Merge changes from LLK/develop

This commit is contained in:
Kevin Andersen 2019-03-21 14:11:27 -04:00
commit 256758122d
18 changed files with 693 additions and 302 deletions

81
package-lock.json generated
View file

@ -1089,9 +1089,9 @@
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},
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@ -1673,14 +1673,6 @@
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@ -3228,7 +3220,8 @@
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@ -3440,11 +3433,6 @@
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@ -6271,15 +6259,6 @@
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@ -7460,7 +7439,8 @@
"lodash": {
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},
"lodash._baseassign": {
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@ -12149,9 +12129,9 @@
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"dev": true,
"requires": {
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@ -12171,14 +12151,13 @@
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},
"scratch-parser": {
"version": "4.3.5",
"resolved": "https://registry.npmjs.org/scratch-parser/-/scratch-parser-4.3.5.tgz",
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"async": "2.6.0",
"gzip-js": "0.3.2",
"jszip": "3.1.5"
"jszip": "3.1.5",
"pify": "4.0.1"
},
"dependencies": {
"ajv": {
@ -12190,6 +12169,11 @@
"fast-json-stable-stringify": "^2.0.0",
"json-schema-traverse": "^0.3.0"
}
},
"pify": {
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}
}
},
@ -12248,13 +12232,6 @@
"js-md5": "0.7.3",
"minilog": "3.1.0",
"text-encoding": "^0.7.0"
},
"dependencies": {
"text-encoding": {
"version": "0.7.0",
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}
}
},
"scratch-storage": {
@ -12276,19 +12253,13 @@
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"integrity": "sha512-ZC41vPSTLKGwIRjqDh8DfXoCrdQIyBgspJVPXHBGu4nZlAEvG3nf+jO9avM9RmLiGakg7vz974ms99nEV0tmTQ==",
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},
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"dev": true
}
}
},
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"resolved": "https://registry.npmjs.org/scratch-svg-renderer/-/scratch-svg-renderer-0.2.0-prerelease.20190125192231.tgz",
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"version": "0.2.0-prerelease.20190304180800",
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"dev": true,
"requires": {
"base64-js": "1.2.1",
@ -13518,9 +13489,9 @@
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},
"text-table": {
"version": "0.2.0",

View file

@ -29,7 +29,7 @@
"version": "json -f package.json -I -e \"this.repository.sha = '$(git log -n1 --pretty=format:%H)'\""
},
"dependencies": {
"@vernier/godirect": "1.4.1",
"@vernier/godirect": "1.5.0",
"arraybuffer-loader": "^1.0.6",
"atob": "2.1.2",
"btoa": "1.2.1",
@ -43,11 +43,11 @@
"jszip": "^3.1.5",
"minilog": "3.1.0",
"nets": "3.2.0",
"scratch-parser": "4.3.5",
"scratch-parser": "5.0.0",
"scratch-sb1-converter": "0.2.7",
"scratch-translate-extension-languages": "0.0.20181205140428",
"socket.io-client": "2.0.4",
"text-encoding": "0.6.4",
"text-encoding": "0.7.0",
"worker-loader": "^1.1.1"
},
"devDependencies": {

View file

@ -76,6 +76,14 @@ class Scratch3LooksBlocks {
return {min: 0, max: 100};
}
/**
* Limit for brightness effect
* @const {object}
*/
static get EFFECT_BRIGHTNESS_LIMIT (){
return {min: -100, max: 100};
}
/**
* @param {Target} target - collect bubble state for this target. Probably, but not necessarily, a RenderedTarget.
* @returns {BubbleState} the mutable bubble state associated with that target. This will be created if necessary.
@ -484,27 +492,36 @@ class Scratch3LooksBlocks {
);
}
clampEffect (effect, value) {
let clampedValue = value;
switch (effect) {
case 'ghost':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.min,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.max);
break;
case 'brightness':
clampedValue = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.min,
Scratch3LooksBlocks.EFFECT_BRIGHTNESS_LIMIT.max);
break;
}
return clampedValue;
}
changeEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
const change = Cast.toNumber(args.CHANGE);
if (!util.target.effects.hasOwnProperty(effect)) return;
let newValue = change + util.target.effects[effect];
if (effect === 'ghost') {
newValue = MathUtil.clamp(newValue,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.min,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.max);
}
newValue = this.clampEffect(effect, newValue);
util.target.setEffect(effect, newValue);
}
setEffect (args, util) {
const effect = Cast.toString(args.EFFECT).toLowerCase();
let value = Cast.toNumber(args.VALUE);
if (effect === 'ghost') {
value = MathUtil.clamp(value,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.min,
Scratch3LooksBlocks.EFFECT_GHOST_LIMIT.max);
}
value = this.clampEffect(effect, value);
util.target.setEffect(effect, value);
}

View file

@ -87,6 +87,7 @@ class Scratch3MotionBlocks {
targetX = Math.round(stageWidth * (Math.random() - 0.5));
targetY = Math.round(stageHeight * (Math.random() - 0.5));
} else {
targetName = Cast.toString(targetName);
const goToTarget = this.runtime.getSpriteTargetByName(targetName);
if (!goToTarget) return;
targetX = goToTarget.x;
@ -127,6 +128,7 @@ class Scratch3MotionBlocks {
util.target.setDirection(Math.round(Math.random() * 360) - 180);
return;
} else {
args.TOWARDS = Cast.toString(args.TOWARDS);
const pointTarget = this.runtime.getSpriteTargetByName(args.TOWARDS);
if (!pointTarget) return;
targetX = pointTarget.x;

