Update looks implementation

This commit is contained in:
Paul Kaplan 2017-10-06 13:43:07 -04:00
parent 43d061227c
commit 14600d7893
3 changed files with 96 additions and 23 deletions

View file

@ -21,10 +21,11 @@ class Scratch3LooksBlocks {
this._onTargetMoved = this._onTargetMoved.bind(this);
this._onResetBubbles = this._onResetBubbles.bind(this);
this._onTargetWillExit = this._onTargetWillExit.bind(this);
// Reset all bubbles on start/stop
this.runtime.on('PROJECT_RUN_START', this._onResetBubbles);
this.runtime.on('PROJECT_RUN_STOP', this._onResetBubbles);
this.runtime.on('PROJECT_STOP_ALL', this._onResetBubbles);
this.runtime.on('targetWasRemoved', this._onTargetWillExit);
}
/**
@ -74,29 +75,54 @@ class Scratch3LooksBlocks {
}
/**
* Handle a target which has moved. This only fires when the bubble is visible.
* Handle a target which has moved.
* @param {RenderedTarget} target - the target which has moved.
* @private
*/
_onTargetMoved (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId) {
if (bubbleState.drawableId && bubbleState.visible) {
this._checkBubbleBounds(target);
this._positionBubble(target);
}
}
_onResetBubbles () {
// for (let n = 0; n < this.runtime.targets.length; n++) {
// const target = this.runtime.targets[n];
// const bubbleState = this._getBubbleState(target);
// if (bubbleState.drawableId) {
// this._clearBubble(target);
// }
// }
/**
* Handle a target which has moved.
* @param {RenderedTarget} target - the target which has moved.
* @private
*/
_onTargetWillExit (target) {
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId) {
this.runtime.renderer.destroyDrawable(bubbleState.drawableId);
}
if (bubbleState.skinId) {
this.runtime.renderer.destroySkin(bubbleState.skinId);
}
}
/**
* Handle project start/stop by clearing all visible bubbles.
* @private
*/
_onResetBubbles () {
for (let n = 0; n < this.runtime.targets.length; n++) {
const target = this.runtime.targets[n];
const bubbleState = this._getBubbleState(target);
if (bubbleState.drawableId) {
this._clearBubble(target);
}
}
}
/**
* Position the bubble of a target.
* @param {!Target} target Target whose bubble needs positioning.
* @private
*/
_positionBubble (target) {
const bubbleState = this._getBubbleState(target);
const [bubbleWidth, bubbleHeight] = this.runtime.renderer.getSkinSize(bubbleState.drawableId);
@ -113,6 +139,12 @@ class Scratch3LooksBlocks {
this.runtime.requestRedraw();
}
/**
* Check whether a bubble needs to be flipped. If so, flip the `onSpriteRight` state
* and call the bubble render again.
* @param {!Target} target Target whose bubble needs positioning.
* @private
*/
_checkBubbleBounds (target) {
const bubbleState = this._getBubbleState(target);
const [bubbleWidth, _] = this.runtime.renderer.getSkinSize(bubbleState.drawableId);
@ -127,6 +159,13 @@ class Scratch3LooksBlocks {
}
}
/**
* Create a visible bubble for a target. If a bubble exists for the target,
* just set it to visible and update the type/text. Otherwise create a new
* bubble and update the relevant custom state.
* @param {!Target} target Target who needs a bubble.
* @private
*/
_renderBubble (target) {
const bubbleState = this._getBubbleState(target);
const {type, text, onSpriteRight} = bubbleState;
@ -163,29 +202,38 @@ class Scratch3LooksBlocks {
this._positionBubble(target);
}
/**
* The entry point for say/think blocks. Clears existing bubble if the text is empty.
* Set the bubble custom state and then call _renderBubble.
* @param {!Target} target Target that say/think blocks are being called on.
* @param {!string} type Either "say" or "think"
* @param {!string} text The text for the bubble, empty string clears the bubble.
* @private
*/
_updateBubble (target, type, text) {
// Say/think empty string should clear any bubble
if (text === '') {
this._clearBubble(target);
} else {
const bubbleState = this._getBubbleState(target);
bubbleState.type = type;
bubbleState.text = text;
this._renderBubble(target);
}
}
/**
* Hide the bubble for a given target.
* @param {!Target} target Target that say/think blocks are being called on.
* @private
*/
_clearBubble (target) {
const bubbleState = this._getBubbleState(target);
bubbleState.visible = false;
this.runtime.renderer.updateDrawableProperties(bubbleState.drawableId, {
visible: bubbleState.visible
});
// @TODO is this safe? It could have been already removed?
target.removeListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
if (bubbleState.drawableId) {
this.runtime.renderer.updateDrawableProperties(bubbleState.drawableId, {
visible: bubbleState.visible
});
}
this.runtime.requestRedraw();
}

View file

@ -280,7 +280,8 @@ class Runtime extends EventEmitter {
}
/**
* Event name for glowing the green flag
* Event name when threads start running.
* Used by the UI to indicate running status.
* @const {string}
*/
static get PROJECT_RUN_START () {
@ -288,13 +289,23 @@ class Runtime extends EventEmitter {
}
/**
* Event name for unglowing the green flag
* Event name when threads stop running
* Used by the UI to indicate not-running status.
* @const {string}
*/
static get PROJECT_RUN_STOP () {
return 'PROJECT_RUN_STOP';
}
/**
* Event name for project being stopped or restarted by the user.
* Used by blocks that need to reset state.
* @const {string}
*/
static get PROJECT_STOP_ALL () {
return 'PROJECT_STOP_ALL';
}
/**
* Event name for visual value report.
* @const {string}
@ -905,6 +916,9 @@ class Runtime extends EventEmitter {
* Stop "everything."
*/
stopAll () {
// Emit stop event to allow blocks to clean up any state.
this.emit(Runtime.PROJECT_STOP_ALL);
// Dispose all clones.
const newTargets = [];
for (let i = 0; i < this.targets.length; i++) {
@ -1227,6 +1241,16 @@ class Runtime extends EventEmitter {
this.emit('targetWasCreated', newTarget, sourceTarget);
}
/**
* Report that a new target has been created, possibly by cloning an existing target.
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
* @fires Runtime#targetWasCreated
*/
fireTargetWasRemoved (newTarget, sourceTarget) {
this.emit('targetWasRemoved', newTarget, sourceTarget);
}
/**
* Get a target representing the Scratch stage, if one exists.
* @return {?Target} The target, if found.

View file

@ -71,6 +71,7 @@ class Sprite {
* @param {!RenderedTarget} clone - the clone to be removed.
*/
removeClone (clone) {
this.runtime.fireTargetWasRemoved(clone);
const cloneIndex = this.clones.indexOf(clone);
if (cloneIndex >= 0) {
this.clones.splice(cloneIndex, 1);