scratch-vm/src/blocks/scratch3_pen.js
2017-10-04 12:54:30 -07:00

533 lines
19 KiB
JavaScript

const ArgumentType = require('../extension-support/argument-type');
const BlockType = require('../extension-support/block-type');
const Cast = require('../util/cast');
const Clone = require('../util/clone');
const Color = require('../util/color');
const MathUtil = require('../util/math-util');
const RenderedTarget = require('../sprites/rendered-target');
/**
* @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.
*/
/**
* Host for the Pen-related blocks in Scratch 3.0
* @param {Runtime} runtime - the runtime instantiating this block package.
* @constructor
*/
class Scratch3PenBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
/**
* The ID of the renderer Drawable corresponding to the pen layer.
* @type {int}
* @private
*/
this._penDrawableId = -1;
/**
* The ID of the renderer Skin corresponding to the pen layer.
* @type {int}
* @private
*/
this._penSkinId = -1;
this._onTargetCreated = this._onTargetCreated.bind(this);
this._onTargetMoved = this._onTargetMoved.bind(this);
runtime.on('targetWasCreated', this._onTargetCreated);
}
/**
* The default pen state, to be used when a target has no existing pen state.
* @type {PenState}
*/
static get DEFAULT_PEN_STATE () {
return {
penDown: false,
hue: 120,
shade: 50,
transparency: 0,
penAttributes: {
color4f: [0, 0, 1, 1],
diameter: 1
}
};
}
/**
* 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?
* @type {int}
*/
static get PEN_ORDER () {
return 1;
}
/**
* The minimum and maximum allowed pen size.
* @type {{min: number, max: number}}
*/
static get PEN_SIZE_RANGE () {
return {min: 1, max: 255};
}
/**
* The key to load & store a target's pen-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.pen';
}
/**
* 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
*/
_clampPenSize (requestedSize) {
return MathUtil.clamp(
requestedSize,
Scratch3PenBlocks.PEN_SIZE_RANGE.min,
Scratch3PenBlocks.PEN_SIZE_RANGE.max
);
}
/**
* Retrieve the ID of the renderer "Skin" corresponding to the pen layer. If
* the pen Skin doesn't yet exist, create it.
* @returns {int} the Skin ID of the pen layer, or -1 on failure.
* @private
*/
_getPenLayerID () {
if (this._penSkinId < 0 && this.runtime.renderer) {
this._penSkinId = this.runtime.renderer.createPenSkin();
this._penDrawableId = this.runtime.renderer.createDrawable();
this.runtime.renderer.setDrawableOrder(this._penDrawableId, Scratch3PenBlocks.PEN_ORDER);
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
*/
_getPenState (target) {
let penState = target.getCustomState(Scratch3PenBlocks.STATE_KEY);
if (!penState) {
penState = Clone.simple(Scratch3PenBlocks.DEFAULT_PEN_STATE);
target.setCustomState(Scratch3PenBlocks.STATE_KEY, penState);
}
return penState;
}
/**
* When a pen-using Target is cloned, clone the pen state.
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
* @listens Runtime#event:targetWasCreated
* @private
*/
_onTargetCreated (newTarget, sourceTarget) {
if (sourceTarget) {
const penState = sourceTarget.getCustomState(Scratch3PenBlocks.STATE_KEY);
if (penState) {
newTarget.setCustomState(Scratch3PenBlocks.STATE_KEY, Clone.simple(penState));
if (penState.penDown) {
newTarget.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
}
}
}
/**
* Handle a target which has moved. This only fires when the pen is down.
* @param {RenderedTarget} target - the target which has moved.
* @param {number} oldX - the previous X position.
* @param {number} oldY - the previous Y position.
* @private
*/
_onTargetMoved (target, oldX, oldY) {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
const penState = this._getPenState(target);
this.runtime.renderer.penLine(penSkinId, penState.penAttributes, oldX, oldY, target.x, target.y);
this.runtime.requestRedraw();
}
}
/**
* Update the cached color from the hue, shade and transparency values in the provided
* PenState object.
* @param {PenState} penState - the pen state to update.
* @private
*/
_updatePenColor (penState) {
let rgb = Color.hsvToRgb({h: penState.hue * 180 / 100, s: 1, v: 1});
const 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;
penState.penAttributes.color4f[3] = this._transparencyToAlpha(penState.transparency);
}
/**
* 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
*/
_wrapHueOrShade (value) {
value = value % 200;
if (value < 0) value += 200;
return value;
}
/**
* Clamp a pen transparency value to the range (0,100).
