scratch-vm/src/import/sb2import.js

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/**
* @fileoverview
* Partial implementation of an SB2 JSON importer.
* Parses provided JSON and then generates all needed
* scratch-vm runtime structures.
*/
var Blocks = require('../engine/blocks');
var Sprite = require('../sprites/sprite');
var Color = require('../util/color.js');
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var uid = require('../util/uid');
var specMap = require('./sb2specmap');
var Variable = require('../engine/variable');
var List = require('../engine/list');
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/**
* Top-level handler. Parse provided JSON,
* and process the top-level object (the stage object).
* @param {!string} json SB2-format JSON to load.
* @param {!Runtime} runtime Runtime object to load all structures into.
*/
function sb2import (json, runtime) {
parseScratchObject(
JSON.parse(json),
runtime,
true
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);
}
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* @param {!Object} object From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {boolean} topLevel Whether this is the top-level object (stage).
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*/
function parseScratchObject (object, runtime, topLevel) {
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if (!object.hasOwnProperty('objName')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
return;
}
// Blocks container for this object.
var blocks = new Blocks();
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
var sprite = new Sprite(blocks, runtime);
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// Sprite/stage name from JSON.
if (object.hasOwnProperty('objName')) {
sprite.name = object.objName;
}
// Costumes from JSON.
if (object.hasOwnProperty('costumes')) {
for (var i = 0; i < object.costumes.length; i++) {
var costume = object.costumes[i];
// @todo: Make sure all the relevant metadata is being pulled out.
sprite.costumes.push({
skin: 'https://cdn.assets.scratch.mit.edu/internalapi/asset/'
+ costume.baseLayerMD5 + '/get/',
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name: costume.costumeName,
bitmapResolution: costume.bitmapResolution,
rotationCenterX: costume.rotationCenterX,
rotationCenterY: costume.rotationCenterY
});
}
}
// If included, parse any and all scripts/blocks on the object.
if (object.hasOwnProperty('scripts')) {
parseScripts(object.scripts, blocks);
}
// Create the first clone, and load its run-state from JSON.
var target = sprite.createClone();
// Add it to the runtime's list of targets.
runtime.targets.push(target);
// Load target properties from JSON.
if (object.hasOwnProperty('variables')) {
for (var j = 0; j < object.variables.length; j++) {
var variable = object.variables[j];
target.variables[variable.name] = new Variable(
variable.name,
variable.value,
variable.isPersistent
);
}
}
if (object.hasOwnProperty('lists')) {
for (var k = 0; k < object.lists.length; k++) {
var list = object.lists[k];
// @todo: monitor properties.
target.lists[list.listName] = new List(
list.listName,
list.contents
);
}
}
if (object.hasOwnProperty('scratchX')) {
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target.x = object.scratchX;
}
if (object.hasOwnProperty('scratchY')) {
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target.y = object.scratchY;
}
if (object.hasOwnProperty('direction')) {
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target.direction = object.direction;
}
if (object.hasOwnProperty('scale')) {
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// SB2 stores as 1.0 = 100%; we use % in the VM.
target.size = object.scale * 100;
}
if (object.hasOwnProperty('visible')) {
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target.visible = object.visible;
}
if (object.hasOwnProperty('currentCostumeIndex')) {
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target.currentCostume = Math.round(object.currentCostumeIndex);
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}
target.isStage = topLevel;
target.updateAllDrawableProperties();
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// The stage will have child objects; recursively process them.
if (object.children) {
for (var m = 0; m < object.children.length; m++) {
parseScratchObject(object.children[m], runtime, false);
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}
}
}
/**
* Parse a Scratch object's scripts into VM blocks.
* This should only handle top-level scripts that include X, Y coordinates.
* @param {!Object} scripts Scripts object from SB2 JSON.
* @param {!Blocks} blocks Blocks object to load parsed blocks into.
*/
function parseScripts (scripts, blocks) {
for (var i = 0; i < scripts.length; i++) {
var script = scripts[i];
var scriptX = script[0];
var scriptY = script[1];
var blockList = script[2];
var parsedBlockList = parseBlockList(blockList);
if (parsedBlockList[0]) {
// Adjust script coordinates to account for
// larger block size in scratch-blocks.
// @todo: Determine more precisely the right formulas here.
parsedBlockList[0].x = scriptX * 1.1;
parsedBlockList[0].y = scriptY * 1.1;
parsedBlockList[0].topLevel = true;
parsedBlockList[0].parent = null;
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}
// Flatten children and create add the blocks.
var convertedBlocks = flatten(parsedBlockList);
for (var j = 0; j < convertedBlocks.length; j++) {
blocks.createBlock(convertedBlocks[j]);
}
}
}
/**
* Parse any list of blocks from SB2 JSON into a list of VM-format blocks.
* Could be used to parse a top-level script,
* a list of blocks in a branch (e.g., in forever),
* or a list of blocks in an argument (e.g., move [pick random...]).
* @param {Array.<Object>} blockList SB2 JSON-format block list.
* @return {Array.<Object>} Scratch VM-format block list.
