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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves
|
|
*
|
|
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
|
* for creating the original pixi version!
|
|
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
|
|
*
|
|
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
|
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class WebGLSpriteBatch
|
|
* @private
|
|
* @constructor
|
|
*/
|
|
PIXI.WebGLSpriteBatch = function()
|
|
{
|
|
/**
|
|
* @property vertSize
|
|
* @type Number
|
|
*/
|
|
this.vertSize = 5;
|
|
|
|
/**
|
|
* The number of images in the SpriteBatch before it flushes
|
|
* @property size
|
|
* @type Number
|
|
*/
|
|
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
|
|
|
|
//the total number of bytes in our batch
|
|
var numVerts = this.size * 4 * 4 * this.vertSize;
|
|
//the total number of indices in our batch
|
|
var numIndices = this.size * 6;
|
|
|
|
/**
|
|
* Holds the vertices
|
|
*
|
|
* @property vertices
|
|
* @type ArrayBuffer
|
|
*/
|
|
this.vertices = new PIXI.ArrayBuffer(numVerts);
|
|
|
|
/**
|
|
* View on the vertices as a Float32Array
|
|
*
|
|
* @property positions
|
|
* @type Float32Array
|
|
*/
|
|
this.positions = new PIXI.Float32Array(this.vertices);
|
|
|
|
/**
|
|
* View on the vertices as a Uint32Array
|
|
*
|
|
* @property colors
|
|
* @type Uint32Array
|
|
*/
|
|
this.colors = new PIXI.Uint32Array(this.vertices);
|
|
|
|
/**
|
|
* Holds the indices
|
|
*
|
|
* @property indices
|
|
* @type Uint16Array
|
|
*/
|
|
this.indices = new PIXI.Uint16Array(numIndices);
|
|
|
|
/**
|
|
* @property lastIndexCount
|
|
* @type Number
|
|
*/
|
|
this.lastIndexCount = 0;
|
|
|
|
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
|
{
|
|
this.indices[i + 0] = j + 0;
|
|
this.indices[i + 1] = j + 1;
|
|
this.indices[i + 2] = j + 2;
|
|
this.indices[i + 3] = j + 0;
|
|
this.indices[i + 4] = j + 2;
|
|
this.indices[i + 5] = j + 3;
|
|
}
|
|
|
|
/**
|
|
* @property drawing
|
|
* @type Boolean
|
|
*/
|
|
this.drawing = false;
|
|
|
|
/**
|
|
* @property currentBatchSize
|
|
* @type Number
|
|
*/
|
|
this.currentBatchSize = 0;
|
|
|
|
/**
|
|
* @property currentBaseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.currentBaseTexture = null;
|
|
|
|
/**
|
|
* @property dirty
|
|
* @type Boolean
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* @property textures
|
|
* @type Array
|
|
*/
|
|
this.textures = [];
|
|
|
|
/**
|
|
* @property blendModes
|
|
* @type Array
|
|
*/
|
|
this.blendModes = [];
|
|
|
|
/**
|
|
* @property shaders
|
|
* @type Array
|
|
*/
|
|
this.shaders = [];
|
|
|
|
/**
|
|
* @property sprites
|
|
* @type Array
|
|
*/
|
|
this.sprites = [];
|
|
|
|
/**
|
|
* @property defaultShader
|
|
* @type AbstractFilter
|
|
*/
|
|
this.defaultShader = new PIXI.AbstractFilter([
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying vec4 vColor;',
|
|
'uniform sampler2D uSampler;',
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
|
'}'
|
|
]);
|
|
};
|
|
|
|
/**
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// create a couple of buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// 65535 is max index, so 65535 / 6 = 10922.
|
|
|
|
//upload the index data
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
|
|
this.currentBlendMode = 99999;
|
|
|
|
var shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc = this.defaultShader.fragmentSrc;
|
|
shader.uniforms = {};
|
|
shader.init();
|
|
|
|
this.defaultShader.shaders[gl.id] = shader;
|
|
};
|
|
|
|
/**
|
|
* @method begin
|
|
* @param renderSession {Object} The RenderSession object
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.shader = this.renderSession.shaderManager.defaultShader;
|
|
|
|
this.start();
|
|
};
|
|
|
|
/**
|
|
* @method end
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.end = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
* @method render
|
|
* @param sprite {Sprite} the sprite to render when using this spritebatch
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|
{
|
|
var texture = sprite.texture;
|
|
|
|
//TODO set blend modes..
|
|
// check texture..
