/** * @fileoverview * Partial implementation of an SB2 JSON importer. * Parses provided JSON and then generates all needed * scratch-vm runtime structures. */ const Blocks = require('../engine/blocks'); const RenderedTarget = require('../sprites/rendered-target'); const Sprite = require('../sprites/sprite'); const Color = require('../util/color'); const log = require('../util/log'); const uid = require('../util/uid'); const StringUtil = require('../util/string-util'); const specMap = require('./sb2_specmap'); const Variable = require('../engine/variable'); const {loadCostume} = require('../import/load-costume.js'); const {loadSound} = require('../import/load-sound.js'); const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js'); /** * Convert a Scratch 2.0 procedure string (e.g., "my_procedure %s %b %n") * into an argument map. This allows us to provide the expected inputs * to a mutated procedure call. * @param {string} procCode Scratch 2.0 procedure string. * @return {object} Argument map compatible with those in sb2specmap. */ const parseProcedureArgMap = function (procCode) { const argMap = [ {} // First item in list is op string. ]; const INPUT_PREFIX = 'input'; let inputCount = 0; // Split by %n, %b, %s. const parts = procCode.split(/(?=[^\\]%[nbs])/); for (let i = 0; i < parts.length; i++) { const part = parts[i].trim(); if (part.substring(0, 1) === '%') { const argType = part.substring(1, 2); const arg = { type: 'input', inputName: INPUT_PREFIX + (inputCount++) }; if (argType === 'n') { arg.inputOp = 'math_number'; } else if (argType === 's') { arg.inputOp = 'text'; } argMap.push(arg); } } return argMap; }; /** * Generate a list of "argument IDs" for procdefs and caller mutations. * IDs just end up being `input0`, `input1`, ... which is good enough. * @param {string} procCode Scratch 2.0 procedure string. * @return {Array.} Array of argument id strings. */ const parseProcedureArgIds = function (procCode) { return parseProcedureArgMap(procCode) .map(arg => arg.inputName) .filter(name => name); // Filter out unnamed inputs which are labels }; /** * Flatten a block tree into a block list. * Children are temporarily stored on the `block.children` property. * @param {Array.} blocks list generated by `parseBlockList`. * @return {Array.} Flattened list to be passed to `blocks.createBlock`. */ const flatten = function (blocks) { let finalBlocks = []; for (let i = 0; i < blocks.length; i++) { const block = blocks[i]; finalBlocks.push(block); if (block.children) { finalBlocks = finalBlocks.concat(flatten(block.children)); } delete block.children; } return finalBlocks; }; /** * Parse any list of blocks from SB2 JSON into a list of VM-format blocks. * Could be used to parse a top-level script, * a list of blocks in a branch (e.g., in forever), * or a list of blocks in an argument (e.g., move [pick random...]). * @param {Array.} blockList SB2 JSON-format block list. * @param {Function} addBroadcastMsg function to update broadcast message name map * @param {Function} getVariableId function to retreive a variable's ID based on name * @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here. * @return {Array.} Scratch VM-format block list. */ const parseBlockList = function (blockList, addBroadcastMsg, getVariableId, extensions) { const resultingList = []; let previousBlock = null; // For setting next. for (let i = 0; i < blockList.length; i++) { const block = blockList[i]; // eslint-disable-next-line no-use-before-define const parsedBlock = parseBlock(block, addBroadcastMsg, getVariableId, extensions); if (typeof parsedBlock === 'undefined') continue; if (previousBlock) { parsedBlock.parent = previousBlock.id; previousBlock.next = parsedBlock.id; } previousBlock = parsedBlock; resultingList.push(parsedBlock); } return resultingList; }; /** * Parse a Scratch object's scripts into VM blocks. * This should only handle top-level scripts that include X, Y coordinates. * @param {!object} scripts Scripts object from SB2 JSON. * @param {!Blocks} blocks Blocks object to load parsed blocks into. * @param {Function} addBroadcastMsg function to update broadcast message name map * @param {Function} getVariableId function to retreive a variable's ID based on name * @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here. */ const parseScripts = function (scripts, blocks, addBroadcastMsg, getVariableId, extensions) { for (let i = 0; i < scripts.length; i++) { const script = scripts[i]; const scriptX = script[0]; const scriptY = script[1]; const blockList = script[2]; const parsedBlockList = parseBlockList(blockList, addBroadcastMsg, getVariableId, extensions); if (parsedBlockList[0]) { // Adjust script coordinates to account for // larger block size in scratch-blocks. // @todo: Determine more precisely the right formulas here. parsedBlockList[0].x = scriptX * 1.5; parsedBlockList[0].y = scriptY * 2.2; parsedBlockList[0].topLevel = true; parsedBlockList[0].parent = null; } // Flatten children and create add the blocks. const convertedBlocks = flatten(parsedBlockList); for (let j = 0; j < convertedBlocks.length; j++) { blocks.createBlock(convertedBlocks[j]); } } }; /** * Create a callback for assigning fixed IDs to imported variables * Generator stores the global variable mapping in a closure * @param {!string} targetId the id of the target to scope the variable to * @return {string} variable ID */ const generateVariableIdGetter = (function () { let globalVariableNameMap = {}; const namer = (targetId, name) => `${targetId}-${name}`; return function (targetId, topLevel) { // Reset the global variable map if topLevel if (topLevel) globalVariableNameMap = {}; return function (name) { if (topLevel) { // Store the name/id pair in the globalVariableNameMap globalVariableNameMap[name] = namer(targetId, name); return globalVariableNameMap[name]; } // Not top-level, so first check the global name map if (globalVariableNameMap[name]) return globalVariableNameMap[name]; return namer(targetId, name); }; }; }()); const globalBroadcastMsgStateGenerator = (function () { let broadcastMsgNameMap = {}; const allBroadcastFields = []; const emptyStringName = uid(); return function (topLevel) { if (topLevel) broadcastMsgNameMap = {}; return { broadcastMsgMapUpdater: function (name, field) { name = name.toLowerCase(); if (name === '') { name = emptyStringName; } broadcastMsgNameMap[name] = `broadcastMsgId-${name}`; allBroadcastFields.push(field); return broadcastMsgNameMap[name]; }, globalBroadcastMsgs: broadcastMsgNameMap, allBroadcastFields: allBroadcastFields, emptyMsgName: emptyStringName }; }; }()); /** * Parse a single "Scratch object" and create all its in-memory VM objects. * TODO: parse the "info" section, especially "savedExtensions" * @param {!object} object - From-JSON "Scratch object:" sprite, stage, watcher. * @param {!Runtime} runtime - Runtime object to load all structures into. * @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here. * @param {boolean} topLevel - Whether this is the top-level object (stage). * @param {?object} zip - Optional zipped assets for local file import * @return {!Promise.>} Promise for the loaded targets when ready, or null for unsupported objects. */ const parseScratchObject = function (object, runtime, extensions, topLevel, zip) { if (!object.hasOwnProperty('objName')) { // Watcher/monitor - skip this object until those are implemented in VM. // @todo return Promise.resolve(null); } // Blocks container for this object. const blocks = new Blocks(); // @todo: For now, load all Scratch objects (stage/sprites) as a Sprite. const sprite = new Sprite(blocks, runtime); // Sprite/stage name from JSON. if (object.hasOwnProperty('objName')) { sprite.name = object.objName; } // Costumes from JSON. const costumePromises = []; if (object.hasOwnProperty('costumes')) { for (let i = 0; i < object.costumes.length; i++) { const costumeSource = object.costumes[i]; const costume = { name: costumeSource.costumeName, bitmapResolution: costumeSource.bitmapResolution || 1, rotationCenterX: costumeSource.rotationCenterX, rotationCenterY: costumeSource.rotationCenterY, // TODO we eventually want this next property to be called // md5ext to reflect what it actually contains, however this // will be a very extensive change across many repositories // and should be done carefully and altogether md5: costumeSource.baseLayerMD5, skinId: null }; const md5ext = costumeSource.baseLayerMD5; const idParts = StringUtil.splitFirst(md5ext, '.'); const md5 = idParts[0]; const ext = idParts[1].toLowerCase(); costume.dataFormat = ext; costume.assetId = md5; // If there is no internet connection, or if the asset is not in storage // for some reason, and we are doing a local .sb2 import, (e.g. zip is provided) // the file name of the costume should be the baseLayerID followed by the file ext const assetFileName = `${costumeSource.baseLayerID}.