mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-25 15:32:40 -05:00
402 lines
13 KiB
JavaScript
402 lines
13 KiB
JavaScript
var EventEmitter = require('events');
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var util = require('util');
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var log = require('./util/log');
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var Runtime = require('./engine/runtime');
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var ScratchStorage = require('scratch-storage');
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var sb2import = require('./import/sb2import');
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var AssetType = ScratchStorage.AssetType;
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/**
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* Handles connections between blocks, stage, and extensions.
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* @constructor
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*/
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var VirtualMachine = function () {
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var instance = this;
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// Bind event emitter and runtime to VM instance
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EventEmitter.call(instance);
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/**
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* VM runtime, to store blocks, I/O devices, sprites/targets, etc.
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* @type {!Runtime}
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*/
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instance.runtime = new Runtime();
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/**
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* The "currently editing"/selected target ID for the VM.
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* Block events from any Blockly workspace are routed to this target.
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* @type {!string}
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*/
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instance.editingTarget = null;
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// Runtime emits are passed along as VM emits.
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instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) {
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instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
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});
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instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) {
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instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
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});
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instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) {
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instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
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});
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instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) {
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instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
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});
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instance.runtime.on(Runtime.PROJECT_RUN_START, function () {
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instance.emit(Runtime.PROJECT_RUN_START);
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});
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instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () {
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instance.emit(Runtime.PROJECT_RUN_STOP);
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});
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instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) {
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instance.emit(Runtime.VISUAL_REPORT, visualReport);
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});
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instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) {
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instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
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});
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this.blockListener = this.blockListener.bind(this);
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this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
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};
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/**
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* Inherit from EventEmitter
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*/
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util.inherits(VirtualMachine, EventEmitter);
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/**
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* Start running the VM - do this before anything else.
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*/
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VirtualMachine.prototype.start = function () {
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this.runtime.start();
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};
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/**
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* "Green flag" handler - start all threads starting with a green flag.
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*/
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VirtualMachine.prototype.greenFlag = function () {
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this.runtime.greenFlag();
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};
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/**
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* Set whether the VM is in "turbo mode."
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* When true, loops don't yield to redraw.
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* @param {boolean} turboModeOn Whether turbo mode should be set.
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*/
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VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
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this.runtime.turboMode = !!turboModeOn;
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};
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/**
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* Set whether the VM is in 2.0 "compatibility mode."
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* When true, ticks go at 2.0 speed (30 TPS).
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* @param {boolean} compatibilityModeOn Whether compatibility mode is set.
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*/
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VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
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this.runtime.setCompatibilityMode(!!compatibilityModeOn);
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};
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/**
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* Stop all threads and running activities.
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*/
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VirtualMachine.prototype.stopAll = function () {
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this.runtime.stopAll();
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};
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/**
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* Clear out current running project data.
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*/
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VirtualMachine.prototype.clear = function () {
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this.runtime.dispose();
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this.editingTarget = null;
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this.emitTargetsUpdate();
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};
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/**
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* Get data for playground. Data comes back in an emitted event.
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*/
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VirtualMachine.prototype.getPlaygroundData = function () {
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var instance = this;
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// Only send back thread data for the current editingTarget.
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var threadData = this.runtime.threads.filter(function (thread) {
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return thread.target === instance.editingTarget;
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});
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// Remove the target key, since it's a circular reference.
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var filteredThreadData = JSON.stringify(threadData, function (key, value) {
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if (key === 'target') return;
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return value;
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}, 2);
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this.emit('playgroundData', {
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blocks: this.editingTarget.blocks,
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threads: filteredThreadData
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});
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};
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/**
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* Post I/O data to the virtual devices.
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* @param {?string} device Name of virtual I/O device.
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* @param {object} data Any data object to post to the I/O device.
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*/
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VirtualMachine.prototype.postIOData = function (device, data) {
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if (this.runtime.ioDevices[device]) {
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this.runtime.ioDevices[device].postData(data);
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}
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};
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/**
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* Load a project from a Scratch 2.0 JSON representation.
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* @param {?string} json JSON string representing the project.
