Merge pull request #116 from Microsoft/revert_screenopt
Use game loop instead of animation queue
This commit is contained in:
commit
1765ca2d35
@ -24,7 +24,7 @@ namespace music {
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}
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//% color="#48150C"
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//% color="#5F3109"
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namespace control {
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}
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@ -132,10 +132,10 @@
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"logic": "#1E5AA8",
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"math": "#9DC3F7",
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"variables": "#B40000",
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"text": "#F0890A",
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"text": "#FCAC00",
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"advanced": "#969696",
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"functions": "#064597",
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"arrays": "#890058"
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"functions": "#19325A",
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"arrays": "#901F76"
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},
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"monacoColors": {
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"editor.background": "#ecf6ff"
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@ -34,9 +34,6 @@ namespace pxsim {
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this.color = color;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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}
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getValue() {
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@ -22,20 +22,14 @@ namespace pxsim {
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setAngle(angle: number) {
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if (this.angle != angle) {
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this.angle = angle;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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setRate(rate: number) {
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if (this.rate != rate) {
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this.rate = rate;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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@ -12,8 +12,11 @@ namespace pxsim {
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namespace pxsim.output {
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export function setLights(pattern: number) {
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const lightState = ev3board().getBrickNode().lightState;
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lightState.lightPattern = pattern;
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runtime.queueDisplayUpdate();
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const brickState = ev3board().getBrickNode();
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const lightState = brickState.lightState;
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if (lightState.lightPattern != pattern) {
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lightState.lightPattern = pattern;
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brickState.setChangedState();
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}
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}
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}
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@ -1,9 +1,9 @@
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namespace pxsim {
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export class MotorNode extends BaseNode {
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export abstract class MotorNode extends BaseNode {
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isOutput = true;
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public angle: number = 0;
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protected angle: number = 0;
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private speed: number;
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private large: boolean;
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@ -18,7 +18,8 @@ namespace pxsim {
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if (this.speed != speed) {
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this.speed = speed;
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this.changed = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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this.playMotorAnimation();
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}
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}
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@ -50,8 +51,14 @@ namespace pxsim {
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start() {
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// TODO: implement
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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public getAngle() {
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return this.angle;
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}
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protected abstract playMotorAnimation(): void;
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}
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export class MediumMotorNode extends MotorNode {
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@ -60,6 +67,32 @@ namespace pxsim {
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constructor(port: number) {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 250; // 250 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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}
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}
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export class LargeMotorNode extends MotorNode {
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@ -69,5 +102,30 @@ namespace pxsim {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 170; // 170 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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}
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}
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}
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@ -32,5 +32,9 @@ namespace pxsim {
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this.changed = false;
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return res;
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}
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setChangedState() {
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this.changed = true;
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}
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}
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}
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@ -7,6 +7,7 @@ namespace pxsim {
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export class EV3ScreenState {
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changed: boolean = true;
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points: Uint8Array;
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constructor() {
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this.points = new Uint8Array(visuals.SCREEN_WIDTH * visuals.SCREEN_HEIGHT)
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@ -23,13 +24,13 @@ namespace pxsim {
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setPixel(x: number, y: number, v: number) {
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this.applyMode(OFF(x, y), v)
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runtime.queueDisplayUpdate();
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this.changed = true;
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}
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clear() {
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for (let i = 0; i < this.points.length; ++i)
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this.points[i] = 0;
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runtime.queueDisplayUpdate();
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this.changed = true;
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}
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blitLineCore(x: number, y: number, w: number, buf: RefBuffer, mode: Draw, offset = 0) {
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@ -58,7 +59,7 @@ namespace pxsim {
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}
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}
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runtime.queueDisplayUpdate();
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this.changed = true;
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}
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clearLine(x: number, y: number, w: number) {
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@ -72,6 +73,12 @@ namespace pxsim {
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off++
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}
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}
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didChange() {
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const res = this.changed;
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this.changed = false;
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return res;
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}
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}
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}
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@ -43,6 +43,11 @@ namespace pxsim {
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this.valueChanged = false;
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return res;
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}
