mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-25 07:22:33 -05:00
917 lines
35 KiB
JavaScript
917 lines
35 KiB
JavaScript
const TextEncoder = require('text-encoding').TextEncoder;
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const EventEmitter = require('events');
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const JSZip = require('jszip');
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const centralDispatch = require('./dispatch/central-dispatch');
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const ExtensionManager = require('./extension-support/extension-manager');
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const log = require('./util/log');
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const Runtime = require('./engine/runtime');
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const sb2 = require('./serialization/sb2');
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const sb3 = require('./serialization/sb3');
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const StringUtil = require('./util/string-util');
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const formatMessage = require('format-message');
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const validate = require('scratch-parser');
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const Variable = require('./engine/variable');
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const {loadCostume} = require('./import/load-costume.js');
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const {loadSound} = require('./import/load-sound.js');
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const {serializeSounds, serializeCostumes} = require('./serialization/serialize-assets');
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const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_'];
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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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class VirtualMachine extends EventEmitter {
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constructor () {
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super();
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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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this.runtime = new Runtime();
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centralDispatch.setService('runtime', this.runtime).catch(e => {
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log.error(`Failed to register runtime service: ${JSON.stringify(e)}`);
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});
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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 {Target}
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*/
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this.editingTarget = null;
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/**
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* The currently dragging target, for redirecting IO data.
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* @type {Target}
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*/
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this._dragTarget = null;
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// Runtime emits are passed along as VM emits.
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this.runtime.on(Runtime.SCRIPT_GLOW_ON, glowData => {
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this.emit(Runtime.SCRIPT_GLOW_ON, glowData);
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});
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this.runtime.on(Runtime.SCRIPT_GLOW_OFF, glowData => {
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this.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
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});
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this.runtime.on(Runtime.BLOCK_GLOW_ON, glowData => {
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this.emit(Runtime.BLOCK_GLOW_ON, glowData);
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});
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this.runtime.on(Runtime.BLOCK_GLOW_OFF, glowData => {
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this.emit(Runtime.BLOCK_GLOW_OFF, glowData);
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});
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this.runtime.on(Runtime.PROJECT_RUN_START, () => {
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this.emit(Runtime.PROJECT_RUN_START);
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});
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this.runtime.on(Runtime.PROJECT_RUN_STOP, () => {
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this.emit(Runtime.PROJECT_RUN_STOP);
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});
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this.runtime.on(Runtime.VISUAL_REPORT, visualReport => {
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this.emit(Runtime.VISUAL_REPORT, visualReport);
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});
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this.runtime.on(Runtime.TARGETS_UPDATE, () => {
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this.emitTargetsUpdate();
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});
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this.runtime.on(Runtime.MONITORS_UPDATE, monitorList => {
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this.emit(Runtime.MONITORS_UPDATE, monitorList);
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});
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this.runtime.on(Runtime.BLOCK_DRAG_UPDATE, areBlocksOverGui => {
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this.emit(Runtime.BLOCK_DRAG_UPDATE, areBlocksOverGui);
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});
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this.runtime.on(Runtime.BLOCK_DRAG_END, blocks => {
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this.emit(Runtime.BLOCK_DRAG_END, blocks);
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});
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this.runtime.on(Runtime.EXTENSION_ADDED, blocksInfo => {
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this.emit(Runtime.EXTENSION_ADDED, blocksInfo);
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});
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this.runtime.on(Runtime.BLOCKSINFO_UPDATE, blocksInfo => {
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this.emit(Runtime.BLOCKSINFO_UPDATE, blocksInfo);
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});
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this.extensionManager = new ExtensionManager(this.runtime);
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this.blockListener = this.blockListener.bind(this);
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this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
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this.monitorBlockListener = this.monitorBlockListener.bind(this);
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this.variableListener = this.variableListener.bind(this);
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}
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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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start () {
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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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greenFlag () {
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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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setTurboMode (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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setCompatibilityMode (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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stopAll () {
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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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clear () {
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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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getPlaygroundData () {
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const instance = this;
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// Only send back thread data for the current editingTarget.
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const threadData = this.runtime.threads.filter(thread => thread.target === instance.editingTarget);
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// Remove the target key, since it's a circular reference.
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const filteredThreadData = JSON.stringify(threadData, (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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postIOData (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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* @return {!Promise} Promise that resolves after targets are installed.
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*/
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loadProject (json) {
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// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 3.0.
