const EventEmitter = require('events'); const util = require('util'); const log = require('./util/log'); const Runtime = require('./engine/runtime'); const ScratchStorage = require('scratch-storage'); const sb2import = require('./import/sb2import'); const StringUtil = require('./util/string-util'); const loadCostume = require('./import/load-costume.js'); const loadSound = require('./import/load-sound.js'); const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_']; const AssetType = ScratchStorage.AssetType; /** * Handles connections between blocks, stage, and extensions. * @constructor */ const VirtualMachine = function () { const 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, glowData => { instance.emit(Runtime.SCRIPT_GLOW_ON, glowData); }); instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, glowData => { instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData); }); instance.runtime.on(Runtime.BLOCK_GLOW_ON, glowData => { instance.emit(Runtime.BLOCK_GLOW_ON, glowData); }); instance.runtime.on(Runtime.BLOCK_GLOW_OFF, glowData => { instance.emit(Runtime.BLOCK_GLOW_OFF, glowData); }); instance.runtime.on(Runtime.PROJECT_RUN_START, () => { instance.emit(Runtime.PROJECT_RUN_START); }); instance.runtime.on(Runtime.PROJECT_RUN_STOP, () => { instance.emit(Runtime.PROJECT_RUN_STOP); }); instance.runtime.on(Runtime.VISUAL_REPORT, visualReport => { instance.emit(Runtime.VISUAL_REPORT, visualReport); }); instance.runtime.on(Runtime.SPRITE_INFO_REPORT, 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 () { const instance = this; // Only send back thread data for the current editingTarget. const threadData = this.runtime.threads.filter(thread => thread.target === instance.editingTarget); // Remove the target key, since it's a circular reference. const filteredThreadData = JSON.stringify(threadData, (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); }; /** * Load a project from the Scratch web site, by ID. * @param {string} id - the ID of the project to download, as a string. */ VirtualMachine.prototype.downloadProjectId = function (id) { if (!this.runtime.storage) { log.error('No storage module present; cannot load project: ', id); return; } const vm = this; const promise = this.runtime.storage.load(AssetType.Project, id); promise.then(projectAsset => { vm.loadProject(projectAsset.decodeText()); }); }; /** * 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 {string} md5ext - the MD5 and extension of the costume to be loaded. * @param {!object} costumeObject Object representing the costume. * @property {int} skinId - the ID of the costume's render skin, once installed. * @property {number} rotationCenterX - the X component of the costume's origin. * @property {number} rotationCenterY - the Y component of the costume's origin. * @property {number} [bitmapResolution] - the resolution scale for a bitmap costume. */ VirtualMachine.prototype.addCostume = function (md5ext, costumeObject) { loadCostume(md5ext, costumeObject, this.runtime).then(() => { this.editingTarget.sprite.costumes.push(costumeObject); this.editingTarget.setCostume( this.editingTarget.sprite.costumes.length - 1 ); }); }; /** * Add a sound to the current editing target. * @param {!object} soundObject Object representing the costume. * @returns {?Promise} - a promise that resolves when the sound has been decoded and added */ VirtualMachine.prototype.addSound = function (soundObject) { return loadSound(soundObject, this.runtime).then(() => { this.editingTarget.sprite.sounds.push(soundObject); this.emitTargetsUpdate(); }); }; /** * Add a backdrop to the stage. * @param {string} md5ext - the MD5 and extension of the backdrop to be loaded. * @param {!object} backdropObject Object representing the backdrop. * @property {int} skinId - the ID of the backdrop's render skin, once installed. * @property {number} rotationCenterX - the X component of the backdrop's origin. * @property {number} rotationCenterY - the Y component of the backdrop's origin. * @property {number} [bitmapResolution] - the resolution scale for a bitmap backdrop. */ VirtualMachine.prototype.addBackdrop = function (md5ext, backdropObject) { loadCostume(md5ext, backdropObject, this.runtime).then(() => { const stage = this.runtime.getTargetForStage(); stage.sprite.costumes.push(backdropObject); 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) { const target = this.runtime.getTargetById(targetId); if (target) { if (!target.isSprite()) { throw new Error('Cannot rename non-sprite targets.'); } const sprite = target.sprite; if (!sprite) { throw new Error('No sprite associated with this target.'); } if (newName && RESERVED_NAMES.indexOf(newName) === -1) { const names = this.runtime.targets.filter(runtimeTarget => runtimeTarget.isSprite()).map(runtimeTarget => runtimeTarget.sprite.name); sprite.name = StringUtil.unusedName(newName, names); } 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) { const target = this.runtime.getTargetById(targetId); if (target) { if (!target.isSprite()) { throw new Error('Cannot delete non-sprite targets.'); } const sprite = target.sprite; if (!sprite) { throw new Error('No sprite associated with this target.'); } const currentEditingTarget = this.editingTarget; for (let i = 0; i < sprite.clones.length; i++) { const 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 audio engine for the VM/runtime * @param {!AudioEngine} audioEngine The audio engine to attach */ VirtualMachine.prototype.attachAudioEngine = function (audioEngine) { this.runtime.attachAudioEngine(audioEngine); }; /** * Set the renderer for the VM/runtime * @param {!RenderWebGL} renderer The renderer to attach */ VirtualMachine.prototype.attachRenderer = function (renderer) { this.runtime.attachRenderer(renderer); }; /** * Set the storage module for the VM/runtime * @param {!ScratchStorage} storage The storage module to attach */ VirtualMachine.prototype.attachStorage = function (storage) { this.runtime.attachStorage(storage); }; /** * 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; } const 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(target => // Don't report clones. !target.hasOwnProperty('isOriginal') || target.isOriginal).map(target => target.toJSON()), // 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() }); }; /** * Get a target id for a drawable id. Useful for interacting with the renderer * @param {int} drawableId The drawable id to request the target id for * @returns {?string} The target id, if found. Will also be null if the target found is the stage. */ VirtualMachine.prototype.getTargetIdForDrawableId = function (drawableId) { const target = this.runtime.getTargetByDrawableId(drawableId); if (target && target.hasOwnProperty('id') && target.hasOwnProperty('isStage') && !target.isStage) { return target.id; } return null; }; /** * Put a target into a "drag" state, during which its X/Y positions will be unaffected * by blocks. * @param {string} targetId The id for the target to put into a drag state */ VirtualMachine.prototype.startDrag = function (targetId) { const target = this.runtime.getTargetById(targetId); if (target) { target.startDrag(); this.setEditingTarget(target.id); } }; /** * Remove a target from a drag state, so blocks may begin affecting X/Y position again * @param {string} targetId The id for the target to remove from the drag state */ VirtualMachine.prototype.stopDrag = function (targetId) { const target = this.runtime.getTargetById(targetId); if (target) target.stopDrag(); }; /** * 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;