scratch-vm/src/virtual-machine.js

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const EventEmitter = require('events');
const util = require('util');
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const log = require('./util/log');
const Runtime = require('./engine/runtime');
const ScratchStorage = require('scratch-storage');
const sb2import = require('./import/sb2import');
const StringUtil = require('./util/string-util');
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const loadCostume = require('./import/load-costume.js');
const loadSound = require('./import/load-sound.js');
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const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_'];
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const AssetType = ScratchStorage.AssetType;
/**
* Handles connections between blocks, stage, and extensions.
* @constructor
*/
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const VirtualMachine = function () {
const instance = this;
// Bind event emitter and runtime to VM instance
EventEmitter.call(instance);
/**
* VM runtime, to store blocks, I/O devices, sprites/targets, etc.
* @type {!Runtime}
*/
instance.runtime = new Runtime();
/**
* The "currently editing"/selected target ID for the VM.
* Block events from any Blockly workspace are routed to this target.
* @type {!string}
*/
instance.editingTarget = null;
// Runtime emits are passed along as VM emits.
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instance.runtime.on(Runtime.SCRIPT_GLOW_ON, glowData => {
instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
});
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instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, glowData => {
instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
});
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instance.runtime.on(Runtime.BLOCK_GLOW_ON, glowData => {
instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
});
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instance.runtime.on(Runtime.BLOCK_GLOW_OFF, glowData => {
instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
});
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instance.runtime.on(Runtime.PROJECT_RUN_START, () => {
instance.emit(Runtime.PROJECT_RUN_START);
});
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instance.runtime.on(Runtime.PROJECT_RUN_STOP, () => {
instance.emit(Runtime.PROJECT_RUN_STOP);
});
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instance.runtime.on(Runtime.VISUAL_REPORT, visualReport => {
instance.emit(Runtime.VISUAL_REPORT, visualReport);
});
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instance.runtime.on(Runtime.SPRITE_INFO_REPORT, spriteInfo => {
instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
});
this.blockListener = this.blockListener.bind(this);
this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
};
/**
* Inherit from EventEmitter
*/
util.inherits(VirtualMachine, EventEmitter);
/**
* Start running the VM - do this before anything else.
*/
VirtualMachine.prototype.start = function () {
this.runtime.start();
};
/**
* "Green flag" handler - start all threads starting with a green flag.
*/
VirtualMachine.prototype.greenFlag = function () {
this.runtime.greenFlag();
};
/**
* Set whether the VM is in "turbo mode."
* When true, loops don't yield to redraw.
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* @param {boolean} turboModeOn Whether turbo mode should be set.
*/
VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
this.runtime.turboMode = !!turboModeOn;
};
/**
* Set whether the VM is in 2.0 "compatibility mode."
* When true, ticks go at 2.0 speed (30 TPS).
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* @param {boolean} compatibilityModeOn Whether compatibility mode is set.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
};
/**
* Stop all threads and running activities.
*/
VirtualMachine.prototype.stopAll = function () {
this.runtime.stopAll();
};
/**
* Clear out current running project data.
*/
VirtualMachine.prototype.clear = function () {
this.runtime.dispose();
this.editingTarget = null;
this.emitTargetsUpdate();
};
/**
* Get data for playground. Data comes back in an emitted event.
*/
VirtualMachine.prototype.getPlaygroundData = function () {
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const instance = this;
// Only send back thread data for the current editingTarget.
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const threadData = this.runtime.threads.filter(thread => thread.target === instance.editingTarget);
// Remove the target key, since it's a circular reference.
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const filteredThreadData = JSON.stringify(threadData, (key, value) => {
if (key === 'target') return;
return value;
}, 2);
this.emit('playgroundData', {
blocks: this.editingTarget.blocks,
threads: filteredThreadData
});
};
/**
* Post I/O data to the virtual devices.
* @param {?string} device Name of virtual I/O device.
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* @param {object} data Any data object to post to the I/O device.
