scratch-vm/src/serialization/sb2.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.
*/
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const Blocks = require('../engine/blocks');
const RenderedTarget = require('../sprites/rendered-target');
const Sprite = require('../sprites/sprite');
const Color = require('../util/color');
const log = require('../util/log');
const uid = require('../util/uid');
const specMap = require('./sb2_specmap');
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const Variable = require('../engine/variable');
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const {loadCostume} = require('../import/load-costume.js');
const {loadSound} = require('../import/load-sound.js');
/**
* Convert a Scratch 2.0 procedure string (e.g., "my_procedure %s %b %n")
* into an argument map. This allows us to provide the expected inputs
* to a mutated procedure call.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {object} Argument map compatible with those in sb2specmap.
*/
const parseProcedureArgMap = function (procCode) {
const argMap = [
{} // First item in list is op string.
];
const INPUT_PREFIX = 'input';
let inputCount = 0;
// Split by %n, %b, %s.
const parts = procCode.split(/(?=[^\\]%[nbs])/);
for (let i = 0; i < parts.length; i++) {
const part = parts[i].trim();
if (part.substring(0, 1) === '%') {
const argType = part.substring(1, 2);
const arg = {
type: 'input',
inputName: INPUT_PREFIX + (inputCount++)
};
if (argType === 'n') {
arg.inputOp = 'math_number';
} else if (argType === 's') {
arg.inputOp = 'text';
}
argMap.push(arg);
}
}
return argMap;
};
/**
* Generate a list of "argument IDs" for procdefs and caller mutations.
* IDs just end up being `input0`, `input1`, ... which is good enough.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {Array.<string>} Array of argument id strings.
*/
const parseProcedureArgIds = function (procCode) {
return parseProcedureArgMap(procCode)
.map(arg => arg.inputName)
.filter(name => name); // Filter out unnamed inputs which are labels
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};
/**
* 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`.
*/
const flatten = function (blocks) {
let finalBlocks = [];
for (let i = 0; i < blocks.length; i++) {
const block = blocks[i];
finalBlocks.push(block);
if (block.children) {
finalBlocks = finalBlocks.concat(flatten(block.children));
}
delete block.children;
}
return finalBlocks;
};
/**
* 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.
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* @param {Function} getVariableId function to retreive a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @return {Array.<object>} Scratch VM-format block list.
*/
const parseBlockList = function (blockList, getVariableId, extensions) {
const resultingList = [];
let previousBlock = null; // For setting next.
for (let i = 0; i < blockList.length; i++) {
const block = blockList[i];
// eslint-disable-next-line no-use-before-define
const parsedBlock = parseBlock(block, getVariableId, extensions);
if (typeof parsedBlock === 'undefined') continue;
if (previousBlock) {
parsedBlock.parent = previousBlock.id;
previousBlock.next = parsedBlock.id;
}
previousBlock = parsedBlock;
resultingList.push(parsedBlock);
}
return resultingList;
};
/**
* 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.
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* @param {Function} getVariableId function to retreive a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
*/
const parseScripts = function (scripts, blocks, getVariableId, extensions) {
for (let i = 0; i < scripts.length; i++) {
const script = scripts[i];
const scriptX = script[0];
const scriptY = script[1];
const blockList = script[2];
const parsedBlockList = parseBlockList(blockList, getVariableId, extensions);
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 * 1.5;
parsedBlockList[0].y = scriptY * 2.2;
parsedBlockList[0].topLevel = true;
parsedBlockList[0].parent = null;
}
// Flatten children and create add the blocks.
const convertedBlocks = flatten(parsedBlockList);
for (let j = 0; j < convertedBlocks.length; j++) {
blocks.createBlock(convertedBlocks[j]);
}
}
};
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/**
* Create a callback for assigning fixed IDs to imported variables
* Generator stores the global variable mapping in a closure
* @param {!string} targetId the id of the target to scope the variable to
* @return {string} variable ID
*/
const generateVariableIdGetter = (function () {
let globalVariableNameMap = {};
const namer = (targetId, name) => `${targetId}-${name}`;
return function (targetId, topLevel) {
// Reset the global variable map if topLevel
if (topLevel) globalVariableNameMap = {};
return function (name) {
if (topLevel) { // Store the name/id pair in the globalVariableNameMap
globalVariableNameMap[name] = namer(targetId, name);
return globalVariableNameMap[name];
}
// Not top-level, so first check the global name map
if (globalVariableNameMap[name]) return globalVariableNameMap[name];
return namer(targetId, name);
};
};
}());
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/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* TODO: parse the "info" section, especially "savedExtensions"
* @param {!object} object - From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime - Runtime object to load all structures into.
