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Add update drawable methods for each property #469

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Oct 1, 2019
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115 changes: 79 additions & 36 deletions src/Drawable.js
Original file line number Diff line number Diff line change
Expand Up @@ -184,55 +184,98 @@ class Drawable {
}

/**
* Update the position, direction, scale, or effect properties of this Drawable.
* @param {object.<string,*>} properties The new property values to set.
* Update the position if it is different. Marks the transform as dirty.
* @param {Array.<number>} position A new position.
*/
updateProperties (properties) {
let dirty = false;
if ('position' in properties && (
this._position[0] !== properties.position[0] ||
this._position[1] !== properties.position[1])) {
this._position[0] = Math.round(properties.position[0]);
this._position[1] = Math.round(properties.position[1]);
dirty = true;
}
if ('direction' in properties && this._direction !== properties.direction) {
this._direction = properties.direction;
updatePosition (position) {
if (this._position[0] !== position[0] ||
this._position[1] !== position[1]) {
this._position[0] = Math.round(position[0]);
this._position[1] = Math.round(position[1]);
this.setTransformDirty();
}
}

/**
* Update the direction if it is different. Marks the transform as dirty.
* @param {number} direction A new direction.
*/
updateDirection (direction) {
if (this._direction !== direction) {
this._direction = direction;
this._rotationTransformDirty = true;
dirty = true;
this.setTransformDirty();
}
if ('scale' in properties && (
this._scale[0] !== properties.scale[0] ||
this._scale[1] !== properties.scale[1])) {
this._scale[0] = properties.scale[0];
this._scale[1] = properties.scale[1];
}

/**
* Update the scale if it is different. Marks the transform as dirty.
* @param {Array.<number>} scale A new scale.
*/
updateScale (scale) {
if (this._scale[0] !== scale[0] ||
this._scale[1] !== scale[1]) {
this._scale[0] = scale[0];
this._scale[1] = scale[1];
this._rotationCenterDirty = true;
this._skinScaleDirty = true;
dirty = true;
this.setTransformDirty();
}
if ('visible' in properties) {
this._visible = properties.visible;
}

/**
* Update visibility if it is different. Marks the convex hull as dirty.
* @param {boolean} visible A new visibility state.
*/
updateVisible (visible) {
if (this._visible !== visible) {
this._visible = visible;
this.setConvexHullDirty();
}
if (dirty) {
this.setTransformDirty();
}

/**
* Update an effect. Marks the convex hull as dirty if the effect changes shape.
* @param {string} effectName The name of the effect.
* @param {number} rawValue A new effect value.
*/
updateEffect (effectName, rawValue) {
const effectInfo = ShaderManager.EFFECT_INFO[effectName];
if (rawValue) {
this._effectBits |= effectInfo.mask;
} else {
this._effectBits &= ~effectInfo.mask;
}
const converter = effectInfo.converter;
this._uniforms[effectInfo.uniformName] = converter(rawValue);
if (effectInfo.shapeChanges) {
this.setConvexHullDirty();
}
}

/**
* Update the position, direction, scale, or effect properties of this Drawable.
* @deprecated Use specific update* methods instead.
* @param {object.<string,*>} properties The new property values to set.
*/
updateProperties (properties) {
if ('position' in properties) {
this.updatePosition(properties.position);
}
if ('direction' in properties) {
this.updateDirection(properties.direction);
}
if ('scale' in properties) {
this.updateScale(properties.scale);
}
if ('visible' in properties) {
this.updateVisible(properties.visible);
}
const numEffects = ShaderManager.EFFECTS.length;
for (let index = 0; index < numEffects; ++index) {
const effectName = ShaderManager.EFFECTS[index];
if (effectName in properties) {
const rawValue = properties[effectName];
const effectInfo = ShaderManager.EFFECT_INFO[effectName];
if (rawValue) {
this._effectBits |= effectInfo.mask;
} else {
this._effectBits &= ~effectInfo.mask;
}
const converter = effectInfo.converter;
this._uniforms[effectInfo.uniformName] = converter(rawValue);
if (effectInfo.shapeChanges) {
this.setConvexHullDirty();
}
this.updateEffect(effectName, properties[effectName]);
}
}
}
Expand Down
126 changes: 119 additions & 7 deletions src/RenderWebGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -1313,27 +1313,139 @@ class RenderWebGL extends EventEmitter {
}, null);
}

/**
* Update a drawable's skin.
* @param {number} drawableID The drawable's id.
* @param {number} skinId The skin to update to.
*/
updateDrawableSkinId (drawableID, skinId) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.skin = this._allSkins[skinId];
}

/**
* Update a drawable's skin rotation center.
* @param {number} drawableID The drawable's id.
* @param {Array.<number>} rotationCenter The rotation center for the skin.
*/
updateDrawableRotationCenter (drawableID, rotationCenter) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.skin.setRotationCenter(rotationCenter[0], rotationCenter[1]);
}