View file

@ -191,6 +191,7 @@ class Scratch3SensingBlocks {
targetX = util.ioQuery('mouse', 'getScratchX');
targetY = util.ioQuery('mouse', 'getScratchY');
} else {
args.DISTANCETOMENU = Cast.toString(args.DISTANCETOMENU);
const distTarget = this.runtime.getSpriteTargetByName(
args.DISTANCETOMENU
);
@ -282,6 +283,7 @@ class Scratch3SensingBlocks {
if (args.OBJECT === '_stage_') {
attrTarget = this.runtime.getTargetForStage();
} else {
args.OBJECT = Cast.toString(args.OBJECT);
attrTarget = this.runtime.getSpriteTargetByName(args.OBJECT);
}

View file

@ -735,6 +735,12 @@ class Blocks {
if (this._blocks[e.newParent].inputs.hasOwnProperty(e.newInput)) {
oldShadow = this._blocks[e.newParent].inputs[e.newInput].shadow;
}
// If the block being attached is itself a shadow, make sure to set
// both block and shadow to that blocks ID. This happens when adding
// inputs to a custom procedure.
if (this._blocks[e.id].shadow) oldShadow = e.id;
this._blocks[e.newParent].inputs[e.newInput] = {
name: e.newInput,
block: e.id,

View file

@ -7,34 +7,22 @@ const BlockType = require('./block-type');
// These extensions are currently built into the VM repository but should not be loaded at startup.
// TODO: move these out into a separate repository?
// TODO: change extension spec so that library info, including extension ID, can be collected through static methods
const Scratch3PenBlocks = require('../extensions/scratch3_pen');
const Scratch3WeDo2Blocks = require('../extensions/scratch3_wedo2');
const Scratch3MusicBlocks = require('../extensions/scratch3_music');
const Scratch3MicroBitBlocks = require('../extensions/scratch3_microbit');
const Scratch3Text2SpeechBlocks = require('../extensions/scratch3_text2speech');
const Scratch3TranslateBlocks = require('../extensions/scratch3_translate');
const Scratch3VideoSensingBlocks = require('../extensions/scratch3_video_sensing');
const Scratch3Speech2TextBlocks = require('../extensions/scratch3_speech2text');
const Scratch3Ev3Blocks = require('../extensions/scratch3_ev3');
const Scratch3MakeyMakeyBlocks = require('../extensions/scratch3_makeymakey');
const Scratch3BoostBlocks = require('../extensions/scratch3_boost');
// todo: only load this extension once we have a compatible way to load its
// Vernier module dependency.
// const Scratch3GdxForBlocks = require('../extensions/scratch3_gdx_for');
const builtinExtensions = {
pen: Scratch3PenBlocks,
wedo2: Scratch3WeDo2Blocks,
music: Scratch3MusicBlocks,
microbit: Scratch3MicroBitBlocks,
text2speech: Scratch3Text2SpeechBlocks,
translate: Scratch3TranslateBlocks,
videoSensing: Scratch3VideoSensingBlocks,
speech2text: Scratch3Speech2TextBlocks,
ev3: Scratch3Ev3Blocks,
makeymakey: Scratch3MakeyMakeyBlocks,
boost: Scratch3BoostBlocks
// gdxfor: Scratch3GdxForBlocks
pen: () => require('../extensions/scratch3_pen'),
wedo2: () => require('../extensions/scratch3_wedo2'),
music: () => require('../extensions/scratch3_music'),
microbit: () => require('../extensions/scratch3_microbit'),
text2speech: () => require('../extensions/scratch3_text2speech'),
translate: () => require('../extensions/scratch3_translate'),
videoSensing: () => require('../extensions/scratch3_video_sensing'),
speech2text: () => require('../extensions/scratch3_speech2text'),
ev3: () => require('../extensions/scratch3_ev3'),
makeymakey: () => require('../extensions/scratch3_makeymakey'),
boost: () => require('../extensions/scratch3_boost')
// todo: only load this extension once we have a compatible way to load its
// Vernier module dependency.
// gdxfor: () => require('../extensions/scratch3_gdx_for')
};
/**
@ -135,7 +123,7 @@ class ExtensionManager {
return Promise.reject(new Error(message));
}
const extension = builtinExtensions[extensionURL];
const extension = builtinExtensions[extensionURL]();
const extensionInstance = new extension(this.runtime);
return this._registerInternalExtension(extensionInstance).then(serviceName => {
this._loadedExtensions.set(extensionURL, serviceName);

