Merge pull request #1204 from paulkaplan/reorder-apis

Add methods for reordering costumes and sounds
This commit is contained in:
Paul Kaplan authored and GitHub committed 2018-06-07 10:54:15 -04:00
commit db3fca17bc
4 files changed
+236 -2

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+43 -2
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@@ -488,7 +488,7 @@ class RenderedTarget extends Target {
* @param {?int} index Index at which to add costume
*/
addCostume (costumeObject, index) {
if (index) {
if (typeof index === 'number' && !isNaN(index)) {
this.sprite.addCostumeAt(costumeObject, index);
} else {
this.sprite.addCostumeAt(costumeObject, this.sprite.costumes.length);
@@ -551,7 +551,7 @@ class RenderedTarget extends Target {
addSound (soundObject, index) {
const usedNames = this.sprite.sounds.map(sound => sound.name);
soundObject.name = StringUtil.unusedName(soundObject.name, usedNames);
if (index) {
if (typeof index === 'number' && !isNaN(index)) {
this.sprite.sounds.splice(index, 0, soundObject);
} else {
this.sprite.sounds.push(soundObject);
@@ -640,6 +640,47 @@ class RenderedTarget extends Target {
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
+30
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@@ -1033,6 +1033,36 @@ class VirtualMachine extends EventEmitter {
return null;
}
/**
* Reorder the costumes of a target if it exists. Return whether it succeeded.
* @param {!string} targetId ID of the target which owns the costumes.
* @param {!number} costumeIndex index of the costume to move.
* @param {!number} newIndex index that the costume should be moved to.
* @returns {boolean} Whether a costume was reordered.
*/
reorderCostume (targetId, costumeIndex, newIndex) {
const target = this.runtime.getTargetById(targetId);
if (target) {
return target.reorderCostume(costumeIndex, newIndex);
}
return false;
}
/**
* Reorder the sounds of a target if it exists. Return whether it occured.
* @param {!string} targetId ID of the target which owns the sounds.
* @param {!number} soundIndex index of the sound to move.
* @param {!number} newIndex index that the sound should be moved to.
* @returns {boolean} Whether a sound was reordered.
*/
reorderSound (targetId, soundIndex, newIndex) {
const target = this.runtime.getTargetById(targetId);
if (target) {
return target.reorderSound(soundIndex, newIndex);
}
return false;
}
/**
* Put a target into a "drag" state, during which its X/Y positions will be unaffected
* by blocks.