var EventEmitter = require('events'); var util = require('util'); var Runtime = require('./engine/runtime'); var sb2import = require('./import/sb2import'); /** * Handles connections between blocks, stage, and extensions. * * @author Andrew Sliwinski */ var VirtualMachine = function () { var instance = this; // Bind event emitter and runtime to VM instance EventEmitter.call(instance); /** * VM runtime, to store blocks, I/O devices, sprites/targets, etc. * @type {!Runtime} */ instance.runtime = new Runtime(); /** * The "currently editing"/selected target ID for the VM. * Block events from any Blockly workspace are routed to this target. * @type {!string} */ instance.editingTarget = null; // Runtime emits are passed along as VM emits. instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) { instance.emit(Runtime.SCRIPT_GLOW_ON, glowData); }); instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) { instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData); }); instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) { instance.emit(Runtime.BLOCK_GLOW_ON, glowData); }); instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) { instance.emit(Runtime.BLOCK_GLOW_OFF, glowData); }); instance.runtime.on(Runtime.PROJECT_RUN_START, function () { instance.emit(Runtime.PROJECT_RUN_START); }); instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () { instance.emit(Runtime.PROJECT_RUN_STOP); }); instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) { instance.emit(Runtime.VISUAL_REPORT, visualReport); }); instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) { instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo); }); this.blockListener = this.blockListener.bind(this); this.flyoutBlockListener = this.flyoutBlockListener.bind(this); }; /** * Inherit from EventEmitter */ util.inherits(VirtualMachine, EventEmitter); /** * Start running the VM - do this before anything else. */ VirtualMachine.prototype.start = function () { this.runtime.start(); }; /** * "Green flag" handler - start all threads starting with a green flag. */ VirtualMachine.prototype.greenFlag = function () { this.runtime.greenFlag(); }; /** * Set whether the VM is in "turbo mode." * When true, loops don't yield to redraw. * @param {Boolean} turboModeOn Whether turbo mode should be set. */ VirtualMachine.prototype.setTurboMode = function (turboModeOn) { this.runtime.turboMode = !!turboModeOn; }; /** * Set whether the VM is in 2.0 "compatibility mode." * When true, ticks go at 2.0 speed (30 TPS). * @param {Boolean} compatibilityModeOn Whether compatibility mode is set. */ VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) { this.runtime.setCompatibilityMode(!!compatibilityModeOn); }; /** * Stop all threads and running activities. */ VirtualMachine.prototype.stopAll = function () { this.runtime.stopAll(); }; /** * Clear out current running project data. */ VirtualMachine.prototype.clear = function () { this.runtime.dispose(); this.editingTarget = null; this.emitTargetsUpdate(); }; /** * Get data for playground. Data comes back in an emitted event. */ VirtualMachine.prototype.getPlaygroundData = function () { var instance = this; // Only send back thread data for the current editingTarget. var threadData = this.runtime.threads.filter(function (thread) { return thread.target === instance.editingTarget; }); // Remove the target key, since it's a circular reference. var filteredThreadData = JSON.stringify(threadData, function (key, value) { if (key === 'target') return; return value; }, 2); this.emit('playgroundData', { blocks: this.editingTarget.blocks, threads: filteredThreadData }); }; /** * Post I/O data to the virtual devices. * @param {?string} device Name of virtual I/O device. * @param {Object} data Any data object to post to the I/O device. */ VirtualMachine.prototype.postIOData = function (device, data) { if (this.runtime.ioDevices[device]) { this.runtime.ioDevices[device].postData(data); } }; /** * Load a project from a Scratch 2.0 JSON representation. * @param {?string} json JSON string representing the project. */ VirtualMachine.prototype.loadProject = function (json) { this.clear(); // @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0. sb2import(json, this.runtime); // Select the first target for editing, e.g., the first sprite. this.editingTarget = this.runtime.targets[1]; // Update the VM user's knowledge of targets and blocks on the workspace. this.emitTargetsUpdate(); this.emitWorkspaceUpdate(); this.runtime.setEditingTarget(this.editingTarget); }; /** * Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format. * @param {?string} json JSON string representing the sprite. */ VirtualMachine.prototype.addSprite2 = function (json) { // Select new sprite. this.editingTarget = sb2import(json, this.runtime, true); // Update the VM user's knowledge of targets and blocks on the