From 13f426edacdb2d6cdc98b3241969a5d502df2aeb Mon Sep 17 00:00:00 2001 From: zepumph Date: Tue, 29 Oct 2019 10:09:45 -0800 Subject: [PATCH] rename playAreaNode -> pdomPlayAreaNode, override setChildren to keep PDOM Nodes, https://github.com/phetsims/scenery-phet/issues/381 --- .../view/MoleculesAndLightScreenView.js | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/js/moleculesandlight/view/MoleculesAndLightScreenView.js b/js/moleculesandlight/view/MoleculesAndLightScreenView.js index 7b0d5e3d..218e0998 100644 --- a/js/moleculesandlight/view/MoleculesAndLightScreenView.js +++ b/js/moleculesandlight/view/MoleculesAndLightScreenView.js @@ -129,7 +129,7 @@ define( require => { modelViewTransform, tandem.createTandem( 'observationWindow' ) ); - this.playAreaNode.addChild( observationWindow ); + this.pdomPlayAreaNode.addChild( observationWindow ); // This rectangle hides photons that are outside the observation window. // TODO: This rectangle is a temporary workaround that replaces the clipping area in ObservationWindow because of a @@ -140,11 +140,11 @@ define( require => { stroke: '#C5D6E8', lineWidth: 8 * FRAME_LINE_WIDTH } ); - this.playAreaNode.addChild( clipRectangle ); + this.pdomPlayAreaNode.addChild( clipRectangle ); // Create the window frame node that borders the observation window. const windowFrameNode = new WindowFrameNode( observationWindow, '#BED0E7', '#4070CE' ); - this.playAreaNode.addChild( windowFrameNode ); + this.pdomPlayAreaNode.addChild( windowFrameNode ); // Set positions of the observation window and window frame. observationWindow.translate( OBSERVATION_WINDOW_LOCATION ); @@ -260,8 +260,8 @@ define( require => { this.controlAreaNode.addChild( showLightSpectrumButton ); // Add the nodes in the order necessary for correct layering. - this.playAreaNode.addChild( photonEmissionControlPanel ); - this.playAreaNode.addChild( moleculeControlPanel ); + this.pdomPlayAreaNode.addChild( photonEmissionControlPanel ); + this.pdomPlayAreaNode.addChild( moleculeControlPanel ); //----------------------------------------------------------------------------------------------------------------- // sound generation