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const MathUtil = require('../util/math-util'); | |
const StringUtil = require('../util/string-util'); | |
const Cast = require('../util/cast'); | |
const Clone = require('../util/clone'); | |
const { translateForCamera } = require('../util/pos-math'); | |
const Target = require('../engine/target'); | |
const StageLayering = require('../engine/stage-layering'); | |
const getCostumeUrl = require('../util/get-costume-url'); | |
const xmlEscape = require('../util/xml-escape'); | |
/** | |
* Rendered target: instance of a sprite (clone), or the stage. | |
*/ | |
class RenderedTarget extends Target { | |
/** | |
* @param {!Sprite} sprite Reference to the parent sprite. | |
* @param {Runtime} runtime Reference to the runtime. | |
* @constructor | |
*/ | |
constructor (sprite, runtime) { | |
super(runtime, sprite.blocks); | |
this.customId = 'pm-rendered-target'; | |
/** | |
* Reference to the sprite that this is a render of. | |
* @type {!Sprite} | |
*/ | |
this.sprite = sprite; | |
/** | |
* Reference to the global renderer for this VM, if one exists. | |
* @type {?RenderWebGL} | |
*/ | |
this.renderer = null; | |
if (this.runtime) { | |
this.renderer = this.runtime.renderer; | |
} | |
/** | |
* ID of the drawable for this rendered target, | |
* returned by the renderer, if rendered. | |
* @type {?Number} | |
*/ | |
this.drawableID = null; | |
/** | |
* Drag state of this rendered target. If true, x/y position can't be | |
* changed by blocks. | |
* @type {boolean} | |
*/ | |
this.dragging = false; | |
/** | |
* Map of current graphic effect values. | |
* @type {!Object.<string, number>} | |
*/ | |
this.effects = { | |
color: 0, | |
fisheye: 0, | |
whirl: 0, | |
pixelate: 0, | |
mosaic: 0, | |
brightness: 0, | |
ghost: 0, | |
red: 0, | |
green: 0, | |
blue: 0, | |
opaque: 0, | |
saturation: 0, | |
// we add 1 since 0x000000 = 0, effects set to 0 will not even be enabled in the shader | |
// (so we can never tint to black if we didnt add 1) | |
tintColor: 0xffffff + 1 | |
}; | |
/** | |
* Whether this represents an "original" non-clone rendered-target for a sprite, | |
* i.e., created by the editor and not clone blocks. | |
* @type {boolean} | |
*/ | |
this.isOriginal = true; | |
/** | |
* Whether this rendered target represents the Scratch stage. | |
* @type {boolean} | |
*/ | |
this.isStage = false; | |
/** | |
* Whether this rendered target has been disposed. | |
* @type {boolean} | |
*/ | |
this.isDisposed = false; | |
/** | |
* Scratch X coordinate. Currently should range from -240 to 240. | |
* @type {Number} | |
*/ | |
this.x = 0; | |
/** | |
* Scratch Y coordinate. Currently should range from -180 to 180. | |
* @type {number} | |
*/ | |
this.y = 0; | |
/** | |
* the transform for this sprite. | |
* @type {Array} | |
*/ | |
this.transform = [0, 0]; | |
/** | |
* Scratch direction. Currently should range from -179 to 180. | |
* @type {number} | |
*/ | |
this.direction = 90; | |
/** | |
* Whether the rendered target is draggable on the stage | |
* @type {boolean} | |
*/ | |
this.draggable = false; | |
/** | |
* Whether the rendered target is currently visible. | |
* @type {boolean} | |
*/ | |
this.visible = true; | |
/** | |
* Size of rendered target as a percent of costume size. | |
* @type {number} | |
*/ | |
this.size = 100; | |
/** | |
* The stretch percent on each axis | |
* @type {array} | |
*/ | |
this.stretch = [100, 100]; | |
/** | |
* Currently selected costume index. | |
* @type {number} | |
*/ | |
this.currentCostume = 0; | |
/** | |
* Current rotation style. | |
* @type {!string} | |
*/ | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND; | |
/** | |
* Loudness for sound playback for this target, as a percentage. | |
* @type {number} | |
*/ | |
this.volume = 100; | |
/** | |
* Current tempo (used by the music extension). | |
* This property is global to the project and stored in the stage. | |
* @type {number} | |
*/ | |
this.tempo = 60; | |
/** | |
* The transparency of the video (used by extensions with camera input). | |
* This property is global to the project and stored in the stage. | |
* @type {number} | |
*/ | |
this.videoTransparency = 50; | |
/** | |
* The state of the video input (used by extensions with camera input). | |
* This property is global to the project and stored in the stage. | |
* | |
* Defaults to ON. This setting does not turn the video by itself. A | |
* video extension once loaded will set the video device to this | |
* setting. Set to ON when a video extension is added in the editor the | |
* video will start ON. If the extension is loaded as part of loading a | |
* saved project the extension will see the value set when the stage | |
* was loaded from the saved values including the video state. | |
* | |
* @type {string} | |
*/ | |
this.videoState = RenderedTarget.VIDEO_STATE.ON; | |
/** | |
* The language to use for speech synthesis, in the text2speech extension. | |
* It is initialized to null so that on extension load, we can check for | |
* this and try setting it using the editor locale. | |
* @type {string} | |
*/ | |
this.textToSpeechLanguage = null; | |
// Node-style event emitters have non-zero performance overhead compared to function calls, so we | |
// replace some very high frequency events with these specific methods that are overridden elsewhere. | |
this.onTargetMoved = null; | |
this.onTargetVisualChange = null; | |
this.interpolationData = null; | |
this.cameraBound = 'default'; | |
} | |
cameraUpdateEvent() { | |
const {direction, scale} = this._getRenderedDirectionAndScale(); | |
const translatedPos = this._translatePossitionToCamera(); | |
