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https://github.com/scratchfoundation/scratch-vm.git
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commit
58702a78fd
2 changed files with 69 additions and 7 deletions
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@ -401,12 +401,17 @@ class RenderedTarget extends Target {
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/**
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* Add a costume, taking care to avoid duplicate names.
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* @param {!object} costumeObject Object representing the costume.
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* @param {?int} index Index at which to add costume
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*/
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addCostume (costumeObject) {
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addCostume (costumeObject, index) {
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const usedNames = this.sprite.costumes.map(costume => costume.name);
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costumeObject.name = StringUtil.unusedName(costumeObject.name, usedNames);
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if (index) {
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this.sprite.costumes.splice(index, 0, costumeObject);
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} else {
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this.sprite.costumes.push(costumeObject);
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}
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}
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/**
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* Rename a costume, taking care to avoid duplicate names.
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@ -461,12 +466,17 @@ class RenderedTarget extends Target {
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/**
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* Add a sound, taking care to avoid duplicate names.
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* @param {!object} soundObject Object representing the sound.
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* @param {?int} index Index at which to add costume
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*/
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addSound (soundObject) {
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addSound (soundObject, index) {
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const usedNames = this.sprite.sounds.map(sound => sound.name);
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soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
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if (index) {
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this.sprite.sounds.splice(index, 0, soundObject);
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} else {
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this.sprite.sounds.push(soundObject);
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}
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}
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/**
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* Rename a sound, taking care to avoid duplicate names.
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@ -322,11 +322,41 @@ class VirtualMachine extends EventEmitter {
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return loadCostume(md5ext, costumeObject, this.runtime).then(() => {
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this.editingTarget.addCostume(costumeObject);
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this.editingTarget.setCostume(
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this.editingTarget.sprite.costumes.length - 1
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this.editingTarget.getCostumes().length - 1
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);
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});
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}
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/**
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* Duplicate the costume at the given index. Add it at that index + 1.
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* @param {!int} costumeIndex Index of costume to duplicate
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* @returns {?Promise} - a promise that resolves when the costume has been decoded and added
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*/
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duplicateCostume (costumeIndex) {
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const originalCostume = this.editingTarget.getCostumes()[costumeIndex];
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const clone = Object.assign({}, originalCostume);
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const md5ext = `${clone.assetId}.${clone.dataFormat}`;
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return loadCostume(md5ext, clone, this.runtime).then(() => {
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this.editingTarget.addCostume(clone, costumeIndex + 1);
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this.editingTarget.setCostume(costumeIndex + 1);
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this.emitTargetsUpdate();
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});
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}
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/**
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* Duplicate the sound at the given index. Add it at that index + 1.
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* @param {!int} soundIndex Index of sound to duplicate
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* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
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*/
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duplicateSound (soundIndex) {
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const originalSound = this.editingTarget.getSounds()[soundIndex];
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const clone = Object.assign({}, originalSound);
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return loadSound(clone, this.runtime).then(() => {
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this.editingTarget.addSound(clone, soundIndex + 1);
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this.emitTargetsUpdate();
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});
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}
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/**
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* Rename a costume on the current editing target.
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* @param {int} costumeIndex - the index of the costume to be renamed.
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@ -384,12 +414,34 @@ class VirtualMachine extends EventEmitter {
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* Update a sound buffer.
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* @param {int} soundIndex - the index of the sound to be updated.
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* @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
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* @param {ArrayBuffer} soundEncoding - the new (wav) encoded sound to be stored
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*/
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updateSoundBuffer (soundIndex, newBuffer) {
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const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
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updateSoundBuffer (soundIndex, newBuffer, soundEncoding) {
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const sound = this.editingTarget.sprite.sounds[soundIndex];
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const id = sound ? sound.soundId : null;
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if (id && this.runtime && this.runtime.audioEngine) {
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this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
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}
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// Update sound in runtime
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if (soundEncoding) {
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// Now that we updated the sound, the format should also be updated
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// so that the sound can eventually be decoded the right way.
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// Sounds that were formerly 'adpcm', but were updated in sound editor
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// will not get decoded by the audio engine correctly unless the format
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// is updated as below.
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sound.format = '';
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const storage = this.runtime.storage;
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sound.assetId = storage.builtinHelper.cache(
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storage.AssetType.Sound,
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storage.DataFormat.WAV,
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soundEncoding
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);
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sound.md5 = `${sound.assetId}.${sound.dataFormat}`;
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}
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// If soundEncoding is null, it's because gui had a problem
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// encoding the updated sound. We don't want to store anything in this
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// case, and gui should have logged an error.
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this.emitTargetsUpdate();
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}
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