*/
function parseBlockList (blockList) {
var resultingList = [];
var previousBlock = null; // For setting next.
for (var i = 0; i < blockList.length; i++) {
var block = blockList[i];
var parsedBlock = parseBlock(block);
if (previousBlock) {
parsedBlock.parent = previousBlock.id;
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previousBlock.next = parsedBlock.id;
}
previousBlock = parsedBlock;
resultingList.push(parsedBlock);
}
return resultingList;
}
/**
* Flatten a block tree into a block list.
* Children are temporarily stored on the `block.children` property.
* @param {Array.<Object>} blocks list generated by `parseBlockList`.
* @return {Array.<Object>} Flattened list to be passed to `blocks.createBlock`.
*/
function flatten (blocks) {
var finalBlocks = [];
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
finalBlocks.push(block);
if (block.children) {
finalBlocks = finalBlocks.concat(flatten(block.children));
}
delete block.children;
}
return finalBlocks;
}
/**
* Parse a single SB2 JSON-formatted block and its children.
* @param {!Object} sb2block SB2 JSON-formatted block.
* @return {Object} Scratch VM format block.
*/
function parseBlock (sb2block) {
// First item in block object is the old opcode (e.g., 'forward:').
var oldOpcode = sb2block[0];
// Convert the block using the specMap. See sb2specmap.js.
if (!oldOpcode || !specMap[oldOpcode]) {
console.warn('Couldn\'t find SB2 block: ', oldOpcode);
return;
}
var blockMetadata = specMap[oldOpcode];
// Block skeleton.
var activeBlock = {
id: uid(), // Generate a new block unique ID.
opcode: blockMetadata.opcode, // Converted, e.g. "motion_movesteps".
inputs: {}, // Inputs to this block and the blocks they point to.
fields: {}, // Fields on this block and their values.
next: null, // Next block.
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shadow: false, // No shadow blocks in an SB2 by default.
children: [] // Store any generated children, flattened in `flatten`.
};
// Look at the expected arguments in `blockMetadata.argMap.`
// The basic problem here is to turn positional SB2 arguments into
// non-positional named Scratch VM arguments.
for (var i = 0; i < blockMetadata.argMap.length; i++) {
var expectedArg = blockMetadata.argMap[i];
var providedArg = sb2block[i + 1]; // (i = 0 is opcode)
// Whether the input is obscuring a shadow.
var shadowObscured = false;
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// Positional argument is an input.
if (expectedArg.type == 'input') {
// Create a new block and input metadata.
var inputUid = uid();
activeBlock.inputs[expectedArg.inputName] = {
name: expectedArg.inputName,
block: null,
shadow: null
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};
if (typeof providedArg == 'object' && providedArg) {
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// Block or block list occupies the input.
var innerBlocks;
if (typeof providedArg[0] == 'object' && providedArg[0]) {
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// Block list occupies the input.
innerBlocks = parseBlockList(providedArg);
} else {
// Single block occupies the input.
innerBlocks = [parseBlock(providedArg)];
}
for (var j = 0; j < innerBlocks.length; j++) {
innerBlocks[j].parent = activeBlock.id;
}
// Obscures any shadow.
shadowObscured = true;
activeBlock.inputs[expectedArg.inputName].block = (
innerBlocks[0].id
);
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activeBlock.children = (
activeBlock.children.concat(innerBlocks)
);
}
// Generate a shadow block to occupy the input.
if (!expectedArg.inputOp) {
// No editable shadow input; e.g., for a boolean.
continue;
}
// Each shadow has a field generated for it automatically.
// Value to be filled in the field.
var fieldValue = providedArg;
// Shadows' field names match the input name, except for these:
var fieldName = expectedArg.inputName;
if (expectedArg.inputOp == 'math_number' ||
expectedArg.inputOp == 'math_whole_number' ||
expectedArg.inputOp == 'math_positive_number' ||
expectedArg.inputOp == 'math_integer' ||
expectedArg.inputOp == 'math_angle') {
fieldName = 'NUM';
// Fields are given Scratch 2.0 default values if obscured.
if (shadowObscured) {
fieldValue = 10;
}
} else if (expectedArg.inputOp == 'text') {
fieldName = 'TEXT';
if (shadowObscured) {
fieldValue = '';
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}
} else if (expectedArg.inputOp == 'colour_picker') {
// Convert SB2 color to hex.
fieldValue = Color.decimalToHex(providedArg);
fieldName = 'COLOUR';
if (shadowObscured) {
fieldValue = '#990000';
}
}
var fields = {};
fields[fieldName] = {
name: fieldName,
value: fieldValue
};
activeBlock.children.push({
id: inputUid,
opcode: expectedArg.inputOp,
inputs: {},
fields: fields,
next: null,
topLevel: false,
parent: activeBlock.id,
shadow: true
});
activeBlock.inputs[expectedArg.inputName].shadow = inputUid;
// If no block occupying the input, alias to the shadow.
if (!activeBlock.inputs[expectedArg.inputName].block) {
activeBlock.inputs[expectedArg.inputName].block = inputUid;
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}
} else if (expectedArg.type == 'field') {
// Add as a field on this block.
activeBlock.fields[expectedArg.fieldName] = {
name: expectedArg.fieldName,
value: providedArg
};
}
}
return activeBlock;
}
module.exports = sb2import;