var EventEmitter = require('events'); var Sequencer = require('./sequencer'); var Thread = require('./thread'); var util = require('util'); // Virtual I/O devices. var Clock = require('../io/clock'); var Mouse = require('../io/mouse'); var defaultBlockPackages = { 'scratch3_control': require('../blocks/scratch3_control'), 'scratch3_event': require('../blocks/scratch3_event'), 'scratch3_looks': require('../blocks/scratch3_looks'), 'scratch3_motion': require('../blocks/scratch3_motion'), 'scratch3_operators': require('../blocks/scratch3_operators'), 'scratch3_sensing': require('../blocks/scratch3_sensing') }; /** * Manages targets, scripts, and the sequencer. */ function Runtime () { // Bind event emitter EventEmitter.call(this); // State for the runtime /** * Target management and storage. * @type {Array.} */ this.targets = []; /** * A list of threads that are currently running in the VM. * Threads are added when execution starts and pruned when execution ends. * @type {Array.} */ this.threads = []; /** @type {!Sequencer} */ this.sequencer = new Sequencer(this); /** * Map to look up a block primitive's implementation function by its opcode. * This is a two-step lookup: package name first, then primitive name. * @type {Object.} */ this._primitives = {}; this._registerBlockPackages(); this.ioDevices = { 'clock': new Clock(), 'mouse': new Mouse() }; } /** * Event name for glowing a stack * @const {string} */ Runtime.STACK_GLOW_ON = 'STACK_GLOW_ON'; /** * Event name for unglowing a stack * @const {string} */ Runtime.STACK_GLOW_OFF = 'STACK_GLOW_OFF'; /** * Event name for glowing a block * @const {string} */ Runtime.BLOCK_GLOW_ON = 'BLOCK_GLOW_ON'; /** * Event name for unglowing a block * @const {string} */ Runtime.BLOCK_GLOW_OFF = 'BLOCK_GLOW_OFF'; /** * Event name for visual value report. * @const {string} */ Runtime.VISUAL_REPORT = 'VISUAL_REPORT'; /** * Inherit from EventEmitter */ util.inherits(Runtime, EventEmitter); /** * How rapidly we try to step threads, in ms. */ Runtime.THREAD_STEP_INTERVAL = 1000 / 60; // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Register default block packages with this runtime. * @todo Prefix opcodes with package name. * @private */ Runtime.prototype._registerBlockPackages = function () { for (var packageName in defaultBlockPackages) { if (defaultBlockPackages.hasOwnProperty(packageName)) { // @todo pass a different runtime depending on package privilege? var packageObject = new (defaultBlockPackages[packageName])(this); var packageContents = packageObject.getPrimitives(); for (var op in packageContents) { if (packageContents.hasOwnProperty(op)) { this._primitives[op] = packageContents[op].bind(packageObject); } } } } }; /** * Retrieve the function associated with the given opcode. * @param {!string} opcode The opcode to look up. * @return {Function} The function which implements the opcode. */ Runtime.prototype.getOpcodeFunction = function (opcode) { return this._primitives[opcode]; }; // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Create a thread and push it to the list of threads. * @param {!string} id ID of block that starts the stack */ Runtime.prototype._pushThread = function (id) { this.emit(Runtime.STACK_GLOW_ON, id); var thread = new Thread(id); thread.pushStack(id); this.threads.push(thread); }; /** * Remove a thread from the list of threads. * @param {?Thread} thread Thread object to remove from actives */ Runtime.prototype._removeThread = function (thread) { var i = this.threads.indexOf(thread); if (i > -1) { this.emit(Runtime.STACK_GLOW_OFF, thread.topBlock); this.threads.splice(i, 1); } }; /** * Toggle a script. * @param {!string} topBlockId ID of block that starts the script. */ Runtime.prototype.toggleScript = function (topBlockId) { // Remove any existing thread. for (var i = 0; i < this.threads.length; i++) { if (this.threads[i].topBlock == topBlockId) { this._removeThread(this.threads[i]); return; } } // Otherwise add it. this._pushThread(topBlockId); }; /** * Green flag, which stops currently running threads * and adds all top-level scripts that start with the green flag */ Runtime.prototype.greenFlag = function () { // Remove all existing threads for (var i = 0; i < this.threads.length; i++) { this._removeThread(this.threads[i]); } // Add all top scripts with green flag for (var t = 0; t < this.targets.length; t++) { var target = this.targets[t]; var scripts = target.blocks.getScripts(); for (var j = 0; j < scripts.length; j++) { var topBlock = scripts[j]; if (target.blocks.getBlock(topBlock).opcode === 'event_whenflagclicked') { this._pushThread(scripts[j]); } } } }; /** * Stop "everything" */ Runtime.prototype.stopAll = function () { var threadsCopy = this.threads.slice(); while (threadsCopy.length > 0) { var poppedThread = threadsCopy.pop(); // Unglow any blocks on this thread's stack. for (var i = 0; i < poppedThread.stack.length; i++) { this.glowBlock(poppedThread.stack[i], false); } // Actually remove the thread. this._removeThread(poppedThread); } }; /** * Repeatedly run `sequencer.stepThreads` and filter out * inactive threads after each iteration. */ Runtime.prototype._step = function () { var inactiveThreads = this.sequencer.stepThreads(this.threads); for (var i = 0; i < inactiveThreads.length; i++) { this._removeThread(inactiveThreads[i]); } }; /** * Emit feedback for block glowing (used in the sequencer). * @param {?string} blockId ID for the block to update glow * @param {boolean} isGlowing True to turn on glow; false to turn off. */ Runtime.prototype.glowBlock = function (blockId, isGlowing) { if (isGlowing) { this.emit(Runtime.BLOCK_GLOW_ON, blockId); } else { this.emit(Runtime.BLOCK_GLOW_OFF, blockId); } }; /** * Emit value for reporter to show in the blocks. * @param {string} blockId ID for the block. * @param {string} value Value to show associated with the block. */ Runtime.prototype.visualReport = function (blockId, value) { this.emit(Runtime.VISUAL_REPORT, blockId, String(value)); }; /** * Return the Target for a particular thread. * @param {!Thread} thread Thread to determine target for. * @return {?Target} Target object, if one exists. */ Runtime.prototype.targetForThread = function (thread) { // @todo This is a messy solution, // but prevents having circular data references. // Have a map or some other way to associate target with threads. for (var t = 0; t < this.targets.length; t++) { var target = this.targets[t]; if (target.blocks.getBlock(thread.topBlock)) { return target; } } }; /** * Get a target by its id. * @param {string} targetId Id of target to find. * @return {?Target} The target, if found. */ Runtime.prototype.getTargetById = function (targetId) { for (var i = 0; i < this.targets.length; i++) { var target = this.targets[i]; if (target.id == targetId) { return target; } } }; /** * Handle an animation frame from the main thread. */ Runtime.prototype.animationFrame = function () { if (self.renderer) { self.renderer.draw(); } }; /** * Set up timers to repeatedly step in a browser */ Runtime.prototype.start = function () { self.setInterval(function() { this._step(); }.bind(this), Runtime.THREAD_STEP_INTERVAL); }; module.exports = Runtime;