View file

@ -65,6 +65,41 @@ const GIANT_ID = 'GIANT';
*/
const KITTEN_ID = 'KITTEN';
/**
* Playback rate for the tenor voice, for cases where we have only a female gender voice.
*/
const FEMALE_TENOR_RATE = 0.89; // -2 semitones
/**
* Playback rate for the giant voice, for cases where we have only a female gender voice.
*/
const FEMALE_GIANT_RATE = 0.79; // -4 semitones
/**
* Language ids. The value for each language id is a valid Scratch locale.
*/
const CHINESE_ID = 'zh-cn';
const DANISH_ID = 'da';
const DUTCH_ID = 'nl';
const ENGLISH_ID = 'en';
const FRENCH_ID = 'fr';
const GERMAN_ID = 'de';
const ICELANDIC_ID = 'is';
const ITALIAN_ID = 'it';
const JAPANESE_ID = 'ja';
const KOREAN_ID = 'ko';
const NORWEGIAN_ID = 'nb';
const POLISH_ID = 'pl';
const PORTUGUESE_BR_ID = 'pt-br';
const PORTUGUESE_ID = 'pt';
const ROMANIAN_ID = 'ro';
const RUSSIAN_ID = 'ru';
const SPANISH_ID = 'es';
const SPANISH_419_ID = 'es-419';
const SWEDISH_ID = 'sv';
const TURKISH_ID = 'tr';
const WELSH_ID = 'cy';
/**
* Class for the text2speech blocks.
* @constructor
@ -92,6 +127,12 @@ class Scratch3Text2SpeechBlocks {
if (this.runtime) {
runtime.on('targetWasCreated', this._onTargetCreated);
}
/**
* A list of all Scratch locales that are supported by the extension.
* @type {Array}
*/
this._supportedLocales = this._getSupportedLocales();
}
/**
@ -148,57 +189,142 @@ class Scratch3Text2SpeechBlocks {
}
/**
* An object with language names mapped to their language codes.
* An object with information for each language.
*
* A note on the different sets of locales referred to in this extension:
*
* SCRATCH LOCALE
* Set by the editor, and used to store the language state in the project.
* Listed in l10n: https://github.com/LLK/scratch-l10n/blob/master/src/supported-locales.js
* SUPPORTED LOCALE
* A Scratch locale that has a corresponding extension locale.
* EXTENSION LOCALE
* A locale corresponding to one of the available spoken languages
* in the extension. There can be multiple supported locales for a single
* extension locale. For example, for both written versions of chinese,
* zh-cn and zh-tw, we use a single spoken language (Mandarin). So there
* are two supported locales, with a single extension locale.
* SPEECH SYNTH LOCALE
* A different locale code system, used by our speech synthesis service.
* Each extension locale has a speech synth locale.
*/
get LANGUAGE_INFO () {
return {
'Danish': 'da',
'Dutch': 'nl',
'English': 'en',
'French': 'fr',
'German': 'de',
'Icelandic': 'is',
'Italian': 'it',
'Japanese': 'ja',
'Polish': 'pl',
'Portuguese (Brazilian)': 'pt-br',
'Portuguese (European)': 'pt',
'Russian': 'ru',
'Spanish (European)': 'es',
'Spanish (Latin American)': 'es-419'
[CHINESE_ID]: {
name: 'Chinese (Mandarin)',
locales: ['zh-cn', 'zh-tw'],
speechSynthLocale: 'cmn-CN',
singleGender: true
},
[DANISH_ID]: {
name: 'Danish',
locales: ['da'],
speechSynthLocale: 'da-DK'
},
[DUTCH_ID]: {
name: 'Dutch',
locales: ['nl'],
speechSynthLocale: 'nl-NL'
},
[ENGLISH_ID]: {
name: 'English',
locales: ['en'],
speechSynthLocale: 'en-US'
},
[FRENCH_ID]: {
name: 'French',
locales: ['fr'],
speechSynthLocale: 'fr-FR'
},
[GERMAN_ID]: {
name: 'German',
locales: ['de'],
speechSynthLocale: 'de-DE'
},
[ICELANDIC_ID]: {
name: 'Icelandic',
locales: ['is'],
speechSynthLocale: 'is-IS'
},
[ITALIAN_ID]: {
name: 'Italian',
locales: ['it'],
speechSynthLocale: 'it-IT'
},
[JAPANESE_ID]: {
name: 'Japanese',
locales: ['ja', 'ja-Hira'],
speechSynthLocale: 'ja-JP'
},
[KOREAN_ID]: {
name: 'Korean',
locales: ['ko'],
speechSynthLocale: 'ko-KR',
singleGender: true
},
[NORWEGIAN_ID]: {
name: 'Norwegian',
locales: ['nb', 'nn'],
speechSynthLocale: 'nb-NO',
singleGender: true
},
[POLISH_ID]: {
name: 'Polish',
locales: ['pl'],
speechSynthLocale: 'pl-PL'
},
[PORTUGUESE_BR_ID]: {
name: 'Portuguese (Brazilian)',
locales: ['pt-br'],
speechSynthLocale: 'pt-BR'
},
[PORTUGUESE_ID]: {
name: 'Portuguese (European)',
locales: ['pt'],
speechSynthLocale: 'pt-PT'
},
[ROMANIAN_ID]: {
name: 'Romanian',
locales: ['ro'],
speechSynthLocale: 'ro-RO',
singleGender: true
},
[RUSSIAN_ID]: {
name: 'Russian',
locales: ['ru'],
speechSynthLocale: 'ru-RU'
},
[SPANISH_ID]: {
name: 'Spanish (European)',
locales: ['es'],
speechSynthLocale: 'es-ES'
},
[SPANISH_419_ID]: {
name: 'Spanish (Latin American)',
locales: ['es-419'],
speechSynthLocale: 'es-US'
},
[SWEDISH_ID]: {
name: 'Swedish',
locales: ['sv'],
speechSynthLocale: 'sv-SE',
singleGender: true
},
[TURKISH_ID]: {
name: 'Turkish',
locales: ['tr'],
speechSynthLocale: 'tr-TR',
singleGender: true
},
[WELSH_ID]: {
name: 'Welsh',
locales: ['cy'],
speechSynthLocale: 'cy-GB',
singleGender: true
}
};
}
/**
* This is a temporary adapter to convert Scratch locale codes to Amazon polly's locale codes.
* @todo remove this once the speech synthesis server can perform this conversion
* @param {string} locale the Scratch locale to convert.
* @return {string} the Amazon polly locale.
*/
localeToPolly (locale) {
const pollyLocales = {
'da': 'da-DK', // Danish
'nl': 'nl-NL', // Dutch
'en': 'en-US', // English
'fr': 'fr-FR', // French
'de': 'de-DE', // German
'is': 'is-IS', // Icelandic
'it': 'it-IT', // Italian
'ja': 'ja-JP', // Japanese
'pl': 'pl-PL', // Polish
'pt-br': 'pt-BR', // Portuguese (Brazilian)
'pt': 'pt-PT', // Portuguese (European)
'ru': 'ru-RU', // Russian
'es': 'es-ES', // Spanish (European)
