const EventEmitter = require('events'); const {OrderedMap} = require('immutable'); const escapeHtml = require('escape-html'); const ArgumentType = require('../extension-support/argument-type'); const Blocks = require('./blocks'); const BlockType = require('../extension-support/block-type'); const Profiler = require('./profiler'); const Sequencer = require('./sequencer'); const ScratchBlocksConstants = require('./scratch-blocks-constants'); const TargetType = require('../extension-support/target-type'); const Thread = require('./thread'); const log = require('../util/log'); const maybeFormatMessage = require('../util/maybe-format-message'); const StageLayering = require('./stage-layering'); const Variable = require('./variable'); // Virtual I/O devices. const Clock = require('../io/clock'); const DeviceManager = require('../io/deviceManager'); const Keyboard = require('../io/keyboard'); const Mouse = require('../io/mouse'); const MouseWheel = require('../io/mouseWheel'); const UserData = require('../io/userData'); const Video = require('../io/video'); const StringUtil = require('../util/string-util'); const uid = require('../util/uid'); const 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_sound: require('../blocks/scratch3_sound'), scratch3_sensing: require('../blocks/scratch3_sensing'), scratch3_data: require('../blocks/scratch3_data'), scratch3_procedures: require('../blocks/scratch3_procedures') }; /** * Information used for converting Scratch argument types into scratch-blocks data. * @type {object.} */ const ArgumentTypeMap = (() => { const map = {}; map[ArgumentType.ANGLE] = { shadowType: 'math_angle', fieldType: 'NUM' }; map[ArgumentType.COLOR] = { shadowType: 'colour_picker' }; map[ArgumentType.NUMBER] = { shadowType: 'math_number', fieldType: 'NUM' }; map[ArgumentType.STRING] = { shadowType: 'text', fieldType: 'TEXT' }; map[ArgumentType.BOOLEAN] = { check: 'Boolean' }; map[ArgumentType.MATRIX] = { shadowType: 'matrix', fieldType: 'MATRIX' }; return map; })(); /** * Predefined "Converted block info" for a separator between blocks in a block category * @type {ConvertedBlockInfo} */ const ConvertedSeparator = { info: {}, json: null, xml: '' }; /** * Numeric ID for Runtime._step in Profiler instances. * @type {number} */ let stepProfilerId = -1; /** * Numeric ID for Sequencer.stepThreads in Profiler instances. * @type {number} */ let stepThreadsProfilerId = -1; /** * Numeric ID for RenderWebGL.draw in Profiler instances. * @type {number} */ let rendererDrawProfilerId = -1; /** * Manages targets, scripts, and the sequencer. * @constructor */ class Runtime extends EventEmitter { constructor () { super(); /** * 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); /** * Storage container for flyout blocks. * These will execute on `_editingTarget.` * @type {!Blocks} */ this.flyoutBlocks = new Blocks(true /* force no glow */); /** * Storage container for monitor blocks. * These will execute on a target maybe * @type {!Blocks} */ this.monitorBlocks = new Blocks(true /* force no glow */); /** * Currently known editing target for the VM. * @type {?Target} */ this._editingTarget = null; /** * 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 = {}; /** * Map to look up all block information by extended opcode. * @type {Array.} * @private */ this._blockInfo = []; /** * Map to look up hat blocks' metadata. * Keys are opcode for hat, values are metadata objects. * @type {Object.} */ this._hats = {}; /** * Currently known values for edge-activated hats. * Keys are block ID for the hat; values are the currently known values. * @type {Object.} */ this._edgeActivatedHatValues = {}; /** * A list of script block IDs that were glowing during the previous frame. * @type {!Array.} */ this._scriptGlowsPreviousFrame = []; /** * Number of non-monitor threads running during the previous frame. * @type {number} */ this._nonMonitorThreadCount = 0; /** * Currently known number of clones, used to enforce clone limit. * @type {number} */ this._cloneCounter = 0; /** * Flag to emit a targets update at the end of a step. When target data * changes, this flag is set to true. * @type {boolean} */ this._refreshTargets = false; /** * Map to look up all monitor block information by opcode. * @type {object} * @private */ this.monitorBlockInfo = {}; /** * Ordered map of all monitors, which are MonitorReporter objects. */ this._monitorState = OrderedMap({}); /** * Monitor state from last tick */ this._prevMonitorState = OrderedMap({}); /** * Whether the project is in "turbo mode." * @type {Boolean} */ this.turboMode = false; /** * Whether the project is in "compatibility mode" (30 TPS). * @type {Boolean} */ this.compatibilityMode = false; /** * A reference to the current runtime stepping interval, set * by a `setInterval`. * @type {!number} */ this._steppingInterval = null; /** * Current length of a step. * Changes as mode switches, and used by the sequencer to calculate * WORK_TIME. * @type {!number} */ this.currentStepTime = null; /** * Whether any primitive has requested a redraw. * Affects whether `Sequencer.stepThreads` will yield * after stepping each thread. * Reset on every frame. * @type {boolean} */ this.redrawRequested = false; // Register all given block packages. this._registerBlockPackages(); // Register and initialize "IO devices", containers for processing // I/O related data. /** @type {Object.} */ this.ioDevices = { clock: new Clock(), deviceManager: new DeviceManager(), keyboard: new Keyboard(this), mouse: new Mouse(this), mouseWheel: new MouseWheel(this), userData: new UserData(), video: new Video(this) }; /** * A list of extensions, used to manage hardware connection. */ this.peripheralExtensions = {}; /** * A runtime profiler that records timed events for later playback to * diagnose Scratch performance. * @type {Profiler} */ this.profiler = null; } /** * Width of the stage, in pixels. * @const {number} */ static get STAGE_WIDTH () { return 480; } /** * Height of the stage, in pixels. * @const {number} */ static get STAGE_HEIGHT () { return 360; } /** * Event name for glowing a script. * @const {string} */ static get SCRIPT_GLOW_ON () { return 'SCRIPT_GLOW_ON'; } /** * Event name for unglowing a script. * @const {string} */ static get SCRIPT_GLOW_OFF () { return 'SCRIPT_GLOW_OFF'; } /** * Event name for glowing a block. * @const {string} */ static get BLOCK_GLOW_ON () { return 'BLOCK_GLOW_ON'; } /** * Event name for unglowing a block. * @const {string} */ static get BLOCK_GLOW_OFF () { return 'BLOCK_GLOW_OFF'; } /** * Event name for turning on turbo mode. * @const {string} */ static get TURBO_MODE_ON () { return 