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48 Commits

Author SHA1 Message Date
Karishma Chadha
4a28cffcd4 Revert "Skin alter push" 2019-08-13 11:22:27 -04:00
DD Liu
d464f3e82e Merge pull request #482 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20190715144718
Update scratch-svg-renderer to the latest version 🚀
2019-07-15 11:50:45 -04:00
DD Liu
fcda622b5a Update to latest svg renderer 2019-07-15 11:50:14 -04:00
greenkeeper[bot]
ae507dfabb fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20190715144718 2019-07-15 15:16:46 +00:00
Chris Willis-Ford
cc5fea803e Merge pull request #470 from mzgoddard/skin-alter-push
Skin alter push
2019-07-01 10:43:11 -07:00
Chris Willis-Ford
32063a2953 Merge pull request #467 from mzgoddard/rect-init-matrix
Initialialize AABB Rectangle
2019-07-01 10:31:54 -07:00
Michael "Z" Goddard
994e9be00b move the initFromModelMatrix process docs into a jsdoc tutorial 2019-06-19 18:53:05 -04:00
Michael "Z" Goddard
b7004878ff set jsdoc tutorials to come from docs 2019-06-19 18:36:17 -04:00
Michael "Z" Goddard
f187be6b31 add MockSkinPool for testing 2019-06-18 17:18:49 -04:00
Michael "Z" Goddard
14b01bd63c cache PenSkin's _canvasSize 2019-06-18 17:18:49 -04:00
Michael "Z" Goddard
24b535eb76 cache svg renderer size and view offset 2019-06-18 17:18:48 -04:00
Michael "Z" Goddard
f9b1a04d1a cache Skin.size 2019-06-18 17:18:48 -04:00
Michael "Z" Goddard
ab603ffa92 push skin alteration down from renderwebgl 2019-06-18 17:18:48 -04:00
Michael "Z" Goddard
5d7957ff9b document out how initFromModelMatrix works 2019-06-11 14:32:33 -04:00
Michael "Z" Goddard
a840089bc9 fence bounds 2019-06-11 13:05:22 -04:00
Michael "Z" Goddard
bf47f69b04 use a destination parameter for bounds; add initFromMatrixRadius
- pass bounds as a destination parameter
- add initFromMatrixRadius
- use initFromMatrixRadius in getAABB
2019-06-06 14:39:56 -04:00
Karishma Chadha
27c70a7542 Merge pull request #463 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20190523193400
Update scratch-svg-renderer to the latest version 🚀
2019-06-05 11:02:10 -04:00
Benjamin Wheeler
a79df7af59 Merge pull request #466 from LLK/revert-423-more-circular-pen-dots
Revert "Tweak scalingVector to make dots appear to be more circular"
2019-05-30 11:58:22 -04:00
Benjamin Wheeler
ed6c707cba Revert "Tweak scalingVector to make dots appear to be more circular" 2019-05-30 11:50:54 -04:00
Chris Willis-Ford
6bdaebcb3b Merge pull request #426 from adroitwhiz/playground-improvements
Playground improvements
2019-05-28 16:10:36 -07:00
Chris Willis-Ford
8b54df18af Merge pull request #423 from ktbee/more-circular-pen-dots
Tweak scalingVector to make dots appear to be more circular
2019-05-28 15:39:34 -07:00
Paul Kaplan
e98fb37434 Merge pull request #451 from adroitwhiz/canvas-text-bubble
Implement canvas-based TextBubbleSkin
2019-05-24 08:54:11 -04:00
greenkeeper[bot]
c3d07db39a fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20190523193400 2019-05-23 19:37:48 +00:00
Karishma Chadha
5ef4ae63ba Merge pull request #458 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20190521170426
Update scratch-svg-renderer to the latest version 🚀
2019-05-22 17:29:49 -04:00
adroitwhiz
ab14e224d6 add default fudge min/max values 2019-05-22 05:02:44 -04:00
adroitwhiz
1a5bd39f77 replace janky boolean logic 2019-05-22 05:01:16 -04:00
adroitwhiz
e478ad4590 es6ify playground.js 2019-05-22 04:58:06 -04:00
greenkeeper[bot]
f5ddc24c7e fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20190521170426 2019-05-21 17:05:46 +00:00
adroitwhiz
c313f6ac89 fix documentation 2019-05-18 00:46:09 -04:00
Katie Broida
9fc82a8fc3 Tweak scalingVector to make dots appear to be more circular instead of oval 2019-05-13 13:27:08 -04:00
adroitwhiz
e8d30d7629 Merge branch 'develop' of https://github.com/LLK/scratch-render into playground-improvements 2019-05-05 16:52:05 -04:00
adroitwhiz
fab2a52a96 build's fixed 🦀 2019-05-05 16:46:13 -04:00
adroitwhiz
7bb8b3829e roundBounds! it does nothing! 2019-05-05 03:06:04 -04:00
adroitwhiz
b60b2aadde wait, is the build fixed? 2019-05-01 02:16:38 -04:00
adroitwhiz
e8fb7daaec remove no-longer-applicable unit test 2019-04-30 23:04:26 -04:00
adroitwhiz
57e40e20ab Revert playground changes 2019-04-30 22:56:17 -04:00
adroitwhiz
1021877ba6 Canvas-based TextBubbleSkin 2019-04-30 22:51:43 -04:00
adroitwhiz
b92354b1bf Merge branch 'develop' of https://github.com/LLK/scratch-render into playground-improvements 2019-04-23 13:21:41 -04:00
adroitwhiz
6c8b5bc2a9 Fix webpack glob 2019-04-23 13:21:40 -04:00
adroitwhiz
95a3c0dc6f Appease ESLint 2019-04-19 13:50:52 -04:00
adroitwhiz
05928eb400 Add very basic pen testing to playground 2019-04-19 13:44:47 -04:00
adroitwhiz
924050baaf Merge branch 'develop' of https://github.com/LLK/scratch-render into playground-improvements 2019-03-29 10:19:41 -04:00
adroitwhiz
0b9ee47fa1 Add "Scale (both)" option and fix quotes 2019-03-29 10:19:37 -04:00
adroitwhiz
3e710e66ec Move playground style rules into stylesheet 2019-03-24 03:03:51 -04:00
adroitwhiz
2f14126d0b Add stage scale slider to playground 2019-03-24 02:50:11 -04:00
adroitwhiz
4e9223adc6 More fixes for loading in playground 2019-03-24 02:43:15 -04:00
adroitwhiz
5419d3d2c3 Use updated Scratch cat SVG in playground 2019-03-24 02:42:13 -04:00
adroitwhiz
d4df59b23b Fix playground not re-reading inputs after page reload 2019-03-24 02:38:05 -04:00
19 changed files with 715 additions and 430 deletions

View File

@@ -15,6 +15,7 @@
"private": true,
"readme": "README.md",
"recurse": true,
"template": "node_modules/docdash"
"template": "node_modules/docdash",
"tutorials": "docs"
}
}

