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#Copyright (c) 2011,2012 Walter Bender
# DEPRECATED by load block on extras palette.
# 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.
# The status of these blocks is set to 'load block'
# 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):
tw._new_block(name, x, y, defaults)
# Find the block we just created and attach it to a stack.
tw.drag_group = None
spr = tw.sprite_list.find_sprite((x, y))
if spr is not None:
blk = tw.block_list.spr_to_block(spr)
if blk is not None:
tw.drag_group = find_group(blk)
for b in tw.drag_group:
b.status = 'load block'
tw._snap_to_dock()
# Disassociate new block from mouse.
tw.drag_group = None
return blk.docks[-1][3]
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. """
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:
return make_block(tw, name, x, y, defaults)
elif 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 isinstance(blkname, list):
name = blkname[0]
value = blkname[1:]
dy = int(find_block(tw, name, x, y, value))
else:
name = blkname
if name == 'delete':
for blk in tw.just_blocks():
if blk.status == 'load block':
blk.type = 'trash'
blk.spr.hide()
dy = 0
else:
dy = int(find_block(tw, name, x, y))
tw.canvas.ypos -= dy
tw.canvas.move_turtle()
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