'TURBO_MODE_ON'; } /** * Event name for turning off turbo mode. * @const {string} */ static get TURBO_MODE_OFF () { return 'TURBO_MODE_OFF'; } /** * Event name when the project is started (threads may not necessarily be * running). * @const {string} */ static get PROJECT_START () { return 'PROJECT_START'; } /** * Event name when threads start running. * Used by the UI to indicate running status. * @const {string} */ static get PROJECT_RUN_START () { return 'PROJECT_RUN_START'; } /** * Event name when threads stop running * Used by the UI to indicate not-running status. * @const {string} */ static get PROJECT_RUN_STOP () { return 'PROJECT_RUN_STOP'; } /** * Event name for project being stopped or restarted by the user. * Used by blocks that need to reset state. * @const {string} */ static get PROJECT_STOP_ALL () { return 'PROJECT_STOP_ALL'; } /** * Event name for visual value report. * @const {string} */ static get VISUAL_REPORT () { return 'VISUAL_REPORT'; } /** * Event name for targets update report. * @const {string} */ static get TARGETS_UPDATE () { return 'TARGETS_UPDATE'; } /** * Event name for monitors update. * @const {string} */ static get MONITORS_UPDATE () { return 'MONITORS_UPDATE'; } /** * Event name for block drag update. * @const {string} */ static get BLOCK_DRAG_UPDATE () { return 'BLOCK_DRAG_UPDATE'; } /** * Event name for block drag end. * @const {string} */ static get BLOCK_DRAG_END () { return 'BLOCK_DRAG_END'; } /** * Event name for reporting that an extension was added. * @const {string} */ static get EXTENSION_ADDED () { return 'EXTENSION_ADDED'; } /** * Event name for updating the available set of peripheral devices. * @const {string} */ static get PERIPHERAL_LIST_UPDATE () { return 'PERIPHERAL_LIST_UPDATE'; } /** * Event name for reporting that a peripheral has connected. * @const {string} */ static get PERIPHERAL_CONNECTED () { return 'PERIPHERAL_CONNECTED'; } /** * Event name for reporting that a peripheral has encountered an error. * @const {string} */ static get PERIPHERAL_ERROR () { return 'PERIPHERAL_ERROR'; } /** * Event name for reporting that a peripheral has not been discovered. * @const {string} */ static get PERIPHERAL_SCAN_TIMEOUT () { return 'PERIPHERAL_SCAN_TIMEOUT'; } /** * Event name for reporting that blocksInfo was updated. * @const {string} */ static get BLOCKSINFO_UPDATE () { return 'BLOCKSINFO_UPDATE'; } /** * How rapidly we try to step threads by default, in ms. */ static get THREAD_STEP_INTERVAL () { return 1000 / 60; } /** * In compatibility mode, how rapidly we try to step threads, in ms. */ static get THREAD_STEP_INTERVAL_COMPATIBILITY () { return 1000 / 30; } /** * How many clones can be created at a time. * @const {number} */ static get MAX_CLONES () { return 300; } // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Register default block packages with this runtime. * @todo Prefix opcodes with package name. * @private */ _registerBlockPackages () { for (const packageName in defaultBlockPackages) { if (defaultBlockPackages.hasOwnProperty(packageName)) { // @todo pass a different runtime depending on package privilege? const packageObject = new (defaultBlockPackages[packageName])(this); // Collect primitives from package. if (packageObject.getPrimitives) { const packagePrimitives = packageObject.getPrimitives(); for (const op in packagePrimitives) { if (packagePrimitives.hasOwnProperty(op)) { this._primitives[op] = packagePrimitives[op].bind(packageObject); } } } // Collect hat metadata from package. if (packageObject.getHats) { const packageHats = packageObject.getHats(); for (const hatName in packageHats) { if (packageHats.hasOwnProperty(hatName)) { this._hats[hatName] = packageHats[hatName]; } } } // Collect monitored from package. if (packageObject.getMonitored) { this.monitorBlockInfo = Object.assign({}, this.monitorBlockInfo, packageObject.getMonitored()); } } } } /** * Generate an extension-specific menu ID. * @param {string} menuName - the name of the menu. * @param {string} extensionId - the ID of the extension hosting the menu. * @returns {string} - the constructed ID. * @private */ _makeExtensionMenuId (menuName, extensionId) { return `${extensionId}_menu_${escapeHtml(menuName)}`; } /** * Create a context ("args") object for use with `formatMessage` on messages which might be target-specific. * @param {Target} [target] - the target to use as context. If a target is not provided, default to the current * editing target or the stage. */ makeMessageContextForTarget (target) { const context = {}; target = target || this.getEditingTarget() || this.getTargetForStage(); if (target) { context.targetType = (target.isStage ? TargetType.STAGE : TargetType.SPRITE); } } /** * Register the primitives provided by an extension. * @param {ExtensionMetadata} extensionInfo - information about the extension (id, blocks, etc.) * @private */ _registerExtensionPrimitives (extensionInfo) { const categoryInfo = { id: extensionInfo.id, name: maybeFormatMessage(extensionInfo.name), showStatusButton: extensionInfo.showStatusButton, blockIconURI: extensionInfo.blockIconURI, menuIconURI: extensionInfo.menuIconURI, color1: extensionInfo.colour || '#0FBD8C', color2: extensionInfo.colourSecondary || '#0DA57A', color3: extensionInfo.colourTertiary || '#0B8E69', blocks: [], menus: [] }; this._blockInfo.push(categoryInfo); this._fillExtensionCategory(categoryInfo, extensionInfo); this.emit(Runtime.EXTENSION_ADDED, categoryInfo.blocks.concat(categoryInfo.menus)); } /** * Reregister the primitives for an extension * @param {ExtensionMetadata} extensionInfo - new info (results of running getInfo) for an extension * @private */ _refreshExtensionPrimitives (extensionInfo) { let extensionBlocks = []; for (const categoryInfo of this._blockInfo) { if (extensionInfo.id === categoryInfo.id) { categoryInfo.name = maybeFormatMessage(extensionInfo.name); categoryInfo.blocks = []; categoryInfo.menus = []; this._fillExtensionCategory(categoryInfo, extensionInfo); extensionBlocks = extensionBlocks.concat(categoryInfo.blocks, categoryInfo.menus); } } this.emit(Runtime.BLOCKSINFO_UPDATE, extensionBlocks); } /** * Read extension information, convert menus and blocks, and store the results in the provided category object. * @param {CategoryInfo} categoryInfo - the category to be filled * @param {ExtensionMetadata} extensionInfo - the extension metadata to read * @private */ _fillExtensionCategory (categoryInfo, extensionInfo) { for (const menuName in extensionInfo.menus) { if (extensionInfo.menus.hasOwnProperty(menuName)) { const menuItems = extensionInfo.menus[menuName]; const convertedMenu = this._buildMenuForScratchBlocks(menuName, menuItems, categoryInfo); categoryInfo.menus.push(convertedMenu); } } for (const blockInfo of extensionInfo.blocks) { if (blockInfo === '---') { categoryInfo.blocks.push(ConvertedSeparator); continue; } try { const convertedBlock = this._convertForScratchBlocks(blockInfo, categoryInfo); const opcode = convertedBlock.json.type; categoryInfo.blocks.push(convertedBlock); if (blockInfo.blockType !