this.renderer.updateDrawablePosition(this.drawableID, translatedPos); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale, this.transform); | |
this.renderer.updateDrawableVisible(this.drawableID, this.visible); | |
} | |
/** | |
* Create a drawable with the this.renderer. | |
* @param {boolean} layerGroup The layer group this drawable should be added to | |
*/ | |
initDrawable (layerGroup) { | |
if (this.renderer) { | |
this.drawableID = this.renderer.createDrawable(layerGroup); | |
} | |
// If we're a clone, start the hats. | |
if (!this.isOriginal) { | |
this.runtime.startHats( | |
'control_start_as_clone', null, this | |
); | |
} | |
} | |
get audioPlayer () { | |
/* eslint-disable no-console */ | |
console.warn('get audioPlayer deprecated, please update to use .sprite.soundBank methods'); | |
console.warn(new Error('stack for debug').stack); | |
/* eslint-enable no-console */ | |
const bank = this.sprite.soundBank; | |
const audioPlayerProxy = { | |
playSound: soundId => bank.play(this, soundId) | |
}; | |
Object.defineProperty(this, 'audioPlayer', { | |
configurable: false, | |
enumerable: true, | |
writable: false, | |
value: audioPlayerProxy | |
}); | |
return audioPlayerProxy; | |
} | |
/** | |
* Initialize the audio player for this sprite or clone. | |
*/ | |
initAudio () { | |
} | |
/** | |
* Rotation style for "all around"/spinning. | |
* @type {string} | |
*/ | |
static get ROTATION_STYLE_ALL_AROUND () { | |
return 'all around'; | |
} | |
/** | |
* pm: Rotation style for "look at"/flipping & spinning. | |
* @type {string} | |
*/ | |
static get ROTATION_STYLE_LOOK_AT () { | |
return 'look at'; | |
} | |
/** | |
* Rotation style for "left-right"/flipping. | |
* @type {string} | |
*/ | |
static get ROTATION_STYLE_LEFT_RIGHT () { | |
return 'left-right'; | |
} | |
/** | |
* pm: Rotation style for "up-down"/flipping. | |
* @type {string} | |
*/ | |
static get ROTATION_STYLE_UP_DOWN () { | |
return 'up-down'; | |
} | |
/** | |
* Rotation style for "no rotation." | |
* @type {string} | |
*/ | |
static get ROTATION_STYLE_NONE () { | |
return "don't rotate"; | |
} | |
/** | |
* Available states for video input. | |
* @enum {string} | |
*/ | |
static get VIDEO_STATE () { | |
return { | |
OFF: 'off', | |
ON: 'on', | |
ON_FLIPPED: 'on-flipped' | |
}; | |
} | |
emitVisualChange () { | |
if (this.onTargetVisualChange) { | |
this.onTargetVisualChange(this); | |
} | |
} | |
bindToCamera(screen) { | |
this.cameraBound = screen; | |
this.updateAllDrawableProperties(); | |
} | |
removeCameraBinding() { | |
this.cameraBound = null; | |
this.updateAllDrawableProperties(); | |
} | |
_translatePossitionToCamera() { | |
if (!this.cameraBound) return [this.x, this.y]; | |
return translateForCamera(this.runtime, this.cameraBound, this.x, this.y); | |
} | |
/** | |
* Set the X and Y coordinates. | |
* @param {!number} x New X coordinate, in Scratch coordinates. | |
* @param {!number} y New Y coordinate, in Scratch coordinates. | |
* @param {?boolean} force Force setting X/Y, in case of dragging | |
* @param {?boolean} ignoreFencing ignores fencing | |
*/ | |
setXY (x, y, force, ignoreFencing) { // used by compiler | |
if (this.isStage) return; | |
if (this.dragging && !force) return; | |
const oldX = this.x; | |
const oldY = this.y; | |
if (this.renderer) { | |
const position = this.runtime.runtimeOptions.fencing && !ignoreFencing ? | |
this.renderer.getFencedPositionOfDrawable(this.drawableID, [x, y]) : | |
[x, y]; | |
this.x = position[0]; | |
this.y = position[1]; | |
this.renderer.updateDrawablePosition(this.drawableID, this._translatePossitionToCamera()); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} else { | |
this.x = x; | |
this.y = y; | |
} | |
if (this.onTargetMoved) { | |
this.onTargetMoved(this, oldX, oldY, force); | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
setTransform (transform) { | |
if (!Array.isArray(transform) || transform.length !== 2) | |
throw new TypeError('Expected an Array of length 2 for the transform input'); | |
if (this.isStage) { | |
return; | |
} | |
this.transform = [transform[0], transform[1]]; | |
if (this.renderer) { | |
const {direction: renderedDirection, scale} = this._getRenderedDirectionAndScale(); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, renderedDirection, scale, this.transform); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Get the rendered direction and scale, after applying rotation style. | |
* @return {object<string, number>} Direction and scale to render. | |
*/ | |
_getRenderedDirectionAndScale () { | |
const cameraState = this.runtime.getCamera(this.cameraBound); | |
// Default: no changes to `this.direction` or `this.scale`. | |
let finalDirection = this.direction; | |
let finalScale = [this.size, this.size]; | |
if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) { | |
// Force rendered direction to be 90. | |
finalDirection = 90; | |
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) { | |
// Force rendered direction to be 90, and flip drawable if needed. | |
finalDirection = 90; | |
const scaleFlip = (this.direction < 0) ? -1 : 1; | |
finalScale = [scaleFlip * this.size, this.size]; | |
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_UP_DOWN) { | |
// pm: Force rendered direction to be 90, and flip drawable if needed. | |
finalDirection = 90; | |
const scaleFlip = ((this.direction > 90) || (this.direction < -90)) ? -1 : 1; | |
finalScale = [this.size, scaleFlip * this.size]; | |
} else if (this.rotationStyle === RenderedTarget.ROTATION_STYLE_LOOK_AT) { | |
// pm: Flip drawable if we are looking left. | |
const scaleFlip = (this.direction < 0) ? -1 : 1; | |
finalScale = [this.size, scaleFlip * this.size]; | |
} | |
finalScale[0] *= this.stretch[0] / 100; | |
finalScale[1] *= this.stretch[1] / 100; | |
