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morphic.js
a lively Web-GUI
inspired by Squeak
written by Jens Mönig
jens@moenig.org
Copyright (C) 2010-2020 by Jens Mönig
This documentation last changed: June 9, 2020
This file is part of Snap!.
Snap! is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
documentation contents
----------------------
I. inheritance hierarchy
II. object definition toc
III. yet to implement
IV. open issues
V. browser compatibility
VI. the big picture
VII. programming guide
(1) setting up a web page
(a) single world
(b) multiple worlds
(c) an application
(2) manipulating morphs
(3) events
(a) mouse events
(b) context menu
(c) dragging
(d) dropping
(e) keyboard events
(f) resize event
(g) combined mouse-keyboard events
(h) text editing events
(4) stepping
(5) creating new kinds of morphs
(a) drawing the shape
(b) determining extent and arranging submorphs
(c) pixel-perfect pointing events
(d) caching the shape
(e) holes
(f) updating
(g) duplicating
(6) development and user modes
(7) turtle graphics
(8) supporting high-resolution "retina" screens
(9 animations
(10) minifying morphic.js
VIII. acknowledgements
IX. contributors
I. hierarchy
-------------
the following tree lists all constructors hierarchically,
indentation indicating inheritance. Refer to this list to get a
contextual overview:
Animation
Color
Node
Morph
BlinkerMorph
CursorMorph
BouncerMorph*
BoxMorph
InspectorMorph
MenuMorph
MouseSensorMorph*
SpeechBubbleMorph
CircleBoxMorph
SliderButtonMorph
SliderMorph
ColorPaletteMorph
GrayPaletteMorph
ColorPickerMorph
DialMorph
FrameMorph
ScrollFrameMorph
ListMorph
StringFieldMorph
WorldMorph
HandleMorph
HandMorph
PenMorph
ShadowMorph
StringMorph
TextMorph
TriggerMorph
MenuItemMorph
Point
Rectangle
II. toc
-------
the following list shows the order in which all constructors are
defined. Use this list to locate code in this document:
Global settings
Global functions
Animation
Color
Point
Rectangle
Node
Morph
ShadowMorph
HandleMorph
PenMorph
ColorPaletteMorph
GrayPaletteMorph
ColorPickerMorph
BlinkerMorph
CursorMorph
BoxMorph
SpeechBubbleMorph
DialMorph
CircleBoxMorph
SliderButtonMorph
SliderMorph
MouseSensorMorph*
InspectorMorph
MenuMorph
StringMorph
TextMorph
TriggerMorph
MenuItemMorph
FrameMorph
ScrollFrameMorph
ListMorph
StringFieldMorph
BouncerMorph*
HandMorph
WorldMorph
* included only for demo purposes
III. yet to implement
---------------------
- keyboard support for scroll frames and lists
- virtual keyboard support for Android
IV. open issues
----------------
- clipboard support (copy & paste) for non-textual data
V. browser compatibility
------------------------
I have taken great care and considerable effort to make morphic.js
runnable and appearing exactly the same on all current browsers
available to me:
- Firefox for Windows
- Firefox for Mac
- Firefox for Android
- Chrome for Windows
- Chrome for Mac
- Chrome for Android
- Safari for Windows (deprecated)
- safari for Mac
- Safari for iOS (mobile)
- IE for Windows (partial support)
- Edge for Windows
- Opera for Windows
- Opera for Mac
VI. the big picture
-------------------
Morphic.js is completely based on Canvas and JavaScript, it is just
Morphic, nothing else. Morphic.js is very basic and covers only the
bare essentials:
* a stepping mechanism (a time-sharing multiplexer for lively
user interaction ontop of a single OS/browser thread)
* progressive display updates (only dirty rectangles are
redrawn at each display cycle)
* a tree structure
* a single World per Canvas element (although you can have
multiple worlds in multiple Canvas elements on the same web
page)
* a single Hand per World (but you can support multi-touch
events)
* a single text entry focus per World
In its current state morphic.js doesn't support transforms (you
cannot rotate Morphs), but with PenMorph there already is a simple
LOGO-like turtle that you can use to draw onto any Morph it is
attached to. I'm planning to add special Morphs that support these
operations later on, but not for every Morph in the system.