== BlockType.EVENT) { this._primitives[opcode] = convertedBlock.info.func; } if (blockInfo.blockType === BlockType.EVENT || blockInfo.blockType === BlockType.HAT) { this._hats[opcode] = { edgeActivated: blockInfo.isEdgeActivated, restartExistingThreads: blockInfo.shouldRestartExistingThreads }; } } catch (e) { log.error('Error parsing block: ', {block: blockInfo, error: e}); } } } /** * Build the scratch-blocks JSON for a menu. Note that scratch-blocks treats menus as a special kind of block. * @param {string} menuName - the name of the menu * @param {array} menuItems - the list of items for this menu * @param {CategoryInfo} categoryInfo - the category for this block * @returns {object} - a JSON-esque object ready for scratch-blocks' consumption * @private */ _buildMenuForScratchBlocks (menuName, menuItems, categoryInfo) { const menuId = this._makeExtensionMenuId(menuName, categoryInfo.id); let options = null; if (typeof menuItems === 'function') { options = menuItems; } else { const extensionMessageContext = this.makeMessageContextForTarget(); options = menuItems.map(item => { const formattedItem = maybeFormatMessage(item, extensionMessageContext); switch (typeof formattedItem) { case 'string': return [formattedItem, formattedItem]; case 'object': return [maybeFormatMessage(item.text, extensionMessageContext), item.value]; default: throw new Error(`Can't interpret menu item: ${JSON.stringify(item)}`); } }); } return { json: { message0: '%1', type: menuId, inputsInline: true, output: 'String', colour: categoryInfo.color1, colourSecondary: categoryInfo.color2, colourTertiary: categoryInfo.color3, outputShape: ScratchBlocksConstants.OUTPUT_SHAPE_ROUND, args0: [ { type: 'field_dropdown', name: menuName, options: options } ] } }; } /** * Convert ExtensionBlockMetadata into scratch-blocks JSON & XML, and generate a proxy function. * @param {ExtensionBlockMetadata} blockInfo - the block to convert * @param {CategoryInfo} categoryInfo - the category for this block * @returns {ConvertedBlockInfo} - the converted & original block information * @private */ _convertForScratchBlocks (blockInfo, categoryInfo) { const extendedOpcode = `${categoryInfo.id}_${blockInfo.opcode}`; const blockJSON = { type: extendedOpcode, inputsInline: true, category: categoryInfo.name, colour: categoryInfo.color1, colourSecondary: categoryInfo.color2, colourTertiary: categoryInfo.color3, extensions: ['scratch_extension'] }; const context = { // TODO: store this somewhere so that we can map args appropriately after translation. // This maps an arg name to its relative position in the original (usually English) block text. // When displaying a block in another language we'll need to run a `replace` action similar to the one // below, but each `[ARG]` will need to be replaced with the number in this map. argsMap: {}, blockJSON, categoryInfo, blockInfo, inputList: [] }; // If an icon for the extension exists, prepend it to each block, with a vertical separator. // We can overspecify an icon for each block, but if no icon exists on a block, fall back to // the category block icon. const iconURI = blockInfo.blockIconURI || categoryInfo.blockIconURI; if (iconURI) { blockJSON.message0 = '%1 %2'; const iconJSON = { type: 'field_image', src: iconURI, width: 40, height: 40 }; const separatorJSON = { type: 'field_vertical_separator' }; blockJSON.args0 = [ iconJSON, separatorJSON ]; } switch (blockInfo.blockType) { case BlockType.COMMAND: blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE; blockJSON.previousStatement = null; // null = available connection; undefined = hat if (!blockInfo.isTerminal) { blockJSON.nextStatement = null; // null = available connection; undefined = terminal } break; case BlockType.REPORTER: blockJSON.output = 'String'; // TODO: distinguish number & string here? blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_ROUND; break; case BlockType.BOOLEAN: blockJSON.output = 'Boolean'; blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_HEXAGONAL; break; case BlockType.HAT: case BlockType.EVENT: if (!blockInfo.hasOwnProperty('isEdgeActivated')) { // if absent, this property defaults to true blockInfo.isEdgeActivated = true; } blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE; blockJSON.nextStatement = null; // null = available connection; undefined = terminal break; case BlockType.CONDITIONAL: case BlockType.LOOP: blockInfo.branchCount = blockInfo.branchCount || 1; blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE; blockJSON.previousStatement = null; // null = available connection; undefined = hat if (!blockInfo.isTerminal) { blockJSON.nextStatement = null; // null = available connection; undefined = terminal } break; } const blockText = Array.isArray(blockInfo.text) ? blockInfo.text : [blockInfo.text]; let inTextNum = 0; // text for the next block "arm" is blockText[inTextNum] let inBranchNum = 0; // how many branches have we placed into the JSON so far? let outLineNum = 0; // used for scratch-blocks `message${outLineNum}` and `args${outLineNum}` const convertPlaceholders = this._convertPlaceholders.bind(this, context); const extensionMessageContext = this.makeMessageContextForTarget(); // alternate between a block "arm" with text on it and an open slot for a substack while (inTextNum < blockText.length || inBranchNum < blockInfo.branchCount) { if (inTextNum < blockText.length) { context.outLineNum = outLineNum; const lineText = maybeFormatMessage(blockText[inTextNum], extensionMessageContext); const convertedText = lineText.replace(/\[(.+?)]