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*/
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VirtualMachine.prototype.loadProject = function (json) {
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this.clear();
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// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
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sb2import(json, this.runtime);
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// Select the first target for editing, e.g., the first sprite.
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this.editingTarget = this.runtime.targets[1];
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// Update the VM user's knowledge of targets and blocks on the workspace.
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this.emitTargetsUpdate();
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this.emitWorkspaceUpdate();
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this.runtime.setEditingTarget(this.editingTarget);
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};
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/**
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* Load a project from the Scratch web site, by ID.
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* @param {string} id - the ID of the project to download, as a string.
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*/
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VirtualMachine.prototype.downloadProjectId = function (id) {
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if (!this.runtime.storage) {
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log('No storage module present; cannot load project: ', id);
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return;
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}
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var vm = this;
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var promise = this.runtime.storage.load(AssetType.Project, id);
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promise.then(function (projectAsset) {
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vm.loadProject(projectAsset.decodeText());
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});
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};
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/**
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* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
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* @param {string} json JSON string representing the sprite.
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*/
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VirtualMachine.prototype.addSprite2 = function (json) {
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// Select new sprite.
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this.editingTarget = sb2import(json, this.runtime, true);
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// Update the VM user's knowledge of targets and blocks on the workspace.
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this.emitTargetsUpdate();
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this.emitWorkspaceUpdate();
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this.runtime.setEditingTarget(this.editingTarget);
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};
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/**
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* Add a costume to the current editing target.
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* @param {!object} costumeObject Object representing the costume.
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*/
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VirtualMachine.prototype.addCostume = function (costumeObject) {
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this.editingTarget.sprite.costumes.push(costumeObject);
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// Switch to the costume.
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this.editingTarget.setCostume(
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this.editingTarget.sprite.costumes.length - 1
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);
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};
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/**
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* Add a backdrop to the stage.
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* @param {!object} backdropObject Object representing the backdrop.
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*/
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VirtualMachine.prototype.addBackdrop = function (backdropObject) {
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var stage = this.runtime.getTargetForStage();
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stage.sprite.costumes.push(backdropObject);
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// Switch to the backdrop.
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stage.setCostume(stage.sprite.costumes.length - 1);
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};
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/**
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* Rename a sprite.
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* @param {string} targetId ID of a target whose sprite to rename.
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* @param {string} newName New name of the sprite.
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*/
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VirtualMachine.prototype.renameSprite = function (targetId, newName) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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if (!target.isSprite()) {
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throw new Error('Cannot rename non-sprite targets.');
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}
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var sprite = target.sprite;
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if (!sprite) {
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throw new Error('No sprite associated with this target.');
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}
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sprite.name = newName;
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this.emitTargetsUpdate();
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} else {
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throw new Error('No target with the provided id.');
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}
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};
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/**
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* Delete a sprite and all its clones.
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* @param {string} targetId ID of a target whose sprite to delete.
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*/
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VirtualMachine.prototype.deleteSprite = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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if (!target.isSprite()) {
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throw new Error('Cannot delete non-sprite targets.');
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}
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var sprite = target.sprite;
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if (!sprite) {
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throw new Error('No sprite associated with this target.');
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}
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var currentEditingTarget = this.editingTarget;
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for (var i = 0; i < sprite.clones.length; i++) {
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var clone = sprite.clones[i];
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this.runtime.stopForTarget(sprite.clones[i]);
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this.runtime.disposeTarget(sprite.clones[i]);
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// Ensure editing target is switched if we are deleting it.
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if (clone === currentEditingTarget) {
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this.setEditingTarget(this.runtime.targets[0].id);
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}
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}
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// Sprite object should be deleted by GC.
