scratch-render/playground/index.html
Christopher Willis-Ford 47b46fb1aa Update Webpack config like scratch-storage
- Move build outputs into `dist/`
- Make build output file names more consistent
- Update `playground/index.html` for new output file name
- Explicitly specify target => Node output is much smaller
- Minor fixes / cleanup in `.gitignore` and `src/index*.js`
2016-12-12 12:06:05 -08:00

140 lines
5.7 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Scratch WebGL rendering demo</title>
<style>
#scratch-stage { width: 480px; }
</style>
</head>
<body style="background: lightsteelblue">
<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
<p>
<select id="fudgeproperty" onchange="onFudgePropertyChanged(this.value)">
<option value="posx">Position X</option>
<option value="posy">Position Y</option>
<option value="direction">Direction</option>
<option value="scalex">Scale X</option>
<option value="scaley">Scale Y</option>
<option value="color">Color</option>
<option value="fisheye">Fisheye</option>
<option value="whirl">Whirl</option>
<option value="pixelate">Pixelate</option>
<option value="mosaic">Mosaic</option>
<option value="brightness">Brightness</option>
<option value="ghost">Ghost</option>
</select>
<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
</p>
<p>
Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
</p>
<script src="scratch-render.js"></script>
<script>
var canvas = document.getElementById('scratch-stage');
var fudge = 90;
var renderer = new RenderWebGL(canvas);
var drawableID = renderer.createDrawable();
renderer.updateDrawableProperties(drawableID, {
position: [0, 0],
scale: [100, 100],
direction: 90
});
var drawableID2 = renderer.createDrawable();
renderer.updateDrawableProperties(drawableID2, {
skin: 'https://cdn.assets.scratch.mit.edu/internalapi/asset/' +
'09dc888b0b7df19f70d81588ae73420e.svg/get/'
});
var fudgeSelect = document.getElementById('fudgeproperty');
var posX = 0;
var posY = 0;
var scaleX = 100;
var scaleY = 100;
var fudgeProperty = 'posx';
function onFudgePropertyChanged(newValue) {
fudgeProperty = newValue;
}
var fudgeInput = document.getElementById('fudge');
function onFudgeMinChanged(newValue) {
fudgeInput.min = newValue;
}
function onFudgeMaxChanged(newValue) {
fudgeInput.max = newValue;
}
function onFudgeChanged(newValue) {
fudge = newValue;
var props = {};
switch (fudgeProperty) {
case 'posx': props.position = [fudge, posY]; posX = fudge; break;
case 'posy': props.position = [posX, fudge]; posY = fudge; break;
case 'direction': props.direction = fudge; break;
case 'scalex': props.scale = [fudge, scaleY]; scaleX = fudge; break;
case 'scaley': props.scale = [scaleX, fudge]; scaleY = fudge; break;
case 'color': props.color = fudge; break;
case 'whirl': props.whirl = fudge; break;
case 'fisheye': props.fisheye = fudge; break;
case 'pixelate': props.pixelate = fudge; break;
case 'mosaic': props.mosaic = fudge; break;
case 'brightness': props.brightness = fudge; break;
case 'ghost': props.ghost = fudge; break;
}
renderer.updateDrawableProperties(drawableID2, props);
}
// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
function getMousePos(event, element) {
var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
// Some pages have fixed-position bars at the top or left of the page
// They will mess up mouse coordinates and this fixes that
var html = document.body.parentNode;
var htmlTop = html.offsetTop;
var htmlLeft = html.offsetLeft;
// Compute the total offset. It's possible to cache this if you want
var offsetX = 0, offsetY = 0;
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar
// This part is not strictly necessary, it depends on your styling
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
// We return a simple javascript object with x and y defined
return {
x: event.pageX - offsetX,
y: event.pageY - offsetY
};
}
canvas.onclick = function(event) {
var mousePos = getMousePos(event, canvas);
var pickID = renderer.pick(mousePos.x, mousePos.y);
console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
};
function drawStep() {
renderer.draw();
//renderer.getBounds(drawableID2);
renderer.isTouchingColor(drawableID2, [255,255,255]);
requestAnimationFrame(drawStep);
}
drawStep();
renderer.setDebugCanvas(document.getElementById('debug-canvas'));
</script>
</body>
</html>