Implement pen blocks

These blocks implement pen features as found in Scratch 2.0

Supporting changes include:
- `Target` is now an event emitter
- `RenderedTarget` now emits an event when it moves
- `Target` can now store arbitrary "extra" data, called "custom state"
  in the code, using a `Target`'s `setCustomState` and `getCustomState`
  methods. This is used to store per-target pen state without requiring
  `Target` or `RenderedTarget` to know anything about the pen.
- `Cast` can now cast to an RGB color object.
- `Color` now has functions to convert between RGB and HSV, constants
  for for black & white, and a `mixRgb` function to lerp between two
  colors.
This commit is contained in:
Christopher Willis-Ford 2017-01-19 11:26:38 -08:00
parent d33af47a87
commit 369c02b5d5
7 changed files with 382 additions and 6 deletions

231
src/blocks/scratch3_pen.js Normal file
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@ -0,0 +1,231 @@
var Cast = require('../util/cast');
var Color = require('../util/color');
var MathUtil = require('../util/math-util');
var RenderedTarget = require('../sprites/rendered-target');
// 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?
var penOrder = 1;
var stateKey = 'Scratch.pen';
/**
* @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.
*/
/**
* The default pen state, to be used when a target has no existing pen state.
* @type {PenState}
*/
var defaultPenState = {
penDown: false,
hue: 120,
shade: 50,
penAttributes: {
color4f: [0, 0, 1, 1],
diameter: 1
}
};
var Scratch3PenBlocks = function (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this._penSkinId = -1;
this._onTargetMoved = this._onTargetMoved.bind(this);
};
/**
* 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
*/
Scratch3PenBlocks.prototype._clampPenSize = function (requestedSize) {
return MathUtil.clamp(requestedSize, 1, 255);
};
Scratch3PenBlocks.prototype._getPenLayerID = function () {
if (this._penSkinId < 0) {
this._penSkinId = this.runtime.renderer.createPenSkin();
this._penDrawableId = this.runtime.renderer.createDrawable();
this.runtime.renderer.setDrawableOrder(this._penDrawableId, penOrder);
this.runtime.renderer.updateDrawableProperties(this._penDrawableId, {skinId: this._penSkinId});
}
return this._penSkinId;
};
/**
* @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
*/
Scratch3PenBlocks.prototype._getPenState = function (target) {
var penState = target.getCustomState(stateKey);
if (!penState) {
penState = JSON.parse(JSON.stringify(defaultPenState));
target.setCustomState(stateKey, penState);
}
return penState;
};
/**
* Handle a target which has moved. This only fires when the pen is down.
* @param {RenderedTarget} target
* @param {number} oldX
* @param {number} oldY
* @private
*/
Scratch3PenBlocks.prototype._onTargetMoved = function (target, oldX, oldY) {
var penState = this._getPenState(target);
var penSkinId = this._getPenLayerID();
this.runtime.renderer.penLine(penSkinId, penState.penAttributes, oldX, oldY, target.x, target.y);
this.runtime.requestRedraw();
};
/**
* Update the cached RGB color from the hue & shade values in the provided PenState object.
* @param {PenState} penState - the pen state to update.
* @private
*/
Scratch3PenBlocks.prototype._updatePenColor = function (penState) {
var rgb = Color.hsvToRgb({h: penState.hue * 180 / 100, s: 1, v: 1});
var 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;
};
/**
* 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
*/
Scratch3PenBlocks.prototype._wrapHueOrShade = function (value) {
value = value % 200;
if (value < 0) value += 200;
return value;
};
/**
* Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function.
*/
Scratch3PenBlocks.prototype.getPrimitives = function () {
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
};
};
Scratch3PenBlocks.prototype.clear = function () {
var penSkinId = this._getPenLayerID();
this.runtime.renderer.penClear(penSkinId);
this.runtime.requestRedraw();
};
Scratch3PenBlocks.prototype.stamp = function (args, util) {
var penSkinId = this._getPenLayerID();
var target = util.target;
this.runtime.renderer.penStamp(penSkinId, target.drawableID);
this.runtime.requestRedraw();
};
Scratch3PenBlocks.prototype.penDown = function (args, util) {
var target = util.target;
var penState = this._getPenState(target);
if (!penState.penDown) {
penState.penDown = true;
target.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
var penSkinId = this._getPenLayerID();
this.runtime.renderer.penPoint(penSkinId, penState.penAttributes, target.x, target.y);
this.runtime.requestRedraw();
};
Scratch3PenBlocks.prototype.penUp = function (args, util) {
var target = util.target;
var penState = this._getPenState(target);
if (penState.penDown) {
penState.penDown = false;
target.removeListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
};
Scratch3PenBlocks.prototype.setPenColorToColor = function (args, util) {
var penState = this._getPenState(util.target);
var rgb = Cast.toRgbColorObject(args.COLOR);
var 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;
return rgb;
};
Scratch3PenBlocks.prototype.changePenHueBy = function (args, util) {
var penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(penState.hue + Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
};
Scratch3PenBlocks.prototype.setPenHueToNumber = function (args, util) {
var penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
};
Scratch3PenBlocks.prototype.changePenShadeBy = function (args, util) {
var penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(penState.shade + Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
};
Scratch3PenBlocks.prototype.setPenShadeToNumber = function (args, util) {
var penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
};
Scratch3PenBlocks.prototype.changePenSizeBy = function (args, util) {
var penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(penAttributes.diameter + Cast.toNumber(args.SIZE));
};
Scratch3PenBlocks.prototype.setPenSizeTo = function (args, util) {
var penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(Cast.toNumber(args.SIZE));
};
module.exports = Scratch3PenBlocks;