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// get the uvs for the texture
|
|
var uvs = texture._uvs;
|
|
// if the uvs have not updated then no point rendering just yet!
|
|
if(!uvs)return;
|
|
|
|
// TODO trim??
|
|
var aX = sprite.anchor.x;
|
|
var aY = sprite.anchor.y;
|
|
|
|
var w0, w1, h0, h1;
|
|
|
|
if (texture.trim)
|
|
{
|
|
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..
|
|
var trim = texture.trim;
|
|
|
|
w1 = trim.x - aX * trim.width;
|
|
w0 = w1 + texture.crop.width;
|
|
|
|
h1 = trim.y - aY * trim.height;
|
|
h0 = h1 + texture.crop.height;
|
|
|
|
}
|
|
else
|
|
{
|
|
w0 = (texture.frame.width ) * (1-aX);
|
|
w1 = (texture.frame.width ) * -aX;
|
|
|
|
h0 = texture.frame.height * (1-aY);
|
|
h1 = texture.frame.height * -aY;
|
|
}
|
|
|
|
var index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
var resolution = texture.baseTexture.resolution;
|
|
|
|
var worldTransform = sprite.worldTransform;
|
|
|
|
var a = worldTransform.a / resolution;
|
|
var b = worldTransform.b / resolution;
|
|
var c = worldTransform.c / resolution;
|
|
var d = worldTransform.d / resolution;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var colors = this.colors;
|
|
var positions = this.positions;
|
|
|
|
if(this.renderSession.roundPixels)
|
|
{
|
|
// xy
|
|
positions[index] = a * w1 + c * h1 + tx | 0;
|
|
positions[index+1] = d * h1 + b * w1 + ty | 0;
|
|
|
|
// xy
|
|
positions[index+5] = a * w0 + c * h1 + tx | 0;
|
|
positions[index+6] = d * h1 + b * w0 + ty | 0;
|
|
|
|
// xy
|
|
positions[index+10] = a * w0 + c * h0 + tx | 0;
|
|
positions[index+11] = d * h0 + b * w0 + ty | 0;
|
|
|
|
// xy
|
|
positions[index+15] = a * w1 + c * h0 + tx | 0;
|
|
positions[index+16] = d * h0 + b * w1 + ty | 0;
|
|
}
|
|
else
|
|
{
|
|
// xy
|
|
positions[index] = a * w1 + c * h1 + tx;
|
|
positions[index+1] = d * h1 + b * w1 + ty;
|
|
|
|
// xy
|
|
positions[index+5] = a * w0 + c * h1 + tx;
|
|
positions[index+6] = d * h1 + b * w0 + ty;
|
|
|
|
// xy
|
|
positions[index+10] = a * w0 + c * h0 + tx;
|
|
positions[index+11] = d * h0 + b * w0 + ty;
|
|
|
|
// xy
|
|
positions[index+15] = a * w1 + c * h0 + tx;
|
|
positions[index+16] = d * h0 + b * w1 + ty;
|
|
}
|
|
|
|
// uv
|
|
positions[index+2] = uvs.x0;
|
|
positions[index+3] = uvs.y0;
|
|
|
|
// uv
|
|
positions[index+7] = uvs.x1;
|
|
positions[index+8] = uvs.y1;
|
|
|
|
// uv
|
|
positions[index+12] = uvs.x2;
|
|
positions[index+13] = uvs.y2;
|
|
|
|
// uv
|
|
positions[index+17] = uvs.x3;
|
|
positions[index+18] = uvs.y3;
|
|
|
|
// color and alpha
|
|
var tint = sprite.tint;
|
|
colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
|
|
|
|
// increment the batchsize
|
|
this.sprites[this.currentBatchSize++] = sprite;
|
|
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders a TilingSprite using the spriteBatch.
|
|
*
|
|
* @method renderTilingSprite
|
|
* @param sprite {TilingSprite} the tilingSprite to render
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
|
|
{
|
|
var texture = tilingSprite.tilingTexture;
|
|
|
|
// check texture..