'es-419': 'es-US' // Spanish (Latin American)
};
let converted = 'en-US';
if (pollyLocales[locale]) {
converted = pollyLocales[locale];
}
return converted;
}
/**
* The key to load & store a target's text2speech state.
* @return {string} The key.
@ -222,7 +348,7 @@ class Scratch3Text2SpeechBlocks {
* @type {string}
*/
get DEFAULT_LANGUAGE () {
return 'en';
return ENGLISH_ID;
}
/**
@ -272,7 +398,11 @@ class Scratch3Text2SpeechBlocks {
return {
id: 'text2speech',
name: 'Text to Speech',
name: formatMessage({
id: 'text2speech.categoryName',
default: 'Text to Speech',
description: 'Name of the Text to Speech extension.'
}),
blockIconURI: blockIconURI,
menuIconURI: menuIconURI,
blocks: [
@ -334,7 +464,7 @@ class Scratch3Text2SpeechBlocks {
/**
* Get the language code currently set in the editor, or fall back to the
* browser locale.
* @return {string} the language code.
* @return {string} a Scratch locale code.
*/
getEditorLanguage () {
return formatMessage.setup().locale ||
@ -342,8 +472,8 @@ class Scratch3Text2SpeechBlocks {
}
/**
* Get the language for speech synthesis.
* @returns {string} the language code.
* Get the language code currently set for the extension.
* @returns {string} a Scratch locale code.
*/
getCurrentLanguage () {
const stage = this.runtime.getTargetForStage();
@ -356,17 +486,18 @@ class Scratch3Text2SpeechBlocks {
}
/**
* Set the language for speech synthesis.
* Set the language code for the extension.
* It is stored in the stage so it can be saved and loaded with the project.
* @param {string} languageCode a locale code to set.
* @param {string} locale a locale code.
*/
setCurrentLanguage (languageCode) {
setCurrentLanguage (locale) {
const stage = this.runtime.getTargetForStage();
if (!stage) return;
// Only set the language if it is in the list.
if (this.isSupportedLanguage(languageCode)) {
stage.textToSpeechLanguage = languageCode;
if (this.isSupportedLanguage(locale)) {
stage.textToSpeechLanguage = this._getExtensionLocaleForSupportedLocale(locale);
}
// If the language is null, set it to the default language.
// This can occur e.g. if the extension was loaded with the editor
// set to a language that is not in the list.
@ -376,13 +507,49 @@ class Scratch3Text2SpeechBlocks {
}
/**
* Check if a language code is in the list of supported languages for the
* Get the extension locale for a supported locale, or null.
* @param {string} locale a locale code.
* @returns {?string} a locale supported by the extension.
*/
_getExtensionLocaleForSupportedLocale (locale) {
for (const lang in this.LANGUAGE_INFO) {
if (this.LANGUAGE_INFO[lang].locales.includes(locale)) {
return lang;
}
}
log.error(`cannot find extension locale for locale ${locale}`);
}
/**
* Get the locale code used by the speech synthesis server corresponding to
* the current language code set for the extension.
* @returns {string} a speech synthesis locale.
*/
_getSpeechSynthLocale () {
let speechSynthLocale = this.LANGUAGE_INFO[this.DEFAULT_LANGUAGE].speechSynthLocale;
if (this.LANGUAGE_INFO[this.getCurrentLanguage()]) {
speechSynthLocale = this.LANGUAGE_INFO[this.getCurrentLanguage()].speechSynthLocale;
}
return speechSynthLocale;
}
/**
* Get an array of the locales supported by this extension.
* @returns {Array} An array of locale strings.
*/
_getSupportedLocales () {
return Object.keys(this.LANGUAGE_INFO).reduce((acc, lang) =>
acc.concat(this.LANGUAGE_INFO[lang].locales), []);
}
/**
* Check if a Scratch language code is in the list of supported languages for the
* speech synthesis service.
* @param {string} languageCode the language code to check.
* @returns {boolean} true if the language code is supported.
*/
isSupportedLanguage (languageCode) {
return Object.values(this.LANGUAGE_INFO).includes(languageCode);
return this._supportedLocales.includes(languageCode);
}
/**
@ -401,9 +568,9 @@ class Scratch3Text2SpeechBlocks {
* @return {array} the text and value for each menu item.
*/
getLanguageMenu () {
return Object.keys(this.LANGUAGE_INFO).map(languageName => ({
text: languageName,
value: this.LANGUAGE_INFO[languageName]
return Object.keys(this.LANGUAGE_INFO).map(key => ({
text: this.LANGUAGE_INFO[key].name,
value: key
}));
}
@ -457,16 +624,29 @@ class Scratch3Text2SpeechBlocks {
speakAndWait (args, util) {
// Cast input to string
let words = Cast.toString(args.WORDS);
let locale = this.localeToPolly(this.getCurrentLanguage());
let locale = this._getSpeechSynthLocale();
const state = this._getState(util.target);
const gender = this.VOICE_INFO[state.voiceId].gender;
const playbackRate = this.VOICE_INFO[state.voiceId].playbackRate;
let gender = this.VOICE_INFO[state.voiceId].gender;
let playbackRate = this.VOICE_INFO[state.voiceId].playbackRate;
// Special case for voices where the synthesis service only provides a
// single gender voice. In that case, always request the female voice,
// and set special playback rates for the tenor and giant voices.
if (this.LANGUAGE_INFO[this.getCurrentLanguage()].singleGender) {
gender = 'female';
if (state.voiceId === TENOR_ID) {
playbackRate = FEMALE_TENOR_RATE;
}
if (state.voiceId === GIANT_ID) {
playbackRate = FEMALE_GIANT_RATE;
}
}
if (state.voiceId === KITTEN_ID) {
words = words.replace(/\S+/g, 'meow');
locale = 'en-US';
locale = this.LANGUAGE_INFO[this.DEFAULT_LANGUAGE].speechSynthLocale;
}
// Build up URL