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this.emitTargetsUpdate();
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} else {
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throw new Error('No target with the provided id.');
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}
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};
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/**
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* Set the audio engine for the VM/runtime
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* @param {!AudioEngine} audioEngine The audio engine to attach
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*/
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VirtualMachine.prototype.attachAudioEngine = function (audioEngine) {
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this.runtime.attachAudioEngine(audioEngine);
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};
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/**
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* Set the renderer for the VM/runtime
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* @param {!RenderWebGL} renderer The renderer to attach
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*/
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VirtualMachine.prototype.attachRenderer = function (renderer) {
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this.runtime.attachRenderer(renderer);
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};
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/**
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* Set the storage module for the VM/runtime
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* @param {!ScratchStorage} storage The storage module to attach
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*/
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VirtualMachine.prototype.attachStorage = function (storage) {
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this.runtime.attachStorage(storage);
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};
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/**
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* Handle a Blockly event for the current editing target.
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* @param {!Blockly.Event} e Any Blockly event.
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*/
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VirtualMachine.prototype.blockListener = function (e) {
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if (this.editingTarget) {
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this.editingTarget.blocks.blocklyListen(e, this.runtime);
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}
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};
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/**
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* Handle a Blockly event for the flyout.
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* @param {!Blockly.Event} e Any Blockly event.
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*/
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VirtualMachine.prototype.flyoutBlockListener = function (e) {
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this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
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};
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/**
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* Set an editing target. An editor UI can use this function to switch
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* between editing different targets, sprites, etc.
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* After switching the editing target, the VM may emit updates
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* to the list of targets and any attached workspace blocks
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* (see `emitTargetsUpdate` and `emitWorkspaceUpdate`).
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* @param {string} targetId Id of target to set as editing.
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*/
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VirtualMachine.prototype.setEditingTarget = function (targetId) {
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// Has the target id changed? If not, exit.
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if (targetId === this.editingTarget.id) {
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return;
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}
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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this.editingTarget = target;
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// Emit appropriate UI updates.
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this.emitTargetsUpdate();
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this.emitWorkspaceUpdate();
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this.runtime.setEditingTarget(target);
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}
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};
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/**
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* Emit metadata about available targets.
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* An editor UI could use this to display a list of targets and show
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* the currently editing one.
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*/
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VirtualMachine.prototype.emitTargetsUpdate = function () {
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this.emit('targetsUpdate', {
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// [[target id, human readable target name], ...].
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targetList: this.runtime.targets.filter(function (target) {
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// Don't report clones.
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return !target.hasOwnProperty('isOriginal') || target.isOriginal;
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}).map(function (target) {
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return target.toJSON();
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}),
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// Currently editing target id.
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editingTarget: this.editingTarget ? this.editingTarget.id : null
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});
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};
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/**
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* Emit an Blockly/scratch-blocks compatible XML representation
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* of the current editing target's blocks.
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*/
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VirtualMachine.prototype.emitWorkspaceUpdate = function () {
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this.emit('workspaceUpdate', {
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xml: this.editingTarget.blocks.toXML()
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});
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};
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/**
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* Get a target id for a drawable id. Useful for interacting with the renderer
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* @param {int} drawableId The drawable id to request the target id for
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* @returns {?string} The target id, if found. Will also be null if the target found is the stage.
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*/
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VirtualMachine.prototype.getTargetIdForDrawableId = function (drawableId) {
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var target = this.runtime.getTargetByDrawableId(drawableId);
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if (target && target.hasOwnProperty('id') && target.hasOwnProperty('isStage') && !target.isStage) {
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return target.id;
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}
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return null;
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};
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/**
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* Put a target into a "drag" state, during which its X/Y positions will be unaffected
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* by blocks.
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* @param {string} targetId The id for the target to put into a drag state
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*/
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VirtualMachine.prototype.startDrag = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) {
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target.startDrag();
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this.setEditingTarget(target.id);
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}
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};
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/**
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* Remove a target from a drag state, so blocks may begin affecting X/Y position again
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* @param {string} targetId The id for the target to remove from the drag state
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*/
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VirtualMachine.prototype.stopDrag = function (targetId) {
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var target = this.runtime.getTargetById(targetId);
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if (target) target.stopDrag();
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};
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/**
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* Post/edit sprite info for the current editing target.
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* @param {object} data An object with sprite info data to set.
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*/
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VirtualMachine.prototype.postSpriteInfo = function (data) {
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this.editingTarget.postSpriteInfo(data);
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};
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module.exports = VirtualMachine;
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