View File

@@ -0,0 +1,192 @@
# Rectangle AABB Matrix
Initialize a Rectangle to a 1 unit square centered at 0 x 0 transformed by a model matrix.
-----
Every drawable is a 1 x 1 unit square that is rotated by its direction, scaled by its skin size and scale, and offset by its rotation center and position. The square representation is made up of 4 points that are transformed by the drawable properties. Often we want a shape that simplifies those 4 points into a non-rotated shape, a axis aligned bounding box.
One approach is to compare the x and y components of each transformed vector and find the minimum and maximum x component and the minimum and maximum y component.
We can start from this approach and determine an alternative one that prodcues the same output with less work.
Starting with transforming one point, here is a 3D point, `v`, transformation by a matrix, `m`.
```js
const v0 = v[0];
const v1 = v[1];
const v2 = v[2];
const d = v0 * m[(0 * 4) + 3] + v1 * m[(1 * 4) + 3] + v2 * m[(2 * 4) + 3] + m[(3 * 4) + 3];
dst[0] = (v0 * m[(0 * 4) + 0] + v1 * m[(1 * 4) + 0] + v2 * m[(2 * 4) + 0] + m[(3 * 4) + 0]) / d;
dst[1] = (v0 * m[(0 * 4) + 1] + v1 * m[(1 * 4) + 1] + v2 * m[(2 * 4) + 1] + m[(3 * 4) + 1]) / d;
dst[2] = (v0 * m[(0 * 4) + 2] + v1 * m[(1 * 4) + 2] + v2 * m[(2 * 4) + 2] + m[(3 * 4) + 2]) / d;
```
As this is a 2D rectangle we can cancel out the third dimension, and the determinant, 'd'.
```js
const v0 = v[0];
const v1 = v[1];
dst = [
v0 * m[(0 * 4) + 0] + v1 * m[(1 * 4) + 0] + m[(3 * 4) + 0,
v0 * m[(0 * 4) + 1] + v1 * m[(1 * 4) + 1] + m[(3 * 4) + 1
];
```
Let's set the matrix points to shorter names for convenience.
```js
const m00 = m[(0 * 4) + 0];
const m01 = m[(0 * 4) + 1];
const m10 = m[(1 * 4) + 0];
const m11 = m[(1 * 4) + 1];
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
```
We need 4 points with positive and negative 0.5 values so the square has sides of length 1.
```js
let p = [0.5, 0.5];
let q = [-0.5, 0.5];
let r = [-0.5, -0.5];
let s = [0.5, -0.5];
```
Transform the points by the matrix.
```js
p = [
0.5 * m00 + 0.5 * m10 + m30,
0.5 * m01 + 0.5 * m11 + m31
];
q = [
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m01 + 0.5 * m11 + m31
];
r = [
-0.5 * m00 + -0.5 * m10 + m30,
-0.5 * m01 + -0.5 * m11 + m31
];
s = [
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m01 + -0.5 * m11 + m31
];
```
With 4 transformed points we can build the left, right, top, and bottom values for the Rectangle. Each will use the minimum or the maximum of one of the components of all points.
```js
const left = Math.min(p[0], q[0], r[0], s[0]);
const right = Math.max(p[0], q[0], r[0], s[0]);
const top = Math.max(p[1], q[1], r[1], s[1]);
const bottom = Math.min(p[1], q[1], r[1], s[1]);
```
Fill those calls with the vector expressions.
```js
const left = Math.min(
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m00 + -0.5 * m10 + m30
);
const right = Math.max(
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m00 + -0.5 * m10 + m30
);
const top = Math.max(
0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + -0.5 * m11 + m31,
0.5 * m01 + -0.5 * m11 + m31
);
const bottom = Math.min(
0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + -0.5 * m11 + m31,
0.5 * m01 + -0.5 * m11 + m31
);
```
Pull out the `0.5 * m??` patterns.
```js
const x0 = 0.5 * m00;
const x1 = 0.5 * m10;
const y0 = 0.5 * m01;
const y1 = 0.5 * m11;
const left = Math.min(x0 + x1 + m30, -x0 + x1 + m30, -x0 + -x1 + m30, x0 + -x1 + m30);
const right = Math.max(x0 + x1 + m30, -x0 + x1 + m30, -x0 + -x1 + m30, x0 + -x1 + m30);
const top = Math.max(y0 + y1 + m31, -y0 + y1 + m31, -y0 + -y1 + m31, y0 + -y1 + m31);
const bottom = Math.min(y0 + y1 + m31, -y0 + y1 + m31, -y0 + -y1 + m31, y0 + -y1 + m31);
```
Now each argument for the min and max calls take an expression like `(a * x0 + b * x1 + m3?)`. As each expression has the x0, x1, and m3? variables we can split the min and max calls on the addition operators. Each new call has all the coefficients of that variable.
```js
const left = Math.min(x0, -x0) + Math.min(x1, -x1) + Math.min(m30, m30);
const right = Math.max(x0, -x0) + Math.max(x1, -x1) + Math.max(m30, m30);
const top = Math.max(y0, -y0) + Math.max(y1, -y1) + Math.max(m31, m31);
const bottom = Math.min(y0, -y0) + Math.min(y1, -y1) + Math.min(m31, m31);
```
The min or max of two copies of the same value will just be that value.
```js
const left = Math.min(x0, -x0) + Math.min(x1, -x1) + m30;
const right = Math.max(x0, -x0) + Math.max(x1, -x1) + m30;
const top = Math.max(y0, -y0) + Math.max(y1, -y1) + m31;
const bottom = Math.min(y0, -y0) + Math.min(y1, -y1) + m31;
```
The max of a negative and positive variable will be the absolute value of that variable. The min of a negative and positive variable will the negated absolute value of that variable.
```js
const left = -Math.abs(x0) + -Math.abs(x1) + m30;
const right = Math.abs(x0) + Math.abs(x1) + m30;
const top = Math.abs(y0) + Math.abs(y1) + m31;
const bottom = -Math.abs(y0) + -Math.abs(y1) + m31;
```
Pulling out the negations of the absolute values, left and right as well as top and bottom are the positive or negative sum of the absolute value of the saled and rotated unit value.
```js
const left = -(Math.abs(x0) + Math.abs(x1)) + m30;
const right = Math.abs(x0) + Math.abs(x1) + m30;
const top = Math.abs(y0) + Math.abs(y1) + m31;
const bottom = -(Math.abs(y0) + Math.abs(y1)) + m31;
```
We call pull out those sums and use them twice.
```js
const x = Math.abs(x0) + Math.abs(x1);
const y = Math.abs(y0) + Math.abs(y1);
const left = -x + m30;
const right = x + m30;
const top = y + m31;
const bottom = -y + m31;
```
This lets us arrive at our goal. Inlining some of our variables we get this block that will initialize a Rectangle to a unit square transformed by a matrix.
```js
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
const x = Math.abs(0.5 * m[(0 * 4) + 0]) + Math.abs(0.5 * m[(1 * 4) + 0]);
const y = Math.abs(0.5 * m[(0 * 4) + 1]) + Math.abs(0.5 * m[(1 * 4) + 1]);
const left = -x + m30;
const right = x + m30;
const top = y + m31;
const bottom = -y + m31;
```

