From b0ae12344655906a079c5865d91ef96d16c33dcc Mon Sep 17 00:00:00 2001 From: Sean Bennett Date: Thu, 5 Dec 2013 12:37:59 -0800 Subject: [PATCH 01/13] Add bower components for problem sets --- app/bower_components/howler/.bower.json | 15 + app/bower_components/howler/CHANGELOG.md | 133 ++ app/bower_components/howler/LICENSE.md | 20 + app/bower_components/howler/README.md | 155 +++ app/bower_components/howler/howler.js | 1189 +++++++++++++++++ app/bower_components/howler/howler.min.js | 10 + .../polymer-platform/.bower.json | 15 + app/bower_components/polymer-platform/AUTHORS | 9 + .../polymer-platform/CONTRIBUTING.md | 73 + app/bower_components/polymer-platform/LICENSE | 27 + app/bower_components/polymer-platform/PATENTS | 23 + .../polymer-platform/README.md | 4 + .../polymer-platform/platform.js | 35 + .../polymer-platform/platform.js.map | 1 + bower.json | 3 +- 15 files changed, 1711 insertions(+), 1 deletion(-) create mode 100644 app/bower_components/howler/.bower.json create mode 100644 app/bower_components/howler/CHANGELOG.md create mode 100644 app/bower_components/howler/LICENSE.md create mode 100644 app/bower_components/howler/README.md create mode 100644 app/bower_components/howler/howler.js create mode 100644 app/bower_components/howler/howler.min.js create mode 100644 app/bower_components/polymer-platform/.bower.json create mode 100644 app/bower_components/polymer-platform/AUTHORS create mode 100644 app/bower_components/polymer-platform/CONTRIBUTING.md create mode 100644 app/bower_components/polymer-platform/LICENSE create mode 100644 app/bower_components/polymer-platform/PATENTS create mode 100644 app/bower_components/polymer-platform/README.md create mode 100644 app/bower_components/polymer-platform/platform.js create mode 100644 app/bower_components/polymer-platform/platform.js.map diff --git a/app/bower_components/howler/.bower.json b/app/bower_components/howler/.bower.json new file mode 100644 index 0000000..cbbdb1b --- /dev/null +++ b/app/bower_components/howler/.bower.json @@ -0,0 +1,15 @@ +{ + "name": "howler", + "homepage": "https://github.com/goldfire/howler.js", + "version": "1.1.14", + "_release": "1.1.14", + "_resolution": { + "type": "version", + "tag": "v1.1.14", + "commit": "7333af9b9936e3c82a42244b7186b10183e6353a" + }, + "_source": "git://github.com/goldfire/howler.js.git", + "_target": "~1.1.14", + "_originalSource": "howler", + "_direct": true +} \ No newline at end of file diff --git a/app/bower_components/howler/CHANGELOG.md b/app/bower_components/howler/CHANGELOG.md new file mode 100644 index 0000000..9712696 --- /dev/null +++ b/app/bower_components/howler/CHANGELOG.md @@ -0,0 +1,133 @@ +# 1.1.14 (October 18, 2013) +- `FIXED`: Critical bug fix that was breaking support on some browsers and some codecs. + +## 1.1.13 (October 17, 2013) +- `FIXED`: Code cleanup by removing redundant `canPlay` object (thanks Fabien). +- `FIXED`: File extensions are now detected correctly if there is a query string with dots in the filename (thanks theshock). +- `FIXED`: Fire `onloaderror` if a bad filename is passed with the `urls` property. + +## 1.1.12 (September 12, 2013) +- `UPDATED`: Changed AMD definition to anonymous module and define it as global always (thanks Fabien). +- `ADDED`: Added the `rate` property to `Howl` object creation, allowing you to specify the playback rate. This only works when using Web Audio (thanks Qqwy). +- `FIXED`: Prevent some instances of IE9 from throwing "Not Implemented" error (thanks Tero Tilus). + +## 1.1.11 (July 28, 2013) +- `FIXED`: Fix bug caused by trying to disconnect audio node when using HTML5 Audio. +- `FIXED`: Correctly return the sound's position when it is paused. +- `FIXED`: Fix another bug that caused looping sounds to not always correctly resume after a pause. + +## 1.1.10 (July 26, 2013) +- `ADDED`: New `unload` method to destroy a Howl object. This will stop all associated sounds instantly and remove the sound from the cache. +- `FIXED`: When using Web Audio, loop from the correct position after pausing the sound halfway through. +- `FIXED`: Always return a number when getting a sound's position with the `pos` method, and always return the reference to the sound when setting a sound that hasn't loaded. + +## 1.1.9 (July 11, 2013) +- `FIXED`: Fixed issue where calling the `volume` method before a sound had loaded prevented the volume from being changed. + +## 1.1.8 (July 10, 2013) +- `FIXED`: `urls` method now works again, and can take a string rather than an array if only one url is being passed. +- `FIXED`: Make `node.play` async when not using webAudio (thanks Alex Dong). + +## 1.1.7 (May 30, 2013) +- `FIXED`: Hotfix for a missing parameter that somehow missed the 1.1.6 commit in global muting. + +## 1.1.6 (May 30, 2013) +- `ADDED`: A general `fade` method that allows a playing sound to be faded from one volume to another. +- `DEPRECATED`: The `fadeIn` and `fadeOut` methods should no longer be used and have been deprecated. These will be removed in a future major release. +- `FIXED`: No longer require the sprite parameter to be passed into the `play` method when just passing a callback function. +- `FIXED`: Cleaned up global muting code. (thanks arnorhs). + +## 1.1.5 (May 3, 2013) +- `ADDED`: Support for the Ogg Opus codec (thanks Andrew Carpenter). +- `ADDED`: Semver tags for easy package management (thanks Martin Reurings). +- `ADDED`: Improve style/readability of code that discovers which audio file extension to use (thanks Fabien). +- `ADDED`: The `onend` event now passes the soundId back as the 2nd parameter of the callback (thanks Ross Cairns). +- `FIXED`: A few small typos in the comments. (thanks VAS). + +## 1.1.4 (April 28, 2013) +- `FIXED`: A few small bugs that broke global mute and unmute when using HTML5 Audio. + +## 1.1.3 (April 27, 2013) +- `FIXED`: Bug that