*/
VirtualMachine.prototype.postIOData = function (device, data) {
if (this.runtime.ioDevices[device]) {
this.runtime.ioDevices[device].postData(data);
}
};
/**
* Load a project from a Scratch 2.0 JSON representation.
* @param {?string} json JSON string representing the project.
*/
VirtualMachine.prototype.loadProject = function (json) {
this.clear();
// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
sb2import(json, this.runtime);
// Select the first target for editing, e.g., the first sprite.
this.editingTarget = this.runtime.targets[1];
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Load a project from the Scratch web site, by ID.
* @param {string} id - the ID of the project to download, as a string.
*/
VirtualMachine.prototype.downloadProjectId = function (id) {
if (!this.runtime.storage) {
log.error('No storage module present; cannot load project: ', id);
return;
}
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const vm = this;
const promise = this.runtime.storage.load(AssetType.Project, id);
promise.then(projectAsset => {
vm.loadProject(projectAsset.decodeText());
});
};
/**
* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
* @param {string} json JSON string representing the sprite.
*/
VirtualMachine.prototype.addSprite2 = function (json) {
// Select new sprite.
this.editingTarget = sb2import(json, this.runtime, true);
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a costume to the current editing target.
* @param {string} md5ext - the MD5 and extension of the costume to be loaded.
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* @param {!object} costumeObject Object representing the costume.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
*/
VirtualMachine.prototype.addCostume = function (md5ext, costumeObject) {
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loadCostume(md5ext, costumeObject, this.runtime).then(() => {
this.editingTarget.sprite.costumes.push(costumeObject);
this.editingTarget.setCostume(
this.editingTarget.sprite.costumes.length - 1
);
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});
};
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/**
* Add a sound to the current editing target.
* @param {!object} soundObject Object representing the costume.
* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
*/
VirtualMachine.prototype.addSound = function (soundObject) {
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return loadSound(soundObject, this.runtime).then(() => {
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this.editingTarget.sprite.sounds.push(soundObject);
this.emitTargetsUpdate();
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});
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};
/**
* Add a backdrop to the stage.
* @param {string} md5ext - the MD5 and extension of the backdrop to be loaded.
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* @param {!object} backdropObject Object representing the backdrop.
* @property {int} skinId - the ID of the backdrop's render skin, once installed.
* @property {number} rotationCenterX - the X component of the backdrop's origin.
* @property {number} rotationCenterY - the Y component of the backdrop's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (md5ext, backdropObject) {
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loadCostume(md5ext, backdropObject, this.runtime).then(() => {
const stage = this.runtime.getTargetForStage();
stage.sprite.costumes.push(backdropObject);
stage.setCostume(stage.sprite.costumes.length - 1);
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});
};
/**
* Rename a sprite.
* @param {string} targetId ID of a target whose sprite to rename.
* @param {string} newName New name of the sprite.
*/
VirtualMachine.prototype.renameSprite = function (targetId, newName) {
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const target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot rename non-sprite targets.');
}
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const sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
if (newName && RESERVED_NAMES.indexOf(newName) === -1) {
const names = this.runtime.targets
.filter(runtimeTarget => runtimeTarget.isSprite())
.map(runtimeTarget => runtimeTarget.sprite.name);
sprite.name = StringUtil.unusedName(newName, names);
}
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Delete a sprite and all its clones.
* @param {string} targetId ID of a target whose sprite to delete.
*/
VirtualMachine.prototype.deleteSprite = function (targetId) {
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const target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot delete non-sprite targets.');
}
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const sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
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const currentEditingTarget = this.editingTarget;
for (let i = 0; i < sprite.clones.length; i++) {
const clone = sprite.clones[i];
this.runtime.stopForTarget(sprite.clones[i]);
this.runtime.disposeTarget(sprite.clones[i]);
// Ensure editing target is switched if we are deleting it.
if (clone === currentEditingTarget) {
this.setEditingTarget(this.runtime.targets[0].id);
}
}
// Sprite object should be deleted by GC.