Therefore these additions ("sprites" etc.) are likely to be part of
other libraries ("microworld.js") in separate files.
the purpose of morphic.js is to provide a malleable framework that
will let me experiment with lively GUIs for my hobby horse, which
is drag-and-drop, blocks based programming languages. Those things
(BYOB4 - http://byob.berkeley.edu) will be written using morphic.js
as a library.
VII. programming guide
----------------------
Morphic.js provides a library for lively GUIs inside single HTML
Canvas elements. Each such canvas element functions as a "world" in
which other visible shapes ("morphs") can be positioned and
manipulated, often directly and interactively by the user. Morphs
are tree nodes and may contain any number of submorphs ("children").
All things visible in a morphic World are morphs themselves, i.e.
all text rendering, blinking cursors, entry fields, menus, buttons,
sliders, windows and dialog boxes etc. are created with morphic.js
rather than using HTML DOM elements, and as a consequence can be
changed and adjusted by the programmer regardless of proprietary
browser behavior.
Each World has an - invisible - "Hand" resembling the mouse cursor
(or the user's finger on touch screens) which handles mouse events,
and may also have a keyboard focus to handle key events.
The basic idea of Morphic is to continuously run display cycles and
to incrementally update the screen by only redrawing those World
regions which have been "dirtied" since the last redraw. Before
each shape is processed for redisplay it gets the chance to perform
a "step" procedure, thus allowing for an illusion of concurrency.
(1) setting up a web page
-------------------------
Setting up a web page for Morphic always involves three steps:
adding one or more Canvas elements, defining one or more worlds,
initializing and starting the main loop.
(a) single world
-----------------
Most commonly you will want your World to fill the browsers's whole
client area. This default situation is easiest and most straight
forward.
example html file:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Morphic!</title>
<script type="text/javascript" src="morphic.js"></script>
<script type="text/javascript">
var world;
window.onload = function () {
world = new WorldMorph(document.getElementById('world'));
world.isDevMode = true;
loop();
};
function loop() {
requestAnimationFrame(loop);
world.doOneCycle();
}
</script>
</head>
<body style="margin: 0;">
<canvas id="world" tabindex="1" width="800" height="600"
style="position: absolute;"></canvas>
</body>
</html>
if you use ScrollFrames or otherwise plan to support mouse wheel
scrolling events, make sure to add the following inline-CSS
attribute to the Canvas element:
style="position: absolute;"
which will prevent the World to be scrolled around instead of the
elements inside of it in some browsers.
(b) multiple worlds
-------------------
If you wish to create a web page with more than one world, make
sure to prevent each world from auto-filling the whole page and
include it in the main loop. It's also a good idea to give each
world its own tabindex:
example html file:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Morphic!</title>
<script type="text/javascript" src="morphic.js"></script>
<script type="text/javascript">
var world1, world2;
window.onload = function () {
disableRetinaSupport();
world1 = new WorldMorph(
document.getElementById('world1'), false);
world2 = new WorldMorph(
document.getElementById('world2'), false);
loop();
};
function loop() {
requestAnimationFrame(loop);
world1.doOneCycle();
world2.doOneCycle();
}
</script>
</head>
<body>
<p>first world:</p>
<canvas id="world1" tabindex="1" width="600" height="400"></canvas>
<p>second world:</p>
<canvas id="world2" tabindex="2" width="400" height="600"></canvas>
</body>
</html>
(c) an application
-------------------
Of course, most of the time you don't want to just plain use the
standard Morphic World "as is" out of the box, but write your own
application (something like Scratch!) in it. For such an
application you'll create your own morph prototypes, perhaps
assemble your own "window frame" and bring it all to life in a
customized World state. the following example creates a simple
snake-like mouse drawing game.