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return this.fromJSON(json);
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}
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/**
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* Load a project from a Scratch 3.0 sb3 file containing a project json
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* and all of the sound and costume files.
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* @param {Buffer} inputBuffer A buffer representing the project to load.
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* @return {!Promise} Promise that resolves after targets are installed.
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*/
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loadProjectLocal (inputBuffer) {
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// TODO need to handle sb2 files as well, and will possibly merge w/
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// above function
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return JSZip.loadAsync(inputBuffer)
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.then(sb3File => {
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sb3File.file('project.json').async('string')
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.then(json => {
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// TODO error handling for unpacking zip/not finding project.json
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json = JSON.parse(json); // TODO catch errors here (validation)
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return sb3.deserialize(json, this.runtime, sb3File)
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.then(({targets, extensions}) =>
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this.installTargets(targets, extensions, true));
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});
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});
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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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downloadProjectId (id) {
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const storage = this.runtime.storage;
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if (!storage) {
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log.error('No storage module present; cannot load project: ', id);
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return;
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}
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const vm = this;
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const promise = storage.load(storage.AssetType.Project, id);
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promise.then(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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* @returns {string} Project in a Scratch 3.0 JSON representation.
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*/
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saveProjectSb3 () {
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const soundDescs = serializeSounds(this.runtime);
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const costumeDescs = serializeCostumes(this.runtime);
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const projectJson = this.toJSON();
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const zip = new JSZip();
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// Put everything in a zip file
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// TODO compression?
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zip.file('project.json', projectJson);
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for (let i = 0; i < soundDescs.length; i++) {
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const currSound = soundDescs[i];
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zip.file(currSound.fileName, currSound.fileContent);
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}
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for (let i = 0; i < costumeDescs.length; i++) {
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const currCostume = costumeDescs[i];
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zip.file(currCostume.fileName, currCostume.fileContent);
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}
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return zip.generateAsync({type: 'blob'});
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}
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/**
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* Export project as a Scratch 3.0 JSON representation.
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* @return {string} Serialized state of the runtime.
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*/
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toJSON () {
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return JSON.stringify(sb3.serialize(this.runtime));
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}
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/**
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* Load a project from a Scratch JSON representation.
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* @param {string} json JSON string representing a project.
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* @returns {Promise} Promise that resolves after the project has loaded
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*/
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fromJSON (json) {
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// Clear the current runtime
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this.clear();
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// Validate & parse
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if (typeof json !== 'string' && typeof json !== 'object') {
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throw new Error('Failed to parse project. Invalid type supplied to fromJSON.');
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}
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// Establish version, deserialize, and load into runtime
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// @todo Support Scratch 1.4
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// @todo This is an extremely naïve / dangerous way of determining version.
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// See `scratch-parser` for a more sophisticated validation
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// methodology that should be adapted for use here
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let deserializer;
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let validatedProject;
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const possibleSb3 = typeof json === 'string' ? JSON.parse(json) : json;
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if ((typeof possibleSb3.meta !== 'undefined') && (typeof possibleSb3.meta.semver !== 'undefined')) {
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deserializer = sb3;
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validatedProject = possibleSb3;
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} else {
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// scratch-parser expects a json string or a buffer
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const possibleSb2 = typeof json === 'object' ? JSON.stringify(json) : json;
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validate(possibleSb2, (err, project) => {
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if (err) {
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throw new Error(
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`The given project could not be validated, parsing failed with error: ${JSON.stringify(err)}`);
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} else {
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deserializer = sb2;
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validatedProject = project;
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}
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});
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}
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return deserializer.deserialize(validatedProject, this.runtime)
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.then(({targets, extensions}) =>
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this.installTargets(targets, extensions, true));
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}
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/**
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* Install `deserialize` results: zero or more targets after the extensions (if any) used by those targets.
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* @param {Array.<Target>} targets - the targets to be installed
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* @param {ImportedExtensionsInfo} extensions - metadata about extensions used by these targets
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* @param {boolean} wholeProject - set to true if installing a whole project, as opposed to a single sprite.
