mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-25 07:22:33 -05:00
1376 lines
54 KiB
JavaScript
1376 lines
54 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 Buffer = require('buffer').Buffer;
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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 MathUtil = require('./util/math-util');
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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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require('canvas-toBlob');
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const RESERVED_NAMES = ['_mouse_', '_stage_', '_edge_', '_myself_', '_random_'];
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const CORE_EXTENSIONS = [
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// 'motion',
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// 'looks',
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// 'sound',
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// 'events',
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// 'control',
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// 'sensing',
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// 'operators',
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// 'variables',
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// 'myBlocks'
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];
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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.runtime.on(Runtime.PERIPHERAL_LIST_UPDATE, info => {
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this.emit(Runtime.PERIPHERAL_LIST_UPDATE, info);
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});
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this.runtime.on(Runtime.PERIPHERAL_CONNECTED, () =>
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this.emit(Runtime.PERIPHERAL_CONNECTED)
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);
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this.runtime.on(Runtime.PERIPHERAL_ERROR, data =>
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this.emit(Runtime.PERIPHERAL_ERROR, data)
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);
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this.runtime.on(Runtime.PERIPHERAL_SCAN_TIMEOUT, () =>
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this.emit(Runtime.PERIPHERAL_SCAN_TIMEOUT)
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);
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this.runtime.on(Runtime.MIC_LISTENING, listening => {
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this.emit(Runtime.MIC_LISTENING, listening);
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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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if (this.runtime.turboMode) {
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this.emit(Runtime.TURBO_MODE_ON);
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} else {
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this.emit(Runtime.TURBO_MODE_OFF);
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}
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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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setVideoProvider (videoProvider) {
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this.runtime.ioDevices.video.setProvider(videoProvider);
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}
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/**
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* Tell the specified extension to scan for a peripheral.
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* @param {string} extensionId - the id of the extension.
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*/
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scanForPeripheral (extensionId) {
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this.runtime.scanForPeripheral(extensionId);
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}
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/**
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* Connect to the extension's specified peripheral.
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* @param {string} extensionId - the id of the extension.
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* @param {number} peripheralId - the id of the peripheral.
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*/
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connectPeripheral (extensionId, peripheralId) {
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this.runtime.connectPeripheral(extensionId, peripheralId);
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}
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/**
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* Disconnect from the extension's connected peripheral.
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* @param {string} extensionId - the id of the extension.
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*/
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disconnectPeripheral (extensionId) {
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this.runtime.disconnectPeripheral(extensionId);
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}
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/**
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* Returns whether the extension has a currently connected peripheral.
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* @param {string} extensionId - the id of the extension.
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* @return {boolean} - whether the extension has a connected peripheral.
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*/
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getPeripheralIsConnected (extensionId) {
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return this.runtime.getPeripheralIsConnected(extensionId);
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}
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/**
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* Load a Scratch project from a .sb, .sb2, .sb3 or json string.
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* @param {string | object} input A json string, object, or ArrayBuffer 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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loadProject (input) {
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if (typeof input === 'object' && !(input instanceof ArrayBuffer) &&
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!ArrayBuffer.isView(input)) {
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// If the input is an object and not any ArrayBuffer
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// or an ArrayBuffer view (this includes all typed arrays and DataViews)
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// turn the object into a JSON string, because we suspect
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// this is a project.json as an object
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// validate expects a string or buffer as input
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// TODO not sure if we need to check that it also isn't a data view
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input = JSON.stringify(input);
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}
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const validationPromise = new Promise((resolve, reject) => {
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// The second argument of false below indicates to the validator that the
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// input should be parsed/validated as an entire project (and not a single sprite)
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validate(input, false, (error, res) => {
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if (error) return reject(error);
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resolve(res);
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});
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});
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return validationPromise
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.then(validatedInput => this.deserializeProject(validatedInput[0], validatedInput[1]))
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.catch(error => {
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// Intentionally rejecting here (want errors to be handled by caller)
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if (error.hasOwnProperty('validationError')) {
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return Promise.reject(JSON.stringify(error));
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}
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return Promise.reject(error);
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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.data);
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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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// TODO want to eventually move zip creation out of here, and perhaps
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// into scratch-storage
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const zip = new JSZip();
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// Put everything in a zip file
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zip.file('project.json', projectJson);
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this._addFileDescsToZip(soundDescs.concat(costumeDescs), zip);
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return zip.generateAsync({
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type: 'blob',
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compression: 'DEFLATE',
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compressionOptions: {
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level: 6 // Tradeoff between best speed (1) and best compression (9)
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}
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});
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}
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_addFileDescsToZip (fileDescs, zip) {
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for (let i = 0; i < fileDescs.length; i++) {
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const currFileDesc = fileDescs[i];
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zip.file(currFileDesc.fileName, currFileDesc.fileContent);
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}
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}
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/**
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* Exports a sprite in the sprite3 format.