example html file:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>touch me!</title>
<script type="text/javascript" src="morphic.js"></script>
<script type="text/javascript">
var worldCanvas, sensor;
window.onload = function () {
var x, y, w, h;
worldCanvas = document.getElementById('world');
world = new WorldMorph(worldCanvas);
world.isDevMode = false;
world.setColor(new Color());
w = 100;
h = 100;
x = 0;
y = 0;
while ((y * h) < world.height()) {
while ((x * w) < world.width()) {
sensor = new MouseSensorMorph();
sensor.setPosition(new Point(x * w, y * h));
sensor.alpha = 0;
sensor.setExtent(new Point(w, h));
world.add(sensor);
x += 1;
}
x = 0;
y += 1;
}
loop();
};
function loop() {
requestAnimationFrame(loop);
world.doOneCycle();
}
</script>
</head>
<body bgcolor='black' style="margin: 0;">
<canvas id="world" width="800" height="600"
style="position: absolute;"></canvas>
</body>
</html>
To get an idea how you can craft your own custom morph prototypes
I've included two examples which should give you an idea how to add
properties, override inherited methods and use the stepping
mechanism for "livelyness":
BouncerMorph
MouseSensorMorph
For the sake of sharing a single file I've included those examples
in morphic.js itself. Usually you'll define your additions in a
separate file and keep morphic.js untouched.
(2) manipulating morphs
-----------------------
There are many methods to programmatically manipulate morphs. Among
the most important and common ones among all morphs are the
following nine:
* hide()
* show()
* setPosition(aPoint)
* setExtent(aPoint)
* setColor(aColor)
* add(submorph) - attaches submorph ontop
* addBack(submorph) - attaches submorph underneath
* fullCopy() - duplication
* destroy() - deletion
(3) events
----------
All user (and system) interaction is triggered by events, which are
passed on from the root element - the World - to its submorphs. The
World contains a list of system (browser) events it reacts to in its
initEventListeners()
method. Currently there are
- mouse
- drop
- keyboard
- (window) resize
events.
These system events are dispatched within the morphic World by the
World's Hand and its keyboardFocus (usually the active text
cursor).
(a) mouse events:
-----------------
The Hand dispatches the following mouse events to relevant morphs:
mouseDownLeft
mouseDownRight
mouseClickLeft
mouseClickRight
mouseDoubleClick
mouseEnter
mouseLeave
mouseEnterDragging
mouseLeaveDragging
mouseMove
mouseScroll
If you wish your morph to react to any such event, simply add a
method of the same name as the event, e.g:
MyMorph.prototype.mouseMove = function(pos) {};
All of these methods have as optional parameter a Point object
indicating the current position of the Hand inside the World's
coordinate system. The
mouseMove(pos, button)
event method has an additional optional parameter indicating the
currently pressed mouse button, which is either 'left' or 'right'.
You can use this to let users interact with 3D environments.
Events may be "bubbled" up a morph's owner chain by calling
this.escalateEvent(functionName, arg)
in the event handler method's code.
Likewise, removing the event handler method will render your morph
passive to the event in question.
(b) context menu:
-----------------
By default right-clicking (or single-finger tap-and-hold) on a morph
also invokes its context menu (in addition to firing the
mouseClickRight event). A morph's context menu can be customized by
assigning a Menu instance to its
customContextMenu
property, or altogether suppressed by overriding its inherited
contextMenu()
method.
(c) dragging:
-------------
Dragging a morph is initiated when the left mouse button is pressed,
held and the mouse is moved.
You can control whether a morph is draggable by setting its
isDraggable
property either to false or true. If a morph isn't draggable itself
it will pass the pick-up request up its owner chain. This lets you
create draggable composite morphs like Windows, DialogBoxes,
Sliders etc.
Sometimes it is desireable to make "template" shapes which cannot be
moved themselves, but from which instead duplicates can be peeled
off. This is especially useful for building blocks in construction
kits, e.g. the MIT-Scratch palette. Morphic.js lets you control this
functionality by setting the
isTemplate
property flag to true for any morph whose "isDraggable" property is
turned off. When dragging such a Morph the hand will instead grab
a duplicate of the template whose "isDraggable" flag is true and
whose "isTemplate" flag is false, in other words: a non-template.
When creating a copy from a template, the copy's
reactToTemplateCopy
is invoked, if it is present.
Dragging is indicated by adding a drop shadow to the morph in hand.