/g, convertPlaceholders); if (blockJSON[`message${outLineNum}`]) { blockJSON[`message${outLineNum}`] += convertedText; } else { blockJSON[`message${outLineNum}`] = convertedText; } ++inTextNum; ++outLineNum; } if (inBranchNum < blockInfo.branchCount) { blockJSON[`message${outLineNum}`] = '%1'; blockJSON[`args${outLineNum}`] = [{ type: 'input_statement', name: `SUBSTACK${inBranchNum > 0 ? inBranchNum + 1 : ''}` }]; ++inBranchNum; ++outLineNum; } } if (blockInfo.blockType === BlockType.REPORTER) { if (!blockInfo.disableMonitor && context.inputList.length === 0) { blockJSON.checkboxInFlyout = true; } } else if (blockInfo.blockType === BlockType.LOOP) { // Add icon to the bottom right of a loop block blockJSON[`lastDummyAlign${outLineNum}`] = 'RIGHT'; blockJSON[`message${outLineNum}`] = '%1'; blockJSON[`args${outLineNum}`] = [{ type: 'field_image', src: './static/blocks-media/repeat.svg', // TODO: use a constant or make this configurable? width: 24, height: 24, alt: '*', flip_rtl: true }]; ++outLineNum; } const blockXML = `${context.inputList.join('')}`; return { info: context.blockInfo, json: context.blockJSON, xml: blockXML }; } /** * Helper for _convertForScratchBlocks which handles linearization of argument placeholders. Called as a callback * from string#replace. In addition to the return value the JSON and XML items in the context will be filled. * @param {object} context - information shared with _convertForScratchBlocks about the block, etc. * @param {string} match - the overall string matched by the placeholder regex, including brackets: '[FOO]'. * @param {string} placeholder - the name of the placeholder being matched: 'FOO'. * @return {string} scratch-blocks placeholder for the argument: '%1'. * @private */ _convertPlaceholders (context, match, placeholder) { // Sanitize the placeholder to ensure valid XML placeholder = placeholder.replace(/[<"&]/, '_'); const argJSON = { type: 'input_value', name: placeholder }; const argInfo = context.blockInfo.arguments[placeholder] || {}; const argTypeInfo = ArgumentTypeMap[argInfo.type] || {}; const defaultValue = (typeof argInfo.defaultValue === 'undefined' ? '' : escapeHtml(maybeFormatMessage(argInfo.defaultValue, this.makeMessageContextForTarget()).toString())); if (argTypeInfo.check) { argJSON.check = argTypeInfo.check; } const shadowType = (argInfo.menu ? this._makeExtensionMenuId(argInfo.menu, context.categoryInfo.id) : argTypeInfo.shadowType); const fieldType = argInfo.menu || argTypeInfo.fieldType; // is the ScratchBlocks name for a block input. context.inputList.push(``); // The is a placeholder for a reporter and is visible when there's no reporter in this input. // Boolean inputs don't need to specify a shadow in the XML. if (shadowType) { context.inputList.push(``); // is a text field that the user can type into. Some shadows, like the color picker, don't allow // text input and therefore don't need a field element. if (fieldType) { context.inputList.push(`${defaultValue}`); } context.inputList.push(''); } context.inputList.push(''); const argsName = `args${context.outLineNum}`; const blockArgs = (context.blockJSON[argsName] = context.blockJSON[argsName] || []); blockArgs.push(argJSON); const argNum = blockArgs.length; context.argsMap[placeholder] = argNum; return `%${argNum}`; } /** * @returns {string} scratch-blocks XML description for all dynamic blocks, wrapped in elements. */ getBlocksXML () { const xmlParts = []; for (const categoryInfo of this._blockInfo) { const {name, color1, color2} = categoryInfo; const paletteBlocks = categoryInfo.blocks.filter(block => !block.info.hideFromPalette); const colorXML = `colour="${color1}" secondaryColour="${color2}"`; // Use a menu icon if there is one. Otherwise, use the block icon. If there's no icon, // the category menu will show its default colored circle. let menuIconURI = ''; if (categoryInfo.menuIconURI) { menuIconURI = categoryInfo.menuIconURI; } else if (categoryInfo.blockIconURI) { menuIconURI = categoryInfo.blockIconURI; } const menuIconXML = menuIconURI ? `iconURI="${menuIconURI}"` : ''; let statusButtonXML = ''; if (categoryInfo.showStatusButton) { statusButtonXML = 'showStatusButton="true"'; } xmlParts.push(``); xmlParts.push.apply(xmlParts, paletteBlocks.map(block => block.xml)); xmlParts.push(''); } return xmlParts.join('\n'); } /** * @returns {Array.} - an array containing the scratch-blocks JSON information for each dynamic block. */ getBlocksJSON () { return this._blockInfo.reduce( (result, categoryInfo) => result.concat(categoryInfo.blocks.map(blockInfo => blockInfo.json)), []); } /** * Register an extension that communications with a hardware peripheral by id, * to have access to it and its peripheral functions in the future. * @param {string} extensionId - the id of the extension. * @param {object} extension - the extension to register. */ registerPeripheralExtension (extensionId, extension) { this.peripheralExtensions[extensionId] = extension; } /** * Tell the specified extension to scan for a peripheral. * @param {string} extensionId - the id of the extension. */ scanForPeripheral (extensionId) { if (this.peripheralExtensions[extensionId]) { this.peripheralExtensions[extensionId].scan(); } } /** * Connect to the extension's specified peripheral. * @param {string} extensionId - the id of the extension. * @param {number} peripheralId - the id of the peripheral. */ connectPeripheral (extensionId, peripheralId) { if (this.peripheralExtensions[extensionId]) { this.peripheralExtensions[extensionId].connect(peripheralId); } } /** * Disconnect from the extension's connected peripheral. * @param {string} extensionId - the id of the extension. */ disconnectPeripheral (extensionId) { if (this.peripheralExtensions[extensionId]) { this.peripheralExtensions[extensionId].disconnect(); } } /** * Returns whether the extension has a currently connected peripheral. * @param {string} extensionId - the id of the extension. * @return {boolean} - whether the extension has a connected peripheral. */ getPeripheralIsConnected (extensionId) { let isConnected = false; if (this.peripheralExtensions[extensionId]) { isConnected = this.peripheralExtensions[extensionId].isConnected(); } return isConnected; } /** * Retrieve the function associated with the given opcode. * @param {!string} opcode The opcode to look up. * @return {Function} The function which implements the opcode. */ getOpcodeFunction (opcode) { return this._primitives[opcode]; } /** * Return whether an opcode represents a hat block. * @param {!string} opcode The opcode to look up. * @return {boolean} True if the op is known to be a hat. */ getIsHat (opcode) { return this._hats.hasOwnProperty(opcode); } /** * Return whether an opcode represents an edge-activated hat block. * @param {!string} opcode The opcode to look up. * @return {boolean} True if the op is known to be a edge-activated hat. */ getIsEdgeActivatedHat (opcode) { return this._hats.hasOwnProperty(opcode) && this._hats[opcode].edgeActivated; } /** * Update an edge-activated hat block value. * @param {!string} blockId ID of hat to store value for. * @param {*} newValue Value to store for edge-activated hat. * @return {*} The old value for the edge-activated hat. */ updateEdgeActivatedValue (blockId, newValue) { const oldValue = this._edgeActivatedHatValues[blockId]; this._edgeActivatedHatValues[blockId] = newValue; return