scratch-vm/src/blocks/scratch3_pen.js

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const Cast = require('../util/cast');
const Clone = require('../util/clone');
const Color = require('../util/color');
const MathUtil = require('../util/math-util');
const RenderedTarget = require('../sprites/rendered-target');
/**
* @typedef {object} PenState - the pen state associated with a particular target.
* @property {Boolean} penDown - tracks whether the pen should draw for this target.
* @property {number} hue - the current hue of the pen.
* @property {number} shade - the current shade of the pen.
* @property {PenAttributes} penAttributes - cached pen attributes for the renderer. This is the authoritative value for
* diameter but not for pen color.
*/
/**
* Host for the Pen-related blocks in Scratch 3.0
* @param {Runtime} runtime - the runtime instantiating this block package.
* @constructor
*/
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class Scratch3PenBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
/**
* The ID of the renderer Drawable corresponding to the pen layer.
* @type {int}
* @private
*/
this._penDrawableId = -1;
/**
* The ID of the renderer Skin corresponding to the pen layer.
* @type {int}
* @private
*/
this._penSkinId = -1;
this._onTargetCreated = this._onTargetCreated.bind(this);
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this._onTargetMoved = this._onTargetMoved.bind(this);
runtime.on('targetWasCreated', this._onTargetCreated);
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}
/**
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* The default pen state, to be used when a target has no existing pen state.
* @type {PenState}
*/
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static get DEFAULT_PEN_STATE () {
return {
penDown: false,
hue: 120,
shade: 50,
penAttributes: {
color4f: [0, 0, 1, 1],
diameter: 1
}
};
}
/**
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* Place the pen layer in front of the backdrop but behind everything else.
* We should probably handle this somewhere else... somewhere central that knows about pen, backdrop, video, etc.
* Maybe it should be in the GUI?
* @type {int}
*/
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static get PEN_ORDER () {
return 1;
}
/**
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* The minimum and maximum allowed pen size.
* @type {{min: number, max: number}}
*/
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static get PEN_SIZE_RANGE () {
return {min: 1, max: 255};
}
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/**
* The key to load & store a target's pen-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.pen';
}
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/**
* Clamp a pen size value to the range allowed by the pen.
* @param {number} requestedSize - the requested pen size.
* @returns {number} the clamped size.
* @private
*/
_clampPenSize (requestedSize) {
return MathUtil.clamp(
requestedSize,
Scratch3PenBlocks.PEN_SIZE_RANGE.min,
Scratch3PenBlocks.PEN_SIZE_RANGE.max
);
}
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/**
* Retrieve the ID of the renderer "Skin" corresponding to the pen layer. If
* the pen Skin doesn't yet exist, create it.
* @returns {int} the Skin ID of the pen layer, or -1 on failure.
* @private
*/
_getPenLayerID () {
if (this._penSkinId < 0 && this.runtime.renderer) {
this._penSkinId = this.runtime.renderer.createPenSkin();
this._penDrawableId = this.runtime.renderer.createDrawable();
this.runtime.renderer.setDrawableOrder(this._penDrawableId, Scratch3PenBlocks.PEN_ORDER);
this.runtime.renderer.updateDrawableProperties(this._penDrawableId, {skinId: this._penSkinId});
}
return this._penSkinId;
}
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/**
* @param {Target} target - collect pen state for this target. Probably, but not necessarily, a RenderedTarget.
* @returns {PenState} the mutable pen state associated with that target. This will be created if necessary.
* @private
*/
_getPenState (target) {
let penState = target.getCustomState(Scratch3PenBlocks.STATE_KEY);
if (!penState) {
penState = Clone.simple(Scratch3PenBlocks.DEFAULT_PEN_STATE);
target.setCustomState(Scratch3PenBlocks.STATE_KEY, penState);
}
return penState;
}
/**
* When a pen-using Target is cloned, clone the pen state.