If a morph follows the hand without displaying a drop shadow it is
merely being moved about without changing its parent (owner morph),
e.g. when "dragging" a morph handle to resize its owner, or when
"dragging" a slider button.
Right before a morph is picked up its
selectForEdit
and
prepareToBeGrabbed(handMorph)
methods are invoked, each if it is present. the optional
selectForEdit
if implemented, must return the object that is to be picked up.
In addition to just returning the original object chosen by the user
your method can also modify the target's environment and instead return
a copy of the selected morph if, for example, you would like to implement
a copy-on-write mechanism such as in Snap.
Immediately after the pick-up the former parent's
reactToGrabOf(grabbedMorph)
method is called, again only if it exists.
Similar to events, these methods are optional and don't exist by
default. For a simple example of how they can be used to adjust
scroll bars in a scroll frame please have a look at their
implementation in FrameMorph.
(d) dropping:
-------------
Dropping is triggered when the left mouse button is either pressed
or released while the Hand is dragging a morph.
Dropping a morph causes it to become embedded in a new owner morph.
You can control this embedding behavior by setting the prospective
drop target's
acceptsDrops
property to either true or false, or by overriding its inherited
wantsDropOf(aMorph)
method.
Right before dropping a morph the designated new parent's optional
selectForEdit
method is invoked if it is present. Again, if implemented this method
must return the new parent for the morph that is about to be dropped.
Again, in addition to just returning the designeted drop-target
your method can also modify its environment and instead return
a copy of the new parent if, for example, you would like to implement
a copy-on-write mechanism such as in Snap.
Right after a morph has been dropped its
justDropped(handMorph)
method is called, and its new parent's
reactToDropOf(droppedMorph, handMorph)
method is invoked, again only if each method exists.
Similar to events, these methods are optional and by default are
not present in morphs by default (watch out for inheritance,
though!). For a simple example of how they can be used to adjust
scroll bars in a scroll frame please have a look at their
implementation in FrameMorph.
Drops of image elements from outside the world canvas are dispatched as
droppedImage(aCanvas, name)
droppedSVG(anImage, name)
events to interested Morphs at the mouse pointer. If you want your Morph
to e.g. import outside images you can add the droppedImage() and / or the
droppedSVG() methods to it. The parameter passed to the event handles is
a new offscreen canvas element representing a copy of the original image
element which can be directly used, e.g. by assigning it to another
Morph's cachedImage property. In the case of a dropped SVG it is an image
element (not a canvas), which has to be rasterized onto a canvas before
it can be used. The benefit of handling SVGs as image elements is that
rasterization can be deferred until the destination scale is known, taking
advantage of SVG's ability for smooth scaling. If instead SVGs are to be
rasterized right away, you can set the
MorphicPreferences.rasterizeSVGs
preference to <true>. In this case dropped SVGs also trigger the
droppedImage() event with a canvas containing a rasterized version of the
SVG.
The same applies to drops of audio or text files from outside the world
canvas.
Those are dispatched as
droppedAudio(anAudio, name)
droppedText(aString, name, type)
events to interested Morphs at the mouse pointer.
if none of the above content types can be determined, the file contents
is dispatched as an ArrayBuffer to interested Morphs:
droppedBinary(anArrayBuffer, name)
(e) keyboard events
-------------------
The World dispatches the following key events to its active
keyboard focus:
keypress
keydown
keyup
Currently the only morphs which acts as keyboard focus are
CursorMorph - the basic text editing widget - and MenuMorph elements.
If you wish to add keyboard support to your morph you need to add event
handling methods for
processKeyPress(event)
processKeyDown(event)
processKeyUp(event)
and activate them by assigning your morph to the World's
keyboardFocus
property.
Note that processKeyUp() is optional and doesn't have to be present
if your morph doesn't require it.
(f) resize event
----------------
The Window resize event is handled by the World and allows the
World's extent to be adjusted so that it always completely fills
the browser's visible page. You can turn off this default behavior
by setting the World's
useFillPage
property to false.