/**
* Update a drawable's skin and rotation center together.
* @param {number} drawableID The drawable's id.
* @param {number} skinId The skin to update to.
* @param {Array.<number>} rotationCenter The rotation center for the skin.
*/
updateDrawableSkinIdRotationCenter (drawableID, skinId, rotationCenter) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.skin = this._allSkins[skinId];
drawable.skin.setRotationCenter(rotationCenter[0], rotationCenter[1]);
}

/**
* Update a drawable's position.
* @param {number} drawableID The drawable's id.
* @param {Array.<number>} position The new position.
*/
updateDrawablePosition (drawableID, position) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updatePosition(position);
}

/**
* Update a drawable's direction.
* @param {number} drawableID The drawable's id.
* @param {number} direction A new direction.
*/
updateDrawableDirection (drawableID, direction) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updateDirection(direction);
}

/**
* Update a drawable's scale.
* @param {number} drawableID The drawable's id.
* @param {Array.<number>} scale A new scale.
*/
updateDrawableScale (drawableID, scale) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updateScale(scale);
}

/**
* Update a drawable's direction and scale together.
* @param {number} drawableID The drawable's id.
* @param {number} direction A new direction.
* @param {Array.<number>} scale A new scale.
*/
updateDrawableDirectionScale (drawableID, direction, scale) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updateDirection(direction);
drawable.updateScale(scale);
}

/**
* Update a drawable's visibility.
* @param {number} drawableID The drawable's id.
* @param {boolean} visible Will the drawable be visible?
*/
updateDrawableVisible (drawableID, visible) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updateVisible(visible);
}

/**
* Update a drawable's visual effect.
* @param {number} drawableID The drawable's id.
* @param {string} effectName The effect to change.
* @param {number} value A new effect value.
*/
updateDrawableEffect (drawableID, effectName, value) {
const drawable = this._allDrawables[drawableID];
// TODO: https://github.com/LLK/scratch-vm/issues/2288
if (!drawable) return;
drawable.updateEffect(effectName, value);
}
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These are 9 methods which all do basically the same thing but on a different property. It would probably be more DRY to add a getDrawable method to RenderWebGL and then have the VM call the respective update methods directly on the drawable, though that would have the downside of coupling the Drawable's API and class structure to the VM somewhat.

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Hmm. That's a fair thought.

I think making such a change in this PR will be out of scope. We might be repeating ourselves some, but we are not changing the API in a large way.


that would have the downside of coupling the Drawable's API and class structure to the VM

This would be a pretty big change. RenderWebGL is essentially designed as a foreign function interface in case we need it to become one.


Hmm. I think this code is DRY. As each method calls a different property, they are not doing the same thing. There is the drawable safety check but that's unavoidable. It's the nature of checking that a variable has value before operating on it. It doesn't look dry, but I think that's just the limits of the JS syntax.


/**
* Update the position, direction, scale, or effect properties of this Drawable.
* @deprecated Use specific updateDrawable* methods instead.
* @param {int} drawableID The ID of the Drawable to update.
* @param {object.<string,*>} properties The new property values to set.
*/
updateDrawableProperties (drawableID, properties) {
const drawable = this._allDrawables[drawableID];
if (!drawable) {
/**
* @todo fix whatever's wrong in the VM which causes this, then add a warning or throw here.
* @todo(https://github.com/LLK/scratch-vm/issues/2288) fix whatever's wrong in the VM which causes this, then add a warning or throw here.
* Right now this happens so much on some projects that a warning or exception here can hang the browser.
*/
return;
}
if ('skinId' in properties) {
drawable.skin = this._allSkins[properties.skinId];
this.updateDrawableSkinId(drawableID, properties.skinId);
}
if ('rotationCenter' in properties) {
const newRotationCenter = properties.rotationCenter;
drawable.skin.setRotationCenter(newRotationCenter[0], newRotationCenter[1]);
this.updateDrawableRotationCenter(drawableID, properties.rotationCenter);
}
drawable.updateProperties(properties);
}
Expand All @@ -1350,7 +1462,7 @@ class RenderWebGL extends EventEmitter {

const drawable = this._allDrawables[drawableID];
if (!drawable) {
// TODO: fix whatever's wrong in the VM which causes this, then add a warning or throw here.
// @todo(https://github.com/LLK/scratch-vm/issues/2288) fix whatever's wrong in the VM which causes this, then add a warning or throw here.
// Right now this happens so much on some projects that a warning or exception here can hang the browser.
return [x, y];
}
Expand Down Expand Up @@ -1627,14 +1739,14 @@ class RenderWebGL extends EventEmitter {
}

twgl.setUniforms(currentShader, uniforms);

/* adjust blend function for this skin */
if (drawable.skin.hasPremultipliedAlpha){
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
} else {
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}

twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
}

Expand Down