* @param {number} value - the pen transparency value to be clamped.
* @returns {number} the clamped value.
* @private
*/
_clampTransparency (value) {
return MathUtil.clamp(value, 0, 100);
}
/**
* Convert an alpha value to a pen transparency value.
* Alpha ranges from 0 to 1, where 0 is transparent and 1 is opaque.
* Transparency ranges from 0 to 100, where 0 is opaque and 100 is transparent.
* @param {number} alpha - the input alpha value.
* @returns {number} the transparency value.
* @private
*/
_alphaToTransparency (alpha) {
return (1.0 - alpha) * 100.0;
}
/**
* Convert a pen transparency value to an alpha value.
* Alpha ranges from 0 to 1, where 0 is transparent and 1 is opaque.
* Transparency ranges from 0 to 100, where 0 is opaque and 100 is transparent.
* @param {number} transparency - the input transparency value.
* @returns {number} the alpha value.
* @private
*/
_transparencyToAlpha (transparency) {
return 1.0 - (transparency / 100.0);
}
/**
* @returns {{id: string, name: string, blocks: []}} metadata for this extension and its blocks.
*/
getInfo () {
return {
id: 'pen',
name: 'Pen',
blocks: [
{
opcode: 'clear',
blockType: BlockType.COMMAND,
arguments: {
NUM1: {
type: ArgumentType.NUMBER
},
NUM2: {
type: ArgumentType.NUMBER
}
}
},
{
opcode: 'stamp',
blockType: BlockType.COMMAND
},
{
opcode: 'penDown',
blockType: BlockType.COMMAND,
text: 'pen down'
},
{
opcode: 'penUp',
blockType: BlockType.COMMAND,
text: 'pen up'
},
{
opcode: 'setPenColorToColor',
blockType: BlockType.COMMAND,
text: 'set pen color to [COLOR]',
arguments: {
COLOR: {
type: ArgumentType.COLOR
}
}
},
{
opcode: 'changePenHueBy',
blockType: BlockType.COMMAND,
text: 'change pen color by [COLOR]',
arguments: {
COLOR: {
type: ArgumentType.NUMBER,
defaultValue: 10
}
}
},
{
opcode: 'setPenHueToNumber',
blockType: BlockType.COMMAND,
text: 'set pen color to [COLOR]',
arguments: {
COLOR: {
type: ArgumentType.NUMBER,
defaultValue: 0
}
}
},
{
opcode: 'changePenShadeBy',
blockType: BlockType.COMMAND,
text: 'change pen shade by [SHADE]',
arguments: {
SHADE: {
type: ArgumentType.NUMBER,
defaultValue: 10
}
}
},
{
opcode: 'setPenShadeToNumber',
blockType: BlockType.COMMAND,
text: 'set pen shade to [SHADE]',
arguments: {
SHADE: {
type: ArgumentType.NUMBER,
defaultValue: 50
}
}
},
{
opcode: 'changePenSizeBy',
blockType: BlockType.COMMAND,
text: 'change pen size by [SIZE]',
arguments: {
SIZE: {
type: ArgumentType.NUMBER,
defaultValue: 1
}
}
},
{
opcode: 'setPenSizeTo',
blockType: BlockType.COMMAND,
text: 'set pen size to [SIZE]',
arguments: {
SIZE: {
type: ArgumentType.NUMBER,
defaultValue: 1
}
}
}
]
};
}
/**
* The pen "clear" block clears the pen layer's contents.
*/
clear () {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
this.runtime.renderer.penClear(penSkinId);
this.runtime.requestRedraw();
}
}
/**
* The pen "stamp" block stamps the current drawable's image onto the pen layer.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
stamp (args, util) {
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
const target = util.target;
this.runtime.renderer.penStamp(penSkinId, target.drawableID);
this.runtime.requestRedraw();
}
}
/**
* The pen "pen down" block causes the target to leave pen trails on future motion.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
penDown (args, util) {
const target = util.target;
const penState = this._getPenState(target);
if (!penState.penDown) {
penState.penDown = true;
target.addListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
const penSkinId = this._getPenLayerID();
if (penSkinId >= 0) {
this.runtime.renderer.penPoint(penSkinId, penState.penAttributes, target.x, target.y);
this.runtime.requestRedraw();
}
}
/**
* The pen "pen up" block stops the target from leaving pen trails.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
*/
penUp (args, util) {
const target = util.target;
const penState = this._getPenState(target);
if (penState.penDown) {
penState.penDown = false;
target.removeListener(RenderedTarget.EVENT_TARGET_MOVED, this._onTargetMoved);
}
}
/**
* The pen "set pen color to {color}" block sets the pen to a particular RGB color.