if (this.cameraBound) { | |
finalScale[0] *= cameraState.scale; | |
finalScale[1] *= cameraState.scale; | |
finalDirection -= cameraState.dir; | |
} | |
return {direction: finalDirection, scale: finalScale, stretch: this.stretch}; | |
} | |
/** | |
* set the stretch of this sprite | |
* @param {number} x the stretch percentage on the x axis | |
* @param {number} y the stretch percentage on the y axis | |
*/ | |
setStretch (x, y) { | |
if (this.isStage) { | |
return; | |
} | |
this.stretch = [x, y]; | |
if (this.renderer) { | |
const {direction: renderedDirection, scale} = this._getRenderedDirectionAndScale(); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, renderedDirection, scale, this.transform); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Set the direction. | |
* @param {!number} direction New direction. | |
*/ | |
setDirection (direction) { // used by compiler | |
if (this.isStage) { | |
return; | |
} | |
if (!isFinite(direction)) { | |
return; | |
} | |
// Keep direction between -179 and +180. | |
this.direction = MathUtil.wrapClamp(direction, -179, 180); | |
if (this.renderer) { | |
const {direction: renderedDirection, scale} = this._getRenderedDirectionAndScale(); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, renderedDirection, scale, this.transform); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Set draggability; i.e., whether it's able to be dragged in the player | |
* @param {!boolean} draggable True if should be draggable. | |
*/ | |
setDraggable (draggable) { | |
if (this.isStage) return; | |
this.draggable = !!draggable; | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Set visibility; i.e., whether it's shown or hidden. | |
* @param {!boolean} visible True if should be shown. | |
*/ | |
setVisible (visible) { // used by compiler | |
if (this.isStage) { | |
return; | |
} | |
this.visible = !!visible; | |
if (this.renderer) { | |
this.renderer.updateDrawableVisible(this.drawableID, this.visible); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Set size, as a percentage of the costume size. | |
* @param {!number} size Size of rendered target, as % of costume size. | |
*/ | |
setSize (size) { // used by compiler | |
if (this.isStage) { | |
return; | |
} | |
if (this.renderer) { | |
this.size = Math.max(0, size); | |
const {direction, scale} = this._getRenderedDirectionAndScale(); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale, this.transform); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} else { | |
// tw: setSize should update size even without a renderer | |
// needed by tw-change-size-does-not-use-rounded-size.sb3 test | |
this.size = size; | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Set a particular graphic effect value. | |
* @param {!string} effectName Name of effect (see `RenderedTarget.prototype.effects`). | |
* @param {!number} value Numerical magnitude of effect. | |
*/ | |
setEffect (effectName, value) { // used by compiler | |
if (!this.effects.hasOwnProperty(effectName)) return; | |
this.effects[effectName] = value; | |
if (this.renderer) { | |
this.renderer.updateDrawableEffect(this.drawableID, effectName, value); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
} | |
/** | |
* Clear all graphic effects on this rendered target. | |
*/ | |
clearEffects () { // used by compiler | |
for (const effectName in this.effects) { | |
if (!this.effects.hasOwnProperty(effectName)) continue; | |
this.effects[effectName] = 0; | |
} | |
if (this.renderer) { | |
for (const effectName in this.effects) { | |
if (!this.effects.hasOwnProperty(effectName)) continue; | |
this.renderer.updateDrawableEffect(this.drawableID, effectName, 0); | |
} | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
} | |
/** | |
* Set the current costume. | |
* @param {number} index New index of costume. | |
*/ | |
setCostume (index) { | |
// Keep the costume index within possible values. | |
index = Math.round(index); | |
if (index === Infinity || index === -Infinity || !index) { | |
index = 0; | |
} | |
this.currentCostume = MathUtil.wrapClamp( | |
index, 0, this.sprite.costumes.length - 1 | |
); | |
if (this.renderer) { | |
const costume = this.sprite.costumes[this.currentCostume]; | |
this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Add a costume, taking care to avoid duplicate names. | |
* @param {!object} costumeObject Object representing the costume. | |
* @param {?int} index Index at which to add costume | |
*/ | |
addCostume (costumeObject, index) { | |
if (typeof index === 'number' && !isNaN(index)) { | |
this.sprite.addCostumeAt(costumeObject, index); | |
} else { | |
this.sprite.addCostumeAt(costumeObject, this.sprite.costumes.length); | |
} | |
} | |
/** | |
* Rename a costume, taking care to avoid duplicate names. | |
* @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.sprite.costumes | |
.filter((costume, index) => costumeIndex !== index) | |
.map(costume => costume.name); | |
const oldName = this.getCostumes()[costumeIndex].name; | |
const newUnusedName = StringUtil.unusedName(newName, usedNames); | |
this.getCostumes()[costumeIndex].name = newUnusedName; | |
if (this.isStage) { | |
// Since this is a backdrop, go through all targets and | |
// update any blocks referencing the old backdrop name | |
const targets = this.runtime.targets; | |
for (let i = 0; i < targets.length; i++) { | |
const currTarget = targets[i]; | |
currTarget.blocks.updateAssetName(oldName, newUnusedName, 'backdrop'); | |
} | |
} else { | |
this.blocks.updateAssetName(oldName, newUnusedName, 'costume'); | |
} | |
} | |
/** | |
* Delete a costume by index. | |
* @param {number} index Costume index to be deleted | |
* @return {?object} The costume that was deleted or null | |