Alternatively you can also initialize the World with the
useFillPage switch turned off from the beginning by passing the
false value as second parameter to the World's constructor:
world = new World(aCanvas, false);
Use this when creating a web page with multiple Worlds.
if "useFillPage" is turned on the World dispatches an
reactToWorldResize(newBounds)
events to all of its children (toplevel only), allowing each to
adjust to the new World bounds by implementing a corresponding
method, the passed argument being the World's new dimensions after
completing the resize. By default, the "reactToWorldResize" Method
does not exist.
Example:
Add the following method to your Morph to let it automatically
fill the whole World, but leave a 10 pixel border uncovered:
MyMorph.prototype.reactToWorldResize = function (rect) {
this.changed();
this.bounds = rect.insetBy(10);
this.rerender();
};
(g) combined mouse-keyboard events
----------------------------------
Occasionally you'll want an object to react differently to a mouse
click or to some other mouse event while the user holds down a key
on the keyboard. Such "shift-click", "ctl-click", or "alt-click"
events can be implemented by querying the World's
currentKey
property inside the function that reacts to the mouse event. This
property stores the keyCode of the key that's currently pressed.
Once the key is released by the user it reverts to null.
(h) text editing events
-----------------------
Much of Morphic's "liveliness" comes out of allowing text elements
(instances of either single-lined StringMorph or multi-lined TextMorph)
to be directly manipulated and edited by users. This requires other
objects which may have an interest in the text element's state to react
appropriately. Therefore text elements and their manipulators emit
a stream of events, mostly by "bubbling" them up the text element's
owner chain. Text elements' parents are notified about the following
events:
Whenever the user presses a key on the keyboard while a text element
is being edited, first a
reactToKeystroke(event)
is escalated up its parent chain, the "event" parameter being the
original one received by the World.
Whenever the input changes, by adding or removing one or more characters,
an additional
reactToInput(event)
is escalated up its parent chain, the "event" parameter again being the
original one received by the World or by the IME element.
Note that the "reactToKeystroke" event gets triggered before the input
changes, and thus befgore the "reactToInput" event fires.
Once the user has completed the edit, the following events are
dispatched:
accept() - <enter> was pressed on a single line of text
cancel() - <esc> was pressed on any text element
Note that "accept" only gets triggered by single-line texte elements,
as the <enter> key is used to insert line breaks in multi-line
elements. Therefore, whenever a text edit is terminated by the user
(accepted, cancelled or otherwise),
reactToEdit(StringOrTextMorph)
is triggered.
If the MorphicPreference's
useSliderForInput
setting is turned on, a slider is popped up underneath the currently
edited text element letting the user insert numbers out of the given
slider range. Whenever this happens, i.e. whenever the slider is moved
or while the slider button is pressed, a stream of
reactToSliderEdit(StringOrTextMorph)
events is dispatched, allowing for "Bret-Victor" style "scrubbing"
applications.
In addition to user-initiated events text elements also emit
change notifications to their direct parents whenever their contents
changes. That way complex Morphs containing text elements
get a chance to react if something about the embedded text has been
modified programmatically. These events are:
layoutChanged() - sent only from instances of TextMorph
fixLayout() - sent from instances of all Morphs, including StringMorphs
they are different so that Morphs which contain both multi-line and
single-line text elements can hold them apart.
(4) stepping
------------
Stepping is what makes Morphic "magical". Two properties control
a morph's stepping behavior: the fps attribute and the step()
method.
By default the
step()
method does nothing. As you can see in the examples of BouncerMorph
and MouseSensorMorph you can easily override this inherited method
to suit your needs.
By default the step() method is called once per display cycle.
Depending on the number of actively stepping morphs and the
complexity of your step() methods this can cause quite a strain on
your CPU, and also result in your application behaving differently
on slower computers than on fast ones.
setting
myMorph.fps
to a number lower than the interval for the main loop lets you free
system resources (albeit at the cost of a less responsive or slower
behavior for this particular morph).
(5) creating new kinds of morphs
--------------------------------
The real fun begins when you start to create new kinds of morphs
with customized shapes. Imagine, e.g. jigsaw puzzle pieces or
musical notes.