oldValue; } /** * Clear all edge-activaed hat values. */ clearEdgeActivatedValues () { this._edgeActivatedHatValues = {}; } /** * Attach the audio engine * @param {!AudioEngine} audioEngine The audio engine to attach */ attachAudioEngine (audioEngine) { this.audioEngine = audioEngine; } /** * Attach the renderer * @param {!RenderWebGL} renderer The renderer to attach */ attachRenderer (renderer) { this.renderer = renderer; this.renderer.setLayerGroupOrdering(StageLayering.LAYER_GROUPS); } /** * Set the svg adapter, which converts scratch 2 svgs to scratch 3 svgs * @param {!SvgRenderer} svgAdapter The adapter to attach */ attachV2SVGAdapter (svgAdapter) { this.v2SvgAdapter = svgAdapter; } /** * Set the bitmap adapter for the VM/runtime, which converts scratch 2 * bitmaps to scratch 3 bitmaps. (Scratch 3 bitmaps are all bitmap resolution 2) * @param {!function} bitmapAdapter The adapter to attach */ attachV2BitmapAdapter (bitmapAdapter) { this.v2BitmapAdapter = bitmapAdapter; } /** * Attach the storage module * @param {!ScratchStorage} storage The storage module to attach */ attachStorage (storage) { this.storage = storage; } // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Create a thread and push it to the list of threads. * @param {!string} id ID of block that starts the stack. * @param {!Target} target Target to run thread on. * @param {?object} opts optional arguments * @param {?boolean} opts.stackClick true if the script was activated by clicking on the stack * @param {?boolean} opts.updateMonitor true if the script should update a monitor value * @return {!Thread} The newly created thread. */ _pushThread (id, target, opts) { opts = Object.assign({ stackClick: false, updateMonitor: false }, opts); const thread = new Thread(id); thread.target = target; thread.stackClick = opts.stackClick; thread.updateMonitor = opts.updateMonitor; thread.blockContainer = opts.updateMonitor ? this.monitorBlocks : target.blocks; thread.pushStack(id); this.threads.push(thread); return thread; } /** * Stop a thread: stop running it immediately, and remove it from the thread list later. * @param {!Thread} thread Thread object to remove from actives */ _stopThread (thread) { // Mark the thread for later removal thread.isKilled = true; // Inform sequencer to stop executing that thread. this.sequencer.retireThread(thread); } /** * Restart a thread in place, maintaining its position in the list of threads. * This is used by `startHats` to and is necessary to ensure 2.0-like execution order. * Test project: https://scratch.mit.edu/projects/130183108/ * @param {!Thread} thread Thread object to restart. * @return {Thread} The restarted thread. */ _restartThread (thread) { const newThread = new Thread(thread.topBlock); newThread.target = thread.target; newThread.stackClick = thread.stackClick; newThread.updateMonitor = thread.updateMonitor; newThread.blockContainer = thread.blockContainer; newThread.pushStack(thread.topBlock); const i = this.threads.indexOf(thread); if (i > -1) { this.threads[i] = newThread; return newThread; } this.threads.push(thread); return thread; } /** * Return whether a thread is currently active/running. * @param {?Thread} thread Thread object to check. * @return {boolean} True if the thread is active/running. */ isActiveThread (thread) { return ( ( thread.stack.length > 0 && thread.status !== Thread.STATUS_DONE) && this.threads.indexOf(thread) > -1); } /** * Return whether a thread is waiting for more information or done. * @param {?Thread} thread Thread object to check. * @return {boolean} True if the thread is waiting */ isWaitingThread (thread) { return ( thread.status === Thread.STATUS_PROMISE_WAIT || thread.status === Thread.STATUS_YIELD_TICK || !this.isActiveThread(thread) ); } /** * Toggle a script. * @param {!string} topBlockId ID of block that starts the script. * @param {?object} opts optional arguments to toggle script * @param {?string} opts.target target ID for target to run script on. If not supplied, uses editing target. * @param {?boolean} opts.stackClick true if the user activated the stack by clicking, false if not. This * determines whether we show a visual report when turning on the script. */ toggleScript (topBlockId, opts) { opts = Object.assign({ target: this._editingTarget, stackClick: false }, opts); // Remove any existing thread. for (let i = 0; i < this.threads.length; i++) { // Toggling a script that's already running turns it off if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE) { const blockContainer = opts.target.blocks; const opcode = blockContainer.getOpcode(blockContainer.getBlock(topBlockId)); if (this.getIsEdgeActivatedHat(opcode) && this.threads[i].stackClick !== opts.stackClick) { // Allow edge activated hat thread stack click to coexist with // edge activated hat thread that runs every frame continue; } this._stopThread(this.threads[i]); return; } } // Otherwise add it. this._pushThread(topBlockId, opts.target, opts); } /** * Enqueue a script that when finished will update the monitor for the block. * @param {!string} topBlockId ID of block that starts the script. * @param {?Target} optTarget target Target to run script on. If not supplied, uses editing target. */ addMonitorScript (topBlockId, optTarget) { if (!optTarget) optTarget = this._editingTarget; for (let i = 0; i < this.threads.length; i++) { // Don't re-add the script if it's already running if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE && this.threads[i].updateMonitor) { return; } } // Otherwise add it. this._pushThread(topBlockId, optTarget, {updateMonitor: true}); } /** * Run a function `f` for all scripts in a workspace. * `f` will be called with two parameters: * - the top block ID of the script. * - the target that owns the script. * @param {!Function} f Function to call for each script. * @param {Target=} optTarget Optionally, a target to restrict to. */ allScriptsDo (f, optTarget) { let targets = this.targets; if (optTarget) { targets = [optTarget]; } for (let t = targets.length - 1; t >= 0; t--) { const target = targets[t]; const scripts = target.blocks.getScripts(); for (let j = 0; j < scripts.length; j++) { const topBlockId = scripts[j]; f(topBlockId, target); } } } /** * Start all relevant hats. * @param {!string} requestedHatOpcode Opcode of hats to start. * @param {object=} optMatchFields Optionally, fields to match on the hat. * @param {Target=} optTarget Optionally, a target to restrict to. * @return {Array.