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@ -15,6 +15,7 @@ var defaultBlockPackages = {
scratch3_looks: require('../blocks/scratch3_looks'),
scratch3_motion: require('../blocks/scratch3_motion'),
scratch3_operators: require('../blocks/scratch3_operators'),
scratch3_pen: require('../blocks/scratch3_pen'),
scratch3_sound: require('../blocks/scratch3_sound'),
scratch3_sensing: require('../blocks/scratch3_sensing'),
scratch3_data: require('../blocks/scratch3_data'),

View file

@ -1,3 +1,6 @@
var EventEmitter = require('events');
var util = require('util');
var Blocks = require('./blocks');
var Variable = require('../engine/variable');
var List = require('../engine/list');
@ -14,6 +17,8 @@ var uid = require('../util/uid');
* @constructor
*/
var Target = function (blocks) {
EventEmitter.call(this);
if (!blocks) {
blocks = new Blocks(this);
}
@ -39,8 +44,20 @@ var Target = function (blocks) {
* @type {Object.<string,*>}
*/
this.lists = {};
/**
* Dictionary of custom state for this target.
* This can be used to store target-specific custom state for blocks which need it.
* TODO: do we want to persist this in SB3 files?
* @type {Object.<string,*>}
*/
this._customState = {};
};
/**
* Inherit from EventEmitter
*/
util.inherits(Target, EventEmitter);
/**
* Called when the project receives a "green flag."
* @abstract
@ -112,10 +129,20 @@ Target.prototype.lookupOrCreateList = function (name) {
*/
Target.prototype.postSpriteInfo = function () {};
Target.prototype.getCustomState = function (stateId) {
return this._customState[stateId];
};
Target.prototype.setCustomState = function (stateId, newValue) {
this._customState[stateId] = newValue;
};
/**
* Call to destroy a target.
* @abstract
*/
Target.prototype.dispose = function () {};
Target.prototype.dispose = function () {
this._customState = {};
};
module.exports = Target;

View file

@ -563,7 +563,7 @@ var specMap = {
]
},
'setPenShadeTo:': {
opcode: 'pen_changepenshadeby',
opcode: 'pen_setpenshadeto',
argMap: [
{
type: 'input',

View file

@ -125,6 +125,12 @@ RenderedTarget.prototype.size = 100;
*/
RenderedTarget.prototype.currentCostume = 0;
/**
* Event which fires when a target moves.
* @type {string}
*/
RenderedTarget.EVENT_TARGET_MOVED = 'TARGET_MOVED';
/**
* Rotation style for "all around"/spinning.
* @enum
@ -160,6 +166,7 @@ RenderedTarget.prototype.setXY = function (x, y) {
if (this.isStage) {
return;
}
var oldX = this.x, oldY = this.y;
this.x = x;
this.y = y;
if (this.renderer) {
@ -170,6 +177,7 @@ RenderedTarget.prototype.setXY = function (x, y) {
this.runtime.requestRedraw();
}
}
this.emit(RenderedTarget.EVENT_TARGET_MOVED, this, oldX, oldY);
this.runtime.spriteInfoReport(this);
};

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@ -66,18 +66,28 @@ Cast.toString = function (value) {
};
/**
* Cast any Scratch argument to an RGB color object to be used for the renderer.
* @param {*} value Value to convert to RGB color object.
* Cast any Scratch argument to an RGB color array to be used for the renderer.
* @param {*} value Value to convert to RGB color array.
* @return {Array.<number>} [r,g,b], values between 0-255.
*/
Cast.toRgbColorList = function (value) {
var color = Cast.toRgbColorObject(value);
return [color.r, color.g, color.b];
};
/**
* Cast any Scratch argument to an RGB color object to be used for the renderer.
* @param {*} value Value to convert to RGB color object.
* @return {RGBOject} [r,g,b], values between 0-255.
*/
Cast.toRgbColorObject = function (value) {
var color;
if (typeof value === 'string' && value.substring(0, 1) === '#') {
color = Color.hexToRgb(value);
} else {
color = Color.decimalToRgb(Cast.toNumber(value));
}
return [color.r, color.g, color.b];
return color;
};
/**