When you create your own morphs, you'll want to think about how to
graphically render it, how to determine its size and whether it needs
to arrange any other parts ("submorphs). There are also ways to specify
its collision detection behavior and define "untouchable" regions
("holes").
(a) drawing the shape
---------------------
For this you have to override the default
render(ctx)
method.
This method draws the morph's shape using a given 2d graphics context.
Note that any coordinates used in the render() method must be relative
to the morph's own position, i.e. you don't need to worry about
translating the shape yourself.
You can use the following template for a start:
MyMorph.prototype.render = function(ctx) {
ctx.fillStyle = this.color.toString();
ctx.fillRect(0, 0, this.width(), this.height());
};
it renders the morph as a solid rectangle completely filling its
area with its current color.
Notice how the coordinates for the fillRect() call are relative
to the morph's own position: The rendered rectangle's origin is always
located at (0, 0) regardless of the morph's actual position in the World.
(b) determining extent and arranging submorphs
----------------------------------------------
If your new morph also needs to determine its extent and, e.g. to
encompass one or several other morphs, or arrange the layout of its
submorphs, make sure to also override the default
fixLayout()
method.
NOTE: If you need to set the morph's extent inside, in order to avoid
infinite recursion instead of calling morph.setExtent() - which will
in turn call morph.fixLayout() again - directly modify the morph's
bounds
property. Bounds is a rectable on which you can also use the same
size-setters, e.g. by calling:
this.bounds.setExtent()
(c) pixel-perfect pointing events
---------------------------------
In case your new morph needs to support pixel-perfect collision detection
with other morphs or pointing devices such as the mouse or a stylus you
can set the inherited attribute
isFreeForm = bool
to "true" (default is "false"). This makes sense the more your morph's
visual shape diverges from a rectangle. For example, if you create a
circular filled morph the default setting will register mouse-events
anywhere within its bounding box, e.g. also in the transparent parts
between the bounding box's corners outside of the circle's bounds.
Instead you can specify your irregulary shaped morph to only register
pointing events (mouse and touch) on solid, non-transparent parts.
Notice, however, that such pixel-perfect collision detection might
strain processing resources, especially if applied liberally.
In order to mitigate unfavorable processor loads for pixel-perfect
collision deteciton of irregularly shaped morphs there are two strategies
to consider: Caching the shape and specifying "untouchable" regions.
(d) caching the shape
---------------------
In case of pixel-perfect free-form collision detection it makes sense to
cache your morph's current shape, so it doesn't have to be re-drawn onto a
new Canvas element every time the mouse moves over its bounding box.
For this you can set then inherited
isCachingImage = bool
attribute to "true" instead of the default "false" value. This will
significantly speed up collision detection and smoothen animations that
continuously perform collision detection. However, it will also consume
more memory. Therefore it's best to use this setting with caution.
Snap! caches the shapes of sprites but not those of blocks. Instead it
manages the insides of C- and E-shaped blocks through the morphic "holes"
mechanism.
(e) holes
---------
An alternative albeit not as precise and general way for handling
irregularly shaped morphs with "untouchable" regions is to specify a set
of rectangular areas in which pointing events (mouse or touch) are not
registered.
By default the inherited
holes = []
property is an empty array. You can add one or more morphic Rectangle
objects to this list, representing regions, in which occurring events will
instead be passed on to the morph underneath.
Note that, same with the render() method, the coordinates of these
rectangular holes must be specified relative to your morph's position.
If you specify holes you might find the need to adjust their layout
depending on the layout of your morph. To accomplish this you can override
the inherited
fixHolesLayout()
method.
(f) updating
------------
One way for morphs to become alive is form them to literally "morph" their
shape depending on whicher contest you wish them to react to. For example,
you might want the user to interactively draw a shape using their fingers
on a touch screen device, or you want the user to be able to "pinch" or
otherwise distort a shape interactively. In all of these situations you'll
want your morph to frequently rerender its shape.
You can accomplish this, by calling
rerender()
after every change to your morph's appearance that requires rerendering.
Such changes are usually only happening when the morph's dimensions or
other visual properties - such as its color - changes.