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Set the audio engine for the VM/runtime
* @param {!AudioEngine} audioEngine The audio engine to attach
*/
VirtualMachine.prototype.attachAudioEngine = function (audioEngine) {
this.runtime.attachAudioEngine(audioEngine);
};
/**
* Set the renderer for the VM/runtime
* @param {!RenderWebGL} renderer The renderer to attach
*/
VirtualMachine.prototype.attachRenderer = function (renderer) {
this.runtime.attachRenderer(renderer);
};
/**
* Set the storage module for the VM/runtime
* @param {!ScratchStorage} storage The storage module to attach
*/
VirtualMachine.prototype.attachStorage = function (storage) {
this.runtime.attachStorage(storage);
};
/**
* Handle a Blockly event for the current editing target.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.blockListener = function (e) {
if (this.editingTarget) {
this.editingTarget.blocks.blocklyListen(e, this.runtime);
}
};
/**
* Handle a Blockly event for the flyout.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.flyoutBlockListener = function (e) {
this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
};
/**
* Set an editing target. An editor UI can use this function to switch
* between editing different targets, sprites, etc.
* After switching the editing target, the VM may emit updates
* to the list of targets and any attached workspace blocks
* (see `emitTargetsUpdate` and `emitWorkspaceUpdate`).
* @param {string} targetId Id of target to set as editing.
*/
VirtualMachine.prototype.setEditingTarget = function (targetId) {
// Has the target id changed? If not, exit.
if (targetId === this.editingTarget.id) {
return;
}
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const target = this.runtime.getTargetById(targetId);
if (target) {
this.editingTarget = target;
// Emit appropriate UI updates.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(target);
}
};
/**
* Emit metadata about available targets.
* An editor UI could use this to display a list of targets and show
* the currently editing one.
*/
VirtualMachine.prototype.emitTargetsUpdate = function () {
this.emit('targetsUpdate', {
// [[target id, human readable target name], ...].
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targetList: this.runtime.targets.filter(target =>
// Don't report clones.
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!target.hasOwnProperty('isOriginal') || target.isOriginal).map(target => target.toJSON()),
// Currently editing target id.
editingTarget: this.editingTarget ? this.editingTarget.id : null
});
};
/**
* Emit an Blockly/scratch-blocks compatible XML representation
* of the current editing target's blocks.
*/
VirtualMachine.prototype.emitWorkspaceUpdate = function () {
this.emit('workspaceUpdate', {
xml: this.editingTarget.blocks.toXML()
});
};
/**
* Get a target id for a drawable id. Useful for interacting with the renderer
* @param {int} drawableId The drawable id to request the target id for
* @returns {?string} The target id, if found. Will also be null if the target found is the stage.
*/
VirtualMachine.prototype.getTargetIdForDrawableId = function (drawableId) {
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const target = this.runtime.getTargetByDrawableId(drawableId);
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if (target && target.hasOwnProperty('id') && target.hasOwnProperty('isStage') && !target.isStage) {
return target.id;
}
return null;
};
/**
* Put a target into a "drag" state, during which its X/Y positions will be unaffected
* by blocks.
* @param {string} targetId The id for the target to put into a drag state
*/
VirtualMachine.prototype.startDrag = function (targetId) {
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const target = this.runtime.getTargetById(targetId);
if (target) {
target.startDrag();
this.setEditingTarget(target.id);
}
};
/**
* Remove a target from a drag state, so blocks may begin affecting X/Y position again
* @param {string} targetId The id for the target to remove from the drag state
*/
VirtualMachine.prototype.stopDrag = function (targetId) {
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const target = this.runtime.getTargetById(targetId);
if (target) target.stopDrag();
};
/**
* Post/edit sprite info for the current editing target.
* @param {object} data An object with sprite info data to set.
*/
VirtualMachine.prototype.postSpriteInfo = function (data) {
this.editingTarget.postSpriteInfo(data);
};
module.exports = VirtualMachine;