* if the index was out of bounds of the costumes list or | |
* this target only has one costume. | |
*/ | |
deleteCostume (index) { | |
const originalCostumeCount = this.sprite.costumes.length; | |
if (originalCostumeCount === 1) return null; | |
if (index < 0 || index >= originalCostumeCount) { | |
return null; | |
} | |
const deletedCostume = this.sprite.deleteCostumeAt(index); | |
if (index === this.currentCostume && index === originalCostumeCount - 1) { | |
this.setCostume(index - 1); | |
} else if (index < this.currentCostume) { | |
this.setCostume(this.currentCostume - 1); | |
} else { | |
this.setCostume(this.currentCostume); | |
} | |
this.runtime.requestTargetsUpdate(this); | |
return deletedCostume; | |
} | |
/** | |
* Add a sound, taking care to avoid duplicate names. | |
* @param {!object} soundObject Object representing the sound. | |
* @param {?int} index Index at which to add costume | |
*/ | |
addSound (soundObject, index) { | |
const usedNames = this.sprite.sounds.map(sound => sound.name); | |
soundObject.name = StringUtil.unusedName(soundObject.name, usedNames); | |
if (typeof index === 'number' && !isNaN(index)) { | |
this.sprite.sounds.splice(index, 0, soundObject); | |
} else { | |
this.sprite.sounds.push(soundObject); | |
} | |
} | |
/** | |
* Rename a sound, taking care to avoid duplicate names. | |
* @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.sprite.sounds | |
.filter((sound, index) => soundIndex !== index) | |
.map(sound => sound.name); | |
const oldName = this.sprite.sounds[soundIndex].name; | |
const newUnusedName = StringUtil.unusedName(newName, usedNames); | |
this.sprite.sounds[soundIndex].name = newUnusedName; | |
this.blocks.updateAssetName(oldName, newUnusedName, 'sound'); | |
} | |
/** | |
* Delete a sound by index. | |
* @param {number} index Sound index to be deleted | |
* @return {object} The deleted sound object, or null if no sound was deleted. | |
*/ | |
deleteSound (index) { | |
// Make sure the sound index is not out of bounds | |
if (index < 0 || index >= this.sprite.sounds.length) { | |
return null; | |
} | |
// Delete the sound at the given index | |
const deletedSound = this.sprite.sounds.splice(index, 1)[0]; | |
this.runtime.requestTargetsUpdate(this); | |
return deletedSound; | |
} | |
/** | |
* Update the rotation style. | |
* @param {!string} rotationStyle New rotation style. | |
*/ | |
setRotationStyle (rotationStyle) { // used by compiler | |
if (rotationStyle === RenderedTarget.ROTATION_STYLE_NONE) { | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE; | |
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_ALL_AROUND) { | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND; | |
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LEFT_RIGHT) { | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT; | |
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_UP_DOWN) { | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_UP_DOWN; | |
} else if (rotationStyle === RenderedTarget.ROTATION_STYLE_LOOK_AT) { | |
this.rotationStyle = RenderedTarget.ROTATION_STYLE_LOOK_AT; | |
} | |
if (this.renderer) { | |
const {direction, scale} = this._getRenderedDirectionAndScale(); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale, this.transform); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Get a costume index of this rendered target, by name of the costume. | |
* @param {?string} costumeName Name of a costume. | |
* @return {number} Index of the named costume, or -1 if not present. | |
*/ | |
getCostumeIndexByName (costumeName) { | |
const costumes = this.getCostumes(); | |
for (let i = 0; i < costumes.length; i++) { | |
if (costumes[i].name === costumeName) { | |
return i; | |
} | |
} | |
return -1; | |
} | |
/** | |
* Get a costume of this rendered target by id. | |
* @return {object} current costume | |
*/ | |
getCurrentCostume () { | |
return this.getCostumes()[this.currentCostume]; | |
} | |
/** | |
* Get full costume list | |
* @return {object[]} list of costumes | |
*/ | |
getCostumes () { // used by compiler | |
return this.sprite.costumes; | |
} | |
/** | |
* Reorder costume list by moving costume at costumeIndex to newIndex. | |
* @param {!number} costumeIndex Index of the costume to move. | |
* @param {!number} newIndex New index for that costume. | |
* @returns {boolean} If a change occurred (i.e. if the indices do not match) | |
*/ | |
reorderCostume (costumeIndex, newIndex) { | |
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1); | |
costumeIndex = MathUtil.clamp(costumeIndex, 0, this.sprite.costumes.length - 1); | |
if (newIndex === costumeIndex) return false; | |
const currentCostume = this.getCurrentCostume(); | |
const costume = this.sprite.costumes[costumeIndex]; | |
// Use the sprite method for deleting costumes because setCostume is handled manually | |
this.sprite.deleteCostumeAt(costumeIndex); | |
this.addCostume(costume, newIndex); | |
this.currentCostume = this.getCostumeIndexByName(currentCostume.name); | |
return true; | |
} | |
/** | |
* Reorder sound list by moving sound at soundIndex to newIndex. | |
* @param {!number} soundIndex Index of the sound to move. | |
* @param {!number} newIndex New index for that sound. | |
* @returns {boolean} If a change occurred (i.e. if the indices do not match) | |
*/ | |
reorderSound (soundIndex, newIndex) { | |
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.sounds.length - 1); | |
soundIndex = MathUtil.clamp(soundIndex, 0, this.sprite.sounds.length - 1); | |
if (newIndex === soundIndex) return false; | |
const sound = this.sprite.sounds[soundIndex]; | |
this.deleteSound(soundIndex); | |
this.addSound(sound, newIndex); | |
return true; | |
} | |
/** | |
* Get full sound list | |