View File

@@ -38,7 +38,7 @@
"jsdoc": "^3.5.5",
"json": "^9.0.4",
"scratch-vm": "0.2.0-prerelease.20190207224121",
"tap": "^13.1.2",
"tap": "^11.0.0",
"travis-after-all": "^1.4.4",
"uglifyjs-webpack-plugin": "^1.2.5",
"webpack": "^4.8.0",
@@ -53,7 +53,7 @@
"minilog": "3.1.0",
"raw-loader": "^0.5.1",
"scratch-storage": "^1.0.0",
"scratch-svg-renderer": "0.2.0-prerelease.20190419183947",
"scratch-svg-renderer": "0.2.0-prerelease.20190715153806",
"twgl.js": "4.4.0"
}
}

View File

@@ -62,10 +62,11 @@ class BitmapSkin extends Skin {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB for bitmaps.
*/
getFenceBounds (drawable) {
return drawable.getAABB();
getFenceBounds (drawable, result) {
return drawable.getAABB(result);
}
/**

View File

@@ -451,9 +451,10 @@ class Drawable {
* This function applies the transform matrix to the known convex hull,
* and then finds the minimum box along the axes.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around the Drawable.
*/
getBounds () {
getBounds (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bounds calculation.');
}
@@ -462,18 +463,19 @@ class Drawable {
}
const transformedHullPoints = this._getTransformedHullPoints();
// Search through transformed points to generate box on axes.
const bounds = new Rectangle();
bounds.initFromPointsAABB(transformedHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(transformedHullPoints);
return result;
}
/**
* Get the precise bounds for the upper 8px slice of the Drawable.
* Used for calculating where to position a text bubble.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around a slice of the Drawable.
*/
getBoundsForBubble () {
getBoundsForBubble (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bubble bounds calculation.');
}
@@ -485,9 +487,9 @@ class Drawable {
const maxY = Math.max.apply(null, transformedHullPoints.map(p => p[1]));
const filteredHullPoints = transformedHullPoints.filter(p => p[1] > maxY - slice);
// Search through filtered points to generate box on axes.
const bounds = new Rectangle();
bounds.initFromPointsAABB(filteredHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(filteredHullPoints);
return result;
}
/**
@@ -497,35 +499,32 @@ class Drawable {
* which is tightly snapped to account for a Drawable's transparent regions.
* `getAABB` returns a much less accurate bounding box, but will be much
* faster to calculate so may be desired for quick checks/optimizations.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Rough axis-aligned bounding box for Drawable.
*/
getAABB () {
getAABB (result) {
if (this._transformDirty) {
this._calculateTransform();
}
const tm = this._uniforms.u_modelMatrix;
const bounds = new Rectangle();
bounds.initFromPointsAABB([
twgl.m4.transformPoint(tm, [-0.5, -0.5, 0]),
twgl.m4.transformPoint(tm, [0.5, -0.5, 0]),
twgl.m4.transformPoint(tm, [-0.5, 0.5, 0]),
twgl.m4.transformPoint(tm, [0.5, 0.5, 0])
]);
return bounds;
result = result || new Rectangle();
result.initFromModelMatrix(tm);
return result;
}
/**
* Return the best Drawable bounds possible without performing graphics queries.
* I.e., returns the tight bounding box when the convex hull points are already
* known, but otherwise return the rough AABB of the Drawable.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for the Drawable.
*/
getFastBounds () {
getFastBounds (result) {
this.updateMatrix();
if (!this.needsConvexHullPoints()) {
return this.getBounds();
return this.getBounds(result);
}
return this.getAABB();
return this.getAABB(result);
}
/**

View File

@@ -54,6 +54,31 @@ class Rectangle {
}
}
/**
* Initialize a Rectangle to a 1 unit square centered at 0 x 0 transformed
* by a model matrix.
* @param {Array.<number>} m A 4x4 matrix to transform the rectangle by.
* @tutorial Rectangle-AABB-Matrix
*/
initFromModelMatrix (m) {
// In 2D space, we will soon use the 2x2 "top left" scale and rotation
// submatrix, while we store and the 1x2 "top right" that position
// vector.
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
// "Transform" a (0.5, 0.5) vector by the scale and rotation matrix but
// sum the absolute of each component instead of use the signed values.
const x = Math.abs(0.5 * m[(0 * 4) + 0]) + Math.abs(0.5 * m[(1 * 4) + 0]);
const y = Math.abs(0.5 * m[(0 * 4) + 1]) + Math.abs(0.5 * m[(1 * 4) + 1]);
// And adding them to the position components initializes our Rectangle.
this.left = -x + m30;
this.right = x + m30;
this.top = y + m31;
this.bottom = -y + m31;
}
/**
* Determine if this Rectangle intersects some other.
* Note that this is a comparison assuming the Rectangle was

View File

@@ -10,12 +10,13 @@ const PenSkin = require('./PenSkin');
const RenderConstants = require('./RenderConstants');
const ShaderManager = require('./ShaderManager');
const SVGSkin = require('./SVGSkin');
const SVGTextBubble = require('./util/svg-text-bubble');
const TextBubbleSkin = require('./TextBubbleSkin');
const EffectTransform = require('./EffectTransform');
const log = require('./util/log');
const __isTouchingDrawablesPoint = twgl.v3.create();
const __candidatesBounds = new Rectangle();
const __fenceBounds = new Rectangle();
const __touchingColor = new Uint8ClampedArray(4);
const __blendColor = new Uint8ClampedArray(4);
@@ -184,8 +185,6 @@ class RenderWebGL extends EventEmitter {
/** @type {Array.<snapshotCallback>} */
this._snapshotCallbacks = [];
this._svgTextBubble = new SVGTextBubble();
this._createGeometry();
this.on(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
@@ -343,8 +342,11 @@ class RenderWebGL extends EventEmitter {
* @returns {!int} the ID for the new skin.
*/
createTextSkin (type, text, pointsLeft) {
const bubbleSvg = this._svgTextBubble.buildString(type, text, pointsLeft);
return this.createSVGSkin(bubbleSvg, [0, 0]);
const skinId = this._nextSkinId++;
const newSkin = new TextBubbleSkin(skinId, this);
newSkin.setTextBubble(type, text, pointsLeft);
this._allSkins[skinId] = newSkin;
return skinId;
}
/**
@@ -407,8 +409,14 @@ class RenderWebGL extends EventEmitter {
* @param {!boolean} pointsLeft - which side the bubble is pointing.
*/
updateTextSkin (skinId, type, text, pointsLeft) {
const bubbleSvg = this._svgTextBubble.buildString(type, text, pointsLeft);
this.updateSVGSkin(skinId, bubbleSvg, [0, 0]);
if (this._allSkins[skinId] instanceof TextBubbleSkin) {
this._allSkins[skinId].setTextBubble(type, text, pointsLeft);
return;
}
const newSkin = new TextBubbleSkin(skinId, this);
newSkin.setTextBubble(type, text, pointsLeft);
this._reskin(skinId, newSkin);
}
@@ -1350,7 +1358,7 @@ class RenderWebGL extends EventEmitter {
const dx = x - drawable._position[0];
const dy = y - drawable._position[1];
const aabb = drawable._skin.getFenceBounds(drawable);
const aabb = drawable._skin.getFenceBounds(drawable, __fenceBounds);
const inset = Math.floor(Math.min(aabb.width, aabb.height) / 2);
const sx = this._xRight - Math.min(FENCE_WIDTH, inset);
@@ -1620,14 +1628,14 @@ 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);
}

