Expose Application.window, and define config.background for all platforms
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@@ -15,10 +15,11 @@ import lime.Assets;
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#if html5
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@:access(lime.graphics.opengl.GL)
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#end
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class Main extends Application {
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private var image:Image;
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private var initialized:Bool;
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private var shaderProgram:GLProgram;
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@@ -31,8 +32,6 @@ class Main extends Application {
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super ();
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image = Assets.getImage ("assets/lime.png");
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}
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@@ -44,7 +43,8 @@ class Main extends Application {
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#if js
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var image = new js.html.Image ();
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image.src = this.image.data.src;
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image.src = Assets.getPath ("assets/lime.png");
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element.style.backgroundColor = "#" + StringTools.hex (config.background, 6);
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element.appendChild (image);
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#end
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@@ -112,6 +112,8 @@ class Main extends Application {
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// Create buffers
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var image = Assets.getImage ("assets/lime.png");
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var vertices = [
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image.width, image.height, 0,
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@@ -159,6 +161,8 @@ class Main extends Application {
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}
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initialized = true;
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}
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@@ -167,7 +171,6 @@ class Main extends Application {
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if (!initialized) {
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initialize (context);
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initialized = true;
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}
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@@ -175,6 +178,9 @@ class Main extends Application {
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case CANVAS (context):
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var image = Assets.getImage ("assets/lime.png");
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context.fillStyle = "#" + StringTools.hex (config.background, 6);
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context.fillRect (0, 0, window.width, window.height);
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context.drawImage (image.data, 0, 0, image.width, image.height);
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case DOM (element):
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@@ -183,12 +189,18 @@ class Main extends Application {
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case FLASH (sprite):
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var image = Assets.getImage ("assets/lime.png");
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sprite.graphics.beginBitmapFill (image.data);
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sprite.graphics.drawRect (0, 0, image.width, image.height);
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case OPENGL (gl):
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gl.clearColor (0, 1.0, 1.0, 1.0);
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var r = ((config.background >> 16) & 0xFF) / 0xFF;
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var g = ((config.background >> 8) & 0xFF) / 0xFF;
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var b = (config.background & 0xFF) / 0xFF;
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var a = ((config.background >> 24) & 0xFF) / 0xFF;
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gl.clearColor (r, g, b, a);
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gl.clear (gl.COLOR_BUFFER_BIT);
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var vertexAttribute = gl.getAttribLocation (shaderProgram, "aVertexPosition");
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@@ -199,8 +211,8 @@ class Main extends Application {
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var positionX = 0;
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var positionY = 0;
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var width = config.width;
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var height = config.height;
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var width = window.width;
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var height = window.height;
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var projectionMatrix = new Float32Array ([ 2 / width, 0, 0, 0, 0, 2 / height, 0, 0, 0, 0, -0.0001, 0, -1, -1, 1, 1 ]);
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