View file

@ -32,6 +32,53 @@ const loadVector_ = function (costume, runtime, rotationCenter, optVersion) {
});
};
const canvasPool = (function () {
/**
* A pool of canvas objects that can be reused to reduce memory
* allocations. And time spent in those allocations and the later garbage
* collection.
*/
class CanvasPool {
constructor () {
this.pool = [];
this.clearSoon = null;
}
/**
* After a short wait period clear the pool to let the VM collect
* garbage.
*/
clear () {
if (!this.clearSoon) {
this.clearSoon = new Promise(resolve => setTimeout(resolve, 1000))
.then(() => {
this.pool.length = 0;
this.clearSoon = null;
});
}
}
/**
* Return a canvas. Create the canvas if the pool is empty.
* @returns {HTMLCanvasElement} A canvas element.
*/
create () {
return this.pool.pop() || document.createElement('canvas');
}
/**
* Release the canvas to be reused.
* @param {HTMLCanvasElement} canvas A canvas element.
*/
release (canvas) {
this.clear();
this.pool.push(canvas);
}
}
return new CanvasPool();
}());
/**
* Return a promise to fetch a bitmap from storage and return it as a canvas
* If the costume has bitmapResolution 1, it will be converted to bitmapResolution 2 here (the standard for Scratch 3)
@ -54,86 +101,76 @@ const fetchBitmapCanvas_ = function (costume, runtime, rotationCenter) {
return Promise.reject('No V2 Bitmap adapter present.');
}
return new Promise((resolve, reject) => {
const baseImageElement = new Image();
let textImageElement;
return Promise.all([costume.asset, costume.textLayerAsset].map(asset => {
if (!asset) {
return null;
}
// We need to wait for 2 images total to load. loadedOne will be true when one
// is done, and we are just waiting for one more.
let loadedOne = false;
if (typeof createImageBitmap !== 'undefined') {
return createImageBitmap(
new Blob([asset.data], {type: asset.assetType.contentType})
);
}
const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject('Costume load failed. Asset could not be read.');
};
const onLoad = function () {
if (loadedOne) {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
resolve([baseImageElement, textImageElement]);
} else {
loadedOne = true;
}
};
return new Promise((resolve, reject) => {
const image = new Image();
image.onload = function () {
resolve(image);
image.onload = null;
image.onerror = null;
};
image.onerror = function () {
reject('Costume load failed. Asset could not be read.');
image.onload = null;
image.onerror = null;
};
image.src = asset.encodeDataURI();
});
}))
.then(([baseImageElement, textImageElement]) => {
const mergeCanvas = canvasPool.create();
const removeEventListeners = function () {
baseImageElement.removeEventListener('error', onError);
baseImageElement.removeEventListener('load', onLoad);
const scale = costume.bitmapResolution === 1 ? 2 : 1;
mergeCanvas.width = baseImageElement.width;
mergeCanvas.height = baseImageElement.height;
const ctx = mergeCanvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
if (textImageElement) {
textImageElement.removeEventListener('error', onError);
textImageElement.removeEventListener('load', onLoad);
ctx.drawImage(textImageElement, 0, 0);
}
// Track the canvas we merged the bitmaps onto separately from the
// canvas that we receive from resize if scale is not 1. We know
// resize treats mergeCanvas as read only data. We don't know when
// resize may use or modify the canvas. So we'll only release the
// mergeCanvas back into the canvas pool. Reusing the canvas from
// resize may cause errors.
let canvas = mergeCanvas;
if (scale !== 1) {
canvas = runtime.v2BitmapAdapter.resize(mergeCanvas, canvas.width * scale, canvas.height * scale);
}
};
baseImageElement.addEventListener('load', onLoad);
baseImageElement.addEventListener('error', onError);
if (costume.textLayerAsset) {
textImageElement = new Image();
textImageElement.addEventListener('load', onLoad);
textImageElement.addEventListener('error', onError);
textImageElement.src = costume.textLayerAsset.encodeDataURI();
} else {
loadedOne = true;
}
baseImageElement.src = costume.asset.encodeDataURI();
}).then(imageElements => {
const [baseImageElement, textImageElement] = imageElements;
// By scaling, we've converted it to bitmap resolution 2
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * scale;
rotationCenter[1] = rotationCenter[1] * scale;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
let canvas = document.createElement('canvas');
const scale = costume.bitmapResolution === 1 ? 2 : 1;
canvas.width = baseImageElement.width;
canvas.height = baseImageElement.height;
// Clean up the costume object
delete costume.textLayerMD5;
delete costume.textLayerAsset;
const ctx = canvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
if (textImageElement) {
ctx.drawImage(textImageElement, 0, 0);
}
if (scale !== 1) {
canvas = runtime.v2BitmapAdapter.resize(canvas, canvas.width * scale, canvas.height * scale);
}
// By scaling, we've converted it to bitmap resolution 2
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * scale;
rotationCenter[1] = rotationCenter[1] * scale;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
// Clean up the costume object
delete costume.textLayerMD5;
delete costume.textLayerAsset;
return {
canvas: canvas,
rotationCenter: rotationCenter,
// True if the asset matches the base layer; false if it required adjustment
assetMatchesBase: scale === 1 && !textImageElement
};
})
return {
canvas,
mergeCanvas,
rotationCenter,
// True if the asset matches the base layer; false if it required adjustment
assetMatchesBase: scale === 1 && !textImageElement
};
})
.catch(() => {
// Clean up the text layer properties if it fails to load
delete costume.textLayerMD5;
@ -141,36 +178,43 @@ const fetchBitmapCanvas_ = function (costume, runtime, rotationCenter) {
});
};
const loadBitmap_ = function (costume, runtime, rotationCenter) {
return fetchBitmapCanvas_(costume, runtime, rotationCenter).then(fetched => new Promise(resolve => {
rotationCenter = fetched.rotationCenter;
const loadBitmap_ = function (costume, runtime, _rotationCenter) {
return fetchBitmapCanvas_(costume, runtime, _rotationCenter)
.then(fetched => {
const updateCostumeAsset = function (dataURI) {
if (!runtime.v2BitmapAdapter) {
// TODO: This might be a bad practice since the returned
// promise isn't acted on. If this is something we should be
// creating a rejected promise for we should also catch it
// somewhere and act on that error (like logging).
//
// Return a rejection to stop executing updateCostumeAsset.
return Promise.reject('No V2 Bitmap adapter present.');
}
const updateCostumeAsset = function (dataURI) {
if (!runtime.v2BitmapAdapter) {
return Promise.reject('No V2 Bitmap adapter present.');
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
null,
true // generate md5
);
costume.dataFormat = storage.DataFormat.PNG;
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
};
if (!fetched.assetMatchesBase) {
updateCostumeAsset(fetched.canvas.toDataURL());
}
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
null,
true // generate md5
);
costume.dataFormat = storage.DataFormat.PNG;
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
};
if (!fetched.assetMatchesBase) {
updateCostumeAsset(fetched.canvas.toDataURL());
}
resolve(fetched.canvas);
}))
.then(canvas => {
return fetched;
})
.then(({canvas, mergeCanvas, rotationCenter}) => {
// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
costume.skinId = runtime.renderer.createBitmapSkin(canvas, costume.bitmapResolution, rotationCenter);
canvasPool.release(mergeCanvas);
const renderSize = runtime.renderer.getSkinSize(costume.skinId);
costume.size = [renderSize[0] * 2, renderSize[1] * 2]; // Actual size, since all bitmaps are resolution 2