prevented global mute from working 100% of the time when using HTML5 Audio. + +## 1.1.2 (April 24, 2013) +- `FIXED`: Calling `volume` before `play` now works as expected. +- `FIXED`: Edge case issue with cache cleaning. +- `FIXED`: Load event didn't fire when new URLs were loaded after the initial load. + +## 1.1.1 (April 17, 2013) +- `ADDED`: `onloaderror` event fired when sound fails to load (thanks Thiago de Barros Laceda). +- `ADDED`: `format` property that overrides the URL extraction of the file format (thanks Kenan Shifflett). +- `FIXED`: AMD implementation now only defines one module and removes global scope (thanks Kenan Shifflett). +- `FIXED`: Broken chaining with `play` method. + +## 1.1.0 (April 11, 2013) +- `ADDED:` New `pos3d` method that allows for positional audio (Web Audio API only). +- `ADDED:` Multi-playback control system that allows for control of specific play instances when sprites are used. A callback has been added to the `play` method that returns the `soundId` for the playback instance. This can then be passed as the optional last parameter to other methods to control that specific playback instead of the whole sound object. +- `ADDED:` Pass the `Howl` object reference as the first parameter in the custom event callbacks. +- `ADDED:` New optional parameter in sprite defintions to define a sprite as looping rather than the whole track. In the sprite definition array, set the 3rd value to true for looping (`spriteName: [pos, duration, loop]`). +- `FIXED:` Now all audio acts as a sound sprite internally, which helps to fix several lingering bugs (doesn't affect the API at all). +- `FIXED:` Improved implementation of Web Audio API looping. +- `FIXED:` Improved implementation of HTML5 Audio looping. +- `FIXED:` Issue that caused the fallback to not work when testing locally. +- `FIXED:` Fire `onend` event at the end of `fadeOut`. +- `FIXED:` Prevent errors from being thrown on browsers that don't support HTML5 Audio. +- `FIXED:` Various code cleanup and optimizations. + +## 1.0.13 (March 20, 2013) +- `ADDED:` Support for AMD loading as a module (thanks @mostlygeek). + +## 1.0.12 (March 28, 2013) +- `ADDED:` Automatically switch to HTML5 Audio if there is an error due to CORS. +- `FIXED:` Check that only numbers get passed into volume methods. + +## 1.0.11 (March 8, 2013) +- `ADDED:` Exposed `usingWebAudio` value through the global `Howler` object. +- `FIXED:` Issue with non-sprite HTML5 Audio clips becoming unplayable (thanks Paul Morris). + +## 1.0.10 (March 1, 2013) +- `FIXED:` Issue that caused simultaneous playback of audio sprites to break while using HTML5 Audio. + +## 1.0.9 (March 1, 2013) +- `ADDED:` Spec-implementation detection to cover new and deprecated Web Audio API methods (thanks @canuckistani). + +## 1.0.8 (February 25, 2013) +- `ADDED:` New `onplay` event. +- `ADDED:` Support for playing audio from base64 encoded strings. +- `FIXED:` Issue with soundId not being unique when multiple sounds were played simultaneously. +- `FIXED:` Verify that an HTML5 Audio Node is ready to play before playing it. +- `FIXED:` Issue with `onend` timer not getting cleared all the time. + +## 1.0.7 (February 18, 2013) +- `FIXED:` Cancel the correct timer when multiple HTML5 Audio sounds are played at the same time. +- `FIXED:` Make sure howler.js is future-compatible with UglifyJS 2. +- `FIXED:` Duration now gets set correctly when pulled from cache. +- `FIXED:` Tiny typo in README.md (thanks @johnfn). + +## 1.0.6 (February 8, 2013) +- `FIXED:` Issue with global mute calls happening before an HTML5 Audio element is loaded. + +## 1.0.5 (February 7, 2013) +- `FIXED:` Global mute now also mutes all future sounds that are played until `unmute` is called. + +## 1.0.4 (February 6, 2013) +- `ADDED:` Support for WebM audio. +- `FIXED:` Issue with volume changes when on HTML5 Audio. +- `FIXED:` Round volume values to fix inconsistencies in fade in/out methods. + +## 1.0.3 (February 2, 2013) +- `FIXED:` Make sure `self` is always defined before returning it. + +## 1.0.2 (February 1, 2013) +- `ADDED:` New `off` method that allows for the removal of custom events. +- `FIXED:` Issue with chaining the `on` method. +- `FIXED:` Small typo in documentation. + +## 1.0.1 (January 30, 2013) +- `ADDED:` New `buffer` property that allows you to force the use of HTML5 on specific sounds to allow streaming of large audio files. +- `ADDED:` Support for multiple events per event type. +- `FIXED:` Issue with method chaining before a sound was ready to play. +- `FIXED:` Use `self` everywhere instead of `this` to maintain consistency. + +## 1.0.0 (January 28, 2013) +- First commit \ No newline at end of file diff --git a/app/bower_components/howler/LICENSE.md b/app/bower_components/howler/LICENSE.md new file mode 100644 index 0000000..b0096e0 --- /dev/null +++ b/app/bower_components/howler/LICENSE.md @@ -0,0 +1,20 @@ +Copyright (c) 2013 James Simpson and GoldFire Studios, Inc. + +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. \ No newline at end of file diff --git a/app/bower_components/howler/README.md b/app/bower_components/howler/README.md new file mode 100644 index 0000000..2db97e2 --- /dev/null +++ b/app/bower_components/howler/README.md @@ -0,0 +1,155 @@ +![howler.js](http://goldfirestudios.com/proj/howlerjs/howlerjs_logo.png "howler.js") + +## Description +[**howler.js**](http://howlerjs.com) is an audio library for the modern web. It defaults to [Web Audio API](https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html) and falls back to [HTML5 Audio](http://www.whatwg.org/specs/web-apps/current-work/#the-audio-element). + +More documentation, examples and demos can be found at **[howlerjs.com](http://howlerjs.com)**. + +### Features +* Defaults to Web Audio API +* Falls back to HTML5 Audio +* Supports multiple file formats to