mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-23 06:23:37 -05:00
Merge branch 'feature/194' of https://github.com/morantsur/scratch-vm into develop
+ Solve code conflicts, and handle deserialization of 3.0 projects. # Conflicts: # src/index.js # test/unit/serialization_sb2.js
This commit is contained in:
commit
c6c1a63ff0
8 changed files with 281 additions and 20 deletions
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@ -52,9 +52,9 @@
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<button id="projectLoadButton">Load</button>
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<button id="createEmptyProject">New Project</button><br />
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<p>
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<input type="button" value="Export to XML" onclick="toXml()">
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<input type="button" value="Export to JSON" onclick="toJson()">
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<input type="button" value="Import from XML" onclick="fromXml()" id="import">
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<input type="button" value="Import from JSON" onclick="fromJson()" id="import">
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<br /><br />
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<textarea id="importExport"></textarea>
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</p>
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@ -70,18 +70,17 @@
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<!-- Playground -->
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<script src="./playground.js"></script>
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<script>
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function toXml() {
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function toJson() {
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var output = document.getElementById('importExport');
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var xml = Blockly.Xml.workspaceToDom(workspace);
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output.value = Blockly.Xml.domToPrettyText(xml);
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var json = window.vm.toPrettyJSON(workspace);
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output.value = json;
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output.focus();
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output.select();
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}
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function fromXml() {
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function fromJson() {
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var input = document.getElementById('importExport');
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var xml = Blockly.Xml.textToDom(input.value);
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Blockly.Xml.domToWorkspace(workspace, xml);
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window.vm.fromJSON(input.value);
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}
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</script>
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</body>
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@ -11,7 +11,7 @@ var Sprite = require('../sprites/sprite');
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var Color = require('../util/color.js');
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var log = require('../util/log');
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var uid = require('../util/uid');
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var specMap = require('./sb2specmap');
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var specMap = require('./sb2_specmap');
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var Variable = require('../engine/variable');
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var List = require('../engine/list');
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@ -143,7 +143,7 @@ var parseScratchObject = function (object, runtime, topLevel) {
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*/
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var sb2import = function (json, runtime, optForceSprite) {
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return parseScratchObject(
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JSON.parse(json),
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json,
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runtime,
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!optForceSprite
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);
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@ -437,4 +437,6 @@ var parseBlock = function (sb2block) {
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return activeBlock;
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};
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module.exports = sb2import;
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module.exports = {
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deserialize: sb2import
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};
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185
src/serialization/sb3.js
Normal file
185
src/serialization/sb3.js
Normal file
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@ -0,0 +1,185 @@
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/**
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* @fileoverview
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* Partial implementation of a SB3 serializer and deserializer. Parses provided
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* JSON and then generates all needed scratch-vm runtime structures.
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*/
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var package = require('../../package.json');
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var Blocks = require('../engine/blocks');
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var RenderedTarget = require('../sprites/rendered-target');
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var Sprite = require('../sprites/sprite');
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var Variable = require('../engine/variable');
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var List = require('../engine/list');
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/**
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* Serializes the specified VM runtime.
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* @param {!Runtime} runtime VM runtime instance to be serialized.
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* @return {string} Serialized runtime instance.
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*/
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var serialize = function (runtime) {
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// Fetch targets
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var obj = Object.create(null);
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obj.targets = runtime.targets;
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// Assemble metadata
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var meta = Object.create(null);
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meta.semver = '3.0.0';
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meta.vm = package.version;
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// Attach full user agent string to metadata if available
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meta.agent = null;
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if (typeof navigator !== 'undefined') meta.agent = navigator.userAgent;
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// Assemble payload and return
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obj.meta = meta;
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return obj;
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};
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/**
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* Parse a single "Scratch object" and create all its in-memory VM objects.
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* @param {!Object} object From-JSON "Scratch object:" sprite, stage, watcher.
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* @param {!Runtime} runtime Runtime object to load all structures into.
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* @param {boolean} topLevel Whether this is the top-level object (stage).
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* @return {?Target} Target created (stage or sprite).
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*/
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var parseScratchObject = function (object, runtime, topLevel) {
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if (!object.hasOwnProperty('name')) {
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// Watcher/monitor - skip this object until those are implemented in VM.
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// @todo
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return;
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}
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// Blocks container for this object.
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var blocks = new Blocks();
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// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
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var sprite = new Sprite(blocks, runtime);
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// Sprite/stage name from JSON.
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if (object.hasOwnProperty('name')) {
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sprite.name = object.name;
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}
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if (object.hasOwnProperty('blocks')) {
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for (blockId in object.blocks) {
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blocks.createBlock(object.blocks[blockId]);
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}
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console.log(blocks);
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}
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// Costumes from JSON.