${ext}`; costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName) .then(() => loadCostume(costume.md5, costume, runtime))); } } // Sounds from JSON const soundPromises = []; if (object.hasOwnProperty('sounds')) { for (let s = 0; s < object.sounds.length; s++) { const soundSource = object.sounds[s]; const sound = { name: soundSource.soundName, format: soundSource.format, rate: soundSource.rate, sampleCount: soundSource.sampleCount, // TODO we eventually want this next property to be called // md5ext to reflect what it actually contains, however this // will be a very extensive change across many repositories // and should be done carefully and altogether // (for example, the audio engine currently relies on this // property to be named 'md5') md5: soundSource.md5, data: null }; const md5ext = soundSource.md5; const idParts = StringUtil.splitFirst(md5ext, '.'); const md5 = idParts[0]; const ext = idParts[1].toLowerCase(); sound.dataFormat = ext; sound.assetId = md5; // If there is no internet connection, or if the asset is not in storage // for some reason, and we are doing a local .sb2 import, (e.g. zip is provided) // the file name of the sound should be the soundID (provided from the project.json) // followed by the file ext const assetFileName = `${soundSource.soundID}.${ext}`; soundPromises.push(deserializeSound(sound, runtime, zip, assetFileName) .then(() => loadSound(sound, runtime))); } } // Create the first clone, and load its run-state from JSON. const target = sprite.createClone(); const getVariableId = generateVariableIdGetter(target.id, topLevel); const globalBroadcastMsgObj = globalBroadcastMsgStateGenerator(topLevel); const addBroadcastMsg = globalBroadcastMsgObj.broadcastMsgMapUpdater; // Load target properties from JSON. if (object.hasOwnProperty('variables')) { for (let j = 0; j < object.variables.length; j++) { const variable = object.variables[j]; const newVariable = new Variable( getVariableId(variable.name), variable.name, Variable.SCALAR_TYPE, variable.isPersistent ); newVariable.value = variable.value; target.variables[newVariable.id] = newVariable; } } // If included, parse any and all scripts/blocks on the object. if (object.hasOwnProperty('scripts')) { parseScripts(object.scripts, blocks, addBroadcastMsg, getVariableId, extensions); } // Update stage specific blocks (e.g. sprite clicked <=> stage clicked) blocks.updateTargetSpecificBlocks(topLevel); // topLevel = isStage if (object.hasOwnProperty('lists')) { for (let k = 0; k < object.lists.length; k++) { const list = object.lists[k]; // @todo: monitor properties. const newVariable = new Variable( getVariableId(list.listName), list.listName, Variable.LIST_TYPE, false ); newVariable.value = list.contents; target.variables[newVariable.id] = newVariable; } } if (object.hasOwnProperty('scratchX')) { target.x = object.scratchX; } if (object.hasOwnProperty('scratchY')) { target.y = object.scratchY; } if (object.hasOwnProperty('direction')) { target.direction = object.direction; } if (object.hasOwnProperty('isDraggable')) { target.draggable = object.isDraggable; } if (object.hasOwnProperty('scale')) { // SB2 stores as 1.0 = 100%; we use % in the VM. target.size = object.scale * 100; } if (object.hasOwnProperty('visible')) { target.visible = object.visible; } if (object.hasOwnProperty('currentCostumeIndex')) { target.currentCostume = Math.round(object.currentCostumeIndex); } if (object.hasOwnProperty('rotationStyle')) { if (object.rotationStyle === 'none') { target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE; } else if (object.rotationStyle === 'leftRight') { target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT; } else if (object.rotationStyle === 'normal') { target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND; } } if (object.hasOwnProperty('tempoBPM')) { target.tempo = object.tempoBPM; } if (object.hasOwnProperty('videoAlpha')) { // SB2 stores alpha as opacity, where 1.0 is opaque. // We convert to a percentage, and invert it so 100% is full transparency. target.videoTransparency = 100 - (100 * object.videoAlpha); } if (object.hasOwnProperty('info')) { if (object.info.hasOwnProperty('videoOn')) { if (object.info.videoOn) { target.videoState = RenderedTarget.VIDEO_STATE.ON; } } } target.isStage = topLevel; Promise.all(costumePromises).then(costumes => { sprite.costumes = costumes; }); Promise.all(soundPromises).then(sounds => { sprite.sounds = sounds; }); // The stage will have child objects; recursively process them. const childrenPromises = []; if (object.children) { for (let m = 0; m < object.children.length; m++) { childrenPromises.push(parseScratchObject(object.children[m], runtime, extensions, false, zip)); } } return Promise.all( costumePromises.concat(soundPromises) ).then(() => Promise.all( childrenPromises ).then(children => { // Need create broadcast msgs as variables after // all other targets have finished processing. if (target.isStage) { const allBroadcastMsgs = globalBroadcastMsgObj.globalBroadcastMsgs; const allBroadcastMsgFields = globalBroadcastMsgObj.allBroadcastFields; const oldEmptyMsgName = globalBroadcastMsgObj.emptyMsgName; if (allBroadcastMsgs[oldEmptyMsgName]) { // Find a fresh 'messageN' let currIndex = 1; while (allBroadcastMsgs[`message${currIndex}`]) { currIndex += 1; } const newEmptyMsgName = `message${currIndex}`; // Add the new empty message name to the broadcast message // name map, and assign it the old id. // Then, delete the old entry in map. allBroadcastMsgs[newEmptyMsgName] = allBroadcastMsgs[oldEmptyMsgName]; delete allBroadcastMsgs[oldEmptyMsgName]; // Now update all the broadcast message fields with // the new empty message name. for (let i = 0; i < allBroadcastMsgFields.length; i++) { if (allBroadcastMsgFields[i].value === '') { allBroadcastMsgFields[i].value = newEmptyMsgName; } } } // Traverse the broadcast message name map and create // broadcast messages as variables on the stage (which is this // target). for (const msgName in allBroadcastMsgs) { const msgId = allBroadcastMsgs[msgName]; const newMsg = new Variable( msgId, msgName, Variable.BROADCAST_MESSAGE_TYPE, false ); target.variables[newMsg.id] = newMsg; } } let targets = [target]; for (let n = 0; n < children.length; n++) { targets = targets.concat(children[n]); } return targets; }) ); }; /** * Top-level handler. Parse provided JSON, * and process the top-level object (the stage object). * @param {!object} json SB2-format JSON to load. * @param {!Runtime} runtime Runtime object to load all structures into. * @param {boolean=} optForceSprite If set, treat as sprite (Sprite2). * @param {?object} zip Optional zipped assets for local file import * @return {Promise.} Promise that resolves to the loaded targets when ready. */ const sb2import = function (json, runtime, optForceSprite, zip) { const extensions = { extensionIDs: new Set(), extensionURLs: new Map() }; return parseScratchObject(json, runtime, extensions, !optForceSprite, zip) .then(targets => ({ targets, extensions })); }; /** * Given the sb2 block, inspect the specmap for a translation method or object. * @param {!object} block a sb2 formatted block * @return {object} specmap block to parse this opcode */ const specMapBlock = function (block) { const opcode = block[0]; const mapped = opcode && specMap[opcode]; if (!mapped) { log.warn(`Couldn't find SB2 block: ${opcode}`); return null; } if (typeof mapped === 'function') { return mapped(block); } return mapped; }; /** * Parse a single SB2 JSON-formatted block and its children. * @param {!object} sb2block SB2 JSON-formatted block. * @param {Function} addBroadcastMsg function to update broadcast message name map * @param {Function} getVariableId function to retrieve a variable's ID based on name * @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here. * @return {object} Scratch VM format block, or null if unsupported object. */ const parseBlock = function (sb2block, addBroadcastMsg, getVariableId, extensions) { const blockMetadata = specMapBlock(sb2block); if (!blockMetadata) { return; } const oldOpcode = sb2block[0]; // If the block is from an extension, record it. const dotIndex = blockMetadata.opcode.indexOf('.'); if (dotIndex >= 0) { const extension = blockMetadata.opcode.substring(0, dotIndex); extensions.extensionIDs.add(extension); } // Block skeleton. const activeBlock = { id: uid(), // Generate a new block unique ID. opcode: blockMetadata.opcode, // Converted, e.g. "motion_movesteps". inputs: {}, // Inputs to this block and the blocks they point to. fields: {}, // Fields on this block and their values. next: null, // Next block. shadow: false, // No shadow blocks in an SB2 by default. children: [] // Store any generated children, flattened in `flatten`. }; // For a procedure call, generate argument map from proc string. if (oldOpcode === 'call') { blockMetadata.argMap = parseProcedureArgMap(sb2block[1]); } // Look at the expected arguments in `blockMetadata.argMap.