mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-24 06:52:40 -05:00
Layer group ordering.
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parent
1d98a7b5fe
commit
67b114b9c9
9 changed files with 102 additions and 36 deletions
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@ -2,6 +2,7 @@ const Cast = require('../util/cast');
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const Clone = require('../util/clone');
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const RenderedTarget = require('../sprites/rendered-target');
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const uid = require('../util/uid');
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const StageLayering = require('../engine/stage-layering');
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/**
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* @typedef {object} BubbleState - the bubble state associated with a particular target.
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@ -91,7 +92,7 @@ class Scratch3LooksBlocks {
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_onTargetWillExit (target) {
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const bubbleState = this._getBubbleState(target);
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if (bubbleState.drawableId && bubbleState.skinId) {
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this.runtime.renderer.destroyDrawable(bubbleState.drawableId);
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this.runtime.renderer.destroyDrawable(bubbleState.drawableId, StageLayering.BUBBLE_LAYER);
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this.runtime.renderer.destroySkin(bubbleState.skinId);
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bubbleState.drawableId = null;
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bubbleState.skinId = null;
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@ -195,10 +196,9 @@ class Scratch3LooksBlocks {
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bubbleState.onSpriteRight = false;
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}
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bubbleState.drawableId = this.runtime.renderer.createDrawable();
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bubbleState.drawableId = this.runtime.renderer.createDrawable(StageLayering.BUBBLE_LAYER);
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bubbleState.skinId = this.runtime.renderer.createTextSkin(type, text, bubbleState.onSpriteRight, [0, 0]);
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this.runtime.renderer.setDrawableOrder(bubbleState.drawableId, Infinity);
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this.runtime.renderer.updateDrawableProperties(bubbleState.drawableId, {
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skinId: bubbleState.skinId
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});
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@ -12,6 +12,7 @@ const TargetType = require('../extension-support/target-type');
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const Thread = require('./thread');
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const log = require('../util/log');
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const maybeFormatMessage = require('../util/maybe-format-message');
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const StageLayering = require('./stage-layering');
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// Virtual I/O devices.
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const Clock = require('../io/clock');
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@ -915,6 +916,7 @@ class Runtime extends EventEmitter {
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*/
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attachRenderer (renderer) {
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this.renderer = renderer;
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this.renderer.setLayerGroupOrdering(StageLayering.LAYER_GROUPS);
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}
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/**
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63
src/engine/stage-layering.js
Normal file
63
src/engine/stage-layering.js
Normal file
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@ -0,0 +1,63 @@
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class StageLayering {
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static get BACKGROUND_LAYER () {
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return 'background';
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}
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static get EXTENSION_LAYER () {
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return 'extensions';
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}
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static get SPRITE_LAYER () {
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return 'sprite';
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}
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static get BUBBLE_LAYER () {
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return 'bubble';
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}
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static get BACKGROUND_ORDER () {
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return 0;
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}
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// Video should be in the back of the extension group
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static get VIDEO_ORDER () {
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return 0;
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}
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static get PEN_ORDER () {
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return 1;
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}
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// Order of layer groups relative to each other,
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// and ordering style of each
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// Currently extensions are the only layer group
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// that have an explicit ordering (e.g. video must be behind pen).
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// All other groups here are ordered based on when they get added
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static get LAYER_GROUPS () {
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return [
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{
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group: StageLayering.BACKGROUND_LAYER,
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// This is a weird use case for a layer group ordering style,
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// because in the main Scratch use case, this group has only one item,
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// so ordering of the items doesn't really matter.
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explicitOrdering: false
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},
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{
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group: StageLayering.EXTENSION_LAYER,
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explicitOrdering: true
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},
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{
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group: StageLayering.SPRITE_LAYER,
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explicitOrdering: false
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},
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{
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group: StageLayering.BUBBLE_LAYER,
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explicitOrdering: false
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}
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];
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}
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}
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module.exports = StageLayering;
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@ -7,6 +7,7 @@ const formatMessage = require('format-message');
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const MathUtil = require('../../util/math-util');
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const RenderedTarget = require('../../sprites/rendered-target');
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const log = require('../../util/log');
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const StageLayering = require('../../engine/stage-layering');
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/**
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* Icon svg to be displayed at the left edge of each extension block, encoded as a data URI.