View File

@@ -146,10 +146,11 @@ class Skin extends EventEmitter {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds.
*/
getFenceBounds (drawable) {
return drawable.getFastBounds();
getFenceBounds (drawable, result) {
return drawable.getFastBounds(result);
}
/**

287
src/TextBubbleSkin.js Normal file
View File

@@ -0,0 +1,287 @@
const twgl = require('twgl.js');
const TextWrapper = require('./util/text-wrapper');
const CanvasMeasurementProvider = require('./util/canvas-measurement-provider');
const Skin = require('./Skin');
const BubbleStyle = {
MAX_LINE_WIDTH: 170, // Maximum width, in Scratch pixels, of a single line of text
MIN_WIDTH: 50, // Minimum width, in Scratch pixels, of a text bubble
STROKE_WIDTH: 4, // Thickness of the stroke around the bubble. Only half's visible because it's drawn under the fill
PADDING: 10, // Padding around the text area
CORNER_RADIUS: 16, // Radius of the rounded corners
TAIL_HEIGHT: 12, // Height of the speech bubble's "tail". Probably should be a constant.
FONT: 'Helvetica', // Font to render the text with
FONT_SIZE: 14, // Font size, in Scratch pixels
FONT_HEIGHT_RATIO: 0.9, // Height, in Scratch pixels, of the text, as a proportion of the font's size
LINE_HEIGHT: 16, // Spacing between each line of text
COLORS: {
BUBBLE_FILL: 'white',
BUBBLE_STROKE: 'rgba(0, 0, 0, 0.15)',
TEXT_FILL: '#575E75'
}
};
class TextBubbleSkin extends Skin {
/**
* Create a new text bubble skin.
* @param {!int} id - The ID for this Skin.
* @param {!RenderWebGL} renderer - The renderer which will use this skin.
* @constructor
* @extends Skin
*/
constructor (id, renderer) {
super(id);
/** @type {RenderWebGL} */
this._renderer = renderer;
/** @type {HTMLCanvasElement} */
this._canvas = document.createElement('canvas');
/** @type {WebGLTexture} */
this._texture = null;
/** @type {Array<number>} */
this._size = [0, 0];
/** @type {number} */
this._renderedScale = 0;
/** @type {Array<string>} */
this._lines = [];
this._textSize = {width: 0, height: 0};
this._textAreaSize = {width: 0, height: 0};
/** @type {string} */
this._bubbleType = '';
/** @type {boolean} */
this._pointsLeft = false;
/** @type {boolean} */
this._textDirty = true;
/** @type {boolean} */
this._textureDirty = true;
this.measurementProvider = new CanvasMeasurementProvider(this._canvas.getContext('2d'));
this.textWrapper = new TextWrapper(this.measurementProvider);
this._restyleCanvas();
}
/**
* Dispose of this object. Do not use it after calling this method.
*/
dispose () {
if (this._texture) {
this._renderer.gl.deleteTexture(this._texture);
this._texture = null;
}
this._canvas = null;
super.dispose();
}
/**
* @return {Array<number>} the dimensions, in Scratch units, of this skin.
*/
get size () {
if (this._textDirty) {
this._reflowLines();
}
return this._size;
}
/**
* Set parameters for this text bubble.
* @param {!string} type - either "say" or "think".
* @param {!string} text - the text for the bubble.
* @param {!boolean} pointsLeft - which side the bubble is pointing.
*/
setTextBubble (type, text, pointsLeft) {
this._text = text;
this._bubbleType = type;
this._pointsLeft = pointsLeft;
this._textDirty = true;
this._textureDirty = true;
this.emit(Skin.Events.WasAltered);
}
/**
* Re-style the canvas after resizing it. This is necessary to ensure proper text measurement.
*/
_restyleCanvas () {
this._canvas.getContext('2d').font = `${BubbleStyle.FONT_SIZE}px ${BubbleStyle.FONT}, sans-serif`;
}
/**
* Update the array of wrapped lines and the text dimensions.
*/
_reflowLines () {
this._lines = this.textWrapper.wrapText(BubbleStyle.MAX_LINE_WIDTH, this._text);
// Measure width of longest line to avoid extra-wide bubbles
let longestLine = 0;
for (const line of this._lines) {
longestLine = Math.max(longestLine, this.measurementProvider.measureText(line));
}
this._textSize.width = longestLine;
this._textSize.height = BubbleStyle.LINE_HEIGHT * this._lines.length;
// Calculate the canvas-space sizes of the padded text area and full text bubble
const paddedWidth = Math.max(this._textSize.width, BubbleStyle.MIN_WIDTH) + (BubbleStyle.PADDING * 2);
const paddedHeight = this._textSize.height + (BubbleStyle.PADDING * 2);
this._textAreaSize.width = paddedWidth;
this._textAreaSize.height = paddedHeight;
this._size[0] = paddedWidth + BubbleStyle.STROKE_WIDTH;
this._size[1] = paddedHeight + BubbleStyle.STROKE_WIDTH + BubbleStyle.TAIL_HEIGHT;
this._textDirty = false;
}
/**
* Render this text bubble at a certain scale, using the current parameters, to the canvas.
* @param {number} scale The scale to render the bubble at
*/
_renderTextBubble (scale) {
const ctx = this._canvas.getContext('2d');
if (this._textDirty) {
this._reflowLines();
}
// Calculate the canvas-space sizes of the padded text area and full text bubble
const paddedWidth = this._textAreaSize.width;
const paddedHeight = this._textAreaSize.height;
// Resize the canvas to the correct screen-space size
this._canvas.width = Math.ceil(this._size[0] * scale);
this._canvas.height = Math.ceil(this._size[1] * scale);
this._restyleCanvas();
// Reset the transform before clearing to ensure 100% clearage
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
ctx.scale(scale, scale);
ctx.translate(BubbleStyle.STROKE_WIDTH * 0.5, BubbleStyle.STROKE_WIDTH * 0.5);
// If the text bubble points leftward, flip the canvas
ctx.save();
if (this._pointsLeft) {
ctx.scale(-1, 1);
ctx.translate(-paddedWidth, 0);
}
// Draw the bubble's rounded borders
ctx.moveTo(BubbleStyle.CORNER_RADIUS, paddedHeight);
ctx.arcTo(0, paddedHeight, 0, paddedHeight - BubbleStyle.CORNER_RADIUS, BubbleStyle.CORNER_RADIUS);
ctx.arcTo(0, 0, paddedWidth, 0, BubbleStyle.CORNER_RADIUS);
ctx.arcTo(paddedWidth, 0, paddedWidth, paddedHeight, BubbleStyle.CORNER_RADIUS);
ctx.arcTo(paddedWidth, paddedHeight, paddedWidth - BubbleStyle.CORNER_RADIUS, paddedHeight,
BubbleStyle.CORNER_RADIUS);
// Translate the canvas so we don't have to do a bunch of width/height arithmetic
ctx.save();
ctx.translate(paddedWidth - BubbleStyle.CORNER_RADIUS, paddedHeight);
// Draw the bubble's "tail"
if (this._bubbleType === 'say') {
// For a speech bubble, draw one swoopy thing
ctx.bezierCurveTo(0, 4, 4, 8, 4, 10);
ctx.arcTo(4, 12, 2, 12, 2);
ctx.bezierCurveTo(-1, 12, -11, 8, -16, 0);
ctx.closePath();
} else {
// For a thinking bubble, draw a partial circle attached to the bubble...
ctx.arc(-16, 0, 4, 0, Math.PI);
ctx.closePath();
// and two circles detached from it
ctx.moveTo(-7, 7.25);
ctx.arc(-9.25, 7.25, 2.25, 0, Math.PI * 2);
ctx.moveTo(0, 9.5);
ctx.arc(-1.5, 9.5, 1.5, 0, Math.PI * 2);
}
// Un-translate the canvas and fill + stroke the text bubble
ctx.restore();
ctx.fillStyle = BubbleStyle.COLORS.BUBBLE_FILL;
ctx.strokeStyle = BubbleStyle.COLORS.BUBBLE_STROKE;
ctx.lineWidth = BubbleStyle.STROKE_WIDTH;
ctx.stroke();
ctx.fill();
// Un-flip the canvas if it was flipped
ctx.restore();
// Draw each line of text
ctx.fillStyle = BubbleStyle.COLORS.TEXT_FILL;
ctx.font = `${BubbleStyle.FONT_SIZE}px ${BubbleStyle.FONT}, sans-serif`;
const lines = this._lines;
for (let lineNumber = 0; lineNumber < lines.length; lineNumber++) {
const line = lines[lineNumber];
ctx.fillText(
line,
BubbleStyle.PADDING,
BubbleStyle.PADDING + (BubbleStyle.LINE_HEIGHT * lineNumber) +
(BubbleStyle.FONT_HEIGHT_RATIO * BubbleStyle.FONT_SIZE)
);
}
this._renderedScale = scale;
}
/**
* @param {Array<number>} scale - The scaling factors to be used, each in the [0,100] range.
* @return {WebGLTexture} The GL texture representation of this skin when drawing at the given scale.
*/
getTexture (scale) {
// The texture only ever gets uniform scale. Take the larger of the two axes.
const scaleMax = scale ? Math.max(Math.abs(scale[0]), Math.abs(scale[1])) : 100;
const requestedScale = scaleMax / 100;
// If we already rendered the text bubble at this scale, we can skip re-rendering it.
if (this._textureDirty || this._renderedScale !== requestedScale) {
this._renderTextBubble(requestedScale);
this._textureDirty = false;
const context = this._canvas.getContext('2d');
const textureData = context.getImageData(0, 0, this._canvas.width, this._canvas.height);
const gl = this._renderer.gl;
if (this._texture === null) {
const textureOptions = {
auto: true,
wrap: gl.CLAMP_TO_EDGE,
src: textureData
};
this._texture = twgl.createTexture(gl, textureOptions);
}
gl.bindTexture(gl.TEXTURE_2D, this._texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
this._silhouette.update(textureData);
}
return this._texture;
}
}
module.exports = TextBubbleSkin;