View file

@ -73,14 +73,19 @@ class BLE extends JSONRPCWebSocket {
* Close the websocket.
*/
disconnect () {
if (!this._connected) return;
if (this._ws.readyState === this._ws.OPEN) {
this._ws.close();
}
this._ws.close();
this._connected = false;
if (this._connected) {
this._connected = false;
}
if (this._discoverTimeoutID) {
window.clearTimeout(this._discoverTimeoutID);
}
// Sets connection status icon to orange
this._runtime.emit(this._runtime.constructor.PERIPHERAL_DISCONNECTED);
}

View file

@ -75,14 +75,19 @@ class BT extends JSONRPCWebSocket {
* Close the websocket.
*/
disconnect () {
if (!this._connected) return;
if (this._ws.readyState === this._ws.OPEN) {
this._ws.close();
}
if (this._connected) {
this._connected = false;
}
this._ws.close();
this._connected = false;
if (this._discoverTimeoutID) {
window.clearTimeout(this._discoverTimeoutID);
}
// Sets connection status icon to orange
this._runtime.emit(this._runtime.constructor.PERIPHERAL_DISCONNECTED);
}

View file

@ -823,46 +823,32 @@ const deserializeBlocks = function (blocks) {
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* Parse the assets of a single "Scratch object" and load them. This
* preprocesses objects to support loading the data for those assets over a
* network while the objects are further processed into Blocks, Sprites, and a
* list of needed Extensions.
* @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 {JSZip} zip Sb3 file describing this project (to load assets from)
* @return {!Promise.<Target>} Promise for the target created (stage or sprite), or null for unsupported objects.
* @return {?{costumePromises:Array.<Promise>,soundPromises:Array.<Promise>,soundBank:SoundBank}}
* Object of arrays of promises for asset objects used in Sprites. As well as a
* SoundBank for the sound assets. null for unsupported objects.
*/
const parseScratchObject = function (object, runtime, extensions, zip) {
const parseScratchAssets = function (object, runtime, zip) {
if (!object.hasOwnProperty('name')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
return Promise.resolve(null);
}
// Blocks container for this object.
const blocks = new Blocks(runtime);
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
const sprite = new Sprite(blocks, runtime);
const assets = {
costumePromises: null,
soundPromises: null,
soundBank: runtime.audioEngine && runtime.audioEngine.createBank()
};
// Sprite/stage name from JSON.
if (object.hasOwnProperty('name')) {
sprite.name = object.name;
}
if (object.hasOwnProperty('blocks')) {
deserializeBlocks(object.blocks);
// Take a second pass to create objects and add extensions
for (const blockId in object.blocks) {
if (!object.blocks.hasOwnProperty(blockId)) continue;
const blockJSON = object.blocks[blockId];
blocks.createBlock(blockJSON);
// If the block is from an extension, record it.
const extensionID = getExtensionIdForOpcode(blockJSON.opcode);
if (extensionID) {
extensions.extensionIDs.add(extensionID);
}
}
}
// Costumes from JSON.
const costumePromises = (object.costumes || []).map(costumeSource => {
assets.costumePromises = (object.costumes || []).map(costumeSource => {
// @todo: Make sure all the relevant metadata is being pulled out.
const costume = {
// costumeSource only has an asset if an image is being uploaded as
@ -894,7 +880,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
// process has been completed
});
// Sounds from JSON
const soundPromises = (object.sounds || []).map(soundSource => {
assets.soundPromises = (object.sounds || []).map(soundSource => {
const sound = {
assetId: soundSource.assetId,
format: soundSource.format,
@ -914,10 +900,59 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
// any translation that needs to happen will happen in the process
// of building up the costume object into an sb3 format
return deserializeSound(sound, runtime, zip)
.then(() => loadSound(sound, runtime, sprite.soundBank));
.then(() => loadSound(sound, runtime, assets.soundBank));
// Only attempt to load the sound after the deserialization
// process has been completed.
});
return assets;
};
/**
* 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 {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {JSZip} zip Sb3 file describing this project (to load assets from)
* @param {object} assets - Promises for assets of this scratch object grouped
* into costumes and sounds
* @return {!Promise.<Target>} Promise for the target created (stage or sprite), or null for unsupported objects.
*/
const parseScratchObject = function (object, runtime, extensions, zip, assets) {
if (!object.hasOwnProperty('name')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
return Promise.resolve(null);
}
// Blocks container for this object.
const blocks = new Blocks(runtime);
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
const sprite = new Sprite(blocks, runtime);
// Sprite/stage name from JSON.
if (object.hasOwnProperty('name')) {
sprite.name = object.name;
}
if (object.hasOwnProperty('blocks')) {
deserializeBlocks(object.blocks);
// Take a second pass to create objects and add extensions
for (const blockId in object.blocks) {
if (!object.blocks.hasOwnProperty(blockId)) continue;
const blockJSON = object.blocks[blockId];
blocks.createBlock(blockJSON);
// If the block is from an extension, record it.
const extensionID = getExtensionIdForOpcode(blockJSON.opcode);
if (extensionID) {
extensions.extensionIDs.add(extensionID);
}
}
}
// Costumes from JSON.
const {costumePromises} = assets;
// Sounds from JSON
const {soundBank, soundPromises} = assets;
// Create the first clone, and load its run-state from JSON.
const target = sprite.createClone(object.isStage ? StageLayering.BACKGROUND_LAYER : StageLayering.SPRITE_LAYER);
// Load target properties from JSON.
@ -1039,6 +1074,8 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
});
Promise.all(soundPromises).then(sounds => {
sprite.sounds = sounds;
// Make sure if soundBank is undefined, sprite.soundBank is then null.
sprite.soundBank = soundBank || null;
});
return Promise.all(costumePromises.concat(soundPromises)).then(() => target);
};
@ -1190,10 +1227,16 @@ const deserialize = function (json, runtime, zip, isSingleSprite) {
const monitorObjects = json.monitors || [];
return Promise.all(
return Promise.resolve(
targetObjects.map(target =>
parseScratchObject(target, runtime, extensions, zip))
parseScratchAssets(target, runtime, zip))
)
// Force this promise to wait for the next loop in the js tick. Let
// storage have some time to send off asset requests.
.then(assets => Promise.resolve(assets))
.then(assets => Promise.all(targetObjects
.map((target, index) =>
parseScratchObject(target, runtime, extensions, zip, assets[index]))))
.then(targets => targets // Re-sort targets back into original sprite-pane ordering
.map((t, i) => {
// Add layer order property to deserialized targets.

View file

@ -1,6 +1,7 @@
const log = require('../util/log');
const MathUtil = require('../util/math-util');
const StringUtil = require('../util/string-util');
const Cast = require('../util/cast');
const Clone = require('../util/clone');
const Target = require('../engine/target');
const StageLayering = require('../engine/stage-layering');
@ -840,6 +841,7 @@ class RenderedTarget extends Target {
* @return {boolean} True iff touching a clone of the sprite.
*/
isTouchingSprite (spriteName) {
spriteName = Cast.toString(spriteName);
const firstClone = this.runtime.getSpriteTargetByName(spriteName);
if (!firstClone || !this.renderer) {
return false;

