scratch-html5/js/IO.js
2013-10-28 20:00:20 +00:00

136 lines
4.6 KiB
JavaScript

// 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
$.each(this.data.children, function(index, obj) {
var newSprite;
if(!obj.cmd) {
newSprite = new Sprite(obj);
} else {
newSprite = new Reporter(obj);
runtime.reporters.push(newSprite);
}
runtime.sprites.push(newSprite);
newSprite.attach(runtime.scene);
if (!obj.cmd)
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;
}