} List of threads started by this function. */ startHats (requestedHatOpcode, optMatchFields, optTarget) { if (!this._hats.hasOwnProperty(requestedHatOpcode)) { // No known hat with this opcode. return; } const instance = this; const newThreads = []; for (const opts in optMatchFields) { if (!optMatchFields.hasOwnProperty(opts)) continue; optMatchFields[opts] = optMatchFields[opts].toUpperCase(); } // Consider all scripts, looking for hats with opcode `requestedHatOpcode`. this.allScriptsDo((topBlockId, target) => { const blocks = target.blocks; const block = blocks.getBlock(topBlockId); const potentialHatOpcode = block.opcode; if (potentialHatOpcode !== requestedHatOpcode) { // Not the right hat. return; } // Match any requested fields. // For example: ensures that broadcasts match. // This needs to happen before the block is evaluated // (i.e., before the predicate can be run) because "broadcast and wait" // needs to have a precise collection of started threads. let hatFields = blocks.getFields(block); // If no fields are present, check inputs (horizontal blocks) if (Object.keys(hatFields).length === 0) { hatFields = {}; // don't overwrite the block's actual fields list const hatInputs = blocks.getInputs(block); for (const input in hatInputs) { if (!hatInputs.hasOwnProperty(input)) continue; const id = hatInputs[input].block; const inpBlock = blocks.getBlock(id); const fields = blocks.getFields(inpBlock); Object.assign(hatFields, fields); } } if (optMatchFields) { for (const matchField in optMatchFields) { if (hatFields[matchField].value.toUpperCase() !== optMatchFields[matchField]) { // Field mismatch. return; } } } // Look up metadata for the relevant hat. const hatMeta = instance._hats[requestedHatOpcode]; if (hatMeta.restartExistingThreads) { // If `restartExistingThreads` is true, we should stop // any existing threads starting with the top block. for (let i = 0; i < instance.threads.length; i++) { if (instance.threads[i].topBlock === topBlockId && !instance.threads[i].stackClick && // stack click threads and hat threads can coexist instance.threads[i].target === target) { newThreads.push(instance._restartThread(instance.threads[i])); return; } } } else { // If `restartExistingThreads` is false, we should // give up if any threads with the top block are running. for (let j = 0; j < instance.threads.length; j++) { if (instance.threads[j].topBlock === topBlockId && instance.threads[j].target === target && !instance.threads[j].stackClick && // stack click threads and hat threads can coexist instance.threads[j].status !== Thread.STATUS_DONE) { // Some thread is already running. return; } } } // Start the thread with this top block. newThreads.push(instance._pushThread(topBlockId, target)); }, optTarget); return newThreads; } /** * Dispose all targets. Return to clean state. */ dispose () { this.stopAll(); this.targets.map(this.disposeTarget, this); this._monitorState = OrderedMap({}); // @todo clear out extensions? turboMode? etc. } /** * Dispose of a target. * @param {!Target} disposingTarget Target to dispose of. */ disposeTarget (disposingTarget) { this.targets = this.targets.filter(target => { if (disposingTarget !== target) return true; // Allow target to do dispose actions. target.dispose(); // Remove from list of targets. return false; }); } /** * Stop any threads acting on the target. * @param {!Target} target Target to stop threads for. * @param {Thread=} optThreadException Optional thread to skip. */ stopForTarget (target, optThreadException) { // Stop any threads on the target. for (let i = 0; i < this.threads.length; i++) { if (this.threads[i] === optThreadException) { continue; } if (this.threads[i].target === target) { this._stopThread(this.threads[i]); } } } /** * Start all threads that start with the green flag. */ greenFlag () { this.stopAll(); this.emit(Runtime.PROJECT_START); this.ioDevices.clock.resetProjectTimer(); this.clearEdgeActivatedValues(); // Inform all targets of the green flag. for (let i = 0; i < this.targets.length; i++) { this.targets[i].onGreenFlag(); } this.startHats('event_whenflagclicked'); } /** * Stop "everything." */ stopAll () { // Emit stop event to allow blocks to clean up any state. this.emit(Runtime.PROJECT_STOP_ALL); // Dispose all clones. const newTargets = []; for (let i = 0; i < this.targets.length; i++) { this.targets[i].onStopAll(); if (this.targets[i].hasOwnProperty('isOriginal') && !this.targets[i].isOriginal) { this.targets[i].dispose(); } else { newTargets.push(this.targets[i]); } } this.targets = newTargets; // Dispose all threads. this.threads.forEach(thread => this._stopThread(thread)); } /** * Repeatedly run `sequencer.stepThreads` and filter out * inactive threads after each iteration. */ _step () { if (this.profiler !== null) { if (stepProfilerId === -1) { stepProfilerId = this.profiler.idByName('Runtime._step'); } this.profiler.start(stepProfilerId); } // Clean up threads that were told to stop during or since the last step this.threads = this.threads.filter(thread => !thread.isKilled); // Find all edge-activated hats, and add them to threads to be evaluated. for (const hatType in this._hats) { if (!this._hats.hasOwnProperty(hatType)) continue; const hat = this._hats[hatType]; if (hat.edgeActivated) { this.startHats(hatType); } } this.redrawRequested = false; this._pushMonitors(); if (this.profiler !== null) { if (stepThreadsProfilerId === -1) { stepThreadsProfilerId = this.profiler.idByName('Sequencer.stepThreads'); } this.profiler.start(stepThreadsProfilerId); } const doneThreads = this.sequencer.stepThreads(); if (this.profiler !== null) { this.profiler.stop(); } this._updateGlows(doneThreads); // Add done threads so that even if a thread finishes within 1 frame, the green // flag will still indicate that a script ran. this._emitProjectRunStatus( this.threads.length + doneThreads.length - this._getMonitorThreadCount([...this.threads, ...doneThreads])); if (this.renderer) { // @todo: Only render when this.redrawRequested or clones rendered. if (this.profiler !== null) { if (rendererDrawProfilerId === -1) { rendererDrawProfilerId = this.profiler.idByName('RenderWebGL.draw'); } this.profiler.start(rendererDrawProfilerId); } this.renderer.draw(); if (this.profiler !== null) { this.profiler.stop(); } } if (this._refreshTargets) { this.emit(Runtime.TARGETS_UPDATE); this._refreshTargets = false; } if (!this._prevMonitorState.equals(this._monitorState)) { this.emit(Runtime.MONITORS_UPDATE, this._monitorState); this._prevMonitorState = this._monitorState; } if (this.profiler !== null) { this.profiler.stop(); this.profiler.reportFrames(); } } /** * Get the number of threads in the given array that are monitor threads (threads * that update monitor values, and don't count as running a script). * @param {!Array.