* @return {object[]} list of sounds | |
*/ | |
getSounds () { | |
return this.sprite.sounds; | |
} | |
getSoundIndexByName (soundName) { | |
const sounds = this.getSounds(); | |
for (let i = 0; i < sounds.length; i++) { | |
if (sounds[i].name === soundName) { | |
return i; | |
} | |
} | |
// if there is no sound by that name, return -1 | |
return -1; | |
} | |
/** | |
* Update all drawable properties for this rendered target. | |
* Use when a batch has changed, e.g., when the drawable is first created. | |
*/ | |
updateAllDrawableProperties () { | |
if (this.renderer) { | |
const {direction, scale} = this._getRenderedDirectionAndScale(); | |
const translatedPos = this._translatePossitionToCamera(); | |
this.renderer.updateDrawablePosition(this.drawableID, translatedPos); | |
this.renderer.updateDrawableDirectionScale(this.drawableID, direction, scale, this.transform); | |
this.renderer.updateDrawableVisible(this.drawableID, this.visible); | |
const costume = this.getCostumes()[this.currentCostume]; | |
this.renderer.updateDrawableSkinId(this.drawableID, costume.skinId); | |
for (const effectName in this.effects) { | |
if (!this.effects.hasOwnProperty(effectName)) continue; | |
this.renderer.updateDrawableEffect(this.drawableID, effectName, this.effects[effectName]); | |
} | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
this.runtime.requestTargetsUpdate(this); | |
} | |
/** | |
* Return the human-readable name for this rendered target, e.g., the sprite's name. | |
* @override | |
* @returns {string} Human-readable name. | |
*/ | |
getName () { | |
return this.sprite.name; | |
} | |
/** | |
* Return whether this rendered target is a sprite (not a clone, not the stage). | |
* @return {boolean} True if not a clone and not the stage. | |
*/ | |
isSprite () { | |
return !this.isStage && this.isOriginal; | |
} | |
/** | |
* Return the rendered target's tight bounding box. | |
* Includes top, left, bottom, right attributes in Scratch coordinates. | |
* @return {?object} Tight bounding box, or null. | |
*/ | |
getBounds () { | |
if (this.renderer) { | |
return this.runtime.renderer.getBounds(this.drawableID); | |
} | |
return null; | |
} | |
/** | |
* Return the bounding box around a slice of the top 8px of the rendered target. | |
* Includes top, left, bottom, right attributes in Scratch coordinates. | |
* @return {?object} Tight bounding box, or null. | |
*/ | |
getBoundsForBubble () { | |
if (this.renderer) { | |
return this.runtime.renderer.getBoundsForBubble(this.drawableID); | |
} | |
return null; | |
} | |
/** | |
* Return whether this target is touching the mouse, an edge, or a sprite. | |
* @param {string} requestedObject an id for mouse or edge, or a sprite name. | |
* @param {boolean?} unoriginalOnly if true, will use isTouchingSpriteUnoriginals when checking sprites. | |
* @return {boolean} True if the sprite is touching the object. | |
*/ | |
isTouchingObject (requestedObject, unoriginalOnly) { // used by compiler | |
if (requestedObject === '_mouse_') { | |
if (!this.runtime.ioDevices.mouse) return false; | |
const mouseX = this.runtime.ioDevices.mouse.getClientX(); | |
const mouseY = this.runtime.ioDevices.mouse.getClientY(); | |
return this.isTouchingPoint(mouseX, mouseY); | |
} else if (requestedObject === '_edge_') { | |
return this.isTouchingEdge(); | |
} | |
if (unoriginalOnly) { | |
return this.isTouchingSpriteUnoriginals(requestedObject); | |
} else { | |
return this.isTouchingSprite(requestedObject); | |
} | |
} | |
/** | |
* Return whether touching a point. | |
* @param {number} x X coordinate of test point. | |
* @param {number} y Y coordinate of test point. | |
* @return {boolean} True iff the rendered target is touching the point. | |
*/ | |
isTouchingPoint (x, y) { | |
if (this.renderer) { | |
return this.renderer.drawableTouching(this.drawableID, x, y); | |
} | |
return false; | |
} | |
/** | |
* Return whether touching a stage edge. | |
* @return {boolean} True iff the rendered target is touching the stage edge. | |
*/ | |
isTouchingEdge () { | |
if (this.renderer) { | |
const stageWidth = this.runtime.stageWidth; | |
const stageHeight = this.runtime.stageHeight; | |
const bounds = this.getBounds(); | |
if (bounds.left < -stageWidth / 2 || | |
bounds.right > stageWidth / 2 || | |
bounds.top > stageHeight / 2 || | |
bounds.bottom < -stageHeight / 2) { | |
return true; | |
} | |
} | |
return false; | |
} | |
/** | |
* Return whether touching any of a named sprite's clones. | |
* @param {string} spriteName Name of the sprite. | |
* @return {boolean} True if touching a clone of the sprite. | |
*/ | |
isTouchingSprite (spriteName) { | |
spriteName = Cast.toString(spriteName); | |
const firstClone = this.runtime.getSpriteTargetByName(spriteName); | |
if (!firstClone || !this.renderer) { | |
return false; | |
} | |
// Filter out dragging targets. This means a sprite that is being dragged | |
// can detect other sprites using touching <sprite>, but cannot be detected | |
// by other sprites while it is being dragged. This matches Scratch 2.0 behavior. | |
const drawableCandidates = firstClone.sprite.clones.filter(clone => !clone.dragging) | |
.map(clone => clone.drawableID); | |
return this.renderer.isTouchingDrawables( | |
this.drawableID, drawableCandidates); | |
} | |
/** | |
* Return whether touching a target. | |
* @param {string} targetId ID of the target | |
* @return {boolean} True if touching the target | |
*/ | |
isTouchingTarget (targetId) { | |
targetId = Cast.toString(targetId); | |
const target = this.runtime.getTargetById(targetId); | |
if (!target || !this.renderer || target.dragging) { | |
return false; | |
} | |
return this.renderer.isTouchingDrawables( | |
this.drawableID, [target.drawableID]); | |
} | |