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* @returns {Promise} resolved once targets have been installed
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*/
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installTargets (targets, extensions, wholeProject) {
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const extensionPromises = [];
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extensions.extensionIDs.forEach(extensionID => {
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if (!this.extensionManager.isExtensionLoaded(extensionID)) {
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const extensionURL = extensions.extensionURLs.get(extensionID) || extensionID;
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extensionPromises.push(this.extensionManager.loadExtensionURL(extensionURL));
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}
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});
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targets = targets.filter(target => !!target);
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return Promise.all(extensionPromises).then(() => {
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if (wholeProject) {
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this.clear();
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}
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targets.forEach(target => {
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this.runtime.targets.push(target);
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(/** @type RenderedTarget */ target).updateAllDrawableProperties();
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// Ensure unique sprite name
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if (target.isSprite()) this.renameSprite(target.id, target.getName());
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});
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// Select the first target for editing, e.g., the first sprite.
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if (wholeProject && (targets.length > 1)) {
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this.editingTarget = targets[1];
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} else {
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this.editingTarget = targets[0];
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}
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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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/**
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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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* @returns {Promise} Promise that resolves after the sprite is added
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*/
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addSprite2 (json) {
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// Validate & parse
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if (typeof json !== 'string') {
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log.error('Failed to parse sprite. Non-string supplied to addSprite2.');
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return;
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}
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json = JSON.parse(json);
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if (typeof json !== 'object') {
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log.error('Failed to parse sprite. JSON supplied to addSprite2 is not an object.');
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return;
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}
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return sb2.deserialize(json, this.runtime, true)
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.then(({targets, extensions}) =>
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this.installTargets(targets, extensions, false));
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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 {string} md5ext - the MD5 and extension of the costume to be loaded.
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* @param {!object} costumeObject Object representing the costume.
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* @property {int} skinId - the ID of the costume's render skin, once installed.
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* @property {number} rotationCenterX - the X component of the costume's origin.
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* @property {number} rotationCenterY - the Y component of the costume's origin.
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* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
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* @returns {?Promise} - a promise that resolves when the costume has been added
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*/
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addCostume (md5ext, costumeObject) {
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return loadCostume(md5ext, costumeObject, this.runtime).then(() => {
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this.editingTarget.addCostume(costumeObject);
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this.editingTarget.setCostume(
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this.editingTarget.getCostumes().length - 1
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);
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});
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}
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/**
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* Duplicate the costume at the given index. Add it at that index + 1.
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* @param {!int} costumeIndex Index of costume to duplicate
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* @returns {?Promise} - a promise that resolves when the costume has been decoded and added
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*/
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duplicateCostume (costumeIndex) {
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const originalCostume = this.editingTarget.getCostumes()[costumeIndex];
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const clone = Object.assign({}, originalCostume);
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const md5ext = `${clone.assetId}.${clone.dataFormat}`;
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return loadCostume(md5ext, clone, this.runtime).then(() => {
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this.editingTarget.addCostume(clone, costumeIndex + 1);
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this.editingTarget.setCostume(costumeIndex + 1);
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this.emitTargetsUpdate();
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});
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}
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/**
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* Duplicate the sound at the given index. Add it at that index + 1.
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* @param {!int} soundIndex Index of sound to duplicate
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* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
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*/
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duplicateSound (soundIndex) {
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const originalSound = this.editingTarget.getSounds()[soundIndex];
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const clone = Object.assign({}, originalSound);
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return loadSound(clone, this.runtime).then(() => {
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this.editingTarget.addSound(clone, soundIndex + 1);
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this.emitTargetsUpdate();
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});
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}
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/**
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* Rename a costume on the current editing target.
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* @param {int} costumeIndex - the index of the costume to be renamed.
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* @param {string} newName - the desired new name of the costume (will be modified if already in use).
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*/
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renameCostume (costumeIndex, newName) {
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this.editingTarget.renameCostume(costumeIndex, newName);
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this.emitTargetsUpdate();
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}
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/**
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* Delete a costume from the current editing target.
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* @param {int} costumeIndex - the index of the costume to be removed.
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*/
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deleteCostume (costumeIndex) {
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this.editingTarget.deleteCostume(costumeIndex);
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}
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/**
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* Add a sound to the current editing target.
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* @param {!object} soundObject Object representing the costume.
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* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
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*/
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addSound (soundObject) {
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return loadSound(soundObject, this.runtime).then(() => {
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this.editingTarget.addSound(soundObject);
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this.emitTargetsUpdate();
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});
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}
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/**
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* Rename a sound on the current editing target.
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* @param {int} soundIndex - the index of the sound to be renamed.
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* @param {string} newName - the desired new name of the sound (will be modified if already in use).
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*/
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renameSound (soundIndex, newName) {
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this.editingTarget.renameSound(soundIndex, newName);
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this.emitTargetsUpdate();
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}
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/**
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* Get a sound buffer from the audio engine.
