scratch-vm/src/index.js

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var EventEmitter = require('events');
var util = require('util');
var Runtime = require('./engine/runtime');
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var sb2import = require('./import/sb2import');
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/**
* Handles connections between blocks, stage, and extensions.
* @constructor
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*/
var VirtualMachine = function () {
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var 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}
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*/
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;
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// Runtime emits are passed along as VM emits.
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instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
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});
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instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
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});
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instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
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});
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instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
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});
instance.runtime.on(Runtime.PROJECT_RUN_START, function () {
instance.emit(Runtime.PROJECT_RUN_START);
});
instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () {
instance.emit(Runtime.PROJECT_RUN_STOP);
});
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instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) {
instance.emit(Runtime.VISUAL_REPORT, visualReport);
});
instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) {
instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
});
this.blockListener = this.blockListener.bind(this);
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this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
};
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/**
* 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.
* @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).
* @param {Boolean} compatibilityModeOn Whether compatibility mode is set.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
};
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/**
* 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();
};
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/**
* Get data for playground. Data comes back in an emitted event.
*/
VirtualMachine.prototype.getPlaygroundData = function () {
var instance = this;
// Only send back thread data for the current editingTarget.
var threadData = this.runtime.threads.filter(function (thread) {
return thread.target === instance.editingTarget;
});
// Remove the target key, since it's a circular reference.
var filteredThreadData = JSON.stringify(threadData, function (key, value) {
if (key === 'target') return;
return value;
}, 2);
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this.emit('playgroundData', {
blocks: this.editingTarget.blocks,
threads: filteredThreadData
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});
};
/**
* Post I/O data to the virtual devices.
* @param {?string} device Name of virtual I/O device.
* @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();
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// @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);
};
/**
* 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 {!Object} costumeObject Object representing the costume.
*/
VirtualMachine.prototype.addCostume = function (costumeObject) {
this.editingTarget.sprite.costumes.push(costumeObject);
// Switch to the costume.
this.editingTarget.setCostume(
this.editingTarget.sprite.costumes.length - 1
);
};
/**
* Add a backdrop to the stage.
* @param {!Object} backdropObject Object representing the backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (backdropObject) {
var stage = this.runtime.getTargetForStage();
stage.sprite.costumes.push(backdropObject);
// Switch to the backdrop.
stage.setCostume(stage.sprite.costumes.length - 1);
};
/**
* 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) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot rename non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
sprite.name = newName;
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) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot delete non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
var currentEditingTarget = this.editingTarget;
for (var i = 0; i < sprite.clones.length; i++) {
var 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 renderer for the VM/runtime
* @param {!RenderWebGL} renderer The renderer to attach
*/
VirtualMachine.prototype.attachRenderer = function (renderer) {
this.runtime.attachRenderer(renderer);
};
/**
* 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);
};
/**
* Handle a Blockly event for the current editing target.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.blockListener = function (e) {
if (this.editingTarget) {
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this.editingTarget.blocks.blocklyListen(e, this.runtime);
}
};
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/**
* 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) {
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// Has the target id changed? If not, exit.
if (targetId === this.editingTarget.id) {
return;
}
var 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], ...].
targetList: this.runtime.targets.filter(function (target) {
// Don't report clones.
return !target.hasOwnProperty('isOriginal') || target.isOriginal;
}).map(function (target) {
return 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', {
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xml: this.editingTarget.blocks.toXML()
});
};
/**
* 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);
};
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module.exports = VirtualMachine;