support all browsers +* Automatic caching for Web Audio API +* Implements cache pool for HTML5 Audio +* Per-sound and global mute/unmute and volume control +* Playback of multiple sounds at the same time +* Easy sound sprite definition and playback +* Fade in/out sounds +* Supports Web Audio 3D sound positioning +* Methods can be chained +* Uses no outside libraries, just pure Javascript +* Lightweight, 9kb filesize (3kb gzipped) + +### Browser Compatibility +Tested in the following browsers/versions: +* Google Chrome 4.0+ +* Internet Explorer 9.0+ +* Firefox 3.5+ +* Safari 4.0+ +* Mobile Safari 6.0+ (after user input) +* Opera 10.5+ + +## Documentation + +### Examples + +##### Most basic, play an MP3: +```javascript +var sound = new Howl({ + urls: ['sound.mp3'] +}).play(); +``` + +##### More playback options: +```javascript +var sound = new Howl({ + urls: ['sound.mp3', 'sound.ogg', 'sound.wav'], + autoplay: true, + loop: true, + volume: 0.5, + onend: function() { + console.log('Finished!'); + } +}); +``` + +##### Define and play a sound sprite: +```javascript +var sound = new Howl({ + urls: ['sounds.mp3', 'sounds.ogg'], + sprite: { + blast: [0, 1000], + laser: [2000, 3000], + winner: [4000, 7500] + } +}); + +// shoot the laser! +sound.play('laser'); +``` + +### Properties +* **autoplay**: `Boolean` *(`true` by default)* Set to `true` to automatically start playback when sound is loaded. +* **buffer**: `Boolean` *(`false` by default)* Set to `true` to force HTML5 Audio. This should be used for large audio files so that you don't have to wait for the full file to be downloaded and decoded before playing. +* **format**: `String` *(`null` by default)* howler.js automatically detects your file format from the URL, but you may also specify a format in situations where URL extraction won't work. +* **loop**: `Boolean` *(`false` by default)* Set to `true` to automatically loop the sound forever. +* **sprite**: `Object` *(`{}` by default)* Define a sound sprite for the sound. The offset and duration are defined in milliseconds. A third (optional) parameter is available to set a sprite as looping. +``` +Example: +{ + key: [offset, duration, (loop)] +} +``` +* **volume**: `Number` *(`1.0` by default)* The volume of the specific track, from `0.0` to `1.0`. +* **urls**: `Array` *(`[]` by default)* The source URLs to the track(s) to be loaded for the sound. These should be in order of preference, howler.js will automatically load the first one that is compatible with the current browser. +* **onend**: `Function` *(`function(){}` by default)* Fire when the sound finishes playing (if it is looping, it'll fire at the end of each loop). +* **onload**: `Function` *(`function(){}` by default)* Fires when the sound is loaded. +* **onloaderror**: `Function` *(`function(){}` by default)* Fires when the sound is unable to load. +* **onpause**: `Function` *(`function(){}` by default)* Fires when the sound has been paused. +* **onplay**: `Function` *(`function(){}` by default)* Fires when the sound begins playing. + +### Methods +* **play**: Begins playback of sound. Will continue from previous point if sound has been previously paused. + * *sprite*: `String` (optional) Plays from the defined sprite key. + * *callback*: `Function` (optional) Fires when playback begins and returns the `soundId`, which is the unique identifier for this specific playback instance. +* **pause**: Pauses playback of sound, saving the `pos` of playback. + * *id*: `Number` (optional) The play instance ID. +* **stop**: Stops playback of sound, resetting `pos` to `0`. + * *id*: `Number` (optional) The play instance ID. +* **mute**: Mutes the sound, but doesn't pause the playback. + * *id*: `Number` (optional) The play instance ID. +* **unmute**: Unmutes the sound. + * *id*: `Number` (optional) The play instance ID. +* **fade**: Fade a currently playing sound between two volumes. + * *from*: `Number` Volume to fade from (`0.0` to `1.0`). + * *to*: `Number` Volume to fade to (`0.0` to `1.0`). + * *duration*: `Number` Time in milliseconds to fade. + * *callback*: `Function` (optional) Fires when fade is complete. + * *id*: `Number` (optional) The play instance ID. +* [DEPRECATED] **fadeIn**: Fade in the current sound. + * *to*: `Number` Volume to fade to (`0.0` to `1.0`). + * *duration*: `Number` Time in milliseconds to fade. + * *callback*: `Function` (optional) Fires when fade is complete. +* [DEPRECATED] **fadeOut**: Fade out the current sound and pause when finished. + * *to*: `Number` Volume to fade to (`0.0` to `1.0`). + * *duration*: `Number` Time in milliseconds to fade. + * *callback*: `Function` (optional) Fires when fade is complete. + * *id*: `Number` (optional) The play instance ID. +* **loop**: Get/set whether to loop the sound. + * *loop*: `Boolean` (optional) To loop or not to loop, that is the question. +* **pos**: Get/set the position of playback. + * *position*: `Number` (optional) The position to move current playback to. + * *id*: `Number` (optional) The play instance ID. +* **pos3d**: Get/set the 3D position of the audio source. The most common usage is to set the `x` position to affect the left/right ear panning. Setting the value higher than `1.0` will begin to decrease the volume of the sound as it moves further away. **This only works with Web Audio API.