workspace. this.emitTargetsUpdate(); this.emitWorkspaceUpdate(); this.runtime.setEditingTarget(this.editingTarget); }; /** * Add a costume to the current editing target. * @param {!Object} costumeObject Object representing the costume. */ VirtualMachine.prototype.addCostume = function (costumeObject) { this.editingTarget.sprite.costumes.push(costumeObject); // Switch to the costume. this.editingTarget.setCostume( this.editingTarget.sprite.costumes.length - 1 ); }; /** * Add a backdrop to the stage. * @param {!Object} backdropObject Object representing the backdrop. */ VirtualMachine.prototype.addBackdrop = function (backdropObject) { var stage = this.runtime.getTargetForStage(); stage.sprite.costumes.push(backdropObject); // Switch to the backdrop. stage.setCostume(stage.sprite.costumes.length - 1); }; /** * Rename a sprite. * @param {string} targetId ID of a target whose sprite to rename. * @param {string} newName New name of the sprite. */ VirtualMachine.prototype.renameSprite = function (targetId, newName) { var target = this.runtime.getTargetById(targetId); if (target) { if (!target.isSprite()) { throw new Error('Cannot rename non-sprite targets.'); } var sprite = target.sprite; if (!sprite) { throw new Error('No sprite associated with this target.'); } sprite.name = newName; this.emitTargetsUpdate(); } else { throw new Error('No target with the provided id.'); } }; /** * Delete a sprite and all its clones. * @param {string} targetId ID of a target whose sprite to delete. */ VirtualMachine.prototype.deleteSprite = function (targetId) { var target = this.runtime.getTargetById(targetId); if (target) { if (!target.isSprite()) { throw new Error('Cannot delete non-sprite targets.'); } var sprite = target.sprite; if (!sprite) { throw new Error('No sprite associated with this target.'); } var currentEditingTarget = this.editingTarget; for (var i = 0; i < sprite.clones.length; i++) { var clone = sprite.clones[i]; this.runtime.stopForTarget(sprite.clones[i]); this.runtime.disposeTarget(sprite.clones[i]); // Ensure editing target is switched if we are deleting it. if (clone === currentEditingTarget) { this.setEditingTarget(this.runtime.targets[0].id); } } // Sprite object should be deleted by GC. this.emitTargetsUpdate(); } else { throw new Error('No target with the provided id.'); } }; /** * Set the renderer for the VM/runtime * @param {!RenderWebGL} renderer The renderer to attach */ VirtualMachine.prototype.attachRenderer = function (renderer) { this.runtime.attachRenderer(renderer); }; /** * Handle a Blockly event for the current editing target. * @param {!Blockly.Event} e Any Blockly event. */ VirtualMachine.prototype.blockListener = function (e) { if (this.editingTarget) { this.editingTarget.blocks.blocklyListen(e, this.runtime); } }; /** * Handle a Blockly event for the flyout. * @param {!Blockly.Event} e Any Blockly event. */ VirtualMachine.prototype.flyoutBlockListener = function (e) { this.runtime.flyoutBlocks.blocklyListen(e, this.runtime); }; /** * Set an editing target. An editor UI can use this function to switch * between editing different targets, sprites, etc. * After switching the editing target, the VM may emit updates * to the list of targets and any attached workspace blocks * (see `emitTargetsUpdate` and `emitWorkspaceUpdate`). * @param {string} targetId Id of target to set as editing. */ VirtualMachine.prototype.setEditingTarget = function (targetId) { // Has the target id changed? If not, exit. if (targetId === this.editingTarget.id) { return; } var target = this.runtime.getTargetById(targetId); if (target) { this.editingTarget = target; // Emit appropriate UI updates. this.emitTargetsUpdate(); this.emitWorkspaceUpdate(); this.runtime.setEditingTarget(target); } }; /** * Emit metadata about available targets. * An editor UI could use this to display a list of targets and show * the currently editing one. */ VirtualMachine.prototype.emitTargetsUpdate = function () { this.emit('targetsUpdate', { // [[target id, human readable target name], ...]. targetList: this.runtime.targets.filter(function (target) { // Don't report clones. return !target.hasOwnProperty('isOriginal') || target.isOriginal; }).map(function (target) { return [target.id, target.getName()]; }), // Currently editing target id. editingTarget: this.editingTarget ? this.editingTarget.id : null }); }; /** * Emit an Blockly/scratch-blocks compatible XML representation * of the current editing target's blocks. */ VirtualMachine.prototype.emitWorkspaceUpdate = function () { this.emit('workspaceUpdate', { xml: this.editingTarget.blocks.toXML() }); }; /** * Post/edit sprite info for the current editing target. * @param {object} data An object with sprite info data to set. */ VirtualMachine.prototype.postSpriteInfo = function (data) { this.editingTarget.postSpriteInfo(data); }; module.exports = VirtualMachine;