View File

@@ -3,13 +3,11 @@
<head>
<meta charset="UTF-8">
<title>Scratch WebGL rendering demo</title>
<style>
#scratch-stage { width: 480px; }
</style>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body style="background: lightsteelblue">
<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
<body>
<canvas id="scratch-stage" width="10" height="10"></canvas>
<canvas id="debug-canvas" width="10" height="10"></canvas>
<p>
<label for="fudgeproperty">Property to tweak:</label>
<select id="fudgeproperty">
@@ -18,6 +16,7 @@
<option value="direction">Direction</option>
<option value="scalex">Scale X</option>
<option value="scaley">Scale Y</option>
<option value="scaleboth">Scale (both dimensions)</option>
<option value="color">Color</option>
<option value="fisheye">Fisheye</option>
<option value="whirl">Whirl</option>
@@ -30,8 +29,12 @@
<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any">
</p>
<p>
<label for="fudgeMin">Min:</label><input id="fudgeMin" type="number">
<label for="fudgeMax">Max:</label><input id="fudgeMax" type="number">
<label for="stage-scale">Stage scale:</label>
<input type="range" style="width:50%" id="stage-scale" value="1" min="1" max="2.5" step="any">
</p>
<p>
<label for="fudgeMin">Min:</label><input id="fudgeMin" type="number" value="0">
<label for="fudgeMax">Max:</label><input id="fudgeMax" type="number" value="200">
</p>
<script src="playground.js"></script>
</body>