(g) duplicating
---------------
If your new morph stores or references to other morphs outside of
the submorph tree in other properties, be sure to also override the
default
updateReferences()
method if you want it to support duplication.
(6) development and user modes
------------------------------
When working with Squeak on Scratch or BYOB among the features I
like the best and use the most is inspecting what's going on in
the World while it is up and running. That's what development mode
is for (you could also call it debug mode). In essence development
mode controls which context menu shows up. In user mode right
clicking (or double finger tapping) a morph invokes its
customContextMenu
property, whereas in development mode only the general
developersMenu()
method is called and the resulting menu invoked. The developers'
menu features Gui-Builder-wise functionality to directly inspect,
take apart, reassamble and otherwise manipulate morphs and their
contents.
Instead of using the "customContextMenu" property you can also
assign a more dynamic contextMenu by overriding the general
userMenu()
method with a customized menu constructor. The difference between
the customContextMenu property and the userMenu() method is that
the former is also present in development mode and overrides the
developersMenu() result. For an example of how to use the
customContextMenu property have a look at TextMorph's evaluation
menu, which is used for the Inspector's evaluation pane.
When in development mode you can inspect every Morph's properties
with the inspector, including all of its methods. The inspector
also lets you add, remove and rename properties, and even edit
their values at runtime. Like in a Smalltalk environment the inspect
features an evaluation pane into which you can type in arbitrary
JavaScript code and evaluate it in the context of the inspectee.
Use switching between user and development modes while you are
developing an application and disable switching to development once
you're done and deploying, because generally you don't want to
confuse end-users with inspectors and meta-level stuff.
(7) turtle graphics
-------------------
The basic Morphic kernel features a simple LOGO turtle constructor
called
PenMorph
which you can use to draw onto its parent Morph. By default every
Morph in the system (including the World) is able to act as turtle
canvas and can display pen trails. Pen trails will be lost whenever
the trails morph (the pen's parent) performs a "render()"
operation. If you want to create your own pen trails canvas, you
may wish to modify its
penTrails()
property, so that it keeps a separate offscreen canvas for pen
trails (and doesn't loose these on redraw).
the following properties of PenMorph are relevant for turtle
graphics:
color - a Color
size - line width of pen trails
heading - degrees
isDown - drawing state
the following commands can be used to actually draw something:
up() - lift the pen up, further movements leave no trails
down() - set down, further movements leave trails
clear() - remove all trails from the current parent
forward(n) - move n steps in the current direction (heading)
turn(n) - turn right n degrees
Turtle graphics can best be explored interactively by creating a
new PenMorph object and by manipulating it with the inspector
widget.
NOTE: PenMorph has a special optimization for recursive operations
called
warp(function)
You can significantly speed up recursive ops and increase the depth
of recursion that's displayable by wrapping WARP around your
recursive function call:
example:
myPen.warp(function () {
myPen.tree(12, 120, 20);
})
will be much faster than just invoking the tree function, because it
prevents the parent's parent from keeping track of every single line
segment and instead redraws the outcome in a single pass.
(8) supporting high-resolution "retina" screens
-----------------------------------------------
By default retina support gets installed when Morphic.js loads. There
are two global functions that let you test for retina availability:
isRetinaSupported() - Bool, answers if retina support is available
isRetinaEnabled() - Bool, answers if currently in retina mode
and two more functions that let you control retina support if it is
available:
enableRetinaSupport()
disableRetinaSupport()
Both of these internally test whether retina is available, so they are
safe to call directly. For an example how to make retina support
user-specifiable refer to
Snap! >> guis.js >> toggleRetina()
Even when in retina mode it often makes sense to use normal-resolution
canvasses for simple shapes in order to save system resources and
optimize performance. Examples are costumes and backgrounds in Snap.
In Morphic you can create new canvas elements using
newCanvas(extentPoint [, nonRetinaFlag])
If retina support is enabled such new canvasses will automatically be
high-resolution canvasses, unless the newCanvas() function is given an
otherwise optional second Boolean <true> argument that explicitly makes
it a non-retina canvas.
Not the whole canvas API is supported by Morphic's retina utilities.
