commit
393efdd3ae
@ -736,6 +736,46 @@ class RenderWebGL extends EventEmitter {
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drawable.updateProperties(properties);
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}
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/**
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* Update the position object's x & y members to keep the drawable fenced in view.
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* @param {int} drawableID - The ID of the Drawable to update.
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* @param {Array.<number, number>} position to be fenced - An array of type [x, y]
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* @return {Array.<number, number>} The fenced position as an array [x, y]
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*/
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getFencedPositionOfDrawable (drawableID, position) {
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let x = position[0];
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let y = position[1];
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const drawable = this._allDrawables[drawableID];
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if (!drawable) {
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// TODO: fix whatever's wrong in the VM which causes this, then add a warning or throw here.
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// Right now this happens so much on some projects that a warning or exception here can hang the browser.
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return [x, y];
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}
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const dx = x - drawable._position[0];
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const dy = y - drawable._position[1];
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const aabb = drawable.getFastBounds();
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// This is my best guess at the fencing in Scratch 2,
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// but I suspect it may need further work to be precisely the same?
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const sx = this._xRight - Math.min(15, Math.floor((aabb.right - aabb.left) / 2));
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if (aabb.right + dx < -sx) {
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x = drawable._position[0] - (sx + aabb.right);
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} else if (aabb.left + dx > sx) {
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x = drawable._position[0] + (sx - aabb.left);
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}
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const sy = this._yTop - Math.min(15, Math.floor((aabb.top - aabb.bottom) / 2));
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if (aabb.top + dy < -sy) {
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y = drawable._position[1] - (sy + aabb.top);
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} else if (aabb.bottom + dy > sy) {
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y = drawable._position[1] + (sy - aabb.bottom);
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}
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return [x, y];
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}
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/**
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* Clear a pen layer.
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* @param {int} penSkinID - the unique ID of a Pen Skin.
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