View file

@ -1,4 +1,10 @@
const TextEncoder = require('text-encoding').TextEncoder;
let _TextEncoder;
if (typeof TextEncoder === 'undefined') {
_TextEncoder = require('text-encoding').TextEncoder;
} else {
/* global TextEncoder */
_TextEncoder = TextEncoder;
}
const EventEmitter = require('events');
const JSZip = require('jszip');
@ -8,12 +14,8 @@ const ExtensionManager = require('./extension-support/extension-manager');
const log = require('./util/log');
const MathUtil = require('./util/math-util');
const Runtime = require('./engine/runtime');
const {SB1File, ValidationError} = require('scratch-sb1-converter');
const sb2 = require('./serialization/sb2');
const sb3 = require('./serialization/sb3');
const StringUtil = require('./util/string-util');
const formatMessage = require('format-message');
const validate = require('scratch-parser');
const Variable = require('./engine/variable');
const newBlockIds = require('./util/new-block-ids');
@ -297,6 +299,7 @@ class VirtualMachine extends EventEmitter {
}
const validationPromise = new Promise((resolve, reject) => {
const validate = require('scratch-parser');
// The second argument of false below indicates to the validator that the
// input should be parsed/validated as an entire project (and not a single sprite)
validate(input, false, (error, res) => {
@ -305,6 +308,8 @@ class VirtualMachine extends EventEmitter {
});
})
.catch(error => {
const {SB1File, ValidationError} = require('scratch-sb1-converter');
try {
const sb1 = new SB1File(input);
const json = sb1.json;
@ -410,6 +415,8 @@ class VirtualMachine extends EventEmitter {
* specified by optZipType or blob by default.
*/
exportSprite (targetId, optZipType) {
const sb3 = require('./serialization/sb3');
const soundDescs = serializeSounds(this.runtime, targetId);
const costumeDescs = serializeCostumes(this.runtime, targetId);
const spriteJson = StringUtil.stringify(sb3.serialize(this.runtime, targetId));
@ -432,6 +439,7 @@ class VirtualMachine extends EventEmitter {
* @return {string} Serialized state of the runtime.
*/
toJSON () {
const sb3 = require('./serialization/sb3');
return StringUtil.stringify(sb3.serialize(this.runtime));
}
@ -461,9 +469,11 @@ class VirtualMachine extends EventEmitter {
const deserializePromise = function () {
const projectVersion = projectJSON.projectVersion;
if (projectVersion === 2) {
const sb2 = require('./serialization/sb2');
return sb2.deserialize(projectJSON, runtime, false, zip);
}
if (projectVersion === 3) {
const sb3 = require('./serialization/sb3');
return sb3.deserialize(projectJSON, runtime, zip);
}
return Promise.reject('Unable to verify Scratch Project version.');
@ -553,6 +563,7 @@ class VirtualMachine extends EventEmitter {
}
const validationPromise = new Promise((resolve, reject) => {
const validate = require('scratch-parser');
// The second argument of true below indicates to the parser/validator
// that the given input should be treated as a single sprite and not
// an entire project
@ -592,6 +603,7 @@ class VirtualMachine extends EventEmitter {
_addSprite2 (sprite, zip) {
// Validate & parse
const sb2 = require('./serialization/sb2');
return sb2.deserialize(sprite, this.runtime, true, zip)
.then(({targets, extensions}) =>
this.installTargets(targets, extensions, false));
@ -605,7 +617,7 @@ class VirtualMachine extends EventEmitter {
*/
_addSprite3 (sprite, zip) {
// Validate & parse
const sb3 = require('./serialization/sb3');
return sb3
.deserialize(sprite, this.runtime, zip, true)
.then(({targets, extensions}) => this.installTargets(targets, extensions, false));
@ -912,7 +924,7 @@ class VirtualMachine extends EventEmitter {
costume.asset = storage.createAsset(
storage.AssetType.ImageVector,
costume.dataFormat,
(new TextEncoder()).encode(svg),
(new _TextEncoder()).encode(svg),
null,
true // generate md5
);
@ -1187,6 +1199,8 @@ class VirtualMachine extends EventEmitter {