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {boolean} topLevel - Whether this is the top-level object (stage).
* @return {!Promise.<Array.<Target>>} Promise for the loaded targets when ready, or null for unsupported objects.
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*/
const parseScratchObject = function (object, runtime, extensions, topLevel) {
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if (!object.hasOwnProperty('objName')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
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return Promise.resolve(null);
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}
// Blocks container for this object.
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const blocks = new Blocks();
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// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
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const 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.
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const costumePromises = [];
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if (object.hasOwnProperty('costumes')) {
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for (let i = 0; i < object.costumes.length; i++) {
const costumeSource = object.costumes[i];
const costume = {
name: costumeSource.costumeName,
bitmapResolution: costumeSource.bitmapResolution || 1,
rotationCenterX: costumeSource.rotationCenterX,
rotationCenterY: costumeSource.rotationCenterY,
skinId: null
};
costumePromises.push(loadCostume(costumeSource.baseLayerMD5, costume, runtime));
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}
}
// Sounds from JSON
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const soundPromises = [];
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if (object.hasOwnProperty('sounds')) {
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for (let s = 0; s < object.sounds.length; s++) {
const soundSource = object.sounds[s];
const sound = {
name: soundSource.soundName,
format: soundSource.format,
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
soundID: soundSource.soundID,
md5: soundSource.md5,
data: null
};
soundPromises.push(loadSound(sound, runtime));
}
}
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// Create the first clone, and load its run-state from JSON.
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const target = sprite.createClone();
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const getVariableId = generateVariableIdGetter(target.id, topLevel);
// Load target properties from JSON.
if (object.hasOwnProperty('variables')) {
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for (let j = 0; j < object.variables.length; j++) {
const variable = object.variables[j];
const newVariable = new Variable(
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getVariableId(variable.name),
variable.name,
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Variable.SCALAR_TYPE,
variable.isPersistent
);
newVariable.value = variable.value;
target.variables[newVariable.id] = newVariable;
}
}
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// If included, parse any and all scripts/blocks on the object.
if (object.hasOwnProperty('scripts')) {
parseScripts(object.scripts, blocks, getVariableId, extensions);
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}
if (object.hasOwnProperty('lists')) {
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for (let k = 0; k < object.lists.length; k++) {
const list = object.lists[k];
// @todo: monitor properties.
const newVariable = new Variable(
getVariableId(list.listName),
list.listName,
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Variable.LIST_TYPE,
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false
);
newVariable.value = list.contents;
target.variables[newVariable.id] = newVariable;
}
}
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('isDraggable')) {
target.draggable = object.isDraggable;
}
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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}
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if (object.hasOwnProperty('rotationStyle')) {
if (object.rotationStyle === 'none') {
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (object.rotationStyle === 'leftRight') {
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
} else if (object.rotationStyle === 'normal') {
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target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
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}
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}
target.isStage = topLevel;
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Promise.all(costumePromises).then(costumes => {
sprite.costumes = costumes;
});
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Promise.all(soundPromises).then(sounds => {
sprite.sounds = sounds;
});
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// The stage will have child objects; recursively process them.
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const childrenPromises = [];
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if (object.children) {
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for (let m = 0; m < object.children.length; m++) {
childrenPromises.push(parseScratchObject(object.children[m], runtime, extensions, false));
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}
}
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return Promise.all(
costumePromises.concat(soundPromises)
).then(() =>
Promise.all(
childrenPromises
).then(children => {
let targets = [target];
for (let n = 0; n < children.length; n++) {
targets = targets.concat(children[n]);
}
return targets;
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})
);
};
/**
* Top-level handler. Parse provided JSON,
* and process the top-level object (the stage object).
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* @param {!object} json SB2-format JSON to load.
* @param {!Runtime} runtime Runtime object to load all structures into.
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* @param {boolean=} optForceSprite If set, treat as sprite (Sprite2).
* @return {Promise.<ImportedProject>} Promise that resolves to the loaded targets when ready.
*/
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const sb2import = function (json, runtime, optForceSprite) {
const extensions = {
extensionIDs: new Set(),
extensionURLs: new Map()
};
return parseScratchObject(json, runtime, extensions, !optForceSprite)
.then(targets => ({
targets,
extensions
}));
};
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/**
* Parse a single SB2 JSON-formatted block and its children.
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* @param {!object} sb2block SB2 JSON-formatted block.
* @param {Function} getVariableId function to retrieve a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @return {object} Scratch VM format block, or null if unsupported object.
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*/
const parseBlock = function (sb2block, getVariableId, extensions) {
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// First item in block object is the old opcode (e.g., 'forward:').