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if (object.hasOwnProperty('costumes') || object.hasOwnProperty('costume')) {
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for (var i = 0; i < object.costumeCount; i++) {
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var costume = object.costume; // [i]?
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// @todo: Make sure all the relevant metadata is being pulled out.
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sprite.costumes.push({
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skin: costume.skin,
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name: costume.costumeName,
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bitmapResolution: costume.bitmapResolution,
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rotationCenterX: costume.rotationCenterX,
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rotationCenterY: costume.rotationCenterY
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});
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}
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}
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// Sounds from JSON
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if (object.hasOwnProperty('sounds')) {
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for (var s = 0; s < object.sounds.length; s++) {
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var sound = object.sounds[s];
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sprite.sounds.push({
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format: sound.format,
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fileUrl: sound.fileUrl,
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rate: sound.rate,
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sampleCount: sound.sampleCount,
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soundID: sound.soundID,
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name: sound.name
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});
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}
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}
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// Create the first clone, and load its run-state from JSON.
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var target = sprite.createClone();
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// Add it to the runtime's list of targets.
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runtime.targets.push(target);
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// Load target properties from JSON.
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if (object.hasOwnProperty('variables')) {
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for (var j = 0; j < object.variables.length; j++) {
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var variable = object.variables[j];
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target.variables[variable.name] = new Variable(
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variable.name,
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variable.value,
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variable.isPersistent
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);
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}
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}
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if (object.hasOwnProperty('lists')) {
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for (var k = 0; k < object.lists.length; k++) {
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var list = object.lists[k];
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// @todo: monitor properties.
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target.lists[list.listName] = new List(
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list.listName,
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list.contents
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);
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}
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}
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if (object.hasOwnProperty('x')) {
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target.x = object.x;
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}
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if (object.hasOwnProperty('y')) {
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target.y = object.y;
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}
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if (object.hasOwnProperty('direction')) {
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target.direction = object.direction;
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}
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if (object.hasOwnProperty('size')) {
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target.size = object.size;
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}
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if (object.hasOwnProperty('visible')) {
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target.visible = object.visible;
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}
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if (object.hasOwnProperty('currentCostume')) {
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target.currentCostume = object.currentCostume;
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}
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if (object.hasOwnProperty('rotationStyle')) {
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target.rotationStyle = object.rotationStyle;
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}
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target.isStage = topLevel;
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target.updateAllDrawableProperties();
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// The stage will have child objects; recursively process them.
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if (object.children) {
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for (var m = 0; m < object.children.length; m++) {
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parseScratchObject(object.children[m], runtime, false);
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}
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}
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console.log("returning target:");
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console.log(target);
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return target;
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};
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/**
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* Top-level handler. Parse provided JSON,
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* and process the top-level object (the stage object).
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* @param {!string} json SB2-format JSON to load.
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* @param {!Runtime} runtime Runtime object to load all structures into.
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* @param {Boolean=} optForceSprite If set, treat as sprite (Sprite2).
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* @return {?Target} Top-level target created (stage or sprite).
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*/
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var sb3import = function (json, runtime, optForceSprite) {
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return parseScratchObject(
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json,
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runtime,
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!optForceSprite
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);
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};
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/**
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* Deserializes the specified representation of a VM runtime and loads it into
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* the provided runtime instance.
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* @param {string} json Stringified JSON representation of a VM runtime.
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* @param {Runtime} runtime Runtime instance
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*/
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var deserialize = function (json, runtime) {
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for (var i = 0; i < json.targets.length; i++) {
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parseScratchObject(json.targets[i], runtime);
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}
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};
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module.exports = {
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serialize: serialize,
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deserialize: deserialize
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};
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@ -717,7 +717,7 @@ RenderedTarget.prototype.postSpriteInfo = function (data) {
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/**
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* Serialize sprite info, used when emitting events about the sprite
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* @returns {object} sprite data as a simple object
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* @returns {object} Sprite data as a simple object
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*/
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RenderedTarget.prototype.toJSON = function () {
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return {
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isStage: this.isStage,
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x: this.x,
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y: this.y,
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size: this.size,
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direction: this.direction,
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costume: this.getCurrentCostume(),
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costumeCount: this.getCostumes().length,
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visible: this.visible,
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rotationStyle: this.rotationStyle
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rotationStyle: this.rotationStyle,
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blocks: this.blocks._blocks,
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variables: this.variables,
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lists: this.lists
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};
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};
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@ -2,7 +2,9 @@ var EventEmitter = require('events');
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var util = require('util');
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var Runtime = require('./engine/runtime');
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var sb2import = require('./import/sb2import');
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var sb2 = require('./serialization/sb2');
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var sb3 = require('./serialization/sb3');
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/**
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* Handles connections between blocks, stage, and extensions.
