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Merge pull request #490 from rschamp/dnd
Add methods for dragging and dropping sprites
This commit is contained in:
commit
bf2303f6de
4 changed files with 76 additions and 7 deletions
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@ -793,6 +793,18 @@ Runtime.prototype.getSpriteTargetByName = function (spriteName) {
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}
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}
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};
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};
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/**
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* Get a target by its drawable id.
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* @param {number} drawableID drawable id of target to find
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* @return {?Target} The target, if found
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*/
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Runtime.prototype.getTargetByDrawableId = function (drawableID) {
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for (var i = 0; i < this.targets.length; i++) {
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var target = this.targets[i];
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if (target.drawableID === drawableID) return target;
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}
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};
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/**
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/**
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* Update the clone counter to track how many clones are created.
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* Update the clone counter to track how many clones are created.
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* @param {number} changeAmount How many clones have been created/destroyed.
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* @param {number} changeAmount How many clones have been created/destroyed.
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@ -46,7 +46,7 @@ Mouse.prototype.postData = function (data) {
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}
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}
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if (typeof data.isDown !== 'undefined') {
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if (typeof data.isDown !== 'undefined') {
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this._isDown = data.isDown;
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this._isDown = data.isDown;
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if (this._isDown) {
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if (!this._isDown) {
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this._activateClickHats(data.x, data.y);
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this._activateClickHats(data.x, data.y);
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}
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}
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}
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}
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@ -33,6 +33,13 @@ var RenderedTarget = function (sprite, runtime) {
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*/
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*/
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this.drawableID = null;
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this.drawableID = null;
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/**
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* Drag state of this rendered target. If true, x/y position can't be
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* changed by blocks.
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* @type {boolean}
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*/
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this.dragging = false;
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/**
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/**
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* Map of current graphic effect values.
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* Map of current graphic effect values.
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* @type {!Object.<string, number>}
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* @type {!Object.<string, number>}
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@ -166,11 +173,11 @@ RenderedTarget.prototype.rotationStyle = (
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* Set the X and Y coordinates.
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* Set the X and Y coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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* @param {!number} y New Y coordinate, in Scratch coordinates.
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* @param {!number} y New Y coordinate, in Scratch coordinates.
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* @param {?boolean} force Force setting X/Y, in case of dragging
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*/
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*/
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RenderedTarget.prototype.setXY = function (x, y) {
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RenderedTarget.prototype.setXY = function (x, y, force) {
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if (this.isStage) {
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if (this.isStage) return;
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return;
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if (this.dragging && !force) return;
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}
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var oldX = this.x;
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var oldX = this.x;
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var oldY = this.y;
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var oldY = this.y;
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if (this.renderer) {
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if (this.renderer) {
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@ -713,11 +720,12 @@ RenderedTarget.prototype.onStopAll = function () {
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* @param {object} data An object with sprite info data to set.
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* @param {object} data An object with sprite info data to set.
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*/
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*/
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RenderedTarget.prototype.postSpriteInfo = function (data) {
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RenderedTarget.prototype.postSpriteInfo = function (data) {
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var force = data.hasOwnProperty('force') ? data.force : null;
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if (data.hasOwnProperty('x')) {
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if (data.hasOwnProperty('x')) {
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this.setXY(data.x, this.y);
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this.setXY(data.x, this.y, force);
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}
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}
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if (data.hasOwnProperty('y')) {
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if (data.hasOwnProperty('y')) {
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this.setXY(this.x, data.y);
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this.setXY(this.x, data.y, force);
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}
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}
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if (data.hasOwnProperty('direction')) {
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if (data.hasOwnProperty('direction')) {
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this.setDirection(data.direction);
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this.setDirection(data.direction);
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@ -733,6 +741,20 @@ RenderedTarget.prototype.postSpriteInfo = function (data) {
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}
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}
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};
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};
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/**
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* Put the sprite into the drag state. While in effect, setXY must be forced
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*/
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RenderedTarget.prototype.startDrag = function () {
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this.dragging = true;
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};
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/**
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* Remove the sprite from the drag state.
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*/
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RenderedTarget.prototype.stopDrag = function () {
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this.dragging = false;
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};
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/**
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/**
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* Serialize sprite info, used when emitting events about the sprite
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* Serialize sprite info, used when emitting events about the sprite
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* @returns {object} sprite data as a simple object
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* @returns {object} sprite data as a simple object
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@ -329,6 +329,41 @@ VirtualMachine.prototype.emitWorkspaceUpdate = function () {
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});
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});
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};
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};
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/**
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* Get a target id for a drawable id. Useful for interacting with the renderer
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* @param {int} drawableId The drawable id to request the target id for
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* @returns {?string} The target id, if found. Will also be null if the target found is the stage.
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*/
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VirtualMachine.prototype.getTargetIdForDrawableId = function (drawableId) {
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var target = this.runtime.getTargetByDrawableId(drawableId);
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if (target.hasOwnProperty('id') && target.hasOwnProperty('isStage') && !target.isStage) {
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return target.id;
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}
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return null;
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};
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/**
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* Put a target into a "drag" state, during which its X/Y positions will be unaffected
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* by blocks.
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* @param {string} targetId The id for the target to put into a drag state
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*/
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VirtualMachine.prototype.startDrag = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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target.startDrag();
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this.setEditingTarget(target.id);
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}
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};
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/**
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* Remove a target from a drag state, so blocks may begin affecting X/Y position again
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* @param {string} targetId The id for the target to remove from the drag state
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*/
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VirtualMachine.prototype.stopDrag = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) target.stopDrag();
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};
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/**
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/**
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* Post/edit sprite info for the current editing target.
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* Post/edit sprite info for the current editing target.
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* @param {object} data An object with sprite info data to set.
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* @param {object} data An object with sprite info data to set.
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