/** | |
* Return whether touching any of a named sprite's unoriginal clones. | |
* @param {string} spriteName Name of the sprite. | |
* @return {boolean} True if touching a clone of the sprite with isOriginal set to false. | |
*/ | |
isTouchingSpriteUnoriginals (spriteName) { | |
spriteName = Cast.toString(spriteName); | |
const firstClone = this.runtime.getSpriteTargetByName(spriteName); | |
if (!firstClone || !this.renderer) { | |
return false; | |
} | |
// Filter out dragging targets. This means a sprite that is being dragged | |
// can detect other sprites using touching <sprite>, but cannot be detected | |
// by other sprites while it is being dragged. This matches Scratch 2.0 behavior. | |
const drawableCandidates = firstClone.sprite.clones.filter(clone => !clone.dragging && !clone.isOriginal) | |
.map(clone => clone.drawableID); | |
return this.renderer.isTouchingDrawables( | |
this.drawableID, drawableCandidates); | |
} | |
/** | |
* Return whether touching any of a named sprite's clones. | |
* @param {string} spriteName Name of the sprite. | |
* @return {boolean} True iff touching a clone of the sprite. | |
*/ | |
spriteTouchingPoint (spriteName) { | |
spriteName = Cast.toString(spriteName); | |
const firstClone = this.runtime.getSpriteTargetByName(spriteName); | |
if (!firstClone || !this.renderer) { | |
return null; | |
} | |
// Filter out dragging targets. This means a sprite that is being dragged | |
// can detect other sprites using touching <sprite>, but cannot be detected | |
// by other sprites while it is being dragged. This matches Scratch 2.0 behavior. | |
const drawableCandidates = firstClone.sprite.clones.filter(clone => !clone.dragging) | |
.map(clone => clone.drawableID); | |
return this.renderer.getTouchingDrawablesPoint( | |
this.drawableID, drawableCandidates); | |
} | |
/** | |
* Return whether touching a color. | |
* @param {Array.<number>} rgb [r,g,b], values between 0-255. | |
* @return {Promise.<boolean>} True iff the rendered target is touching the color. | |
*/ | |
isTouchingColor (rgb) { // used by compiler | |
if (this.renderer) { | |
return this.renderer.isTouchingColor(this.drawableID, rgb); | |
} | |
return false; | |
} | |
/** | |
* Return whether rendered target's color is touching a color. | |
* @param {object} targetRgb {Array.<number>} [r,g,b], values between 0-255. | |
* @param {object} maskRgb {Array.<number>} [r,g,b], values between 0-255. | |
* @return {Promise.<boolean>} True iff the color is touching the color. | |
*/ | |
colorIsTouchingColor (targetRgb, maskRgb) { // used by compiler | |
if (this.renderer) { | |
return this.renderer.isTouchingColor( | |
this.drawableID, | |
targetRgb, | |
maskRgb | |
); | |
} | |
return false; | |
} | |
getLayerOrder () { | |
if (this.renderer) { | |
return this.renderer.getDrawableOrder(this.drawableID); | |
} | |
return null; | |
} | |
/** | |
* Move to the front layer. | |
*/ | |
goToFront () { // This should only ever be used for sprites // used by compiler | |
if (this.renderer) { | |
// Let the renderer re-order the sprite based on its knowledge | |
// of what layers are present | |
this.renderer.setDrawableOrder(this.drawableID, Infinity, StageLayering.SPRITE_LAYER); | |
} | |
this.runtime.setExecutablePosition(this, Infinity); | |
} | |
/** | |
* Move to the back layer. | |
*/ | |
goToBack () { // This should only ever be used for sprites // used by compiler | |
if (this.renderer) { | |
// Let the renderer re-order the sprite based on its knowledge | |
// of what layers are present | |
this.renderer.setDrawableOrder(this.drawableID, -Infinity, StageLayering.SPRITE_LAYER, false); | |
} | |
this.runtime.setExecutablePosition(this, -Infinity); | |
} | |
/** | |
* Move forward a number of layers. | |
* @param {number} nLayers How many layers to go forward. | |
*/ | |
goForwardLayers (nLayers) { // used by compiler | |
if (this.renderer) { | |
this.renderer.setDrawableOrder(this.drawableID, nLayers, StageLayering.SPRITE_LAYER, true); | |
} | |
this.runtime.moveExecutable(this, nLayers); | |
} | |
/** | |
* Move backward a number of layers. | |
* @param {number} nLayers How many layers to go backward. | |
*/ | |
goBackwardLayers (nLayers) { // used by compiler | |
if (this.renderer) { | |
this.renderer.setDrawableOrder(this.drawableID, -nLayers, StageLayering.SPRITE_LAYER, true); | |
} | |
this.runtime.moveExecutable(this, -nLayers); | |
} | |
/** | |
* Move behind some other rendered target. | |
* @param {!RenderedTarget} other Other rendered target to move behind. | |
*/ | |
goBehindOther (other) { | |
if (this.renderer) { | |
const otherLayer = this.renderer.setDrawableOrder( | |
other.drawableID, 0, StageLayering.SPRITE_LAYER, true); | |
this.renderer.setDrawableOrder(this.drawableID, otherLayer, StageLayering.SPRITE_LAYER); | |
} | |
const executionPosition = this.runtime.executableTargets.indexOf(other); | |
this.runtime.setExecutablePosition(this, executionPosition); | |
} | |
/** | |
* Keep a desired position within a fence. | |
* @param {number} newX New desired X position. | |
* @param {number} newY New desired Y position. | |
* @param {object=} optFence Optional fence with left, right, top bottom. | |
* @return {Array.<number>} Fenced X and Y coordinates. | |
*/ | |
keepInFence (newX, newY, optFence) { | |
let fence = optFence; | |
if (!fence) { | |
fence = { | |
left: -this.runtime.stageWidth / 2, | |
right: this.runtime.stageWidth / 2, | |
top: this.runtime.stageHeight / 2, | |
bottom: -this.runtime.stageHeight / 2 | |
}; | |
} | |
const bounds = this.getBounds(); | |
if (!bounds) return; | |
// Adjust the known bounds to the target position. | |
bounds.left += (newX - this.x); | |
bounds.right += (newX - this.x); | |