` // The basic problem here is to turn positional SB2 arguments into // non-positional named Scratch VM arguments. for (let i = 0; i < blockMetadata.argMap.length; i++) { const expectedArg = blockMetadata.argMap[i]; const providedArg = sb2block[i + 1]; // (i = 0 is opcode) // Whether the input is obscuring a shadow. let shadowObscured = false; // Positional argument is an input. if (expectedArg.type === 'input') { // Create a new block and input metadata. const inputUid = uid(); activeBlock.inputs[expectedArg.inputName] = { name: expectedArg.inputName, block: null, shadow: null }; if (typeof providedArg === 'object' && providedArg) { // Block or block list occupies the input. let innerBlocks; if (typeof providedArg[0] === 'object' && providedArg[0]) { // Block list occupies the input. innerBlocks = parseBlockList(providedArg, addBroadcastMsg, getVariableId, extensions); } else { // Single block occupies the input. innerBlocks = [parseBlock(providedArg, addBroadcastMsg, getVariableId, extensions)]; } let previousBlock = null; for (let j = 0; j < innerBlocks.length; j++) { if (j === 0) { innerBlocks[j].parent = activeBlock.id; } else { innerBlocks[j].parent = previousBlock; } previousBlock = innerBlocks[j].id; } // Obscures any shadow. shadowObscured = true; activeBlock.inputs[expectedArg.inputName].block = ( innerBlocks[0].id ); activeBlock.children = ( activeBlock.children.concat(innerBlocks) ); } // Generate a shadow block to occupy the input. if (!expectedArg.inputOp) { // No editable shadow input; e.g., for a boolean. continue; } // Each shadow has a field generated for it automatically. // Value to be filled in the field. let fieldValue = providedArg; // Shadows' field names match the input name, except for these: let fieldName = expectedArg.inputName; if (expectedArg.inputOp === 'math_number' || expectedArg.inputOp === 'math_whole_number' || expectedArg.inputOp === 'math_positive_number' || expectedArg.inputOp === 'math_integer' || expectedArg.inputOp === 'math_angle') { fieldName = 'NUM'; // Fields are given Scratch 2.0 default values if obscured. if (shadowObscured) { fieldValue = 10; } } else if (expectedArg.inputOp === 'text') { fieldName = 'TEXT'; if (shadowObscured) { fieldValue = ''; } } else if (expectedArg.inputOp === 'colour_picker') { // Convert SB2 color to hex. fieldValue = Color.decimalToHex(providedArg); fieldName = 'COLOUR'; if (shadowObscured) { fieldValue = '#990000'; } } else if (expectedArg.inputOp === 'event_broadcast_menu') { fieldName = 'BROADCAST_OPTION'; if (shadowObscured) { fieldValue = ''; } } else if (expectedArg.inputOp === 'music.menu.DRUM') { if (shadowObscured) { fieldValue = 1; } } else if (expectedArg.inputOp === 'music.menu.INSTRUMENT') { if (shadowObscured) { fieldValue = 1; } } else if (expectedArg.inputOp === 'videoSensing.menu.MOTION_DIRECTION') { if (shadowObscured) { fieldValue = 1; } else if (fieldValue === 'motion') { fieldValue = 1; } else if (fieldValue === 'direction') { fieldValue = 2; } } else if (expectedArg.inputOp === 'videoSensing.menu.STAGE_SPRITE') { if (shadowObscured) { fieldValue = 2; } else if (fieldValue === 'Stage') { fieldValue = 1; } else if (fieldValue === 'this sprite') { fieldValue = 2; } } else if (expectedArg.inputOp === 'videoSensing.menu.VIDEO_STATE') { if (shadowObscured) { fieldValue = 'on'; } } else if (shadowObscured) { // Filled drop-down menu. fieldValue = ''; } const fields = {}; fields[fieldName] = { name: fieldName, value: fieldValue }; // event_broadcast_menus have some extra properties to add to the // field and a different value than the rest if (expectedArg.inputOp === 'event_broadcast_menu') { if (!shadowObscured) { // Need to update the broadcast message name map with // the value of this field. // Also need to