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* @param {int} soundIndex - the index of the sound to be got.
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* @return {AudioBuffer} the sound's audio buffer.
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*/
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getSoundBuffer (soundIndex) {
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const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
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if (id && this.runtime && this.runtime.audioEngine) {
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return this.runtime.audioEngine.getSoundBuffer(id);
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}
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return null;
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}
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/**
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* Update a sound buffer.
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* @param {int} soundIndex - the index of the sound to be updated.
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* @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
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* @param {ArrayBuffer} soundEncoding - the new (wav) encoded sound to be stored
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*/
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updateSoundBuffer (soundIndex, newBuffer, soundEncoding) {
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const sound = this.editingTarget.sprite.sounds[soundIndex];
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const id = sound ? sound.soundId : null;
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if (id && this.runtime && this.runtime.audioEngine) {
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this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
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}
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// Update sound in runtime
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if (soundEncoding) {
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// Now that we updated the sound, the format should also be updated
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// so that the sound can eventually be decoded the right way.
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// Sounds that were formerly 'adpcm', but were updated in sound editor
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// will not get decoded by the audio engine correctly unless the format
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// is updated as below.
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sound.format = '';
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const storage = this.runtime.storage;
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sound.assetId = storage.builtinHelper.cache(
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storage.AssetType.Sound,
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storage.DataFormat.WAV,
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soundEncoding
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);
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sound.md5 = `${sound.assetId}.${sound.dataFormat}`;
|
|
}
|
|
// If soundEncoding is null, it's because gui had a problem
|
|
// encoding the updated sound. We don't want to store anything in this
|
|
// case, and gui should have logged an error.
|
|
|
|
this.emitTargetsUpdate();
|
|
}
|
|
|
|
/**
|
|
* Delete a sound from the current editing target.
|
|
* @param {int} soundIndex - the index of the sound to be removed.
|
|
*/
|
|
deleteSound (soundIndex) {
|
|
this.editingTarget.deleteSound(soundIndex);
|
|
}
|
|
|
|
/**
|
|
* Get an SVG string from storage.
|
|
* @param {int} costumeIndex - the index of the costume to be got.
|
|
* @return {string} the costume's SVG string, or null if it's not an SVG costume.
|
|
*/
|
|
getCostumeSvg (costumeIndex) {
|
|
const id = this.editingTarget.getCostumes()[costumeIndex].assetId;
|
|
if (id && this.runtime && this.runtime.storage &&
|
|
this.runtime.storage.get(id).dataFormat === 'svg') {
|
|
return this.runtime.storage.get(id).decodeText();
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Update a costume with the given SVG
|
|
* @param {int} costumeIndex - the index of the costume to be updated.
|
|
* @param {string} svg - new SVG for the renderer.
|
|
* @param {number} rotationCenterX x of point about which the costume rotates, relative to its upper left corner
|
|
* @param {number} rotationCenterY y of point about which the costume rotates, relative to its upper left corner
|
|
*/
|
|
updateSvg (costumeIndex, svg, rotationCenterX, rotationCenterY) {
|
|
const costume = this.editingTarget.getCostumes()[costumeIndex];
|
|
if (costume && this.runtime && this.runtime.renderer) {
|
|
costume.rotationCenterX = rotationCenterX;
|
|
costume.rotationCenterY = rotationCenterY;
|
|
this.runtime.renderer.updateSVGSkin(costume.skinId, svg, [rotationCenterX, rotationCenterY]);
|
|
}
|
|
const storage = this.runtime.storage;
|
|
costume.assetId = storage.builtinHelper.cache(
|
|
storage.AssetType.ImageVector,
|
|
storage.DataFormat.SVG,
|
|
(new TextEncoder()).encode(svg)
|
|
);
|
|
// If we're in here, we've edited an svg in the vector editor,
|
|
// so the dataFormat should be 'svg'
|
|
costume.dataFormat = storage.DataFormat.SVG;
|
|
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
|
|
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.
|
|
* @returns {?Promise} - a promise that resolves when the backdrop has been added
|
|
*/
|
|
addBackdrop (md5ext, backdropObject) {
|
|
return loadCostume(md5ext, backdropObject, this.runtime).then(() => {
|
|
const stage = this.runtime.getTargetForStage();
|
|
stage.addCostume(backdropObject);
|
|
stage.setCostume(stage.getCostumes().length - 1);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Rename a sprite.
