// Copyright (C) 2013 Massachusetts Institute of Technology // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License version 2, // as published by the Free Software Foundation. // // 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // Scratch HTML5 Player // IO.js // Tim Mickel, March 2012 // IO handles JSON communication and processing. // We make the sprites and threads here. 'use strict'; var IO = function() { this.data = null; // In production, simply use the local path (no proxy) // since we won't be hampered by the same-origin policy. this.base = 'proxy.php?resource=internalapi/'; this.project_base = this.base + 'project/'; this.project_suffix = '/get/'; this.asset_base = this.base + 'asset/'; this.asset_suffix = '/get/'; this.soundbank_base = 'soundbank/'; this.spriteLayerCount = 0; } IO.prototype.loadProject = function(project_id) { var runningIO = this; $.getJSON(this.project_base + project_id + this.project_suffix, function(data) { runningIO.data = data; runningIO.makeObjects(); runningIO.loadThreads(); runningIO.loadNotesDrums(); runtime.loadStart(); // Try to run the project. } ); } IO.prototype.soundRequest = function(sound, sprite) { var request = new XMLHttpRequest(); request.open('GET', this.asset_base + sound['md5'] + this.asset_suffix, true); request.responseType = 'arraybuffer'; request.onload = function() { var waveData = request.response; // Decode the waveData and populate a buffer channel with the samples var snd = new SoundDecoder(waveData); var samples = snd.getAllSamples(); sound.buffer = runtime.audioContext.createBuffer(1, samples.length, runtime.audioContext.sampleRate); var data = sound.buffer.getChannelData(0); for (var i = 0; i < data.length; i++) { data[i] = samples[i]; } sprite.soundsLoaded++; } request.send(); } IO.prototype.loadNotesDrums = function() { var self = this; $.each(Instr.wavs, function(name, file) { var request = new XMLHttpRequest(); request.open('GET', self.soundbank_base + escape(file), true); request.responseType = 'arraybuffer'; request.onload = function() { var waveData = new OffsetBuffer(request.response); // Decode the waveData and populate a buffer channel with the samples var info = WAVFile.decode(request.response); waveData.offset = info.sampleDataStart; var soundBuffer = waveData.readBytes(2 * info.sampleCount); Instr.samples[name] = soundBuffer; Instr.wavsLoaded++; } request.send(); }); } IO.prototype.makeObjects = function() { // Create the stage runtime.stage = new Stage(this.data); runtime.stage.attach(runtime.scene); runtime.stage.attachPenLayer(runtime.scene); runtime.stage.loadSounds(); // Create the sprites and watchers $.each(this.data.children.concat(this.data.lists), function i(index, obj) { var newSprite; if(!obj.cmd && !obj.listName) { // sprite newSprite = new Sprite(obj); if (obj.lists) $.each(obj.lists, i); } else if (!obj.listName) { // watcher newSprite = new Reporter(obj); runtime.reporters.push(newSprite); } else { // list newSprite = new List(obj); runtime.reporters.push(newSprite); } runtime.sprites.push(newSprite); newSprite.attach(runtime.scene); if (!obj.cmd && !obj.listName) newSprite.loadSounds(); }); } IO.prototype.loadThreads = function() { var target = runtime.stage; var scripts = target.data.scripts; if (scripts) { for (var s in scripts) { target.stacks.push(interp.makeBlockList(scripts[s][2])); } } $.each(this.data.children, function(index, obj) { target = runtime.sprites[index]; if (typeof(target) != 'undefined' && target.data && target.data.scripts) { $.each(target.data.scripts, function(j, s) { target.stacks.push(interp.makeBlockList(s[2])); }); } }); } // Returns the number sprite we are rendering // used for initial layering assignment IO.prototype.getCount = function() { var rv = this.spriteLayerCount; this.spriteLayerCount++; return rv; }