** + * *x*: `Number` The x-position of the sound. + * *y*: `Number` The y-position of the sound. + * *z*: `Number` The z-position of the sound. + * *id*: `Number` (optional) The play instance ID. +* **sprite**: Get/set sound sprite definition. + * *sprite*: `Object` (optional) See above for sound sprite definition. +* **volume**: Get/set volume of this sound. + * *volume*: `Number` (optional) Volume from `0.0` to `1.0`. + * *id*: `Number` (optional) The play instance ID. +* **urls**: Get/set the URLs to be pulled from to play in this source. + * *urls*: `Array` (optional) Changes the source files for this `Howl` object. +* **on**: Call/set custom events. Multiple events can be added by calling this multiple times. + * *event*: `String` Name of event to fire/set. + * *function*: `Function` (optional) Define function to fire on event. +* **off**: Remove custom events that you've set. + * *event*: `String` Name of event. + * *function*: `Function` (optional) The listener to remove. +* **unload**: Unload and destroy a Howl object. This will immediately stop all play instances attached to this sound and remove it from the cache. + +### Global Methods +The following methods are used to modify all sounds globally, and are called from the `Howler` object. + +* **mute**: Mutes all sounds. +* **unmute**: Unmutes all sounds and restores them to their previous volume. +* **volume**: Get/set the global volume for all sounds. + * *volume*: `Number` (optional) Volume from `0.0` to `1.0`. + +## License + +Copyright (c) 2013 James Simpson and GoldFire Studios, Inc. + +Released under the MIT License. diff --git a/app/bower_components/howler/howler.js b/app/bower_components/howler/howler.js new file mode 100644 index 0000000..4ec31ea --- /dev/null +++ b/app/bower_components/howler/howler.js @@ -0,0 +1,1189 @@ +/*! + * howler.js v1.1.14 + * howlerjs.com + * + * (c) 2013, James Simpson of GoldFire Studios + * goldfirestudios.com + * + * MIT License + */ + +(function() { + // setup + var cache = {}; + + // setup the audio context + var ctx = null, + usingWebAudio = true, + noAudio = false; + if (typeof AudioContext !== 'undefined') { + ctx = new AudioContext(); + } else if (typeof webkitAudioContext !== 'undefined') { + ctx = new webkitAudioContext(); + } else if (typeof Audio !== 'undefined') { + usingWebAudio = false; + try { + new Audio(); + } catch(e) { + noAudio = true; + } + } else { + usingWebAudio = false; + noAudio = true; + } + + // create a master gain node + if (usingWebAudio) { + var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain(); + masterGain.gain.value = 1; + masterGain.connect(ctx.destination); + } + + // create global controller + var HowlerGlobal = function() { + this._volume = 1; + this._muted = false; + this.usingWebAudio = usingWebAudio; + this._howls = []; + }; + HowlerGlobal.prototype = { + /** + * Get/set the global volume for all sounds. + * @param {Float} vol Volume from 0.0 to 1.0. + * @return {Howler/Float} Returns self or current volume. + */ + volume: function(vol) { + var self = this; + + // make sure volume is a number + vol = parseFloat(vol); + + if (vol && vol >= 0 && vol <= 1) { + self._volume = vol; + + if (usingWebAudio) { + masterGain.gain.value = vol; + } + + // loop through cache and change volume of all nodes that are using HTML5 Audio + for (var key in self._howls) { + if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) { + // loop through the audio nodes + for (var i=0; i= 2) ? ext : urlItem.match(/data\:audio\/([^?]+);/); + + if (ext) { + ext = ext[1]; + } else { + self.on('loaderror'); + return; + } + } + + if (codecs[ext]) { + url = self._urls[i]; + break; + } + } + + if (!url) { + self.on('loaderror'); + return; + } + + self._src = url; + + if (self._webAudio) { + loadBuffer(self, url); + } else { + var newNode = new Audio(); + self._audioNode.push(newNode); + + // setup the new audio node + newNode.src = url; + newNode._pos = 0; + newNode.preload = 'auto'; + newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume(); + + // add this sound to the cache + cache[url] = self; + + // setup the event listener to start playing the sound + // as soon as it has buffered enough + var listener = function() { + self._duration = newNode.duration; + + // setup a sprite if none is defined + if (Object.getOwnPropertyNames(self._sprite).length === 0) { + self._sprite = {_default: [0, self._duration * 1000]}; + } + + if (!self._loaded) { + self._loaded = true; + self.on('load'); + } + + if (self._autoplay) { + self.play(); + } + + // clear the event listener + newNode.removeEventListener('canplaythrough', listener, false); + }; + newNode.addEventListener('canplaythrough', listener, false); + newNode.load(); + } + + return self; + }, + + /** + * Get/set the URLs to be pulled from to play in this source. + * @param {Array} urls Arry of URLs to load from + * @return {Howl} Returns self or the current URLs + */ + urls: function(urls) { + var self = this; + + if (urls) { + self.stop(); + self._urls = (typeof urls === 'string') ? [urls] : urls; + self._loaded = false; + self.load(); + + return self; + } else { + return self._urls; + } + }, + + /** + * Play a sound from the current time (0 by default). + * @param {String} sprite (optional) Plays from the specified position in the sound sprite definition. + * @param {Function} callback (optional) Returns the unique playback id for this sound instance. + * @return {Howl} + */ + play: function(sprite, callback) { + var self = this; + + // if no sprite was passed but a callback was, update the variables + if (typeof sprite === 'function') { + callback = sprite; + } + + // use the default sprite if none is passed + if (!sprite || typeof sprite === 'function') { + sprite = '_default'; + } + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('load', function() { + self.play(sprite, callback); + }); + + return self; + } + + // if the sprite doesn't exist, play nothing + if (!self._sprite[sprite]) { + if (typeof callback === 'function') callback(); + return self; + } + + // get the node to playback + self._inactiveNode(function(node) { + // persist the sprite being played + node._sprite = sprite; + + // determine where to start playing from + var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000, + duration = self._sprite[sprite][1] / 1000 - node._pos; + + // determine if this sound should be looped + var loop = !!