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setChangedState() {
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this.changed = true;
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this.valueChanged = false;
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}
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}
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export class AnalogSensorNode extends SensorNode {
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@ -17,10 +17,7 @@ namespace pxsim {
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setDistance(distance: number) {
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if (this.distance != distance) {
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this.distance = distance;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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@ -1,5 +1,9 @@
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/// <reference path="./layoutView.ts" />
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namespace pxsim {
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export const GAME_LOOP_FPS = 32;
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}
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namespace pxsim.visuals {
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const EV3_STYLE = `
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@ -136,6 +140,12 @@ namespace pxsim.visuals {
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this.board.updateSubscribers.push(() => this.updateState());
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this.updateState();
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}
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Runtime.messagePosted = (msg) => {
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switch (msg.type || "") {
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case "status": if ((msg as pxsim.SimulatorStateMessage).state == "killed") this.kill(); break;
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}
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}
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}
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public getView(): SVGAndSize<SVGSVGElement> {
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@ -167,54 +177,6 @@ namespace pxsim.visuals {
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this.layoutView.updateTheme(theme);
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}
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public updateState() {
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this.updateVisibleNodes();
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this.updateScreen();
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}
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private updateVisibleNodes() {
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const inputNodes = ev3board().getInputNodes();
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inputNodes.forEach((node, index) => {
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setInput(index, view);
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view.updateState();
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}
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});
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this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
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const outputNodes = ev3board().getMotors();
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outputNodes.forEach((node, index) => {
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setOutput(index, view);
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view.updateState();
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}
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});
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const selected = this.layoutView.getSelected();
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if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
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this.selectedNode = selected.getId();
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this.selectedPort = selected.getPort();
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this.controlGroup.clear();
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const control = this.getControlForNode(this.selectedNode, selected.getPort());
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if (control) {
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this.controlView = control;
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this.controlGroup.addView(control);
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}
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this.closeIconView.setVisible(true);
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} else if (!selected) {
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this.controlGroup.clear();
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this.controlView = undefined;
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this.selectedNode = undefined;
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this.selectedPort = undefined;
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this.closeIconView.setVisible(false);
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}
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this.resize();
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}
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public resize() {
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const bounds = this.element.getBoundingClientRect();
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this.width = bounds.width;
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@ -242,7 +204,7 @@ namespace pxsim.visuals {
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this.controlView.translate(controlCoords.x, controlCoords.y);
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}
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this.updateScreen();
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//this.updateScreen();
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}
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private getControlForNode(id: NodeType, port: number) {
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@ -355,7 +317,7 @@ namespace pxsim.visuals {
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this.closeIconView.setVisible(false);
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this.resize();
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this.updateState();
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//this.updateState();
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// Add Screen canvas to board
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this.buildScreenCanvas();
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@ -394,8 +356,84 @@ namespace pxsim.visuals {
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this.screenCanvasTemp.style.display = 'none';
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}
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private updateScreen() {
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private kill() {
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if (this.lastAnimationId) cancelAnimationFrame(this.lastAnimationId);
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}
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private lastAnimationId: number;
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public updateState() {
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if (this.lastAnimationId) cancelAnimationFrame(this.lastAnimationId);
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const fps = GAME_LOOP_FPS;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function loop() {
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that.lastAnimationId = requestAnimationFrame(loop);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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that.updateStateStep();
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}
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}
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loop();
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}
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private updateStateStep() {
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const selected = this.layoutView.getSelected();
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const inputNodes = ev3board().getInputNodes();
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inputNodes.forEach((node, index) => {
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setInput(index, view);
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view.updateState();
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}
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});
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const brickNode = ev3board().getBrickNode();
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if (brickNode.didChange()) {
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this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
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}
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const outputNodes = ev3board().getMotors();
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outputNodes.forEach((node, index) => {
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setOutput(index, view);
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view.updateState();
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}
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});
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if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
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this.selectedNode = selected.getId();
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this.selectedPort = selected.getPort();
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this.controlGroup.clear();