bounds.top += (newY - this.y); | |
bounds.bottom += (newY - this.y); | |
// Find how far we need to move the target position. | |
let dx = 0; | |
let dy = 0; | |
if (bounds.left < fence.left) { | |
dx += fence.left - bounds.left; | |
} | |
if (bounds.right > fence.right) { | |
dx += fence.right - bounds.right; | |
} | |
if (bounds.top > fence.top) { | |
dy += fence.top - bounds.top; | |
} | |
if (bounds.bottom < fence.bottom) { | |
dy += fence.bottom - bounds.bottom; | |
} | |
return [newX + dx, newY + dy]; | |
} | |
/** | |
* Make a clone, copying any run-time properties. | |
* If we've hit the global clone limit, returns null. | |
* @return {RenderedTarget} New clone. | |
*/ | |
makeClone () { | |
if (!this.runtime.clonesAvailable() || this.isStage) { | |
return null; // Hit max clone limit, or this is the stage. | |
} | |
this.runtime.changeCloneCounter(1); | |
const newClone = this.sprite.createClone(); | |
// Copy all properties. | |
newClone.x = this.x; | |
newClone.y = this.y; | |
newClone.direction = this.direction; | |
newClone.draggable = this.draggable; | |
newClone.visible = this.visible; | |
newClone.size = this.size; | |
newClone.stretch = this.stretch; | |
newClone.currentCostume = this.currentCostume; | |
newClone.rotationStyle = this.rotationStyle; | |
newClone.effects = Clone.simple(this.effects); | |
newClone.variables = this.duplicateVariables(); | |
newClone.cameraBound = this.cameraBound; | |
newClone._edgeActivatedHatValues = Clone.simple(this._edgeActivatedHatValues); | |
newClone.initDrawable(StageLayering.SPRITE_LAYER); | |
newClone.updateAllDrawableProperties(); | |
return newClone; | |
} | |
/** | |
* Make a duplicate using a duplicate sprite. | |
* @return {RenderedTarget} New clone. | |
*/ | |
duplicate () { | |
return this.sprite.duplicate().then(newSprite => { | |
const newTarget = newSprite.createClone(); | |
// Copy all properties. | |
// @todo refactor with clone methods | |
newTarget.x = (Math.random() - 0.5) * 400 / 2; | |
newTarget.y = (Math.random() - 0.5) * 300 / 2; | |
newTarget.direction = this.direction; | |
newTarget.draggable = this.draggable; | |
newTarget.visible = this.visible; | |
newTarget.size = this.size; | |
newTarget.stretch = this.stretch; | |
newTarget.currentCostume = this.currentCostume; | |
newTarget.rotationStyle = this.rotationStyle; | |
newTarget.effects = JSON.parse(JSON.stringify(this.effects)); | |
newTarget.variables = this.duplicateVariables(newTarget.blocks); | |
newTarget.cameraBound = this.cameraBound; | |
newTarget.updateAllDrawableProperties(); | |
return newTarget; | |
}); | |
} | |
/** | |
* Called when the project receives a "green flag." | |
* For a rendered target, this clears graphic effects. | |
*/ | |
onGreenFlag () { | |
this.clearEffects(); | |
} | |
/** | |
* Called when the project receives a "stop all" | |
* Stop all sounds and clear graphic effects. | |
*/ | |
onStopAll () { | |
this.clearEffects(); | |
} | |
/** | |
* Post/edit sprite info. | |
* @param {object} data An object with sprite info data to set. | |
*/ | |
postSpriteInfo (data) { | |
const force = data.hasOwnProperty('force') ? data.force : null; | |
const isXChanged = data.hasOwnProperty('x'); | |
const isYChanged = data.hasOwnProperty('y'); | |
if (isXChanged || isYChanged) { | |
this.setXY(isXChanged ? data.x : this.x, isYChanged ? data.y : this.y, force); | |
} | |
if (data.hasOwnProperty('direction')) { | |
this.setDirection(data.direction); | |
} | |
if (data.hasOwnProperty('draggable')) { | |
this.setDraggable(data.draggable); | |
} | |
if (data.hasOwnProperty('rotationStyle')) { | |
this.setRotationStyle(data.rotationStyle); | |
} | |
if (data.hasOwnProperty('visible')) { | |
this.setVisible(data.visible); | |
} | |
if (data.hasOwnProperty('size')) { | |
this.setSize(data.size); | |
} | |
} | |
/** | |
* Put the sprite into the drag state. While in effect, setXY must be forced | |
*/ | |
startDrag () { | |
this.dragging = true; | |
} | |
/** | |
* Remove the sprite from the drag state. | |
*/ | |
stopDrag () { | |
this.dragging = false; | |
} | |
/** | |
* Serialize sprite info, used when emitting events about the sprite | |
* @returns {object} Sprite data as a simple object | |
*/ | |
toJSON () { | |
const costumes = this.getCostumes(); | |
return { | |
id: this.id, | |
name: this.getName(), | |
isStage: this.isStage, | |
isDisposed: this.isDisposed, | |
x: this.x, | |
y: this.y, | |
size: this.size, | |
direction: this.direction, | |
draggable: this.draggable, | |
currentCostume: this.currentCostume, | |
costume: costumes[this.currentCostume], | |
costumeCount: costumes.length, | |
visible: this.visible, | |
rotationStyle: this.rotationStyle, | |
comments: this.comments, | |
blocks: this.blocks._blocks, | |
variables: this.variables, | |
costumes: costumes, | |
sounds: this.getSounds(), | |
textToSpeechLanguage: this.textToSpeechLanguage, | |
tempo: this.tempo, | |
volume: this.volume, | |
videoTransparency: this.videoTransparency, | |
videoState: this.videoState | |
}; | |
} | |
/** | |
* Dispose, destroying any run-time properties. | |
*/ | |
dispose () { | |
// pm: remove this event | |
this.runtime.removeListener('CAMERA_CHANGED', this.cameraUpdateEvent); | |
if (!this.isOriginal) { | |
this.runtime.changeCloneCounter(-1); | |
} | |
this.isDisposed = true; | |
this.runtime.stopForTarget(this); | |
this.runtime.removeExecutable(this); | |
this.sprite.removeClone(this); | |
if (this.renderer && this.drawableID !== null) { | |
this.renderer.destroyDrawable(this.drawableID, this.isStage ? | |
StageLayering.BACKGROUND_LAYER : | |
StageLayering.SPRITE_LAYER); | |
if (this.visible) { | |
this.emitVisualChange(); | |
this.runtime.requestRedraw(); | |
} | |
} | |
} | |