|
|
if(this.currentBatchSize >= this.size)
|
|
{
|
|
//return;
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// set the textures uvs temporarily
|
|
// TODO create a separate texture so that we can tile part of a texture
|
|
|
|
if(!tilingSprite._uvs)tilingSprite._uvs = new PIXI.TextureUvs();
|
|
|
|
var uvs = tilingSprite._uvs;
|
|
|
|
tilingSprite.tilePosition.x %= texture.baseTexture.width * tilingSprite.tileScaleOffset.x;
|
|
tilingSprite.tilePosition.y %= texture.baseTexture.height * tilingSprite.tileScaleOffset.y;
|
|
|
|
var offsetX = tilingSprite.tilePosition.x/(texture.baseTexture.width*tilingSprite.tileScaleOffset.x);
|
|
var offsetY = tilingSprite.tilePosition.y/(texture.baseTexture.height*tilingSprite.tileScaleOffset.y);
|
|
|
|
var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x);
|
|
var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y);
|
|
|
|
uvs.x0 = 0 - offsetX;
|
|
uvs.y0 = 0 - offsetY;
|
|
|
|
uvs.x1 = (1 * scaleX) - offsetX;
|
|
uvs.y1 = 0 - offsetY;
|
|
|
|
uvs.x2 = (1 * scaleX) - offsetX;
|
|
uvs.y2 = (1 * scaleY) - offsetY;
|
|
|
|
uvs.x3 = 0 - offsetX;
|
|
uvs.y3 = (1 * scaleY) - offsetY;
|
|
|
|
// get the tilingSprites current alpha and tint and combining them into a single color
|
|
var tint = tilingSprite.tint;
|
|
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (tilingSprite.alpha * 255 << 24);
|
|
|
|
var positions = this.positions;
|
|
var colors = this.colors;
|
|
|
|
var width = tilingSprite.width;
|
|
var height = tilingSprite.height;
|
|
|
|
// TODO trim??
|
|
var aX = tilingSprite.anchor.x;
|
|
var aY = tilingSprite.anchor.y;
|
|
var w0 = width * (1-aX);
|
|
var w1 = width * -aX;
|
|
|
|
var h0 = height * (1-aY);
|
|
var h1 = height * -aY;
|
|
|
|
var index = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
var resolution = texture.baseTexture.resolution;
|
|
|
|
var worldTransform = tilingSprite.worldTransform;
|
|
|
|
var a = worldTransform.a / resolution;//[0];
|
|
var b = worldTransform.b / resolution;//[3];
|
|
var c = worldTransform.c / resolution;//[1];
|
|
var d = worldTransform.d / resolution;//[4];
|
|
var tx = worldTransform.tx;//[2];
|
|
var ty = worldTransform.ty;//[5];
|
|
|
|
// xy
|
|
positions[index++] = a * w1 + c * h1 + tx;
|
|
positions[index++] = d * h1 + b * w1 + ty;
|
|
// uv
|
|
positions[index++] = uvs.x0;
|
|
positions[index++] = uvs.y0;
|
|
// color
|
|
colors[index++] = color;
|
|
|
|
// xy
|
|
positions[index++] = (a * w0 + c * h1 + tx);
|
|
positions[index++] = d * h1 + b * w0 + ty;
|
|
// uv
|
|
positions[index++] = uvs.x1;
|
|
positions[index++] = uvs.y1;
|
|
// color
|
|
colors[index++] = color;
|
|
|
|
// xy
|
|
positions[index++] = a * w0 + c * h0 + tx;
|
|
positions[index++] = d * h0 + b * w0 + ty;
|
|
// uv
|
|
positions[index++] = uvs.x2;
|
|
positions[index++] = uvs.y2;
|
|
// color
|
|
colors[index++] = color;
|
|
|
|
// xy
|
|
positions[index++] = a * w1 + c * h0 + tx;
|
|
positions[index++] = d * h0 + b * w1 + ty;
|
|
// uv
|
|
positions[index++] = uvs.x3;
|
|
positions[index++] = uvs.y3;
|
|
// color
|
|
colors[index++] = color;
|
|
|
|
// increment the batchsize
|
|
this.sprites[this.currentBatchSize++] = tilingSprite;
|
|
};
|
|
|
|
/**
|
|
* Renders the content and empties the current batch.