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const control = this.getControlForNode(this.selectedNode, selected.getPort());
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if (control) {
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this.controlView = control;
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this.controlGroup.addView(control);
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}
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this.closeIconView.setVisible(true);
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this.resize();
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} else if (!selected) {
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this.controlGroup.clear();
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this.controlView = undefined;
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this.selectedNode = undefined;
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this.selectedPort = undefined;
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this.closeIconView.setVisible(false);
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this.resize();
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}
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this.updateScreenStep();
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}
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private updateScreenStep() {
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let state = ev3board().screenState;
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if (!state.didChange()) return;
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const bBox = this.layoutView.getBrick().getScreenBBox();
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if (!bBox || bBox.width == 0) return;
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@ -78,7 +78,7 @@ namespace pxsim.visuals {
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return this.getInnerHeight() * 0.6;
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}
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onBoardStateChanged() {
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updateState() {
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if (!this.isVisible) {
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return;
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}
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@ -91,7 +91,6 @@ namespace pxsim.visuals {
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onComponentVisible() {
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super.onComponentVisible();
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this.isVisible = true;
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this.onBoardStateChanged();
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}
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onComponentHidden() {
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@ -60,7 +60,7 @@ namespace pxsim.visuals {
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return this.getInnerHeight() / 4;
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}
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onBoardStateChanged() {
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updateState() {
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if (!this.isVisible) {
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return;
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}
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@ -74,7 +74,6 @@ namespace pxsim.visuals {
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onComponentVisible() {
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super.onComponentVisible();
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this.isVisible = true;
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this.onBoardStateChanged();
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}
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onComponentHidden() {
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@ -35,10 +35,6 @@ namespace pxsim.visuals {
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return false;
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}
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public shouldUpdateState() {
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return true;
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}
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public updateState() {
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this.updateLight();
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}
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|
@ -18,36 +18,10 @@ namespace pxsim.visuals {
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if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
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if (!speed) return;
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this.playMotorAnimation(motorState);
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this.setMotorAngle(motorState.getAngle());
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}
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private playMotorAnimation(state: MotorNode) {
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// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 170; // 170 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = MOTOR_ROTATION_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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that.playMotorAnimationStep(state.angle);
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const rotations = state.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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state.angle += angle;
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}
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}
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draw();
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}
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private playMotorAnimationStep(angle: number) {
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private setMotorAngle(angle: number) {
|
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const holeEl = this.content.getElementById(this.normalizeId(LargeMotorView.ROTATING_ECLIPSE_ID))
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const width = 34;
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const height = 34;
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|
@ -28,36 +28,10 @@ namespace pxsim.visuals {
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if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
|
||||
|
||||
if (!speed) return;
|
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this.playMotorAnimation(motorState);
|
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this.setMotorAngle(motorState.getAngle());
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}
|
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|
||||
private playMotorAnimation(state: MotorNode) {
|
||||
// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
|
||||
const rotationsPerMinute = 250; // 250 rpm at speed 100
|
||||
const rotationsPerSecond = rotationsPerMinute / 60;
|
||||
const fps = MOTOR_ROTATION_FPS;
|
||||
const rotationsPerFrame = rotationsPerSecond / fps;
|
||||
let now;
|
||||
let then = Date.now();
|
||||
let interval = 1000 / fps;
|
||||
let delta;
|
||||
let that = this;
|
||||
function draw() {
|
||||
that.lastMotorAnimationId = requestAnimationFrame(draw);
|
||||
now = Date.now();
|
||||
delta = now - then;
|
||||
if (delta > interval) {
|
||||
then = now - (delta % interval);
|
||||
that.playMotorAnimationStep(state.angle);
|
||||
const rotations = state.getSpeed() / 100 * rotationsPerFrame;
|
||||
const angle = rotations * 360;
|
||||
state.angle += angle;
|
||||
}
|
||||
}
|
||||
draw();
|
||||
}
|
||||
|
||||
private playMotorAnimationStep(angle: number) {
|
||||
private setMotorAngle(angle: number) {
|
||||
const holeEl = this.content.getElementById(this.normalizeId(MediumMotorView.ROTATING_ECLIPSE_ID))
|
||||
const width = 47.9;
|
||||
const height = 47.2;
|
||||
|
@ -61,10 +61,6 @@ namespace pxsim.visuals {
|
||||
}
|
||||
}
|
||||
|
||||
public shouldUpdateState() {
|
||||
return true;
|
||||
}
|
||||
|
||||
public updateState() {
|
||||
}
|
||||
|
||||
@ -179,23 +175,8 @@ namespace pxsim.visuals {
|
||||
public setSelected(selected: boolean) { }
|
||||
|
||||
protected getView() {
|
||||
if (!this.rendered) {
|
||||
this.subscribe();
|
||||
}
|
||||
return super.getView();
|
||||
}
|
||||
|
||||
protected onBoardStateChanged() {
|
||||
// To be implemented by sub class
|
||||
}
|
||||
|
||||
protected subscribe() {
|
||||
board().updateSubscribers.push(() => {
|
||||
if (this.state.didChange()) {
|
||||
this.onBoardStateChanged();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export class ViewContainer extends View {
|
||||
|
@ -28,9 +28,14 @@
|
||||
|
||||
div.blocklyTreeRow {
|
||||
border-radius: 0px;
|
||||
-webkit-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
|
||||
margin-bottom: 7px;
|
||||
/*-webkit-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
|
||||
-moz-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
|
||||
box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
|
||||
box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);*/
|
||||
}
|
||||
|
||||
div.blocklyTreeSeparator {
|
||||
border-bottom: solid #CEA403 2px;
|
||||
}
|
||||
|
||||
/* Remove shadow around blockly blocks */
|
||||
@ -51,6 +56,7 @@ span.blocklyTreeLabel {
|
||||
margin: 0.5rem;
|
||||
margin-left: 1rem;
|
||||
margin-right: 1rem;
|
||||
margin-bottom: 0.8rem;
|
||||
}
|
||||
.blocklySearchInputField {
|
||||
border-radius: 1rem !important;
|
||||
|
@ -10,7 +10,7 @@
|
||||
@emSize : 14px;
|
||||
@fontSize : 13px;
|
||||
|
||||
@primaryColor: @red;
|
||||
@primaryColor: @blue;
|
||||
@secondaryColor: @yellow;
|
||||
|
||||
@teal:#08415C;
|
||||
@ -88,6 +88,8 @@
|
||||
|
||||
@pageBackground: #fff;
|
||||
|
||||
@positiveColor: @blue;
|
||||
@defaultBorderRadius: 0px;
|
||||
|
||||
@inputPlaceholderColor: lighten(@inputColor, 80);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user