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@ -87,15 +88,6 @@ class Scratch3PenBlocks {
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};
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}
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/**
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* Place the pen layer in front of the backdrop but behind everything else.
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* We should probably handle this somewhere else... somewhere central that knows about pen, backdrop, video, etc.
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* Maybe it should be in the GUI?
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* @type {int}
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*/
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static get PEN_ORDER () {
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return 1;
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}
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/**
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* The minimum and maximum allowed pen size.
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@ -136,8 +128,8 @@ class Scratch3PenBlocks {
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_getPenLayerID () {
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if (this._penSkinId < 0 && this.runtime.renderer) {
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this._penSkinId = this.runtime.renderer.createPenSkin();
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this._penDrawableId = this.runtime.renderer.createDrawable();
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this.runtime.renderer.setDrawableOrder(this._penDrawableId, Scratch3PenBlocks.PEN_ORDER);
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this._penDrawableId = this.runtime.renderer.createDrawable(
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StageLayering.EXTENSION_LAYER, StageLayering.PEN_ORDER);
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this.runtime.renderer.updateDrawableProperties(this._penDrawableId, {skinId: this._penSkinId});
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}
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return this._penSkinId;
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@ -1,3 +1,5 @@
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const StageLayering = require('../engine/stage-layering');
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class Video {
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constructor (runtime) {
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this.runtime = runtime;
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@ -144,11 +146,7 @@ class Video {
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if (this._skinId === -1 && this._skin === null && this._drawable === -1) {
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this._skinId = renderer.createPenSkin();
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this._skin = renderer._allSkins[this._skinId];
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this._drawable = renderer.createDrawable();
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renderer.setDrawableOrder(
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this._drawable,
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Video.ORDER
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);
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this._drawable = renderer.createDrawable(StageLayering.EXTENSION_LAYER, StageLayering.VIDEO_ORDER);
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renderer.updateDrawableProperties(this._drawable, {
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skinId: this._skinId
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});
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@ -327,7 +327,7 @@ const parseScratchObject = function (object, runtime, extensions, topLevel, zip)
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// Blocks container for this object.
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const blocks = new Blocks();
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// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
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const sprite = new Sprite(blocks, runtime);
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const sprite = new Sprite(blocks, runtime, topLevel /* whether this sprite is a stge or not */);
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// Sprite/stage name from JSON.
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if (object.hasOwnProperty('objName')) {
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sprite.name = topLevel ? 'Stage' : object.objName;
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@ -684,7 +684,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
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const blocks = new Blocks();
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// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
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const sprite = new Sprite(blocks, runtime);
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const sprite = new Sprite(blocks, runtime, object.isStage);
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// Sprite/stage name from JSON.
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if (object.hasOwnProperty('name')) {
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@ -2,6 +2,7 @@ const log = require('../util/log');
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const MathUtil = require('../util/math-util');
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const StringUtil = require('../util/string-util');
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const Target = require('../engine/target');
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const StageLayering = require('../engine/stage-layering');
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/**
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* Rendered target: instance of a sprite (clone), or the stage.
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@ -156,9 +157,10 @@ class RenderedTarget extends Target {
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/**
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* Create a drawable with the this.renderer.
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*/
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initDrawable () {
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initDrawable (isStage) {
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if (this.renderer) {
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this.drawableID = this.renderer.createDrawable();
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this.drawableID = this.renderer.createDrawable(isStage ?
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StageLayering.BACKGROUND_LAYER : StageLayering.SPRITE_LAYER);
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}
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// If we're a clone, start the hats.
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if (!this.isOriginal) {
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@ -800,18 +802,22 @@ class RenderedTarget extends Target {
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/**
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* Move to the front layer.
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*/
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goToFront () {
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goToFront () { // This should only ever be used for sprites
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if (this.renderer) {
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this.renderer.setDrawableOrder(this.drawableID, Infinity);
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// Let the renderer re-order the sprite based on its knowledge
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// of what layers are present
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this.renderer.setDrawableOrder(this.drawableID, Infinity, StageLayering.SPRITE_LAYER);
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}
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}
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/**
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* Move to the back layer.