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const oldOpcode = sb2block[0];
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// Convert the block using the specMap. See sb2specmap.js.
if (!oldOpcode || !specMap[oldOpcode]) {
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log.warn('Couldn\'t find SB2 block: ', oldOpcode);
return null;
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}
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const blockMetadata = specMap[oldOpcode];
// If the block is from an extension, record it.
const dotIndex = blockMetadata.opcode.indexOf('.');
if (dotIndex >= 0) {
const extension = blockMetadata.opcode.substring(0, dotIndex);
extensions.extensionIDs.add(extension);
}
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// Block skeleton.
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const activeBlock = {
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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`.
};
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// For a procedure call, generate argument map from proc string.
if (oldOpcode === 'call') {
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blockMetadata.argMap = parseProcedureArgMap(sb2block[1]);
}
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// 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.
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for (let i = 0; i < blockMetadata.argMap.length; i++) {
const expectedArg = blockMetadata.argMap[i];
const providedArg = sb2block[i + 1]; // (i = 0 is opcode)
// Whether the input is obscuring a shadow.
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let shadowObscured = false;
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// Positional argument is an input.
if (expectedArg.type === 'input') {
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// Create a new block and input metadata.
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const inputUid = uid();
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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.
let innerBlocks;
if (typeof providedArg[0] === 'object' && providedArg[0]) {
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// Block list occupies the input.
innerBlocks = parseBlockList(providedArg, getVariableId, extensions);
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} else {
// Single block occupies the input.
innerBlocks = [parseBlock(providedArg, getVariableId, extensions)];
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}
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let previousBlock = null;
for (let j = 0; j < innerBlocks.length; j++) {
if (j === 0) {
innerBlocks[j].parent = activeBlock.id;
} else {
innerBlocks[j].parent = previousBlock;
}
previousBlock = innerBlocks[j].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.
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let fieldValue = providedArg;
// Shadows' field names match the input name, except for these:
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let 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';
}
} else if (shadowObscured) {
// Filled drop-down menu.
fieldValue = '';
}
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const 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') {
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// Add as a field on this block.
activeBlock.fields[expectedArg.fieldName] = {
name: expectedArg.fieldName,
value: providedArg
};
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if (expectedArg.fieldName === 'VARIABLE' || expectedArg.fieldName === 'LIST') {
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// Add `id` property to variable fields
activeBlock.fields[expectedArg.fieldName].id = getVariableId(providedArg);
}
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const varType = expectedArg.variableType;
if (typeof varType === 'string') {
activeBlock.fields[expectedArg.fieldName].variableType = varType;
}
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}
}
// Special cases to generate mutations.
if (oldOpcode === 'stopScripts') {
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// Mutation for stop block: if the argument is 'other scripts',
// the block needs a next connection.
if (sb2block[1] === 'other scripts in sprite' ||
sb2block[1] === 'other scripts in stage') {
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activeBlock.mutation = {
tagName: 'mutation',
hasnext: 'true',
children: []
};
}
} else if (oldOpcode === 'procDef') {
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// Mutation for procedure definition:
// store all 2.0 proc data.
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const procData = sb2block.slice(1);
// Create a new block and input metadata.
const inputUid = uid();
const inputName = 'custom_block';
activeBlock.inputs[inputName] = {
name: inputName,
block: inputUid,
shadow: inputUid
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};
activeBlock.children = [{
id: inputUid,
opcode: 'procedures_prototype',
inputs: {},
fields: {},
next: null,
shadow: true,
children: [],
mutation: {
tagName: 'mutation',
proccode: procData[0], // e.g., "abc %n %b %s"
argumentnames: JSON.stringify(procData[1]), // e.g. ['arg1', 'arg2']
argumentids: JSON.stringify(parseProcedureArgIds(procData[0])),
argumentdefaults: JSON.stringify(procData[2]), // e.g., [1, 'abc']
warp: procData[3], // Warp mode, e.g., true/false.
children: []
}
}];
} else if (oldOpcode === 'call') {
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// Mutation for procedure call:
// string for proc code (e.g., "abc %n %b %s").
activeBlock.mutation = {
tagName: 'mutation',
children: [],
proccode: sb2block[1],
argumentids: JSON.stringify(parseProcedureArgIds(sb2block[1]))
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};
} else if (oldOpcode === 'getParam') {
// Assign correct opcode based on the block shape.
switch (sb2block[2]) {
case 'r':
activeBlock.opcode = 'argument_reporter_string_number';
break;
case 'b':
activeBlock.opcode = 'argument_reporter_boolean';
break;
}
}
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return activeBlock;
};
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module.exports = {
deserialize: sb2import
};