Especially if your code uses putImageData() you will want to "downgrade"
a target high-resolution canvas to a normal-resolution ("non-retina")
one before using
normalizeCanvas(aCanvas [, copyFlag])
This will change the target canvas' resolution in place (!). If you
pass in the optional second Boolean <true> flag the function returns
a non-retina copy and leaves the target canvas unchanged. An example
of this normalize mechanism is converting the penTrails layer of Snap's
stage (high-resolution) into a sprite-costume (normal resolution).
(9) animations
---------------
Animations handle gradual transitions between one state and another over a
period of time. Transition effects can be specified using easing functions.
An easing function maps a fraction of the transition time to a fraction of
the state delta. This way accelerating / decelerating and bouncing sliding
effects can be accomplished.
Animations are generic and not limited to motion, i.e. they can also handle
other transitions such as color changes, transparency fadings, growing,
shrinking, turning etc.
Animations need to be stepped by a scheduler, e. g. an interval function.
In Morphic the preferred way to run an animation is to register it with
the World by adding it to the World's animation queue. The World steps each
registered animation once per display cycle independently of the Morphic
stepping mechanism.
For an example how to use animations look at how the Morph's methods
glideTo()
fadeTo()
and
slideBackTo()
are implemented.
(10) minifying morphic.js
-------------------------
Coming from Smalltalk and being a Squeaker at heart I am a huge fan
of browsing the code itself to make sense of it. Therefore I have
included this documentation and (too little) inline comments so all
you need to get going is this very file.
Nowadays with live streaming HD video even on mobile phones 250 KB
shouldn't be a big strain on bandwith, still minifying and even
compressing morphic.js down do about 100 KB may sometimes improve
performance in production use.
Being an attorney-at-law myself you programmer folk keep harassing
me with rabulistic nitpickings about free software licenses. I'm
releasing morphic.js under an AGPL license. Therefore please make
sure to adhere to that license in any minified or compressed version.
VIII. acknowledgements
----------------------
The original Morphic was designed and written by Randy Smith and
John Maloney for the SELF programming language, and later ported to
Squeak (Smalltalk) by John Maloney and Dan Ingalls, who has also
ported it to JavaScript (the Lively Kernel), once again setting
a "Gold Standard" for self sustaining systems which morphic.js
cannot and does not aspire to meet.
This Morphic implementation for JavaScript is not a direct port of
Squeak's Morphic, but still many individual functions have been
ported almost literally from Squeak, sometimes even including their
comments, e.g. the morph duplication mechanism fullCopy(). Squeak
has been a treasure trove, and if morphic.js looks, feels and
smells a lot like Squeak, I'll take it as a compliment.
Evelyn Eastmond has inspired and encouraged me with her wonderful
implementation of DesignBlocksJS. Thanks for sharing code, ideas
and enthusiasm for programming.
John Maloney has been my mentor and my source of inspiration for
these Morphic experiments. Thanks for the critique, the suggestions
and explanations for all things Morphic and for being my all time
programming hero.
I have originally written morphic.js in Florian Balmer's Notepad2
editor for Windows, later switched to Apple's Dashcode and later
still to Apple's Xcode. I've also come to depend on both Douglas
Crockford's JSLint and later the JSHint project, as well as on
Mozilla's Firebug and Google's Chrome to get it right.
IX. contributors
----------------------
Joe Otto found and fixed many early bugs and taught me some tricks.
Nathan Dinsmore contributed mouse wheel scrolling, cached
background texture handling, countless bug fixes and optimizations.
Ian Reynolds contributed backspace key handling for Chrome.
Davide Della Casa contributed performance optimizations for Firefox.
Jason N (@cyderize) contributed native copy & paste for text editing.
Bartosz Leper contributed retina display support.
Zhenlei Jia and Dariusz Dorożalski pioneered IME text editing.
Bernat Romagosa contributed to text editing and to the core design.
Michael Ball found and fixed a longstanding scrolling bug.
Brian Harvey contributed to the design and implementation of submenus.
Ken Kahn contributed to Chinese keboard entry and Android support.
Brian Broll contributed clickable URLs in text elements.
- Jens Mönig