(self._loop || self._sprite[sprite][2]); + + // set timer to fire the 'onend' event + var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '', + timerId; + (function() { + var data = { + id: soundId, + sprite: sprite, + loop: loop + }; + timerId = setTimeout(function() { + // if looping, restart the track + if (!self._webAudio && loop) { + self.stop(data.id, data.timer).play(sprite, data.id); + } + + // set web audio node to paused at end + if (self._webAudio && !loop) { + self._nodeById(data.id).paused = true; + } + + // end the track if it is HTML audio and a sprite + if (!self._webAudio && !loop) { + self.stop(data.id, data.timer); + } + + // fire ended event + self.on('end', soundId); + }, duration * 1000); + + // store the reference to the timer + self._onendTimer.push(timerId); + + // remember which timer to cancel + data.timer = self._onendTimer[self._onendTimer.length - 1]; + })(); + + if (self._webAudio) { + var loopStart = self._sprite[sprite][0] / 1000, + loopEnd = self._sprite[sprite][1] / 1000; + + // set the play id to this node and load into context + node.id = soundId; + node.paused = false; + refreshBuffer(self, [loop, loopStart, loopEnd], soundId); + self._playStart = ctx.currentTime; + node.gain.value = self._volume; + + if (typeof node.bufferSource.start === 'undefined') { + node.bufferSource.noteGrainOn(0, pos, duration); + } else { + node.bufferSource.start(0, pos, duration); + } + } else { + if (node.readyState === 4) { + node.id = soundId; + node.currentTime = pos; + node.muted = Howler._muted; + node.volume = self._volume * Howler.volume(); + setTimeout(function() { node.play(); }, 0); + } else { + self._clearEndTimer(timerId); + + (function(){ + var sound = self, + playSprite = sprite, + fn = callback, + newNode = node; + var listener = function() { + sound.play(playSprite, fn); + + // clear the event listener + newNode.removeEventListener('canplaythrough', listener, false); + }; + newNode.addEventListener('canplaythrough', listener, false); + })(); + + return self; + } + } + + // fire the play event and send the soundId back in the callback + self.on('play'); + if (typeof callback === 'function') callback(soundId); + + return self; + }); + + return self; + }, + + /** + * Pause playback and save the current position. + * @param {String} id (optional) The play instance ID. + * @param {String} timerId (optional) Clear the correct timeout ID. + * @return {Howl} + */ + pause: function(id, timerId) { + var self = this; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('play', function() { + self.pause(id); + }); + + return self; + } + + // clear 'onend' timer + self._clearEndTimer(timerId || 0); + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + activeNode._pos = self.pos(null, id); + + if (self._webAudio) { + // make sure the sound has been created + if (!activeNode.bufferSource) { + return self; + } + + activeNode.paused = true; + if (typeof activeNode.bufferSource.stop === 'undefined') { + activeNode.bufferSource.noteOff(0); + } else { + activeNode.bufferSource.stop(0); + } + } else { + activeNode.pause(); + } + } + + self.on('pause'); + + return self; + }, + + /** + * Stop playback and reset to start. + * @param {String} id (optional) The play instance ID. + * @param {String} timerId (optional) Clear the correct timeout ID. + * @return {Howl} + */ + stop: function(id, timerId) { + var self = this; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('play', function() { + self.stop(id); + }); + + return self; + } + + // clear 'onend' timer + self._clearEndTimer(timerId || 0); + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + activeNode._pos = 0; + + if (self._webAudio) { + // make sure the sound has been created + if (!activeNode.bufferSource) { + return self; + } + + activeNode.paused = true; + + if (typeof activeNode.bufferSource.stop === 'undefined') { + activeNode.bufferSource.noteOff(0); + } else { + activeNode.bufferSource.stop(0); + } + } else { + activeNode.pause(); + activeNode.currentTime = 0; + } + } + + return self; + }, + + /** + * Mute this sound. + * @param {String} id (optional) The play instance ID. + * @return {Howl} + */ + mute: function(id) { + var self = this; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('play', function() { + self.mute(id); + }); + + return self; + } + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + if (self._webAudio) { + activeNode.gain.value = 0; + } else { + activeNode.volume = 0; + } + } + + return self; + }, + + /** + * Unmute this sound. + * @param {String} id (optional) The play instance ID. + * @return {Howl} + */ + unmute: function(id) { + var self = this; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('play', function() { + self.unmute(id); + }); + + return self; + } + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + if (self._webAudio) { + activeNode.gain.value = self._volume; + } else { + activeNode.volume = self._volume; + } + } + + return self; + }, + + /** + * Get/set volume of this sound. + * @param {Float} vol Volume from 0.0 to 1.0. + * @param {String} id (optional) The play instance ID. + * @return {Howl/Float} Returns self or current volume. + */ + volume: function(vol, id) { + var self = this; + + // make sure volume is a number + vol = parseFloat(vol); + + if (vol >= 0 && vol <= 1) { + self._volume = vol; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('play', function() { + self.volume(vol, id); + }); + + return self; + } + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + if (self._webAudio) { + activeNode.gain.value = vol; + } else { + activeNode.volume = vol * Howler.volume(); + } + } + + return self; + } else { + return self._volume; + } + }, + + /** + * Get/set whether to loop the sound. + * @param {Boolean} loop To loop or not to loop, that is the question. + * @return {Howl/Boolean} Returns self or current looping value. + */ + loop: function(loop) { + var self = this; + + if (typeof loop === 'boolean') { + self._loop = loop; + + return self; + } else { + return self._loop; + } + }, + + /** + * Get/set sound sprite definition. + * @param {Object} sprite Example: {spriteName: [offset, duration, loop]} + * @param {Integer} offset Where to begin playback in milliseconds + * @param {Integer} duration How long to play in milliseconds + * @param {Boolean} loop (optional) Set true to loop this sprite + * @return {Howl} Returns current sprite sheet or self. + */ + sprite: function(sprite) { + var self = this; + + if (typeof sprite === 'object') { + self._sprite = sprite; + + return self; + } else { + return self._sprite; + } + }, + + /** + * Get/set the position of playback. + * @param {Float} pos The position to move current playback to. + * @param {String} id (optional) The play instance ID. + * @return {Howl/Float} Returns self or current playback position. + */ + pos: function(pos, id) { + var self = this; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('load', function() { + self.pos(pos); + }); + + return typeof pos === 'number' ? self : self._pos || 0; + } + + // make sure we are dealing with a number for pos + pos = parseFloat(pos); + + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + if (self._webAudio) { + if (pos >= 0) { + activeNode._pos = pos; + self.pause(id).play(activeNode._sprite, id); + + return self; + } else { + return activeNode._pos + (ctx.currentTime - self._playStart); + } + } else { + if (pos >= 0) { + activeNode.currentTime = pos; + + return self; + } else { + return activeNode.currentTime; + } + } + } else if (pos >= 0) { + return self; + } else { + // find the first inactive node to return the pos for + for (var i=0; i= 0 || x < 0) { + if (self._webAudio) { + var activeNode = (id) ? self._nodeById(id) : self._activeNode(); + if (activeNode) { + self._pos3d = [x, y, z]; + activeNode.panner.setPosition(x, y, z); + } + } + } else { + return self._pos3d; + } + + return self; + }, + + /** + * Fade a currently playing sound between two volumes. + * @param {Number} from The volume to fade from (0.0 to 1.0). + * @param {Number} to The volume to fade to (0.0 to 1.0). + * @param {Number} len Time in milliseconds to fade. + * @param {Function} callback (optional) Fired when the fade is complete. + * @param {String} id (optional) The play instance ID. + * @return {Howl} + */ + fade: function(from, to, len, callback, id) { + var self = this, + diff = Math.abs(from - to), + dir = from > to ? 'down' : 'up', + steps = diff / 0.01, + stepTime = len / steps; + + // if the sound hasn't been loaded, add it to the event queue + if (!self._loaded) { + self.on('load', function() { + self.fade(from, to, len, callback, id); + }); + + return self; + } + + // set the volume to the start position + self.volume(from, id); + + for (var i=1; i<=steps; i++) { + (function() { + var change = self._volume + (dir === 'up' ? 0.01 : -0.01) * i, + vol = Math.round(1000 * change) / 1000, + toVol = to; + + setTimeout(function() { + self.volume(vol, id); + + if (vol === toVol) { + if (callback) callback(); + } + }, stepTime * i); + })(); + } + }, + + /** + * [DEPRECATED] Fade in the current sound. + * @param {Float} to Volume to fade to (0.0 to 1.0). + * @param {Number} len Time in milliseconds to fade. + * @param {Function} callback + * @return {Howl} + */ + fadeIn: function(to, len, callback) { + return this.volume(0).play().fade(0, to, len, callback); + }, + + /** + * [DEPRECATED] Fade out the current sound and pause when finished. + * @param {Float} to Volume to fade to (0.0 to 1.0). + * @param {Number} len Time in milliseconds to fade. + * @param {Function} callback + * @param {String} id (optional) The play instance ID. + * @return {Howl} + */ + fadeOut: function(to, len, callback, id) { + var self = this; + + return self.fade(self._volume, to, len, function() { + if (callback) callback(); + self.pause(id); + + // fire ended event + self.on('end'); + }, id); + }, + + /** + * Get an audio node by ID. + * @return {Howl} Audio node. + */ + _nodeById: function(id) { + var self = this, + node = self._audioNode[0]; + + // find the node with this ID + for (var i=0; i=0; i--) { + if (inactive <= 5) { + break; + } + + if (self._audioNode[i].paused) { + // disconnect the audio source if using Web Audio + if (self._webAudio) { + self._audioNode[i].disconnect(0); + } + + inactive--; + self._audioNode.splice(i, 1); + } + } + }, + + /** + * Clear 'onend' timeout before it ends. + * @param {Number} timerId The ID of the sound to be cancelled. + */ + _clearEndTimer: function(timerId) { + var self = this, + timer = self._onendTimer.indexOf(timerId); + + // make sure the timer gets cleared + timer = timer >= 0 ? timer : 0; + + if (self._onendTimer[timer]) { + clearTimeout(self._onendTimer[timer]); + self._onendTimer.splice(timer, 1); + } + }, + + /** + * Setup the gain node and panner for a Web Audio instance. + * @return {Object} The new audio node. + */ + _setupAudioNode: function() { + var self = this, + node = self._audioNode, + index = self._audioNode.length; + + // create gain node + node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain(); + node[index].gain.value = self._volume; + node[index].paused = true; + node[index]._pos = 0; + node[index].readyState = 4; + node[index].connect(masterGain); + + // create the panner + node[index].panner = ctx.createPanner(); + node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]); + node[index].panner.connect(node[index]); + + return node[index]; + }, + + /** + * Call/set custom events. + * @param {String} event Event type. + * @param {Function} fn Function to call. + * @return {Howl} + */ + on: function(event, fn) { + var self = this, + events = self['_on' + event]; + + if (typeof fn === "function") { + events.push(fn); + } else { + for (var i=0; i=0&&1>=e){t._volume=e,n&&(s.gain.value=e);for(var r in t._howls)if(t._howls.hasOwnProperty(r)&&t._howls[r]._webAudio===!1)for(var i=0;i=2?s:o.match(/data\:audio\/([^?]