#Copyright (c) 2011, Walter Bender # This procedure is invoked when the user-definable block on the # "extras" palette is selected. # Usage: Import this code into a Python (user-definable) block; when # this code is run, the turtle will create a block at the current # location of the turtle. The first argument to the Python block # should be a string containing the name of the desired # block. Arguments to the block can be passed by expanding the Python # block to include up to two additional arguments. Note that the # turtle is moved to the bottom of the block after it is loaded in # order position another block to the bottom of the stack. # For example, try the following to place forward 100, right 90 on the canvas: # start # Python(forward, 100) <-- Python load_block.py expanded to two arguments # Python(right, 90) <-- Python load_block.py expanded to two arguments def myblock(tw, blkname): ''' Load a block on to the canvas ''' from TurtleArt.tapalette import block_names, block_primitives, \ special_names, content_blocks from TurtleArt.tautils import find_group def make_block(tw, name, x, y, defaults): x_pos = x + 20 y_pos = y + 20 tw._new_block(name, x_pos, y_pos, defaults) # Find the block we just created and attach it to a stack. tw.drag_group = None spr = tw.sprite_list.find_sprite((x_pos, y_pos)) if spr is not None: blk = tw.block_list.spr_to_block(spr) if blk is not None: tw.drag_group = find_group(blk) tw._snap_to_dock() # Disassociate new block from mouse. tw.drag_group = None return blk.height def find_block(tw, blkname, x, y, defaults=None): """ Create a new block. It is a bit more work than just calling _new_block(). We need to: (1) translate the label name into the internal block name; (2) 'dock' the block onto a stack where appropriate; and (3) disassociate the new block from the mouse. """ print blkname for name in block_names: # Translate label name into block/prim name. if blkname in block_names[name]: if (name in block_primitives and \ block_primitives[name] == name) or \ name in content_blocks: return make_block(tw, name, x, y, defaults) for name in special_names: # Translate label name into block/prim name. if blkname in special_names[name]: return make_block(tw, name, x, y, defaults) return -1 # Place the block at the active turtle (x, y) and move the turtle # into position to place the next block in the stack. x, y = tw.active_turtle.get_xy() if type(blkname) == type([]): name = blkname[0] value = blkname[1:] dy = int(find_block(tw, name, x, y, value)) else: name = blkname dy = int(find_block(tw, name, x, y)) # Account for block overlaps by adding back 4 pixels tw.active_turtle.move((x, y - dy + 4))