View File

@@ -1,26 +1,32 @@
const ScratchRender = require('../RenderWebGL');
const getMousePosition = require('./getMousePosition');
var canvas = document.getElementById('scratch-stage');
var fudge = 90;
var renderer = new ScratchRender(canvas);
const canvas = document.getElementById('scratch-stage');
let fudge = 90;
const renderer = new ScratchRender(canvas);
renderer.setLayerGroupOrdering(['group1']);
var drawableID = renderer.createDrawable('group1');
const drawableID = renderer.createDrawable('group1');
renderer.updateDrawableProperties(drawableID, {
position: [0, 0],
scale: [100, 100],
direction: 90
});
var drawableID2 = renderer.createDrawable('group1');
var wantBitmapSkin = false;
const WantedSkinType = {
bitmap: 'bitmap',
vector: 'vector',
pen: 'pen'
};
const drawableID2 = renderer.createDrawable('group1');
const wantedSkin = WantedSkinType.vector;
// Bitmap (squirrel)
var image = new Image();
const image = new Image();
image.addEventListener('load', () => {
var bitmapSkinId = renderer.createBitmapSkin(image);
if (wantBitmapSkin) {
const bitmapSkinId = renderer.createBitmapSkin(image);
if (wantedSkin === WantedSkinType.bitmap) {
renderer.updateDrawableProperties(drawableID2, {
skinId: bitmapSkinId
});
@@ -30,44 +36,83 @@ image.crossOrigin = 'anonymous';
image.src = 'https://cdn.assets.scratch.mit.edu/internalapi/asset/7e24c99c1b853e52f8e7f9004416fa34.png/get/';
// SVG (cat 1-a)
var xhr = new XMLHttpRequest();
const xhr = new XMLHttpRequest();
xhr.addEventListener('load', function () {
var skinId = renderer.createSVGSkin(xhr.responseText);
if (!wantBitmapSkin) {
const skinId = renderer.createSVGSkin(xhr.responseText);
if (wantedSkin === WantedSkinType.vector) {
renderer.updateDrawableProperties(drawableID2, {
skinId: skinId
});
}
});
xhr.open('GET', 'https://cdn.assets.scratch.mit.edu/internalapi/asset/f88bf1935daea28f8ca098462a31dbb0.svg/get/');
xhr.open('GET', 'https://cdn.assets.scratch.mit.edu/internalapi/asset/b7853f557e4426412e64bb3da6531a99.svg/get/');
xhr.send();
var posX = 0;
var posY = 0;
var scaleX = 100;
var scaleY = 100;
var fudgeProperty = 'posx';
if (wantedSkin === WantedSkinType.pen) {
const penSkinID = renderer.createPenSkin();
const fudgePropertyInput = document.getElementById('fudgeproperty');
fudgePropertyInput.addEventListener('change', event => {
fudgeProperty = event.target.value;
});
renderer.updateDrawableProperties(drawableID2, {
skinId: penSkinID
});
canvas.addEventListener('click', event => {
let rect = canvas.getBoundingClientRect();
let x = event.clientX - rect.left;
let y = event.clientY - rect.top;
renderer.penLine(penSkinID, {
color4f: [Math.random(), Math.random(), Math.random(), 1],
diameter: 8
},
x - 240, 180 - y, (Math.random() * 480) - 240, (Math.random() * 360) - 180);
});
}
let posX = 0;
let posY = 0;
let scaleX = 100;
let scaleY = 100;
let fudgeProperty = 'posx';
const fudgeInput = document.getElementById('fudge');
const fudgePropertyInput = document.getElementById('fudgeproperty');
const fudgeMinInput = document.getElementById('fudgeMin');
fudgeMinInput.addEventListener('change', event => {
fudgeInput.min = event.target.valueAsNumber;
});
const fudgeMaxInput = document.getElementById('fudgeMax');
fudgeMaxInput.addEventListener('change', event => {
/* eslint require-jsdoc: 0 */
const updateFudgeProperty = event => {
fudgeProperty = event.target.value;
};
const updateFudgeMin = event => {
fudgeInput.min = event.target.valueAsNumber;
};
const updateFudgeMax = event => {
fudgeInput.max = event.target.valueAsNumber;
});
};
fudgePropertyInput.addEventListener('change', updateFudgeProperty);
fudgePropertyInput.addEventListener('init', updateFudgeProperty);
fudgeMinInput.addEventListener('change', updateFudgeMin);
fudgeMinInput.addEventListener('init', updateFudgeMin);
fudgeMaxInput.addEventListener('change', updateFudgeMax);
fudgeMaxInput.addEventListener('init', updateFudgeMax);
// Ugly hack to properly set the values of the inputs on page load,
// since they persist across reloads, at least in Firefox.
// The best ugly hacks are the ones that reduce code duplication!
fudgePropertyInput.dispatchEvent(new CustomEvent('init'));
fudgeMinInput.dispatchEvent(new CustomEvent('init'));
fudgeMaxInput.dispatchEvent(new CustomEvent('init'));
fudgeInput.dispatchEvent(new CustomEvent('init'));
const handleFudgeChanged = function (event) {
fudge = event.target.valueAsNumber;
var props = {};
const props = {};
switch (fudgeProperty) {
case 'posx':
props.position = [fudge, posY];
@@ -88,6 +133,11 @@ const handleFudgeChanged = function (event) {
props.scale = [scaleX, fudge];
scaleY = fudge;
break;
case 'scaleboth':
props.scale = [fudge, fudge];
scaleX = fudge;
scaleY = fudge;
break;
case 'color':
props.color = fudge;
break;
@@ -112,17 +162,28 @@ const handleFudgeChanged = function (event) {
}
renderer.updateDrawableProperties(drawableID2, props);
};
fudgeInput.addEventListener('input', handleFudgeChanged);
fudgeInput.addEventListener('change', handleFudgeChanged);
fudgeInput.addEventListener('init', handleFudgeChanged);
const updateStageScale = event => {
renderer.resize(480 * event.target.valueAsNumber, 360 * event.target.valueAsNumber);
};
const stageScaleInput = document.getElementById('stage-scale');
stageScaleInput.addEventListener('input', updateStageScale);
stageScaleInput.addEventListener('change', updateStageScale);
canvas.addEventListener('mousemove', event => {
var mousePos = getMousePosition(event, canvas);
const mousePos = getMousePosition(event, canvas);
renderer.extractColor(mousePos.x, mousePos.y, 30);
});
canvas.addEventListener('click', event => {
var mousePos = getMousePosition(event, canvas);
var pickID = renderer.pick(mousePos.x, mousePos.y);
const mousePos = getMousePosition(event, canvas);
const pickID = renderer.pick(mousePos.x, mousePos.y);
console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
if (pickID >= 0) {
console.dir(renderer.extractDrawable(pickID, mousePos.x, mousePos.y));
@@ -137,5 +198,5 @@ const drawStep = function () {
};
drawStep();
var debugCanvas = /** @type {canvas} */ document.getElementById('debug-canvas');
const debugCanvas = /** @type {canvas} */ document.getElementById('debug-canvas');
renderer.setDebugCanvas(debugCanvas);

View File

@@ -3,6 +3,7 @@
<head>
<meta charset="UTF-8">
<title>Scratch WebGL Query Playground</title>
<link rel="stylesheet" type="text/css" href="style.css">
<style>
input[type=range][orient=vertical] {
writing-mode: bt-lr; /* IE */
@@ -11,8 +12,6 @@
padding: 0 0.5rem;
}
canvas {
border: 3px dashed black;
/* https://stackoverflow.com/a/7665647 */
image-rendering: optimizeSpeed; /* Older versions of FF */
image-rendering: -moz-crisp-edges; /* FF 6.0+ */
@@ -23,7 +22,7 @@
}
</style>
</head>
<body style="background: lightsteelblue">
<body>
<div>
<fieldset>
<legend>Query Canvases</legend>
@@ -63,7 +62,7 @@
<input id="cursorY" type="range" orient="vertical" step="0.25" value="0" />
</td>
<td>
<canvas id="renderCanvas" width="480" height="360" style="border:3px dashed black"></canvas>
<canvas id="renderCanvas" width="480" height="360"></canvas>
</td>
</tr>
</table>