* @return {!Promise} Promise that resolves when the extensions and blocks have been added.
*/
shareBlocksToTarget (blocks, targetId, optFromTargetId) {
const sb3 = require('./serialization/sb3');
const copiedBlocks = JSON.parse(JSON.stringify(blocks));
newBlockIds(copiedBlocks);
const target = this.runtime.getTargetById(targetId);

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@ -211,3 +211,48 @@ test('numbers should be rounded to two decimals in say', t => {
looks.say(args, util);
});
test('clamp graphic effects', t => {
const rt = new Runtime();
const looks = new Looks(rt);
const expectedValues = {
brightness: {high: 100, low: -100},
ghost: {high: 100, low: 0},
color: {high: 500, low: -500},
fisheye: {high: 500, low: -500},
whirl: {high: 500, low: -500},
pixelate: {high: 500, low: -500},
mosaic: {high: 500, low: -500}
};
const args = [
{EFFECT: 'brightness', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'brightness', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'ghost', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'ghost', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'color', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'color', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'fisheye', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'fisheye', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'whirl', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'whirl', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'pixelate', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'pixelate', VALUE: -500, CLAMP: 'low'},
{EFFECT: 'mosaic', VALUE: 500, CLAMP: 'high'},
{EFFECT: 'mosaic', VALUE: -500, CLAMP: 'low'}
];
util.target.setEffect = function (effectName, actualValue) {
const clamp = actualValue > 0 ? 'high' : 'low';
rt.emit(effectName + clamp, effectName, actualValue);
};
for (const arg of args) {
rt.addListener(arg.EFFECT + arg.CLAMP, (effectName, actualValue) => {
const expected = expectedValues[arg.EFFECT][arg.CLAMP];
t.strictEqual(actualValue, expected);
});
looks.setEffect(arg, util);
}
t.end();
});

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@ -358,6 +358,43 @@ test('move no obscure shadow', t => {
t.end();
});
test('move - attaching new shadow', t => {
const b = new Blocks(new Runtime());
// Block/shadow are null to mimic state right after a procedure_call block
// is mutated by adding an input. The "move" will attach the new shadow.
b.createBlock({
id: 'foo',
opcode: 'TEST_BLOCK',
next: null,
fields: {},
inputs: {
fooInput: {
name: 'fooInput',
block: null,
shadow: null
}
},
topLevel: true
});
b.createBlock({
id: 'bar',
opcode: 'TEST_BLOCK',
shadow: true,
next: null,
fields: {},
inputs: {},
topLevel: true
});
b.moveBlock({
id: 'bar',
newInput: 'fooInput',
newParent: 'foo'
});
t.equal(b._blocks.foo.inputs.fooInput.block, 'bar');
t.equal(b._blocks.foo.inputs.fooInput.shadow, 'bar');
t.end();
});
test('change', t => {
const b = new Blocks(new Runtime());
b.createBlock({

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@ -0,0 +1,30 @@
const test = require('tap').test;
const TextToSpeech = require('../../src/extensions/scratch3_text2speech/index.js');
const fakeStage = {
textToSpeechLanguage: null
};
const fakeRuntime = {
getTargetForStage: () => fakeStage,
on: () => {} // Stub out listener methods used in constructor.
};
const ext = new TextToSpeech(fakeRuntime);
test('if no language is saved in the project, use default', t => {
t.strictEqual(ext.getCurrentLanguage(), 'en');
t.end();
});
test('if an unsupported language is dropped onto the set language block, use default', t => {
ext.setLanguage({LANGUAGE: 'nope'});
t.strictEqual(ext.getCurrentLanguage(), 'en');
t.end();
});
test('get the extension locale for a supported locale that differs', t => {
ext.setLanguage({LANGUAGE: 'ja-Hira'});
t.strictEqual(ext.getCurrentLanguage(), 'ja');
t.end();
});