kopia lustrzana https://github.com/backface/turtlestitch
double-clicking a corral sprite icon flashes the sprite onstage
so it can be identified. Likewise double-clicking a sprite onstage selects its corral icon (in edit mode)upd4.1
rodzic
ce75402fc4
commit
93d96140ca
10
gui.js
10
gui.js
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@ -75,7 +75,7 @@ isRetinaSupported, SliderMorph, Animation*/
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// Global stuff ////////////////////////////////////////////////////////
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modules.gui = '2017-September-28';
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modules.gui = '2017-October-17';
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// Declarations
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@ -7114,6 +7114,14 @@ SpriteIconMorph.prototype.showSpriteOnStage = function () {
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this.object.showOnStage();
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};
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// SpriteIconMorph events
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SpriteIconMorph.prototype.mouseDoubleClick = function () {
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if (this.object instanceof SpriteMorph) {
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this.object.flash();
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}
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};
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// SpriteIconMorph drawing
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SpriteIconMorph.prototype.createBackgrounds = function () {
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@ -3711,6 +3711,7 @@ Fixes:
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* Blocks: show all own vars and attributes in INHERIT drop-down when inside a ring
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* Objects: made 'myself' default input for "a new clone of" reporter
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* German translation update
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* GUI, Objects: double-clicking a corral sprite icon flashes the sprite onstage
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v4.1 Features:
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@ -3748,6 +3749,7 @@ v4.1 Features:
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* experimental "download script" feature
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* new "Animation" library
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* new "Pixels" library for MediaComp
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* double-clicking a corral sprite icon flashes the sprite onstage
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Fixes:
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* changed keyboard shortcut indicator for “find blocks” to “^”
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16
objects.js
16
objects.js
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@ -69,7 +69,7 @@
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/*global PaintEditorMorph, ListWatcherMorph, PushButtonMorph, ToggleMorph,
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DialogBoxMorph, InputFieldMorph, SpriteIconMorph, BlockMorph, SymbolMorph,
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ThreadManager, VariableFrame, detect, BlockMorph, BoxMorph, Color,
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ThreadManager, VariableFrame, detect, BlockMorph, BoxMorph, Color, Animation,
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CommandBlockMorph, FrameMorph, HatBlockMorph, MenuMorph, Morph, MultiArgMorph,
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Point, ReporterBlockMorph, ScriptsMorph, StringMorph, SyntaxElementMorph,
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TextMorph, contains, degrees, detect, newCanvas, nop, radians, Array,
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@ -6014,6 +6014,20 @@ SpriteMorph.prototype.destroy = function () {
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// SpriteMorph highlighting
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SpriteMorph.prototype.flash = function () {
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var world = this.world(),
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myself = this;
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this.addHighlight();
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world.animations.push(new Animation(
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nop,
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nop,
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0,
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800,
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nop,
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function () {myself.removeHighlight(); }
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));
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};
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SpriteMorph.prototype.addHighlight = function (oldHighlight) {
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var isHidden = !this.isVisible,
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highlight;
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