Store the thread's blocks at blockContainer letting execute quickly
determine the block source. Monitor threads are a monitor thread. They
do not become a target thread suddenly.
* localize the block and menu strings in the pen extension
* adds .tx/config to be able to push translations to transifex
* includes format-message to localize strings and extracting them.
* add setLocale function to VM to allow GUI to pass in locale data.
* refresh block definitions when the locale changes.
### Still to be decided
For now just extracting messages from the pen extension into their own file. We’ll need to decide if each category gets its own file, or group all the strings into one resource.
Before: `_removeThread` stops a thread and immediately removes it from
the runtime's thread array. If this happens while iterating over the
thread array, such as in the case of clone deletion, some elements of
the array can be missed.
After: `_removeThread` has been renamed to `_stopThread`. It still stops
the thread immediately but it no longer removes the thread from the
runtime's thread array. Instead, `_stopThread` marks the thread for
later removal. Such threads are removed at the top of the next `_step`.
return false from isActiveThread if thread's status is done even when
its contained in the runtime threads list. As it is done, the thread
will not be run until either its replaced by a new copy of the thread
or the thread is removed from the list and another is added at a later
time.
Due to a typo (I believe) we were overwriting a horizontal hat block's
fields list when collecting hat block inputs. Now we collect inputs into
a temporary object in this case.
Dynamic menus are not yet supported for extension menus, though they are
part of the extension spec. This change provides more thorough feedback
if an extension tries to register an unsupported dynamic menu.
- Remove WeDo 2 extension from the runtime's default block packages list
- The WeDo 2.0 extension now calls its own `connect` method on startup
I also renamed `EXTENSION_NAME` to `EXTENSION_ID` for consistency with
the rest of the extension system.
This prevents generation of invalid XML due to characters like '<' or
'>' in fields' default values. Unfortunately the value comes back in its
escaped form, so there's still more work to be done.
Problem:
When a clone is deleted, its thread is removed from the thread
list; but the index "i" in the execution for-loop will still +1,
making the next thread skipped.
Changes:
Added a flag "isKilled" on a thread;
Set the flag when a thread is removed from the thread list;
reduce the "i" counter if the thread of the current loop is removed.
* Add `getTargetIdForDrawableId` to translate between renderer picks and VM targets
* Add `startDrag` to stop sprite motion while dragging
* Add `stopDrag` to return sprite motion after dragging
The `allStacksAndOwnersDo` function in Scratch 2.0 runtime iterates
targets in reverse and projects sometimes rely on that for correct
initialization. If, for example, each sprite runs a "go back 999 layers"
or "go to front" block as its first action, the order of execution will
determine the ordering of the layers.
This change makes Scratch 3.0 match the Scratch 2.0 execution order.
These blocks implement pen features as found in Scratch 2.0
Supporting changes include:
- `Target` is now an event emitter
- `RenderedTarget` now emits an event when it moves
- `Target` can now store arbitrary "extra" data, called "custom state"
in the code, using a `Target`'s `setCustomState` and `getCustomState`
methods. This is used to store per-target pen state without requiring
`Target` or `RenderedTarget` to know anything about the pen.
- `Cast` can now cast to an RGB color object.
- `Color` now has functions to convert between RGB and HSV, constants
for for black & white, and a `mixRgb` function to lerp between two
colors.
This allows costume data to reach listeners even when the sprite isn't the editing target.
Filter out non-editing target reports in the playground to match previous behavior.
These events signal when any threads are running or when all threads have stopped running. This maps to whether the green flag or the stop button should be illuminated in the GUI.
Use it before loading projects so targets don't accumulate when multiple projects are loaded on the same instance.
Move check to see if the clone is the original clone onto the block implementation so all clones can be removed.
Fixes#274
* Implement "go to" block
* Add a missing semicolon
My text editor doesn't automatically insert them and I'm not used to using
semicolons so much. :(
* Implement go-to-random
* Clean up the go-to-random code a bit
* Add rounding to _random_ picks
* Add scratch3_procedures and no-op for defnoreturn
* Add mutation adapter to parse mutations in CREATE/CHANGE events
* Add mutation-to-XML
* Update spec map for Blockly procedure names
* Placeholder for procedure special cases
* Basic stepping to procedures
* Remove extra case
* Validation for changeBlock
* Import lists and variables from SB2
* Switch to Variable and List objects
* Add Clone.lookupOrCreateVariable, Clone.getVariable, Clone.setVariable
* Add (get, set, change) variable blocks.
* Copy variables and lists on clone instantiation
* Move variable options closer to blocks
* Add list primitives
* Move variable and lists storage to `Target` instead of `Clone`
* Move _computeIndex to a Cast function
* Rename `getList` -> `getListAsString`
* Renames renames
* Remove extra check in Cast.isNaN
* Provide property to Clone to distinguish "original" clones
* Provide method to clone a clone's properties
* Don't report clones in the UI target list
* Add target info to Thread
* Allow hats to skip clones (for green flag)
* Green flag skips clones
* Implement "create clone" and hat
* Pass the runtime to sprites and clones (for start hats)
* Clone disposal; trigger hats after drawable initializes.
* Separate stop threads for target; fix handling of stop button
* Remove extraneous `skipClones` property
* Add global clone limit
* Don't allow a non-clone to delete itself.
* Rename `cloneClone` -> `makeClone`
* Variable updates in runtime.js
* Synchronous drawable initialization (until we put it back to promises)
* Strip out old script glowing in thread management
* Add new tracking mechanism for glowing scripts
* Track parents and use them to determine script glows
* Use top-block for a thread if there's nothing on the stack
* Remove `console.log`
* Add `Clone.prototype.getCostumeIndexByName`, keep in range
* Add basic costume primitives from Scratch 2.0
* Add costume getter block
* Add properties and methods for distinguishing stage and sprites-vs-clones
* Add backdrop-related looks blocks
* Fix up "switch to backdrop" to be working
* Costume/backdrop reporters are 1-indexed
* Fire "when backdrop switched" hats
* Cut cloning helpers for a separate PR
* Disable many blocks on the stage
* Refactor into _setCostumeOrBackdrop; implement switch backdrop and wait
* Fire hats even when backdrop unchanged
* Key pressed hat
* Tabs -> Spaces
* Oops
* Edge activate
* Fix hat
Phew...
* I forgot to change it also here
:/ :/ :\
* Minor fixes for TravisCi
* Minor docs
* Line length