} threads The set of threads to look through. * @return {number} The number of monitor threads in threads. */ _getMonitorThreadCount (threads) { let count = 0; threads.forEach(thread => { if (thread.updateMonitor) count++; }); return count; } /** * Queue monitor blocks to sequencer to be run. */ _pushMonitors () { this.monitorBlocks.runAllMonitored(this); } /** * Set the current editing target known by the runtime. * @param {!Target} editingTarget New editing target. */ setEditingTarget (editingTarget) { this._editingTarget = editingTarget; // Script glows must be cleared. this._scriptGlowsPreviousFrame = []; this._updateGlows(); this.requestTargetsUpdate(editingTarget); } /** * Set whether we are in 30 TPS compatibility mode. * @param {boolean} compatibilityModeOn True iff in compatibility mode. */ setCompatibilityMode (compatibilityModeOn) { this.compatibilityMode = compatibilityModeOn; if (this._steppingInterval) { clearInterval(this._steppingInterval); this.start(); } } /** * Emit glows/glow clears for scripts after a single tick. * Looks at `this.threads` and notices which have turned on/off new glows. * @param {Array.=} optExtraThreads Optional list of inactive threads. */ _updateGlows (optExtraThreads) { const searchThreads = []; searchThreads.push.apply(searchThreads, this.threads); if (optExtraThreads) { searchThreads.push.apply(searchThreads, optExtraThreads); } // Set of scripts that request a glow this frame. const requestedGlowsThisFrame = []; // Final set of scripts glowing during this frame. const finalScriptGlows = []; // Find all scripts that should be glowing. for (let i = 0; i < searchThreads.length; i++) { const thread = searchThreads[i]; const target = thread.target; if (target === this._editingTarget) { const blockForThread = thread.blockGlowInFrame; if (thread.requestScriptGlowInFrame || thread.stackClick) { let script = target.blocks.getTopLevelScript(blockForThread); if (!script) { // Attempt to find in flyout blocks. script = this.flyoutBlocks.getTopLevelScript( blockForThread ); } if (script) { requestedGlowsThisFrame.push(script); } } } } // Compare to previous frame. for (let j = 0; j < this._scriptGlowsPreviousFrame.length; j++) { const previousFrameGlow = this._scriptGlowsPreviousFrame[j]; if (requestedGlowsThisFrame.indexOf(previousFrameGlow) < 0) { // Glow turned off. this.glowScript(previousFrameGlow, false); } else { // Still glowing. finalScriptGlows.push(previousFrameGlow); } } for (let k = 0; k < requestedGlowsThisFrame.length; k++) { const currentFrameGlow = requestedGlowsThisFrame[k]; if (this._scriptGlowsPreviousFrame.indexOf(currentFrameGlow) < 0) { // Glow turned on. this.glowScript(currentFrameGlow, true); finalScriptGlows.push(currentFrameGlow); } } this._scriptGlowsPreviousFrame = finalScriptGlows; } /** * Emit run start/stop after each tick. Emits when `this.threads.length` goes * between non-zero and zero * * @param {number} nonMonitorThreadCount The new nonMonitorThreadCount */ _emitProjectRunStatus (nonMonitorThreadCount) { if (this._nonMonitorThreadCount === 0 && nonMonitorThreadCount > 0) { this.emit(Runtime.PROJECT_RUN_START); } if (this._nonMonitorThreadCount > 0 && nonMonitorThreadCount === 0) { this.emit(Runtime.PROJECT_RUN_STOP); } this._nonMonitorThreadCount = nonMonitorThreadCount; } /** * "Quiet" a script's glow: stop the VM from generating glow/unglow events * about that script. Use when a script has just been deleted, but we may * still be tracking glow data about it. * @param {!string} scriptBlockId Id of top-level block in script to quiet. */ quietGlow (scriptBlockId) { const index = this._scriptGlowsPreviousFrame.indexOf(scriptBlockId); if (index > -1) { this._scriptGlowsPreviousFrame.splice(index, 1); } } /** * 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. */ glowBlock (blockId, isGlowing) { if (isGlowing) { this.emit(Runtime.BLOCK_GLOW_ON, {id: blockId}); } else { this.emit(Runtime.BLOCK_GLOW_OFF, {id: blockId}); } } /** * Emit feedback for script glowing. * @param {?string} topBlockId ID for the top block to update glow * @param {boolean} isGlowing True to turn on glow; false to turn off. */ glowScript (topBlockId, isGlowing) { if (isGlowing) { this.emit(Runtime.SCRIPT_GLOW_ON, {id: topBlockId}); } else { this.emit(Runtime.SCRIPT_GLOW_OFF, {id: topBlockId}); } } /** * Emit whether blocks are being dragged over gui * @param {boolean} areBlocksOverGui True if blocks are dragged out of blocks workspace, false otherwise */ emitBlockDragUpdate (areBlocksOverGui) { this.emit(Runtime.BLOCK_DRAG_UPDATE, areBlocksOverGui); } /** * Emit event to indicate that the block drag has ended with the blocks outside the blocks workspace * @param {Array.} blocks The set of blocks dragged to the GUI */ emitBlockEndDrag (blocks) { this.emit(Runtime.BLOCK_DRAG_END, blocks); } /** * 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. */ visualReport (blockId, value) { this.emit(Runtime.VISUAL_REPORT, {id: blockId, value: String(value)}); } /** * Add a monitor to the state. If the monitor already exists in the state, * updates those properties that are defined in the given monitor record. * @param {!MonitorRecord} monitor Monitor to add. */ requestAddMonitor (monitor) { const id = monitor.get('id'); if (!this.requestUpdateMonitor(monitor)) { // update monitor if it exists in the state // if the monitor did not exist in the state, add it this._monitorState = this._monitorState.set(id, monitor); } } /** * Update a monitor in the state and report success/failure of update. * @param {!Map} monitor Monitor values to update. Values on the monitor with overwrite * values on the old monitor with the same ID. If a value isn't defined on the new monitor, * the old monitor will keep its old value. * @return {boolean} true if monitor exists in the state and was updated, false if it did not exist. */ requestUpdateMonitor (monitor) { const id = monitor.get('id'); if (this._monitorState.has(id)) { this._monitorState = // Use mergeWith here to prevent undefined values from overwriting existing ones this._monitorState.set(id, this._monitorState.get(id).mergeWith((prev, next) => { if (typeof next === 'undefined' || next === null) { return prev; } return next; }, monitor)); return true; } return false; } /** * Removes a monitor from the state. Does nothing if the monitor already does * not exist in the state. * @param {!string} monitorId ID of the monitor to remove. */ requestRemoveMonitor (monitorId) { this._monitorState = this._monitorState.delete(monitorId); } /** * Hides a monitor and returns success/failure of action. * @param {!string} monitorId ID of the monitor to hide. * @return {boolean} true