11
src/playground/style.css Normal file
View File

@@ -0,0 +1,11 @@
body {
background: lightsteelblue;
}
canvas {
border: 3px dashed black;
}
#debug-canvas {
border-color: red;
}

View File

@@ -0,0 +1,41 @@
class CanvasMeasurementProvider {
/**
* @param {CanvasRenderingContext2D} ctx - provides a canvas rendering context
* with 'font' set to the text style of the text to be wrapped.
*/
constructor (ctx) {
this._ctx = ctx;
this._cache = {};
}
// We don't need to set up or tear down anything here. Should these be removed altogether?
/**
* Called by the TextWrapper before a batch of zero or more calls to measureText().
*/
beginMeasurementSession () {
}
/**
* Called by the TextWrapper after a batch of zero or more calls to measureText().
*/
endMeasurementSession () {
}
/**
* Measure a whole string as one unit.
* @param {string} text - the text to measure.
* @returns {number} - the length of the string.
*/
measureText (text) {
if (!this._cache[text]) {
this._cache[text] = this._ctx.measureText(text).width;
}
return this._cache[text];
}
}
module.exports = CanvasMeasurementProvider;

View File

@@ -1,205 +0,0 @@
const SVGTextWrapper = require('./svg-text-wrapper');
const SvgRenderer = require('scratch-svg-renderer').SVGRenderer;
const MAX_LINE_LENGTH = 170;
const MIN_WIDTH = 50;
const STROKE_WIDTH = 4;
class SVGTextBubble {
constructor () {
this.svgRenderer = new SvgRenderer();
this.svgTextWrapper = new SVGTextWrapper(this.makeSvgTextElement);
this._textSizeCache = {};
}
/**
* @return {SVGElement} an SVG text node with the properties that we want for speech bubbles.
*/
makeSvgTextElement () {
const svgText = document.createElementNS('http://www.w3.org/2000/svg', 'text');
svgText.setAttribute('alignment-baseline', 'text-before-edge');
svgText.setAttribute('font-size', '14');
svgText.setAttribute('fill', '#575E75');
// TODO Do we want to use the new default sans font instead of Helvetica?
svgText.setAttribute('font-family', 'Helvetica');
return svgText;
}
_speechBubble (w, h, radius, pointsLeft) {
let pathString = `
M 0 ${radius}
A ${radius} ${radius} 0 0 1 ${radius} 0
L ${w - radius} 0
A ${radius} ${radius} 0 0 1 ${w} ${radius}
L ${w} ${h - radius}
A ${radius} ${radius} 0 0 1 ${w - radius} ${h}`;
if (pointsLeft) {
pathString += `
L 32 ${h}
c -5 8 -15 12 -18 12
a 2 2 0 0 1 -2 -2
c 0 -2 4 -6 4 -10`;
} else {
pathString += `
L ${w - 16} ${h}
c 0 4 4 8 4 10
a 2 2 0 0 1 -2 2
c -3 0 -13 -4 -18 -12`;
}
pathString += `
L ${radius} ${h}
A ${radius} ${radius} 0 0 1 0 ${h - radius}
Z`;
return `
<g>
<path
d="${pathString}"
stroke="rgba(0, 0, 0, 0.15)"
stroke-width="${STROKE_WIDTH}"
fill="rgba(0, 0, 0, 0.15)"
stroke-line-join="round"
/>
<path
d="${pathString}"
stroke="none"
fill="white" />
</g>`;
}
_thinkBubble (w, h, radius, pointsLeft) {
const e1rx = 2.25;
const e1ry = 2.25;
const e2rx = 1.5;
const e2ry = 1.5;
const e1x = 16 + 7 + e1rx;
const e1y = 5 + h + e1ry;
const e2x = 16 + e2rx;
const e2y = 8 + h + e2ry;
const insetR = 4;
const pInset1 = 12 + radius;
const pInset2 = pInset1 + (2 * insetR);
let pathString = `
M 0 ${radius}
A ${radius} ${radius} 0 0 1 ${radius} 0
L ${w - radius} 0
A ${radius} ${radius} 0 0 1 ${w} ${radius}
L ${w} ${h - radius}
A ${radius} ${radius} 0 0 1 ${w - radius} ${h}`;
if (pointsLeft) {
pathString += `
L ${pInset2} ${h}
A ${insetR} ${insetR} 0 0 1 ${pInset2 - insetR} ${h + insetR}
A ${insetR} ${insetR} 0 0 1 ${pInset1} ${h}`;
} else {
pathString += `
L ${w - pInset1} ${h}
A ${insetR} ${insetR} 0 0 1 ${w - pInset1 - insetR} ${h + insetR}
A ${insetR} ${insetR} 0 0 1 ${w - pInset2} ${h}`;
}
pathString += `
L ${radius} ${h}
A ${radius} ${radius} 0 0 1 0 ${h - radius}
Z`;
const ellipseSvg = (cx, cy, rx, ry) => `
<g>
<ellipse
cx="${cx}" cy="${cy}"
rx="${rx}" ry="${ry}"
fill="rgba(0, 0, 0, 0.15)"
stroke="rgba(0, 0, 0, 0.15)"
stroke-width="${STROKE_WIDTH}"
/>
<ellipse
cx="${cx}" cy="${cy}"
rx="${rx}" ry="${ry}"
fill="white"
stroke="none"
/>
</g>`;
let ellipses = [];
if (pointsLeft) {
ellipses = [
ellipseSvg(e1x, e1y, e1rx, e1ry),
ellipseSvg(e2x, e2y, e2rx, e2ry)
];
} else {
ellipses = [
ellipseSvg(w - e1x, e1y, e1rx, e1ry),
ellipseSvg(w - e2x, e2y, e2rx, e2ry)
];
}
return `
<g>
<path d="${pathString}" stroke="rgba(0, 0, 0, 0.15)" stroke-width="${STROKE_WIDTH}"
fill="rgba(0, 0, 0, 0.15)" />
<path d="${pathString}" stroke="none" fill="white" />
${ellipses.join('\n')}
</g>`;
}
_getTextSize (textFragment) {
const svgString = this._wrapSvgFragment(textFragment);
if (!this._textSizeCache[svgString]) {
this._textSizeCache[svgString] = this.svgRenderer.measure(svgString);
if (this._textSizeCache[svgString].height === 0) {
// The speech bubble is empty, so use the height of a single line with content (or else it renders
// weirdly, see issue #302).
const dummyFragment = this._buildTextFragment('X');
this._textSizeCache[svgString] = this._getTextSize(dummyFragment);
}
}
return this._textSizeCache[svgString];
}
_wrapSvgFragment (fragment, width, height) {
let svgString = `<svg xmlns="http://www.w3.org/2000/svg" version="1.1"`;
if (width && height) {
const fullWidth = width + STROKE_WIDTH;
const fullHeight = height + STROKE_WIDTH + 12;
svgString = `${svgString} viewBox="
${-STROKE_WIDTH / 2} ${-STROKE_WIDTH / 2} ${fullWidth} ${fullHeight}"
width="${fullWidth}" height="${fullHeight}">`;
} else {
svgString = `${svgString}>`;
}
svgString = `${svgString} ${fragment} </svg>`;
return svgString;
}
_buildTextFragment (text) {
const textNode = this.svgTextWrapper.wrapText(MAX_LINE_LENGTH, text);
const serializer = new XMLSerializer();
return serializer.serializeToString(textNode);
}
buildString (type, text, pointsLeft) {
this.type = type;
this.pointsLeft = pointsLeft;
this._textFragment = this._buildTextFragment(text);
let fragment = '';
const radius = 16;
const {x, y, width, height} = this._getTextSize(this._textFragment);
const padding = 10;
const fullWidth = Math.max(MIN_WIDTH, width) + (2 * padding);
const fullHeight = height + (2 * padding);
if (this.type === 'say') {
fragment += this._speechBubble(fullWidth, fullHeight, radius, this.pointsLeft);
} else {
fragment += this._thinkBubble(fullWidth, fullHeight, radius, this.pointsLeft);
}
fragment += `<g transform="translate(${padding - x}, ${padding - y})">${this._textFragment}</g>`;
return this._wrapSvgFragment(fragment, fullWidth, fullHeight);
}
}
module.exports = SVGTextBubble;