* @param {object} args - the block arguments.
* @property {int} COLOR - the color to set, expressed as a 24-bit RGB value (0xRRGGBB).
* @param {object} util - utility object provided by the runtime.
*/
setPenColorToColor (args, util) {
const penState = this._getPenState(util.target);
const rgb = Cast.toRgbColorObject(args.COLOR);
const 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;
if (rgb.hasOwnProperty('a')) { // Will there always be an 'a'?
penState.penAttributes.color4f[3] = rgb.a / 255.0;
} else {
penState.penAttributes.color4f[3] = 1;
}
penState.transparency = this._alphaToTransparency(penState.penAttributes.color4f[3]);
}
/**
* The pen "change pen color by {number}" block rotates the hue of the pen by the given amount.
* @param {object} args - the block arguments.
* @property {number} COLOR - the amount of desired hue rotation.
* @param {object} util - utility object provided by the runtime.
*/
changePenHueBy (args, util) {
const penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(penState.hue + Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
}
/**
* The pen "set pen color to {number}" block sets the hue of the pen.
* @param {object} args - the block arguments.
* @property {number} COLOR - the desired hue.
* @param {object} util - utility object provided by the runtime.
*/
setPenHueToNumber (args, util) {
const penState = this._getPenState(util.target);
penState.hue = this._wrapHueOrShade(Cast.toNumber(args.COLOR));
this._updatePenColor(penState);
}
/**
* The pen "change pen shade by {number}" block changes the "shade" of the pen, related to the HSV value.
* @param {object} args - the block arguments.
* @property {number} SHADE - the amount of desired shade change.
* @param {object} util - utility object provided by the runtime.
*/
changePenShadeBy (args, util) {
const penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(penState.shade + Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
}
/**
* The pen "set pen shade to {number}" block sets the "shade" of the pen, related to the HSV value.
* @param {object} args - the block arguments.
* @property {number} SHADE - the amount of desired shade change.
* @param {object} util - utility object provided by the runtime.
*/
setPenShadeToNumber (args, util) {
const penState = this._getPenState(util.target);
penState.shade = this._wrapHueOrShade(Cast.toNumber(args.SHADE));
this._updatePenColor(penState);
}
/**
* The pen "change pen size by {number}" block changes the pen size by the given amount.
* @param {object} args - the block arguments.
* @property {number} SIZE - the amount of desired size change.
* @param {object} util - utility object provided by the runtime.
*/
changePenSizeBy (args, util) {
const penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(penAttributes.diameter + Cast.toNumber(args.SIZE));
}
/**
* The pen "set pen size to {number}" block sets the pen size to the given amount.
* @param {object} args - the block arguments.
* @property {number} SIZE - the amount of desired size change.
* @param {object} util - utility object provided by the runtime.
*/
setPenSizeTo (args, util) {
const penAttributes = this._getPenState(util.target).penAttributes;
penAttributes.diameter = this._clampPenSize(Cast.toNumber(args.SIZE));
}
/**
* The pen "change pen transparency by {number}" block changes the RGBA "transparency" of the pen.
* @param {object} args - the block arguments.
* @property {number} TRANSPARENCY - the amount of desired transparency change.
* @param {object} util - utility object provided by the runtime.
*/
changePenTransparencyBy (args, util) {
const penState = this._getPenState(util.target);
penState.transparency = this._clampTransparency(penState.transparency + Cast.toNumber(args.TRANSPARENCY));
this._updatePenColor(penState);
}
/**
* The pen "set pen transparency to {number}" block sets the RGBA "transparency" of the pen.
* @param {object} args - the block arguments.
* @property {number} TRANSPARENCY - the amount of desired transparency change.
* @param {object} util - utility object provided by the runtime.
*/
setPenTransparencyTo (args, util) {
const penState = this._getPenState(util.target);
penState.transparency = this._clampTransparency(Cast.toNumber(args.TRANSPARENCY));
this._updatePenColor(penState);
}
}
module.exports = Scratch3PenBlocks;