+);/),!s)return t.on("loaderror"),void 0;s=s[1]}if(f[s]){n=t._urls[i];break}}if(!n)return t.on("loaderror"),void 0;if(t._src=n,t._webAudio)c(t,n);else{var a=new Audio;t._audioNode.push(a),a.src=n,a._pos=0,a.preload="auto",a.volume=u._muted?0:t._volume*u.volume(),e[n]=t;var l=function(){t._duration=a.duration,0===Object.getOwnPropertyNames(t._sprite).length&&(t._sprite={_default:[0,1e3*t._duration]}),t._loaded||(t._loaded=!0,t.on("load")),t._autoplay&&t.play(),a.removeEventListener("canplaythrough",l,!1)};a.addEventListener("canplaythrough",l,!1),a.load()}return t},urls:function(e){var t=this;return e?(t.stop(),t._urls="string"==typeof e?[e]:e,t._loaded=!1,t.load(),t):t._urls},play:function(e,n){var r=this;return"function"==typeof e&&(n=e),e&&"function"!=typeof e||(e="_default"),r._loaded?r._sprite[e]?(r._inactiveNode(function(i){i._sprite=e;var s,o=i._pos>0?i._pos:r._sprite[e][0]/1e3,a=r._sprite[e][1]/1e3-i._pos,f=!(!r._loop&&!r._sprite[e][2]),l="string"==typeof n?n:Math.round(Date.now()*Math.random())+"";if(function(){var t={id:l,sprite:e,loop:f};s=setTimeout(function(){!r._webAudio&&f&&r.stop(t.id,t.timer).play(e,t.id),r._webAudio&&!f&&(r._nodeById(t.id).paused=!0),r._webAudio||f||r.stop(t.id,t.timer),r.on("end",l)},1e3*a),r._onendTimer.push(s),t.timer=r._onendTimer[r._onendTimer.length-1]}(),r._webAudio){var c=r._sprite[e][0]/1e3,h=r._sprite[e][1]/1e3;i.id=l,i.paused=!1,p(r,[f,c,h],l),r._playStart=t.currentTime,i.gain.value=r._volume,void 0===i.bufferSource.start?i.bufferSource.noteGrainOn(0,o,a):i.bufferSource.start(0,o,a)}else{if(4!==i.readyState)return r._clearEndTimer(s),function(){var t=r,s=e,o=n,u=i,a=function(){t.play(s,o),u.removeEventListener("canplaythrough",a,!1)};u.addEventListener("canplaythrough",a,!1)}(),r;i.id=l,i.currentTime=o,i.muted=u._muted,i.volume=r._volume*u.volume(),setTimeout(function(){i.play()},0)}return r.on("play"),"function"==typeof n&&n(l),r}),r):("function"==typeof n&&n(),r):(r.on("load",function(){r.play(e,n)}),r)},pause:function(e,t){var n=this;if(!n._loaded)return n.on("play",function(){n.pause(e)}),n;n._clearEndTimer(t||0);var r=e?n._nodeById(e):n._activeNode();if(r)if(r._pos=n.pos(null,e),n._webAudio){if(!r.bufferSource)return n;r.paused=!0,void 0===r.bufferSource.stop?r.bufferSource.noteOff(0):r.bufferSource.stop(0)}else r.pause();return n.on("pause"),n},stop:function(e,t){var n=this;if(!n._loaded)return n.on("play",function(){n.stop(e)}),n;n._clearEndTimer(t||0);var r=e?n._nodeById(e):n._activeNode();if(r)if(r._pos=0,n._webAudio){if(!r.bufferSource)return n;r.paused=!0,void 0===r.bufferSource.stop?r.bufferSource.noteOff(0):r.bufferSource.stop(0)}else r.pause(),r.currentTime=0;return n},mute:function(e){var t=this;if(!t._loaded)return t.on("play",function(){t.mute(e)}),t;var n=e?t._nodeById(e):t._activeNode();return n&&(t._webAudio?n.gain.value=0:n.volume=0),t},unmute:function(e){var t=this;if(!t._loaded)return t.on("play",function(){t.unmute(e)}),t;var n=e?t._nodeById(e):t._activeNode();return n&&(t._webAudio?n.gain.value=t._volume:n.volume=t._volume),t},volume:function(e,t){var n=this;if(e=parseFloat(e),e>=0&&1>=e){if(n._volume=e,!n._loaded)return n.on("play",function(){n.volume(e,t)}),n;var r=t?n._nodeById(t):n._activeNode();return r&&(n._webAudio?r.gain.value=e:r.volume=e*u.volume()),n}return n._volume},loop:function(e){var t=this;return"boolean"==typeof e?(t._loop=e,t):t._loop},sprite:function(e){var t=this;return"object"==typeof e?(t._sprite=e,t):t._sprite},pos:function(e,n){var r=this;if(!r._loaded)return r.on("load",function(){r.pos(e)}),"number"==typeof e?r:r._pos||0;e=parseFloat(e);var i=n?r._nodeById(n):r._activeNode();if(i)return r._webAudio?e>=0?(i._pos=e,r.pause(n).play(i._sprite,n),r):i._pos+(t.currentTime-r._playStart):e>=0?(i.currentTime=e,r):i.currentTime;if(e>=0)return r;for(var s=0;s=0||0>e))return i._pos3d;if(i._webAudio){var s=r?i._nodeById(r):i._activeNode();s&&(i._pos3d=[e,t,n],s.panner.setPosition(e,t,n))}return i},fade:function(e,t,n,r,i){var s=this,o=Math.abs(e-t),u=e>t?"down":"up",a=o/.01,f=n/a;if(!s._loaded)return s.on("load",function(){s.fade(e,t,n,r,i)}),s;s.volume(e,i);for(var l=1;a>=l;l++)!function(){var e=s._volume+("up"===u?.01:-.01)*l,n=Math.round(1e3*e)/1e3,o=t;setTimeout(function(){s.volume(n,i),n===o&&r&&r()},f*l)}()},fadeIn:function(e,t,n){return this.volume(0).play().fade(0,e,t,n)},fadeOut:function(e,t,n,r){var i=this;return i.fade(i._volume,e,t,function(){n&&n(),i.pause(r),i.on("end")},r)},_nodeById:function(e){for(var t=this,n=t._audioNode[0],r=0;r=0&&!(5>=n);e--)t._audioNode[e].paused&&(t._webAudio&&t._audioNode[e].disconnect(0),n--,t._audioNode.splice(e,1))},_clearEndTimer:function(e){var t=this,n=t._onendTimer.indexOf(e);n=n>=0?n:0,t._onendTimer[n]&&(clearTimeout(t._onendTimer[n]),t._onendTimer.splice(n,1))},_setupAudioNode:function(){var e=this,n=e._audioNode,r=e._audioNode.length;return n[r]=void 0===t.createGain?t.createGainNode():t.createGain(),n[r].gain.value=e._volume,n[r].paused=!0,n[r]._pos=0,n[r].readyState=4,n[r].connect(s),n[r].panner=t.createPanner(),n[r].panner.setPosition(e._pos3d[0],e._pos3d[1],e._pos3d[2]),n[r].panner.connect(n[r]),n[r]},on:function(e,t){var n=this,r=n["_on"+e];if("function"==typeof t)r.push(t);else for(var i=0;i +# +# For organizations: +# Organization +# +Google Inc. <*@google.com> diff --git a/app/bower_components/polymer-platform/CONTRIBUTING.md b/app/bower_components/polymer-platform/CONTRIBUTING.md new file mode 100644 index 0000000..1de2f34 --- /dev/null +++ b/app/bower_components/polymer-platform/CONTRIBUTING.md @@ -0,0 +1,73 @@ +# Contributing + +Want to contribute to