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@ -143,8 +145,8 @@ VirtualMachine.prototype.postIOData = function (device, data) {
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*/
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VirtualMachine.prototype.loadProject = function (json) {
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this.clear();
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// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
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sb2import(json, this.runtime);
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// @todo: Handle other formats, e.g., Scratch 1.4.
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this.fromJSON(json, this.runtime);
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// Select the first target for editing, e.g., the first sprite.
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this.editingTarget = this.runtime.targets[1];
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// Update the VM user's knowledge of targets and blocks on the workspace.
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@ -153,13 +155,62 @@ VirtualMachine.prototype.loadProject = function (json) {
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this.runtime.setEditingTarget(this.editingTarget);
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};
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/**
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* return a project in a Scratch 3.0 JSON representation.
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*/
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VirtualMachine.prototype.saveProjectSb3 = function () {
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// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 2.0.
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return this.toJSON();
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}
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/**
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* Export project as a Scratch 3.0 JSON representation.
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* @return {string} Serialized state of the runtime.
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*/
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VirtualMachine.prototype.toJSON = function () {
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return JSON.stringify(sb3.serialize(this.runtime));
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};
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/**
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* Load a project from a Scratch JSON representation.
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* @param {string} json JSON string representing a project.
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*/
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VirtualMachine.prototype.fromJSON = function (json) {
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// Clear the current runtime
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this.clear();
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// Validate & parse
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if (typeof json !== 'string') return;
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json = JSON.parse(json);
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if (typeof json !== 'object') return;
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// Establish version, deserialize, and load into runtime
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// @todo Support Scratch 1.4
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// @todo This is an extremely naïve / dangerous way of determining version.
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// See `scratch-parser` for a more sophisticated validation
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// methodology that should be adapted for use here
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if ((typeof json.meta !== 'undefined') && (typeof json.meta.semver !== 'undefined') ) {
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sb3.deserialize(json, this.runtime);
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} else {
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sb2.deserialize(json, this.runtime);
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}
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// Select the first target for editing, e.g., the first sprite.
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this.editingTarget = this.runtime.targets[1];
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// Update the VM user's knowledge of targets and blocks on the workspace.
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this.emitTargetsUpdate();
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this.emitWorkspaceUpdate();
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this.runtime.setEditingTarget(this.editingTarget);
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};
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/**
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* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
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* @param {?string} json JSON string representing the sprite.
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*/
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VirtualMachine.prototype.addSprite2 = function (json) {
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// Select new sprite.
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this.editingTarget = sb2import(json, this.runtime, true);
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this.editingTarget = sb2.deserialize(json, this.runtime, true);
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// Update the VM user's knowledge of targets and blocks on the workspace.
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this.emitTargetsUpdate();
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this.emitWorkspaceUpdate();
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@ -4,10 +4,11 @@ var extract = require('../fixtures/extract');
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var renderedTarget = require('../../src/sprites/rendered-target');
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var runtime = require('../../src/engine/runtime');
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var sb2 = require('../../src/import/sb2import');
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var sb2 = require('../../src/serialization/sb2');
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test('spec', function (t) {
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t.type(sb2, 'function');
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t.type(sb2, 'object');
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t.type(sb2.deserialize, 'function');
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t.end();
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});
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@ -18,7 +19,7 @@ test('default', function (t) {
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// Create runtime instance & load SB2 into it
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var rt = new runtime();
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sb2(file, rt);
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sb2.deserialize(file, rt);
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// Test
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t.type(file, 'string');
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19
test/unit/serialization_sb3.js
Normal file
19
test/unit/serialization_sb3.js
Normal file
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@ -0,0 +1,19 @@
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var test = require('tap').test;
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var VirtualMachine = require('../../src/index');
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var sb3 = require('../../src/serialization/sb3');
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test('serialize', function (t) {
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var vm = new VirtualMachine();
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vm.fromJSON(JSON.stringify(require('../fixtures/demo.json')));
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var result = sb3.serialize(vm.runtime);
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console.dir(JSON.stringify(result));
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// @todo Analyize
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t.end();
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});
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test('deserialize', function (t) {
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var vm = new VirtualMachine();
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var result = sb3.deserialize('', vm.runtime);
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// @todo Analyize
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||||
t.end();
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||||
});
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