if monitor exists and was updated, false otherwise */ requestHideMonitor (monitorId) { return this.requestUpdateMonitor(new Map([ ['id', monitorId], ['visible', false] ])); } /** * Shows a monitor and returns success/failure of action. * not exist in the state. * @param {!string} monitorId ID of the monitor to show. * @return {boolean} true if monitor exists and was updated, false otherwise */ requestShowMonitor (monitorId) { return this.requestUpdateMonitor(new Map([ ['id', monitorId], ['visible', true] ])); } /** * Removes all monitors with the given target ID from the state. Does nothing if * the monitor already does not exist in the state. * @param {!string} targetId Remove all monitors with given target ID. */ requestRemoveMonitorByTargetId (targetId) { this._monitorState = this._monitorState.filterNot(value => value.targetId === targetId); } /** * Get a target by its id. * @param {string} targetId Id of target to find. * @return {?Target} The target, if found. */ getTargetById (targetId) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.id === targetId) { return target; } } } /** * Get the first original (non-clone-block-created) sprite given a name. * @param {string} spriteName Name of sprite to look for. * @return {?Target} Target representing a sprite of the given name. */ getSpriteTargetByName (spriteName) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.isStage) { continue; } if (target.sprite && target.sprite.name === spriteName) { return target; } } } /** * Get a target by its drawable id. * @param {number} drawableID drawable id of target to find * @return {?Target} The target, if found */ getTargetByDrawableId (drawableID) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.drawableID === drawableID) return target; } } /** * Update the clone counter to track how many clones are created. * @param {number} changeAmount How many clones have been created/destroyed. */ changeCloneCounter (changeAmount) { this._cloneCounter += changeAmount; } /** * Return whether there are clones available. * @return {boolean} True until the number of clones hits Runtime.MAX_CLONES. */ clonesAvailable () { return this._cloneCounter < Runtime.MAX_CLONES; } /** * Report that a new target has been created, possibly by cloning an existing target. * @param {Target} newTarget - the newly created target. * @param {Target} [sourceTarget] - the target used as a source for the new clone, if any. * @fires Runtime#targetWasCreated */ fireTargetWasCreated (newTarget, sourceTarget) { this.emit('targetWasCreated', newTarget, sourceTarget); } /** * Report that a clone target is being removed. * @param {Target} target - the target being removed * @fires Runtime#targetWasRemoved */ fireTargetWasRemoved (target) { this.emit('targetWasRemoved', target); } /** * Get a target representing the Scratch stage, if one exists. * @return {?Target} The target, if found. */ getTargetForStage () { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.isStage) { return target; } } } /** * Get the editing target. * @return {?Target} The editing target. */ getEditingTarget () { return this._editingTarget; } getAllVarNamesOfType (varType) { let varNames = []; for (const target of this.targets) { const targetVarNames = target.getAllVariableNamesInScopeByType(varType, true); varNames = varNames.concat(targetVarNames); } return varNames; } /** * Get the label or label function for an opcode * @param {string} extendedOpcode - the opcode you want a label for * @return {object} - object with label and category * @property {string} category - the category for this opcode * @property {Function} [labelFn] - function to generate the label for this opcode * @property {string} [label] - the label for this opcode if `labelFn` is absent */ getLabelForOpcode (extendedOpcode) { const [category, opcode] = StringUtil.splitFirst(extendedOpcode, '_'); if (!(category && opcode)) return; const categoryInfo = this._blockInfo.find(ci => ci.id === category); if (!categoryInfo) return; const block = categoryInfo.blocks.find(b => b.info.opcode === opcode); if (!block) return; // TODO: should this use some other category? Also, we may want to format the label in a locale-specific way. return { category: 'data', label: `${categoryInfo.name}: ${block.info.text}` }; } /** * Create a new global variable avoiding conflicts with other variable names. * @param {string} variableName The desired variable name for the new global variable. * This can be turned into a fresh name as necessary. * @param {string} optVarId An optional ID to use for the variable. A new one will be generated * if a falsey value for this parameter is provided. * @param {string} optVarType The type of the variable to create. Defaults to Variable.SCALAR_TYPE. * @return {Variable} The new variable that was created. */ createNewGlobalVariable (variableName, optVarId, optVarType) { const varType = (typeof optVarType === 'string') ? optVarType : Variable.SCALAR_TYPE; const allVariableNames = this.getAllVarNamesOfType(varType); const newName = StringUtil.unusedName(variableName, allVariableNames); const variable = new Variable(optVarId || uid(), newName, varType); const stage = this.getTargetForStage(); stage.variables[variable.id] = variable; return variable; } /** * Tell the runtime to request a redraw. * Use after a clone/sprite has completed some visible operation on the stage. */ requestRedraw () { this.redrawRequested = true; } /** * Emit a targets update at the end of the step if the provided target is * the original sprite * @param {!Target} target Target requesting the targets update */ requestTargetsUpdate (target) { if (!target.isOriginal) return; this._refreshTargets = true; } /** * Set up timers to repeatedly step in a browser. */ start () { let interval = Runtime.THREAD_STEP_INTERVAL; if (this.compatibilityMode) { interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY; } this.currentStepTime = interval; this._steppingInterval = setInterval(() => { this._step(); }, interval); } /** * Turn on profiling. * @param {Profiler/FrameCallback} onFrame A callback handle passed a * profiling frame when the profiler reports its collected data. */ enableProfiling (onFrame) { if (Profiler.available()) { this.profiler = new Profiler(onFrame); } } /** * Turn off profiling. */ disableProfiling () { this.profiler = null; } } /** * Event fired after a new target has been created, possibly by cloning an existing target. * * @event Runtime#targetWasCreated * @param {Target} newTarget - the newly created target. * @param {Target} [sourceTarget] - the target used as a source for the new clone, if any. */ module.exports = Runtime;