|
|
*
|
|
* @method flush
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.flush = function()
|
|
{
|
|
// If the batch is length 0 then return as there is nothing to draw
|
|
if (this.currentBatchSize===0)return;
|
|
|
|
var gl = this.gl;
|
|
var shader;
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
// bind the main texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// bind the buffers
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
shader = this.defaultShader.shaders[gl.id];
|
|
|
|
// this is the same for each shader?
|
|
var stride = this.vertSize * 4;
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
|
|
|
// color attributes will be interpreted as unsigned bytes and normalized
|
|
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
|
|
}
|
|
|
|
// upload the verts to the buffer
|
|
if(this.currentBatchSize > ( this.size * 0.5 ) )
|
|
{
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
}
|
|
else
|
|
{
|
|
var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
}
|
|
|
|
var nextTexture, nextBlendMode, nextShader;
|
|
var batchSize = 0;
|
|
var start = 0;
|
|
|
|
var currentBaseTexture = null;
|
|
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
|
|
var currentShader = null;
|
|
|
|
var blendSwap = false;
|
|
var shaderSwap = false;
|
|
var sprite;
|
|
|
|
for (var i = 0, j = this.currentBatchSize; i < j; i++) {
|
|
|
|
sprite = this.sprites[i];
|
|
|
|
nextTexture = sprite.texture.baseTexture;
|
|
nextBlendMode = sprite.blendMode;
|
|
nextShader = sprite.shader || this.defaultShader;
|
|
|
|
blendSwap = currentBlendMode !== nextBlendMode;
|
|
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
|
|
|
|
if(currentBaseTexture !== nextTexture || blendSwap || shaderSwap)
|
|
{
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
start = i;
|
|
batchSize = 0;
|
|
currentBaseTexture = nextTexture;
|
|
|
|
if( blendSwap )
|
|
{
|
|
currentBlendMode = nextBlendMode;
|
|
this.renderSession.blendModeManager.setBlendMode( currentBlendMode );
|
|
}
|
|
|
|
if( shaderSwap )
|
|
{
|
|
currentShader = nextShader;
|
|
|
|
shader = currentShader.shaders[gl.id];
|
|
|
|
if(!shader)
|
|
{
|
|
shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc =currentShader.fragmentSrc;
|
|
shader.uniforms =currentShader.uniforms;
|
|
shader.init();
|
|
|
|
currentShader.shaders[gl.id] = shader;
|
|
}
|
|
|
|
// set shader function???
|
|
this.renderSession.shaderManager.setShader(shader);
|
|
|
|
if(shader.dirty)shader.syncUniforms();
|
|
|
|
// both thease only need to be set if they are changing..
|
|
// set the projection
|
|
var projection = this.renderSession.projection;
|
|
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
|
|
|
|
// TODO - this is temprorary!
|
|
var offsetVector = this.renderSession.offset;
|
|
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
|
|
|
|
// set the pointers
|
|
}
|
|
}
|
|
|
|
batchSize++;
|
|
}
|
|
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
// then reset the batch!
|
|
this.currentBatchSize = 0;
|
|
};
|
|
|
|
/**
|
|
* @method renderBatch
|
|
* @param texture {Texture}
|
|
* @param size {Number}
|
|
* @param startIndex {Number}
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
|
|
{
|
|
if(size === 0)return;
|
|
|
|
var gl = this.gl;
|
|
|
|
// check if a texture is dirty..
|
|
if(texture._dirty[gl.id])
|
|
{
|
|
this.renderSession.renderer.updateTexture(texture);
|
|
}
|
|
else
|
|
{
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
|
}
|
|
|
|
// now draw those suckas!
|
|
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
|
|
|
|
// increment the draw count
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
/**
|
|
* @method stop
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.stop = function()
|
|
{
|
|
this.flush();
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* @method start
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.start = function()
|
|
{
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Destroys the SpriteBatch.
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.destroy = function()
|
|
{
|
|
this.vertices = null;
|
|
this.indices = null;
|
|
|
|
this.gl.deleteBuffer( this.vertexBuffer );
|
|
this.gl.deleteBuffer( this.indexBuffer );
|
|
|
|
this.currentBaseTexture = null;
|
|
|
|
this.gl = null;
|
|
};</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
|
|
</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
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</span>
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<br />
|
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|
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<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
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on Tue Jan 06 2015 06:31:49 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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return $(heading).attr("id") || ( prefix + i );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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