Merge pull request #634 from paulkaplan/sound-costume-renaming

Add public API for costume and sound renaming
This commit is contained in:
Paul Kaplan 2017-07-13 09:00:19 -04:00 committed by GitHub
commit eb04fcab57
2 changed files with 64 additions and 0 deletions

View file

@ -287,6 +287,19 @@ class VirtualMachine extends EventEmitter {
}); });
} }
/**
* Rename a costume on the current editing target.
* @param {int} costumeIndex - the index of the costume to be renamed.
* @param {string} newName - the desired new name of the costume (will be modified if already in use).
*/
renameCostume (costumeIndex, newName) {
const usedNames = this.editingTarget.sprite.costumes
.filter((costume, index) => costumeIndex !== index)
.map(costume => costume.name);
this.editingTarget.sprite.costumes[costumeIndex].name = StringUtil.unusedName(newName, usedNames);
this.emitTargetsUpdate();
}
/** /**
* Delete a costume from the current editing target. * Delete a costume from the current editing target.
* @param {int} costumeIndex - the index of the costume to be removed. * @param {int} costumeIndex - the index of the costume to be removed.
@ -307,6 +320,19 @@ class VirtualMachine extends EventEmitter {
}); });
} }
/**
* Rename a sound on the current editing target.
* @param {int} soundIndex - the index of the sound to be renamed.
* @param {string} newName - the desired new name of the sound (will be modified if already in use).
*/
renameSound (soundIndex, newName) {
const usedNames = this.editingTarget.sprite.sounds
.filter((sound, index) => soundIndex !== index)
.map(sound => sound.name);
this.editingTarget.sprite.sounds[soundIndex].name = StringUtil.unusedName(newName, usedNames);
this.emitTargetsUpdate();
}
/** /**
* Delete a sound from the current editing target. * Delete a sound from the current editing target.
* @param {int} soundIndex - the index of the sound to be removed. * @param {int} soundIndex - the index of the sound to be removed.

View file

@ -109,3 +109,41 @@ test('renameSprite does not increment when renaming to the same name', t => {
t.equal(vm.runtime.targets[0].sprite.name, 'this name'); t.equal(vm.runtime.targets[0].sprite.name, 'this name');
t.end(); t.end();
}); });
test('renameSound sets the sound name', t => {
const vm = new VirtualMachine();
vm.editingTarget = {
sprite: {
sounds: [{name: 'first'}, {name: 'second'}]
}
};
vm.renameSound(0, 'hello');
t.equal(vm.editingTarget.sprite.sounds[0].name, 'hello');
t.equal(vm.editingTarget.sprite.sounds[1].name, 'second');
// Make sure renaming to same name doesn't increment
vm.renameSound(0, 'hello');
t.equal(vm.editingTarget.sprite.sounds[0].name, 'hello');
// But renaming to used name does increment
vm.renameSound(1, 'hello');
t.equal(vm.editingTarget.sprite.sounds[1].name, 'hello2');
t.end();
});
test('renameCostume sets the costume name', t => {
const vm = new VirtualMachine();
vm.editingTarget = {
sprite: {
costumes: [{name: 'first'}, {name: 'second'}]
}
};
vm.renameCostume(0, 'hello');
t.equal(vm.editingTarget.sprite.costumes[0].name, 'hello');
t.equal(vm.editingTarget.sprite.costumes[1].name, 'second');
// Make sure renaming to same name doesn't increment
vm.renameCostume(0, 'hello');
t.equal(vm.editingTarget.sprite.costumes[0].name, 'hello');
// But renaming to used name does increment
vm.renameCostume(1, 'hello');
t.equal(vm.editingTarget.sprite.costumes[1].name, 'hello2');
t.end();
});