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*/
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goToBack () {
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goToBack () { // This should only ever be used for sprites
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if (this.renderer) {
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this.renderer.setDrawableOrder(this.drawableID, -Infinity, false, 1);
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// Let the renderer re-order the sprite based on its knowledge
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// of what layers are present
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this.renderer.setDrawableOrder(this.drawableID, -Infinity, StageLayering.SPRITE_LAYER, false);
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}
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}
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@ -821,7 +827,7 @@ class RenderedTarget extends Target {
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*/
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goForwardLayers (nLayers) {
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if (this.renderer) {
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this.renderer.setDrawableOrder(this.drawableID, nLayers, true, 1);
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this.renderer.setDrawableOrder(this.drawableID, nLayers, StageLayering.SPRITE_LAYER, true);
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}
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}
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@ -831,7 +837,7 @@ class RenderedTarget extends Target {
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*/
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goBackwardLayers (nLayers) {
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if (this.renderer) {
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this.renderer.setDrawableOrder(this.drawableID, -nLayers, true, 1);
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this.renderer.setDrawableOrder(this.drawableID, -nLayers, StageLayering.SPRITE_LAYER, true);
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}
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}
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@ -842,8 +848,8 @@ class RenderedTarget extends Target {
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goBehindOther (other) {
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if (this.renderer) {
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const otherLayer = this.renderer.setDrawableOrder(
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other.drawableID, 0, true);
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this.renderer.setDrawableOrder(this.drawableID, otherLayer);
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other.drawableID, 0, StageLayering.SPRITE_LAYER, true);
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this.renderer.setDrawableOrder(this.drawableID, otherLayer, StageLayering.SPRITE_LAYER);
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}
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}
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@ -912,7 +918,7 @@ class RenderedTarget extends Target {
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newClone.effects = JSON.parse(JSON.stringify(this.effects));
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newClone.variables = JSON.parse(JSON.stringify(this.variables));
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newClone.lists = JSON.parse(JSON.stringify(this.lists));
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newClone.initDrawable();
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newClone.initDrawable(false); // this,sprite is not a stage if we're calling makeClone on it
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newClone.updateAllDrawableProperties();
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// Place behind the current target.
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newClone.goBehindOther(this);
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@ -1049,7 +1055,7 @@ class RenderedTarget extends Target {
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this.runtime.stopForTarget(this);
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this.sprite.removeClone(this);
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if (this.renderer && this.drawableID !== null) {
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this.renderer.destroyDrawable(this.drawableID);
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this.renderer.destroyDrawable(this.drawableID, StageLayering.SPRITE_LAYER);
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if (this.visible) {
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this.emit(RenderedTarget.EVENT_TARGET_VISUAL_CHANGE, this);
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this.runtime.requestRedraw();
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@ -10,9 +10,10 @@ class Sprite {
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* All clones of a sprite have shared blocks, shared costumes, shared variables.
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* @param {?Blocks} blocks Shared blocks object for all clones of sprite.
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* @param {Runtime} runtime Reference to the runtime.
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* @param {boolean=} isStage Whether or not this sprite is a stage
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* @constructor
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*/
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constructor (blocks, runtime) {
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constructor (blocks, runtime, isStage) {
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this.runtime = runtime;
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if (!blocks) {
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// Shared set of blocks for all clones.
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@ -46,8 +47,12 @@ class Sprite {
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* @type {Array.<!RenderedTarget>}
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*/
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this.clones = [];
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// Needed for figuring out whether the associated drawable should
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// go in the background layer or sprite layer
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this.isStage = isStage || false;
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}
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/**
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* Add an array of costumes, taking care to avoid duplicate names.
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* @param {!Array<object>} costumes Array of objects representing costumes.
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@ -103,7 +108,7 @@ class Sprite {
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this.clones.push(newClone);
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newClone.initAudio();
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if (newClone.isOriginal) {
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newClone.initDrawable();
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newClone.initDrawable(this.isStage);
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this.runtime.fireTargetWasCreated(newClone);
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} else {
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this.runtime.fireTargetWasCreated(newClone, this.clones[0]);
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