provide the fields[fieldName] object, // so that we can later update its value property, e.g. // if sb2 message name is empty string, we will later // replace this field's value with messageN // once we can traverse through all the existing message names // and come up with a fresh messageN. const broadcastId = addBroadcastMsg(fieldValue, fields[fieldName]); fields[fieldName].id = broadcastId; } fields[fieldName].variableType = expectedArg.variableType; } activeBlock.children.push({ id: inputUid, opcode: expectedArg.inputOp, inputs: {}, fields: fields, next: null, topLevel: false, parent: activeBlock.id, shadow: true }); activeBlock.inputs[expectedArg.inputName].shadow = inputUid; // If no block occupying the input, alias to the shadow. if (!activeBlock.inputs[expectedArg.inputName].block) { activeBlock.inputs[expectedArg.inputName].block = inputUid; } } else if (expectedArg.type === 'field') { // Add as a field on this block. activeBlock.fields[expectedArg.fieldName] = { name: expectedArg.fieldName, value: providedArg }; if (expectedArg.fieldName === 'VARIABLE' || expectedArg.fieldName === 'LIST') { // Add `id` property to variable fields activeBlock.fields[expectedArg.fieldName].id = getVariableId(providedArg); } else if (expectedArg.fieldName === 'BROADCAST_OPTION') { // Add the name in this field to the broadcast msg name map. // Also need to provide the fields[fieldName] object, // so that we can later update its value property, e.g. // if sb2 message name is empty string, we will later // replace this field's value with messageN // once we can traverse through all the existing message names // and come up with a fresh messageN. const broadcastId = addBroadcastMsg(providedArg, activeBlock.fields[expectedArg.fieldName]); activeBlock.fields[expectedArg.fieldName].id = broadcastId; } const varType = expectedArg.variableType; if (typeof varType === 'string') { activeBlock.fields[expectedArg.fieldName].variableType = varType; } } } // Updates for blocks that have new menus (e.g. in Looks) switch (oldOpcode) { case 'comeToFront': activeBlock.fields.FRONT_BACK = { name: 'FRONT_BACK', value: 'front' }; break; case 'goBackByLayers:': activeBlock.fields.FORWARD_BACKWARD = { name: 'FORWARD_BACKWARD', value: 'backward' }; break; case 'backgroundIndex': activeBlock.fields.NUMBER_NAME = { name: 'NUMBER_NAME', value: 'number' }; break; case 'sceneName': activeBlock.fields.NUMBER_NAME = { name: 'NUMBER_NAME', value: 'name' }; break; case 'costumeIndex': activeBlock.fields.NUMBER_NAME = { name: 'NUMBER_NAME', value: 'number' }; break; } // Special cases to generate mutations. if (oldOpcode === 'stopScripts') { // Mutation for stop block: if the argument is 'other scripts', // the block needs a next connection. if (sb2block[1] === 'other scripts in sprite' || sb2block[1] === 'other scripts in stage') { activeBlock.mutation = { tagName: 'mutation', hasnext: 'true', children: [] }; } } else if (oldOpcode === 'procDef') { // Mutation for procedure definition: // store all 2.0 proc data. const procData = sb2block.slice(1); // Create a new block and input metadata. const inputUid = uid(); const inputName = 'custom_block'; activeBlock.inputs[inputName] = { name: inputName, block: inputUid, shadow: inputUid }; activeBlock.children = [{ id: inputUid, opcode: 'procedures_prototype', inputs: {}, fields: {}, next: null, shadow: true, children: [], mutation: { tagName: 'mutation', proccode: procData[0], // e.g., "abc %n %b %s" argumentnames: JSON.stringify(procData[1]), // e.g. ['arg1', 'arg2'] argumentids: JSON.stringify(parseProcedureArgIds(procData[0])), argumentdefaults: JSON.stringify(procData[2]), // e.g., [1, 'abc'] warp: procData[3], // Warp mode, e.g., true/false. children: [] } }]; } else if (oldOpcode === 'call') { // Mutation for procedure call: // string for proc code (e.g., "abc %n %b %s"). activeBlock.mutation = { tagName: 'mutation', children: [], proccode: sb2block[1], argumentids: JSON.stringify(parseProcedureArgIds(sb2block[1])) }; } else if (oldOpcode === 'getParam') { // Assign correct opcode based on the block shape. switch (sb2block[2]) { case 'r': activeBlock.opcode = 'argument_reporter_string_number'; break; case 'b': activeBlock.opcode = 'argument_reporter_boolean'; break; } } return activeBlock; }; module.exports = { deserialize: sb2import };