mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-25 07:22:33 -05:00
145 lines
4.5 KiB
JavaScript
145 lines
4.5 KiB
JavaScript
const MathUtil = require('../util/math-util');
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class Mouse {
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constructor (runtime) {
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this._x = 0;
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this._y = 0;
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this._isDown = false;
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/**
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* Reference to the owning Runtime.
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* Can be used, for example, to activate hats.
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* @type{!Runtime}
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*/
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this.runtime = runtime;
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}
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/**
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* Activate "event_whenthisspriteclicked" hats.
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* @param {Target} target to trigger hats on.
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* @private
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*/
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_activateClickHats (target) {
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// Activate both "this sprite clicked" and "stage clicked"
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// They were separated into two opcodes for labeling,
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// but should act the same way.
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// Intentionally not checking isStage to make it work when sharing blocks.
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// @todo the blocks should be converted from one to another when shared
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this.runtime.startHats('event_whenthisspriteclicked',
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null, target);
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this.runtime.startHats('event_whenstageclicked',
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null, target);
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}
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/**
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* Find a target by XY location
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* @param {number} x X position to be sent to the renderer.
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* @param {number} y Y position to be sent to the renderer.
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* @return {Target} the target at that location
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* @private
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*/
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_pickTarget (x, y) {
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if (this.runtime.renderer) {
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const drawableID = this.runtime.renderer.pick(x, y);
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for (let i = 0; i < this.runtime.targets.length; i++) {
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const target = this.runtime.targets[i];
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if (Object.prototype.hasOwnProperty.call(target, 'drawableID') &&
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target.drawableID === drawableID) {
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return target;
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}
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}
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}
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// Return the stage if no target was found
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return this.runtime.getTargetForStage();
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}
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/**
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* Mouse DOM event handler.
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* @param {object} data Data from DOM event.
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*/
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postData (data) {
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if (data.x) {
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this._clientX = data.x;
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this._scratchX = Math.round(MathUtil.clamp(
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480 * ((data.x / data.canvasWidth) - 0.5),
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-240,
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240
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));
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}
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if (data.y) {
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this._clientY = data.y;
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this._scratchY = Math.round(MathUtil.clamp(
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-360 * ((data.y / data.canvasHeight) - 0.5),
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-180,
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180
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));
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}
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if (typeof data.isDown !== 'undefined') {
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const previousDownState = this._isDown;
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this._isDown = data.isDown;
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// Do not trigger if down state has not changed
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if (previousDownState === this._isDown) return;
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// Never trigger click hats at the end of a drag
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if (data.wasDragged) return;
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// Do not activate click hats for clicks outside canvas bounds
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if (!(data.x > 0 && data.x < data.canvasWidth &&
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data.y > 0 && data.y < data.canvasHeight)) return;
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const target = this._pickTarget(data.x, data.y);
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const isNewMouseDown = !previousDownState && this._isDown;
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const isNewMouseUp = previousDownState && !this._isDown;
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// Draggable targets start click hats on mouse up.
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// Non-draggable targets start click hats on mouse down.
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if (target.draggable && isNewMouseUp) {
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this._activateClickHats(target);
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} else if (!target.draggable && isNewMouseDown) {
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this._activateClickHats(target);
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}
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}
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}
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/**
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* Get the X position of the mouse in client coordinates.
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* @return {number} Non-clamped X position of the mouse cursor.
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*/
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getClientX () {
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return this._clientX;
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}
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/**
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* Get the Y position of the mouse in client coordinates.
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* @return {number} Non-clamped Y position of the mouse cursor.
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*/
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getClientY () {
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return this._clientY;
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}
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/**
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* Get the X position of the mouse in scratch coordinates.
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* @return {number} Clamped and integer rounded X position of the mouse cursor.
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*/
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getScratchX () {
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return this._scratchX;
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}
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/**
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* Get the Y position of the mouse in scratch coordinates.
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* @return {number} Clamped and integer rounded Y position of the mouse cursor.
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*/
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getScratchY () {
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return this._scratchY;
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}
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/**
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* Get the down state of the mouse.
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* @return {boolean} Is the mouse down?
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*/
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getIsDown () {
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return this._isDown;
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}
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}
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module.exports = Mouse;
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