|
|
* @param {string} targetId ID of a target whose sprite to rename.
|
|
* @param {string} newName New name of the sprite.
|
|
*/
|
|
renameSprite (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() && runtimeTarget.id !== target.id)
|
|
.map(runtimeTarget => runtimeTarget.sprite.name);
|
|
const oldName = sprite.name;
|
|
const newUnusedName = StringUtil.unusedName(newName, names);
|
|
sprite.name = newUnusedName;
|
|
const allTargets = this.runtime.targets;
|
|
for (let i = 0; i < allTargets.length; i++) {
|
|
const currTarget = allTargets[i];
|
|
currTarget.blocks.updateAssetName(oldName, newName, 'sprite');
|
|
}
|
|
}
|
|
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.
|
|
*/
|
|
deleteSprite (targetId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
|
|
if (target) {
|
|
const targetIndexBeforeDelete = this.runtime.targets.map(t => t.id).indexOf(target.id);
|
|
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.');
|
|
}
|
|
this.runtime.requestRemoveMonitorByTargetId(targetId);
|
|
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) {
|
|
const nextTargetIndex = Math.min(this.runtime.targets.length - 1, targetIndexBeforeDelete);
|
|
if (this.runtime.targets.length > 0){
|
|
this.setEditingTarget(this.runtime.targets[nextTargetIndex].id);
|
|
} else {
|
|
this.editingTarget = null;
|
|
}
|
|
}
|
|
}
|
|
// Sprite object should be deleted by GC.
|
|
this.emitTargetsUpdate();
|
|
} else {
|
|
throw new Error('No target with the provided id.');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Duplicate a sprite.
|
|
* @param {string} targetId ID of a target whose sprite to duplicate.
|
|
* @returns {Promise} Promise that resolves when duplicated target has
|
|
* been added to the runtime.
|
|
*/
|
|
duplicateSprite (targetId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (!target) {
|
|
throw new Error('No target with the provided id.');
|
|
} else if (!target.isSprite()) {
|
|
throw new Error('Cannot duplicate non-sprite targets.');
|
|
} else if (!target.sprite) {
|
|
throw new Error('No sprite associated with this target.');
|
|
}
|
|
return target.duplicate().then(newTarget => {
|
|
this.runtime.targets.push(newTarget);
|
|
this.setEditingTarget(newTarget.id);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Set the audio engine for the VM/runtime
|
|
* @param {!AudioEngine} audioEngine The audio engine to attach
|
|
*/
|
|
attachAudioEngine (audioEngine) {
|
|
this.runtime.attachAudioEngine(audioEngine);
|
|
}
|
|
|
|
/**
|
|
* Set the renderer for the VM/runtime
|
|
* @param {!RenderWebGL} renderer The renderer to attach
|
|
*/
|
|
attachRenderer (renderer) {
|
|
this.runtime.attachRenderer(renderer);
|
|
}
|
|
|
|
/**
|
|
* Set the storage module for the VM/runtime
|
|
* @param {!ScratchStorage} storage The storage module to attach
|
|
*/
|
|
attachStorage (storage) {
|
|
this.runtime.attachStorage(storage);
|
|
}
|
|
|
|
/**
|
|
* set the current locale and builtin messages for the VM
|
|
* @param {[type]} locale current locale
|
|
* @param {[type]} messages builtin messages map for current locale
|
|
*/
|
|
setLocale (locale, messages) {
|
|
if (locale !== formatMessage.setup().locale) {
|
|
formatMessage.setup({locale: locale, translations: {[locale]: messages}});
|
|
this.extensionManager.refreshBlocks();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle a Blockly event for the current editing target.
|
|
* @param {!Blockly.Event} e Any Blockly event.
|
|
*/
|
|
blockListener (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.
|
|
*/
|
|
flyoutBlockListener (e) {
|
|
this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
|
|
}
|
|
|
|
/**
|
|
* Handle a Blockly event for the flyout to be passed to the monitor container.
|
|
* @param {!Blockly.Event} e Any Blockly event.
|
|
*/
|
|
monitorBlockListener (e) {
|
|
// Filter events by type, since monitor blocks only need to listen to these events.
|
|
// Monitor blocks shouldn't be destroyed when flyout blocks are deleted.
|
|
if (['create', 'change'].indexOf(e.type) !== -1) {
|
|
this.runtime.monitorBlocks.blocklyListen(e, this.runtime);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle a Blockly event for the variable map.