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@ -1,5 +1,25 @@
var Color = function () {};
/**
* @typedef {object} RGBObject - An object representing a color in RGB format.
* @property {number} r - the red component, in the range [0, 255].
* @property {number} g - the green component, in the range [0, 255].
* @property {number} b - the blue component, in the range [0, 255].
*/
/**
* @typedef {object} HSVObject - An object representing a color in HSV format.
* @property {number} h - hue, in the range [0-359).
* @property {number} s - saturation, in the range [0,1].
* @property {number} v - value, in the range [0,1].
*/
/** @type {RGBObject} */
Color.RGB_BLACK = {r: 0, g: 0, b: 0};
/** @type {RGBObject} */
Color.RGB_WHITE = {r: 255, g: 255, b: 255};
/**
* Convert a Scratch decimal color to a hex string, #RRGGBB.
* @param {number} decimal RGB color as a decimal.
@ -17,7 +37,7 @@ Color.decimalToHex = function (decimal) {
/**
* Convert a Scratch decimal color to an RGB color object.
* @param {number} decimal RGB color as decimal.
* @returns {Object} {r: R, g: G, b: B}, values between 0-255
* @returns {RGBObject} {r: R, g: G, b: B}, values between 0-255
*/
Color.decimalToRgb = function (decimal) {
var r = (decimal >> 16) & 0xFF;
@ -73,4 +93,83 @@ Color.hexToDecimal = function (hex) {
return Color.rgbToDecimal(Color.hexToRgb(hex));
};
/**
* Convert an HSV color to RGB format.
* @param {HSVObject} hsv - {h: hue [0,360), s: saturation [0,1], v: value [0,1]}
* @returns {RGBObject} rgb - {r: red [0,255], g: green [0,255], b: blue [0,255]}.
*/
Color.hsvToRgb = function (hsv) {
var h = hsv.h;
var s = hsv.s;
var v = hsv.v;
h = h % 360;
if (h < 0) h += 360;
s = Math.max(0, Math.min(s, 1));
v = Math.max(0, Math.min(v, 1));
var i = Math.floor(h / 60);
var f = (h / 60) - i;
var p = v * (1 - s);
var q = v * (1 - (s * f));
var t = v * (1 - (s * (1 - f)));
var r, g, b;
if (i == 0) { r = v; g = t; b = p; }
else if (i == 1) { r = q; g = v; b = p; }
else if (i == 2) { r = p; g = v; b = t; }
else if (i == 3) { r = p; g = q; b = v; }
else if (i == 4) { r = t; g = p; b = v; }
else if (i == 5) { r = v; g = p; b = q; }
return {
r: Math.floor(r * 255),
g: Math.floor(g * 255),
b: Math.floor(b * 255)
};
};
/**
* Convert an RGB color to HSV format.
* @param {RGBObject} rgb - {r: red [0,255], g: green [0,255], b: blue [0,255]}.
* @returns {HSVObject} hsv - {h: hue [0,360), s: saturation [0,1], v: value [0,1]}
*/
Color.rgbToHsv = function (rgb) {
var v, x, f, i;
var h = 0, s = 0;
var r = rgb.r;
var g = rgb.g;
var b = rgb.b;
x = Math.min(Math.min(r, g), b);
v = Math.max(Math.max(r, g), b);
// For grays, hue will be arbitrarily reported as zero. Otherwise, calculate
if (x != v) {
f = (r == x) ? g - b : ((g == x) ? b - r : r - g);
i = (r == x) ? 3 : ((g == x) ? 5 : 1);
h = ((i - (f / (v - x))) * 60) % 360;
s = (v - x) / v;
}
return {h: h, s: s, v: v};
};
/**
* Linear interpolation between rgb0 and rgb1.
* @param {RGBObject} rgb0 - the color corresponding to fraction1 <= 0.
* @param {RGBObject} rgb1 - the color corresponding to fraction1 >= 1.
* @param {number} fraction1 - the interpolation parameter. If this is 0.5, for example, mix the two colors equally.
* @returns {RGBObject} the interpolated color.
*/
Color.mixRgb = function (rgb0, rgb1, fraction1) {
if (fraction1 <= 0) return rgb0;
if (fraction1 >= 1) return rgb1;
var fraction0 = 1 - fraction1;
return {
r: fraction0 * rgb0.r + fraction1 * rgb1.r,
g: fraction0 * rgb0.g + fraction1 * rgb1.g,
b: fraction0 * rgb0.b + fraction1 * rgb1.b
};
};
module.exports = Color;