View File

@@ -1,127 +0,0 @@
const TextWrapper = require('./text-wrapper');
/**
* Measure text by using a hidden SVG attached to the DOM.
* For use with TextWrapper.
*/
class SVGMeasurementProvider {
/**
* @param {function} makeTextElement - provides a text node of an SVGElement
* with the style of the text to be wrapped.
*/
constructor (makeTextElement) {
this._svgRoot = null;
this._cache = {};
this.makeTextElement = makeTextElement;
}
/**
* Detach the hidden SVG element from the DOM and forget all references to it and its children.
*/
dispose () {
if (this._svgRoot) {
this._svgRoot.parentElement.removeChild(this._svgRoot);
this._svgRoot = null;
this._svgText = null;
}
}
/**
* Called by the TextWrapper before a batch of zero or more calls to measureText().
*/
beginMeasurementSession () {
if (!this._svgRoot) {
this._init();
}
}
/**
* Called by the TextWrapper after a batch of zero or more calls to measureText().
*/
endMeasurementSession () {
this._svgText.textContent = '';
this.dispose();
}
/**
* Measure a whole string as one unit.
* @param {string} text - the text to measure.
* @returns {number} - the length of the string.
*/
measureText (text) {
if (!this._cache[text]) {
this._svgText.textContent = text;
this._cache[text] = this._svgText.getComputedTextLength();
}
return this._cache[text];
}
/**
* Create a simple SVG containing a text node, hide it, and attach it to the DOM. The text node will be used to
* collect text measurements. The SVG must be attached to the DOM: otherwise measurements will generally be zero.
* @private
*/
_init () {
const svgNamespace = 'http://www.w3.org/2000/svg';
const svgRoot = document.createElementNS(svgNamespace, 'svg');
const svgGroup = document.createElementNS(svgNamespace, 'g');
const svgText = this.makeTextElement();
// hide from the user, including screen readers
svgRoot.setAttribute('style', 'position:absolute;visibility:hidden');
document.body.appendChild(svgRoot);
svgRoot.appendChild(svgGroup);
svgGroup.appendChild(svgText);
/**
* The root SVG element.
* @type {SVGSVGElement}
* @private
*/
this._svgRoot = svgRoot;
/**
* The leaf SVG element used for text measurement.
* @type {SVGTextElement}
* @private
*/
this._svgText = svgText;
}
}
/**
* TextWrapper specialized for SVG text.
*/
class SVGTextWrapper extends TextWrapper {
/**
* @param {function} makeTextElement - provides a text node of an SVGElement
* with the style of the text to be wrapped.
*/
constructor (makeTextElement) {
super(new SVGMeasurementProvider(makeTextElement));
this.makeTextElement = makeTextElement;
}
/**
* Wrap the provided text into lines restricted to a maximum width. See Unicode Standard Annex (UAX) #14.
* @param {number} maxWidth - the maximum allowed width of a line.
* @param {string} text - the text to be wrapped. Will be split on whitespace.
* @returns {SVGElement} wrapped text node
*/
wrapText (maxWidth, text) {
const lines = super.wrapText(maxWidth, text);
const textElement = this.makeTextElement();
for (const line of lines) {
const tspanNode = document.createElementNS('http://www.w3.org/2000/svg', 'tspan');
tspanNode.setAttribute('x', '0');
tspanNode.setAttribute('dy', '1.2em');
tspanNode.textContent = line;
textElement.appendChild(tspanNode);
}
return textElement;
}
}
module.exports = SVGTextWrapper;

View File

@@ -16,7 +16,7 @@ const GraphemeBreaker = require('!ify-loader!grapheme-breaker');
* break opportunities.
* Reference material:
* - Unicode Standard Annex #14: http://unicode.org/reports/tr14/
* - Unicode Standard Annex #39: http://unicode.org/reports/tr29/
* - Unicode Standard Annex #29: http://unicode.org/reports/tr29/
* - "JavaScript has a Unicode problem" by Mathias Bynens: https://mathiasbynens.be/notes/javascript-unicode
*/
class TextWrapper {

View File

@@ -1,4 +1,4 @@
/* global vm, render, Promise */
/* global vm, Promise */
const {Chromeless} = require('chromeless');
const test = require('tap').test;
const path = require('path');
@@ -101,16 +101,6 @@ const testFile = file => test(file, async t => {
}
});
const testBubbles = () => test('bubble snapshot', async t => {
const bubbleSvg = await chromeless.goto(`file://${indexHTML}`)
.evaluate(() => {
const testString = '<e*&%$&^$></!abc\'>';
return render._svgTextBubble._buildTextFragment(testString);
});
t.matchSnapshot(bubbleSvg, 'bubble-text-snapshot');
t.end();
});
// immediately invoked async function to let us wait for each test to finish before starting the next.
(async () => {
const files = fs.readdirSync(testDir())
@@ -120,8 +110,6 @@ const testBubbles = () => test('bubble snapshot', async t => {
await testFile(file);
}
await testBubbles();
// close the browser window we used
await chromeless.end();
})();

View File

@@ -51,7 +51,7 @@ module.exports = [
new CopyWebpackPlugin([
{
context: 'src/playground',
from: '*.html'
from: '*.+(html|css)'
}
])
])