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
* @listens Runtime#event:targetWasCreated
* @private
*/
_onTargetCreated (newTarget, sourceTarget) {
if (sourceTarget) {
const penState = sourceTarget.getCustomState(Scratch3PenBlocks.STATE_KEY);
if (penState) {
newTarget.setCustomState(Scratch3PenBlocks.STATE_KEY, Clone.simple(penState));
if (penState.penDown) {
newTarget.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
}
}
}
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/**
* Handle a target which has moved. This only fires when the pen is down.
* @param {RenderedTarget} target - the target which has moved.
* @param {number} oldX - the previous X position.
* @param {number} oldY - the previous Y position.
* @private
*/
_onTargetMoved (target, oldX, oldY) {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
const penState = this._getPenState(target);
this.runtime.renderer.penLine(penSkinId, penState.penAttributes, oldX, oldY, target.x, target.y);
this.runtime.requestRedraw();
}
}
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/**
* Update the cached RGB color from the hue & shade values in the provided PenState object.
* @param {PenState} penState - the pen state to update.
* @private
*/
_updatePenColor (penState) {
let rgb = Color.hsvToRgb({h: penState.hue * 180 / 100, s: 1, v: 1});
const shade = (penState.shade > 100) ? 200 - penState.shade : penState.shade;
if (shade < 50) {
rgb = Color.mixRgb(Color.RGB_BLACK, rgb, (10 + shade) / 60);
} else {
rgb = Color.mixRgb(rgb, Color.RGB_WHITE, (shade - 50) / 60);
}
penState.penAttributes.color4f[0] = rgb.r / 255.0;
penState.penAttributes.color4f[1] = rgb.g / 255.0;
penState.penAttributes.color4f[2] = rgb.b / 255.0;
penState.penAttributes.color4f[3] = 1;
}
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/**
* Wrap a pen hue or shade values to the range [0,200).
* @param {number} value - the pen hue or shade value to the proper range.
* @returns {number} the wrapped value.
* @private
*/
_wrapHueOrShade (value) {
value = value % 200;
if (value < 0) value += 200;
return value;
}
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/**
* Retrieve the block primitives implemented by this package.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
getPrimitives () {
return {
pen_clear: this.clear,
pen_stamp: this.stamp,
pen_pendown: this.penDown,
pen_penup: this.penUp,
pen_setpencolortocolor: this.setPenColorToColor,
pen_changepencolorby: this.changePenHueBy,
pen_setpencolortonum: this.setPenHueToNumber,
pen_changepenshadeby: this.changePenShadeBy,
pen_setpenshadeto: this.setPenShadeToNumber,
pen_changepensizeby: this.changePenSizeBy,
pen_setpensizeto: this.setPenSizeTo,
pen_changepentransparencyby: this.changePenTransparencyBy,
pen_setpentransparencyto: this.setPenTransparencyTo
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};
}
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/**
* The pen "clear" block clears the pen layer's contents.
*/
clear () {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
this.runtime.renderer.penClear(penSkinId);
this.runtime.requestRedraw();
}
}
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/**
* The pen "stamp" block stamps the current drawable's image onto the pen layer.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
stamp (args, util) {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
const target = util.target;
this.runtime.renderer.penStamp(penSkinId, target.drawableID);
this.runtime.requestRedraw();
}
}
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/**
* The pen "pen down" block causes the target to leave pen trails on future motion.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
penDown (args, util) {
const target = util.target;
const penState = this._getPenState(target);
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if (!penState.penDown) {
penState.penDown = true;
target.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
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const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
this.runtime.renderer.penPoint(penSkinId, penState.penAttributes, target.x, target.y);
this.runtime.requestRedraw();
}
}
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/**
* The pen "pen up" block stops the target from leaving pen trails.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
penUp (args, util) {
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const target = util.target;
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const penState = this._getPenState(target);
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if (penState.penDown) {
penState.penDown = false;
target.removeListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
}
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/**
* The pen "set pen color to {color}" block sets the pen to a particular RGB color.
* @param {object} args - the block arguments.