Polymer? Great! + +We are more than happy to accept external contributions to the project in the form of [feedback](https://groups.google.com/forum/?fromgroups=#!forum/polymer-dev), [bug reports](../../issues), and pull requests. + +## Contributor License Agreement + +Before we can accept patches, there's a quick web form you need to fill out. + +- If you're contributing as an individual (e.g. you own the intellectual property), fill out [this form](http://code.google.com/legal/individual-cla-v1.0.html). +- If you're contributing under a company, fill out [this form](http://code.google.com/legal/corporate-cla-v1.0.html) instead. + +This CLA asserts that contributions are owned by you and that we can license all work under our [license](LICENSE). + +Other projects require a similar agreement: jQuery, Firefox, Apache, Node, and many more. + +[More about CLAs](https://www.google.com/search?q=Contributor%20License%20Agreement) + +## Initial setup + +Here's an easy guide that should get you up and running: + +1. Setup Grunt: `sudo npm install -g grunt-cli` +1. Fork the project on github and pull down your copy. + > replace the {{ username }} with your username and {{ repository }} with the repository name + + git clone git@github.com:{{ username }}/{{ repository }}.git --recursive + + Note the `--recursive`. This is necessary for submodules to initialize properly. If you don't do a recursive clone, you'll have to init them manually: + + git submodule init + git submodule update + + Download and run the `pull-all.sh` script to install the sibling dependencies. + + git clone git://github.com/Polymer/tools.git && tools/bin/pull-all.sh + +1. Test your change + > in the repo you've made changes to, run the tests: + + cd $REPO + npm install + grunt test + +1. Commit your code and make a pull request. + +That's it for the one time setup. Now you're ready to make a change. + +## Submitting a pull request + +We iterate fast! To avoid potential merge conflicts, it's a good idea to pull from the main project before making a change and submitting a pull request. The easiest way to do this is setup a remote called `upstream` and do a pull before working on a change: + + git remote add upstream git://github.com/Polymer/{{ repository }}.git + +Then before making a change, do a pull from the upstream `master` branch: + + git pull upstream master + +To make life easier, add a "pull upstream" alias in your `.gitconfig`: + + [alias] + pu = !"git fetch origin -v; git fetch upstream -v; git merge upstream/master" + +That will pull in changes from your forked repo, the main (upstream) repo, and merge the two. Then it's just a matter of running `git pu` before a change and pushing to your repo: + + git checkout master + git pu + # make change + git commit -a -m 'Awesome things.' + git push + +Lastly, don't forget to submit the pull request. diff --git a/app/bower_components/polymer-platform/LICENSE b/app/bower_components/polymer-platform/LICENSE new file mode 100644 index 0000000..92d60b0 --- /dev/null +++ b/app/bower_components/polymer-platform/LICENSE @@ -0,0 +1,27 @@ +// Copyright (c) 2012 The Polymer Authors. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are +// met: +// +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above +// copyright notice, this list of conditions and the following disclaimer +// in the documentation and/or other materials provided with the +// distribution. +// * Neither the name of Google Inc. nor the names of its +// contributors may be used to endorse or promote products derived from +// this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/app/bower_components/polymer-platform/PATENTS b/app/bower_components/polymer-platform/PATENTS new file mode 100644 index 0000000..e120963 --- /dev/null +++ b/app/bower_components/polymer-platform/PATENTS @@ -0,0 +1,23 @@ +Additional IP Rights Grant (Patents) + +"This implementation" means the copyrightable works distributed by +Google as part of the Polymer project. + +Google hereby grants to You a perpetual, worldwide, non-exclusive, +no-charge, royalty-free, irrevocable (except as stated in this section) +patent license to make, have made, use, offer to sell, sell, import, +transfer and otherwise run, modify and propagate the contents of this +implementation of Polymer, where such license applies only to those +patent claims, both currently owned or controlled by Google and acquired +in the future, licensable by Google that are necessarily infringed by +this implementation of Polymer. This grant does not include claims +that would be infringed only as a consequence of further modification of +this implementation. If you or your agent or exclusive licensee +institute or order or agree to the institution of patent litigation +against any entity (including a cross-claim or counterclaim in a +lawsuit) alleging that this implementation of Polymer or any code +incorporated within this implementation of Polymer constitutes +direct or contributory patent infringement, or inducement of patent +infringement, then any patent rights granted to you under this License +for this implementation of Polymer shall terminate as of the date +such litigation is filed. diff --git a/app/bower_components/polymer-platform/README.md b/app/bower_components/polymer-platform/README.md new file mode 100644 index 0000000..f2a9e63 --- /dev/null +++ b/app/bower_components/polymer-platform/README.md @@ -0,0 +1,4 @@ +Platform +======== + +Aggregated polyfills the Polymer platform. diff --git a/app/bower_components/polymer-platform/platform.js b/app/bower_components/polymer-platform/platform.js new file mode 100644 index 0000000..5c50245 --- /dev/null +++ b/app/bower_components/polymer-platform/platform.js @@ -0,0 +1,35 @@ +// Copyright (c) 2012 The Polymer Authors. 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