// custom type implement so that targets can just be the returned without any prior setup | |
getCostumeType(idx) { | |
const owner = this; | |
const ent = this.getCostumes()[idx]; | |
if (!ent) return; | |
ent.customId = 'pm-costume-asset'; | |
// ensures that when this type is later reused it correctly expresses any changes | |
Object.defineProperty(ent, '_monitorUpToDate', { | |
get() { | |
if (this._oldName !== this.name) return false; | |
if (this._oldSizeX !== this.size[0]) return false; | |
if (this._oldSizeY !== this.size[1]) return false; | |
if (this._oldAssetId !== this.assetId) return false; | |
if (this._oldIndex !== owner.getCostumeIndexByName(this.name)) return false; | |
return true; | |
} | |
}); | |
ent.toReporterContent = function() { | |
this._oldName = this.name; | |
this._oldSizeX = this.size[0]; | |
this._oldSizeY = this.size[1]; | |
this._oldAssetId = this.assetId; | |
this._oldIndex = owner.getCostumeIndexByName(this.name); | |
const wrap = document.createElement('div'); | |
wrap.innerHTML = `<div style=" | |
box-sizing: border-box; | |
width: 5rem; | |
height: 5rem; | |
display: flex; | |
flex-direction: column; | |
justify-content: flex-start; | |
font-size: 0.625rem; | |
overflow: hidden; | |
border: 2px solid hsla(0, 0%, 0%, 0.15); | |
border-radius: 0.5rem; | |
color: hsla(225, 15%, 40%, 1); | |
user-select: none; | |
"> | |
<div style=" | |
width: 100%; | |
height: 100%; | |
display: flex; | |
align-items: center; | |
justify-content: center; | |
"> | |
<div style=" | |
position: absolute; | |
font-weight: bold; | |
left: 0.45rem; | |
top: 0.55rem; | |
width: 1em; | |
height: 1em; | |
white-space: nowrap; | |
"> | |
${xmlEscape(((owner.getCostumeIndexByName(this.name) +1) || 'X').toString())} | |
</div> | |
<img | |
style="max-width: 32px; max-height: 32px;" | |
src="${xmlEscape(getCostumeUrl(this.asset))}" | |
></img> | |
</div> | |
<div style="padding: 0.25rem; text-overflow: ellipsis; white-space: nowrap;"> | |
${xmlEscape(this.name)} | |
<div style="font-size: 0.5rem; margin-top: 0.125rem"> | |
${xmlEscape(Math.round(this.size[0]).toString())} x ${xmlEscape(Math.round(this.size[1]).toString())} | |
</div> | |
</div> | |
</div>`; | |
return wrap; | |
}; | |
return ent; | |
} | |
getSoundType(idx) { | |
const owner = this; | |
const ent = this.getSounds()[idx]; | |
if (!ent) return; | |
ent.customId = 'pm-sound-asset'; | |
Object.defineProperty(ent, '_monitorUpToDate', { | |
get() { | |
if (this._oldName !== this.name) return false; | |
if (this._oldAssetId !== this.assetId) return false; | |
if (this._oldSampleRate !== this.rate) return false; | |
if (this._oldSampleCount !== this.sampleCount) return false; | |
if (this._oldIndex !== owner.getSoundIndexByName(this.name)) return false; | |
return true; | |
} | |
}); | |
ent.toReporterContent = function() { | |
this._oldName = this.name; | |
this._oldAssetId = this.assetId; | |
this._oldSampleRate = this.rate; | |
this._oldSampleCount = this.sampleCount; | |
this._oldIndex = owner.getSoundIndexByName(this.name); | |
const wrap = document.createElement('div'); | |
wrap.innerHTML = `<div style=" | |
box-sizing: border-box; | |
width: 5rem; | |
height: 5rem; | |
display: flex; | |
flex-direction: column; | |
justify-content: flex-start; | |
font-size: 0.625rem; | |
overflow: hidden; | |
border: 2px solid hsla(0, 0%, 0%, 0.15); | |
border-radius: 0.5rem; | |
color: hsla(225, 15%, 40%, 1); | |
user-select: none; | |
"> | |
<div style=" | |
width: 100%; | |
height: 100%; | |
display: flex; | |
align-items: center; | |
justify-content: center; | |
"> | |
<div style=" | |
position: absolute; | |
font-weight: bold; | |
left: 0.45rem; | |
top: 0.55rem; | |
width: 1em; | |
height: 1em; | |
white-space: nowrap; | |
"> | |
${xmlEscape(((owner.getSoundIndexByName(this.name) +1) || 'X').toString())} | |
</div> | |
<img | |
style="max-width: 32px; max-height: 32px;" | |
src="static/assets/63e5827c1506216bd7c9927a4e5eb558.svg" | |
></img> | |
</div> | |
<div style="padding: 0.25rem; text-overflow: ellipsis; white-space: nowrap;"> | |
${xmlEscape(this.name)} | |
<div style="font-size: 0.5rem; margin-top: 0.125rem"> | |
${xmlEscape((this.sampleCount / this.rate).toFixed(2))} | |
</div> | |
</div> | |
</div>`; | |
return wrap; | |
}; | |
return ent; | |
} | |
get _monitorUpToDate() { | |
if (this._oldName !== this.getName()) return false; | |
if (this._oldCostumeIdx !== this.currentCostume) return false; | |
if (this._oldCostumeAssetId !== this.getCurrentCostume().assetId) return false; | |
return true; | |
} | |
toString() { return this.getName(); } | |
toReporterContent() { | |
this._oldName = this.getName(); | |
this._oldCostumeIdx = this.currentCostume; | |
this._oldCostumeAssetId = this.getCurrentCostume().assetId; | |
const wrap = document.createElement('div'); | |
wrap.innerHTML = `<div style=" | |
box-sizing: border-box; | |
width: 4rem; | |
height: 4rem; | |
display: flex; | |
flex-direction: column; | |
justify-content: flex-start; | |
font-size: 0.625rem; | |
overflow: hidden; | |
cursor: pointer; | |
border: 2px solid hsla(0, 0%, 0%, 0.15); | |
border-radius: 0.5rem; | |
color: hsla(225, 15%, 40%, 1); | |
user-select: none; | |
"> | |
<div style=" | |
width: 100%; | |
height: 100%; | |
display: flex; | |
align-items: center; | |
justify-content: center; | |
"> | |
<img | |
style="max-width: 32px; max-height: 32px;" | |
src="${xmlEscape(getCostumeUrl(this.getCurrentCostume().asset))}" | |
></img> | |
</div> | |
<div style="padding: 0.25rem; text-overflow: ellipsis; white-space: nowrap;"> | |
${xmlEscape(this.getName())} | |
</div> | |
</div>`; | |
wrap.onclick = () => | |
this.runtime.vm.setEditingTarget(this.id); | |
return wrap; | |
} | |
} | |
module.exports = RenderedTarget; | |