>
<key>inputFormat</key>
<string>text</string>
<key>keyEquivalent</key>
<string>~@b</string>
<key>name</key>
<string>Save to Minified CSS</string>
<key>outputCaret</key>
<string>afterOutput</string>
<key>outputFormat</key>
<string>text</string>
<key>outputLocation</key>
<string>toolTip</string>
<key>requiredCommands</key>
<array>
<dict>
<key>command</key>
<string>lessc</string>
<key>locations</key>
<array>
<string>/opt/local/bin/lessc</string>
<string>/usr/local/bin/lessc</string>
</array>
</dict>
</array>
<key>scope</key>
<string>source.css.less</string>
<key>uuid</key>
<string>448D3A8D-260E-4949-BA33-654886ECDCAF</string>
<key>version</key>
<integer>2</integer>
</dict>
</plist>

View File

@@ -0,0 +1,38 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>beforeRunningCommand</key>
<string>nop</string>
<key>command</key>
<string>#!/usr/bin/env php
&lt;?php
$path = getenv('TM_DROPPED_FILE');
$path_parts = pathinfo($path);
$info = getimagesize($path);
list($width, $height) = $info;
$mime = $info['mime'];
$contents = base64_encode(file_get_contents($path));
echo "@gfx-{$path_parts['filename']}: \"data:{$mime};base64,{$contents}\";\n";
echo "@gfx-{$path_parts['filename']}-width: {$width}px;\n";
echo "@gfx-{$path_parts['filename']}-height: {$height}px;";</string>
<key>draggedFileExtensions</key>
<array>
<string>png</string>
<string>jpeg</string>
<string>jpg</string>
<string>gif</string>
</array>
<key>input</key>
<string>selection</string>
<key>name</key>
<string>Insert inline Image</string>
<key>output</key>
<string>insertAsSnippet</string>
<key>scope</key>
<string>source.css.less</string>
<key>uuid</key>
<string>7B0CA307-CC1C-4EE2-9F63-4825800ACDA7</string>
</dict>
</plist>

View File

@@ -0,0 +1,36 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>name</key>
<string>Comments</string>
<key>scope</key>
<string>source.css.less</string>
<key>settings</key>
<dict>
<key>shellVariables</key>
<array>
<dict>
<key>name</key>
<string>TM_COMMENT_START</string>
<key>value</key>
<string>// </string>
</dict>
<dict>
<key>name</key>
<string>TM_COMMENT_START_2</string>
<key>value</key>
<string>/* </string>
</dict>
<dict>
<key>name</key>
<string>TM_COMMENT_END_2</string>
<key>value</key>
<string> */</string>
</dict>
</array>
</dict>
<key>uuid</key>
<string>D0CC551B-751D-4A7C-A738-2513E3C7F285</string>
</dict>
</plist>

25
vendor/grammars/less.tmbundle/README.md vendored Normal file
View File

@@ -0,0 +1,25 @@
# Installation
You can install this bundle in TextMate by opening the preferences and going to the bundles tab. After installation it will be automatically updated for you.
# License (MIT)
Copyright (c) 2010 Scott Kyle and Rasmus Andersson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

View File

@@ -0,0 +1,434 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>comment</key>
<string>LeSS</string>
<key>fileTypes</key>
<array>
<string>less</string>
</array>
<key>foldingStartMarker</key>
<string>/\*\*(?!\*)|\{\s*($|/\*(?!.*?\*/.*\S))</string>
<key>foldingStopMarker</key>
<string>(?&lt;!\*)\*\*/|^\s*\}</string>
<key>keyEquivalent</key>
<string>^~L</string>
<key>name</key>
<string>LESS</string>
<key>patterns</key>
<array>
<dict>
<key>match</key>
<string>\b(a|abbr|acronym|address|applet|article|area|audio|video|b|base|big|blockquote|body|br|button|caption|canvas|center|cite|code|col|colgroup|dd|del|details|dfn|div|dl|dt|em|embed|fieldset|figure|figcaption|form|frame|frameset|(h[1-6])|head|hr|html|i|iframe|img|input|ins|kbd|label|legend|li|link|map|mark|meta|menu|nav|noframes|noscript|object|ol|optgroup|option|output|p|param|pre|q|ruby|s|samp|script|select|small|span|strike|strong|style|sub|sup|summary|svg|table|tbody|td|textarea|tfoot|th|thead|title|tr|tt|u|ul|var|header|section|footer|aside|hgroup|time)\b</string>
<key>name</key>
<string>keyword.control.html.elements</string>
</dict>
<dict>
<key>begin</key>
<string>"</string>
<key>beginCaptures</key>
<dict>
<key>0</key>
<dict>
<key>name</key>
<string>punctuation.definition.string.begin.css</string>
</dict>
</dict>
<key>end</key>
<string>"</string>
<key>endCaptures</key>
<dict>
<key>0</key>
<dict>
<key>name</key>
<string>punctuation.definition.string.end.css</string>
</dict>
</dict>
<key>name</key>
<string>string.quoted.double.css</string>
<key>patterns</key>
<array>
<dict>
<key>match</key>
<string>\\.</string>
<key>name</key>
<string>constant.character.escaped.css</string>
</dict>
</array>
</dict>
<dict>
<key>begin</key>
<string>'</string>
<key>beginCaptures</key>
<dict>
<key>0</key>
<dict>
<key>name</key>
<string>punctuation.definition.string.begin.css</string>
</dict>
</dict>
<key>end</key>
<string>'</string>
<key>endCaptures</key>
<dict>
<key>0</key>
<dict>
<key>name</key>
<string>punctuation.definition.string.end.css</string>
</dict>
</dict>
<key>name</key>
<string>string.quoted.single.css</string>
<key>patterns</key>
<array>
<dict>
<key>match</key>
<string>\\.</string>
<key>name</key>
<string>constant.character.escaped.css</string>
</dict>
</array>
</dict>
<dict>
<key>captures</key>
<dict>
<key>1</key>
<dict>
<key>name</key>
<string>entity.other.attribute-name.class.css</string>
</dict>
</dict>
<key>match</key>
<string>(\.[a-zA-Z0-9_-]+)</string>
</dict>
<dict>
<key>begin</key>
<string>url\(</string>
<key>contentName</key>
<string>variable.parameter.url</string>
<key>end</key>
<string>\)</string>
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