* @property {int} COLOR - the color to set, expressed as a 24-bit RGB value (0xRRGGBB).
* @param {object} util - utility object provided by the runtime.
*/
setPenColorToColor (args, util) {
const penState = this._getPenState(util.target);
const rgb = Cast.toRgbColorObject(args.COLOR);
const hsv = Color.rgbToHsv(rgb);
penState.hue = 200 * hsv.h / 360;
penState.shade = 50 * hsv.v;
penState.penAttributes.color4f[0] = rgb.r / 255.0;
penState.penAttributes.color4f[1] = rgb.g / 255.0;
penState.penAttributes.color4f[2] = rgb.b / 255.0;
if (rgb.hasOwnProperty('a')) { // Will there always be an 'a'?
penState.penAttributes.color4f[3] = rgb.a / 255.0;
} else {
penState.penAttributes.color4f[3] = 1;
}
}
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/**
* The pen "change pen color by {number}" block rotates the hue of the pen by the given amount.
* @param {object} args - the block arguments.
* @property {number} COLOR - the amount of desired hue rotation.
* @param {object} util - utility object provided by the runtime.
*/
changePenHueBy (args, util) {
const penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(penState.hue + Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
}
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/**
* The pen "set pen color to {number}" block sets the hue of the pen.
* @param {object} args - the block arguments.
* @property {number} COLOR - the desired hue.
* @param {object} util - utility object provided by the runtime.
*/
setPenHueToNumber (args, util) {
const penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
}
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/**
* The pen "change pen shade by {number}" block changes the "shade" of the pen, related to the HSV value.
* @param {object} args - the block arguments.
* @property {number} SHADE - the amount of desired shade change.
* @param {object} util - utility object provided by the runtime.
*/
changePenShadeBy (args, util) {
const penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(penState.shade + Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
}
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/**
* The pen "set pen shade to {number}" block sets the "shade" of the pen, related to the HSV value.
* @param {object} args - the block arguments.
* @property {number} SHADE - the amount of desired shade change.
* @param {object} util - utility object provided by the runtime.
*/
setPenShadeToNumber (args, util) {
const penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
}
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/**
* The pen "change pen size by {number}" block changes the pen size by the given amount.
* @param {object} args - the block arguments.
* @property {number} SIZE - the amount of desired size change.
* @param {object} util - utility object provided by the runtime.
*/
changePenSizeBy (args, util) {
const penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(penAttributes.diameter + Cast.toNumber(args.SIZE));
}
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/**
* The pen "set pen size to {number}" block sets the pen size to the given amount.
* @param {object} args - the block arguments.
* @property {number} SIZE - the amount of desired size change.
* @param {object} util - utility object provided by the runtime.
*/
setPenSizeTo (args, util) {
const penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(Cast.toNumber(args.SIZE));
}
/**
* The pen "change pen transparency by {number}" block changes the RGBA "transparency" of the pen.
* @param {object} args - the block arguments.
* @property {number} TRANSPARENCY - the amount of desired transparency change.
* @param {object} util - utility object provided by the runtime.
*/
changePenTransparencyBy (args, util) {
const penState = this._getPenState(util.target);
const TRANSPARENCY = args.TRANSPARENCY / 100;
penState.penAttributes.color4f[3] = penState.penAttributes.color4f[3] + TRANSPARENCY;
this._updatePenColor(penState);
}
/**
* The pen "set pen transparency to {number}" block sets the RGBA "transparency" of the pen.
* @param {object} args - the block arguments.
* @property {number} TRANSPARENCY - the amount of desired transparency change.
* @param {object} util - utility object provided by the runtime.
*/
setPenTransparencyTo (args, util) {
const penState = this._getPenState(util.target);
const TRANSPARENCY = MathUtil.clamp(args.TRANSPARENCY, 0, 100) / 100;
penState.penAttributes.color4f[3] = TRANSPARENCY;
this._updatePenColor(penState);
}
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}
module.exports = Scratch3PenBlocks;