|
|
* @param {!Blockly.Event} e Any Blockly event.
|
|
*/
|
|
variableListener (e) {
|
|
// Filter events by type, since blocks only needs to listen to these
|
|
// var events.
|
|
if (['var_create', 'var_rename', 'var_delete'].indexOf(e.type) !== -1) {
|
|
this.runtime.getTargetForStage().blocks.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.
|
|
*/
|
|
setEditingTarget (targetId) {
|
|
// Has the target id changed? If not, exit.
|
|
if (this.editingTarget && 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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when blocks are dragged from one sprite to another. Adds the blocks to the
|
|
* workspace of the given target.
|
|
* @param {!Array<object>} blocks Blocks to add.
|
|
* @param {!string} targetId Id of target to add blocks to.
|
|
*/
|
|
shareBlocksToTarget (blocks, targetId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
for (let i = 0; i < blocks.length; i++) {
|
|
target.blocks.createBlock(blocks[i]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Repopulate the workspace with the blocks of the current editingTarget. This
|
|
* allows us to get around bugs like gui#413.
|
|
*/
|
|
refreshWorkspace () {
|
|
if (this.editingTarget) {
|
|
this.emitWorkspaceUpdate();
|
|
this.runtime.setEditingTarget(this.editingTarget);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Emit metadata about available targets.
|
|
* An editor UI could use this to display a list of targets and show
|
|
* the currently editing one.
|
|
*/
|
|
emitTargetsUpdate () {
|
|
this.emit('targetsUpdate', {
|
|
// [[target id, human readable target name], ...].
|
|
targetList: this.runtime.targets
|
|
.filter(
|
|
// Don't report clones.
|
|
target => !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.
|
|
*/
|
|
emitWorkspaceUpdate () {
|
|
// Create a list of broadcast message Ids according to the stage variables
|
|
const stageVariables = this.runtime.getTargetForStage().variables;
|
|
let messageIds = [];
|
|
for (const varId in stageVariables) {
|
|
if (stageVariables[varId].type === Variable.BROADCAST_MESSAGE_TYPE) {
|
|
messageIds.push(varId);
|
|
}
|
|
}
|
|
// Go through all blocks on all targets, removing referenced
|
|
// broadcast ids from the list.
|
|
for (let i = 0; i < this.runtime.targets.length; i++) {
|
|
const currTarget = this.runtime.targets[i];
|
|
const currBlocks = currTarget.blocks._blocks;
|
|
for (const blockId in currBlocks) {
|
|
if (currBlocks[blockId].fields.BROADCAST_OPTION) {
|
|
const id = currBlocks[blockId].fields.BROADCAST_OPTION.id;
|
|
const index = messageIds.indexOf(id);
|
|
if (index !== -1) {
|
|
messageIds = messageIds.slice(0, index)
|
|
.concat(messageIds.slice(index + 1));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Anything left in messageIds is not referenced by a block, so delete it.
|
|
for (let i = 0; i < messageIds.length; i++) {
|
|
const id = messageIds[i];
|
|
delete this.runtime.getTargetForStage().variables[id];
|
|
}
|
|
const variableMap = Object.assign({},
|
|
this.runtime.getTargetForStage().variables,
|
|
this.editingTarget.variables
|
|
);
|
|
|
|
const variables = Object.keys(variableMap).map(k => variableMap[k]);
|
|
|
|
const xmlString = `<xml xmlns="http://www.w3.org/1999/xhtml">
|
|
<variables>
|
|
${variables.map(v => v.toXML()).join()}
|
|
</variables>
|
|
${this.editingTarget.blocks.toXML()}
|
|
</xml>`;
|
|
|
|
this.emit('workspaceUpdate', {xml: xmlString});
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
getTargetIdForDrawableId (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
|
|
*/
|
|
startDrag (targetId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
this._dragTarget = target;
|
|
target.startDrag();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
stopDrag (targetId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
this._dragTarget = null;
|
|
target.stopDrag();
|
|
this.setEditingTarget(target.id);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Post/edit sprite info for the current editing target or the drag target.
|
|
* @param {object} data An object with sprite info data to set.
|
|
*/
|
|
postSpriteInfo (data) {
|
|
if (this._dragTarget) {
|
|
this._dragTarget.postSpriteInfo(data);
|
|
} else {
|
|
this.editingTarget.postSpriteInfo(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
module.exports = VirtualMachine;
|