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* @param {string} targetId ID of the target to export
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* @param {string=} optZipType Optional type that the resulting
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* zip should be outputted in. Options are: base64, binarystring,
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* array, uint8array, arraybuffer, blob, or nodebuffer. Defaults to
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* blob if argument not provided.
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* See https://stuk.github.io/jszip/documentation/api_jszip/generate_async.html#type-option
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* for more information about these options.
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* @return {object} A generated zip of the sprite and its assets in the format
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* specified by optZipType or blob by default.
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*/
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exportSprite (targetId, optZipType) {
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const soundDescs = serializeSounds(this.runtime, targetId);
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const costumeDescs = serializeCostumes(this.runtime, targetId);
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const spriteJson = JSON.stringify(sb3.serialize(this.runtime, targetId));
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const zip = new JSZip();
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zip.file('sprite.json', spriteJson);
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this._addFileDescsToZip(soundDescs.concat(costumeDescs), zip);
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return zip.generateAsync({
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type: typeof optZipType === 'string' ? optZipType : 'blob',
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compression: 'DEFLATE',
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compressionOptions: {
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level: 6
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}
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});
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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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// TODO do we still need this function? Keeping it here so as not to introduce
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// a breaking change.
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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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log.warning('fromJSON is now just a wrapper around loadProject, please use that function instead.');
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return this.loadProject(json);
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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} projectJSON JSON string representing a project.
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* @param {?JSZip} zip Optional zipped project containing assets to be loaded.
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* @returns {Promise} Promise that resolves after the project has loaded
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*/
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deserializeProject (projectJSON, zip) {
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// Clear the current runtime
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this.clear();
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const runtime = this.runtime;
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const deserializePromise = function () {
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const projectVersion = projectJSON.projectVersion;
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if (projectVersion === 2) {
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return sb2.deserialize(projectJSON, runtime, false, zip);
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}
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if (projectVersion === 3) {
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return sb3.deserialize(projectJSON, runtime, zip);
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}
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return Promise.reject('Unable to verify Scratch Project version.');
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};
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return deserializePromise()
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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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if (wholeProject) {
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CORE_EXTENSIONS.forEach(extensionID => {
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if (!this.extensionManager.isExtensionLoaded(extensionID)) {
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extensionPromises.push(this.extensionManager.loadExtensionURL(extensionID));
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}
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});
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}
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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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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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if (!wholeProject) {
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this.editingTarget.fixUpVariableReferences();
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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 sprite, this could be .sprite2 or .sprite3. Unpack and validate
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* such a file first.
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* @param {string | object} input A json string, object, or ArrayBuffer 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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addSprite (input) {
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const errorPrefix = 'Sprite Upload Error:';
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if (typeof input === 'object' && !(input instanceof ArrayBuffer) &&
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!ArrayBuffer.isView(input)) {
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// If the input is an object and not any ArrayBuffer
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|
// or an ArrayBuffer view (this includes all typed arrays and DataViews)
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|
// turn the object into a JSON string, because we suspect
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// this is a project.json as an object
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// validate expects a string or buffer as input
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// TODO not sure if we need to check that it also isn't a data view
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input = JSON.stringify(input);
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}
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const validationPromise = new Promise((resolve, reject) => {
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// The second argument of true below indicates to the parser/validator
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// that the given input should be treated as a single sprite and not
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// an entire project
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validate(input, true, (error, res) => {
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if (error) return reject(error);
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resolve(res);
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});
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});
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return validationPromise
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.then(validatedInput => {
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const projectVersion = validatedInput[0].projectVersion;
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if (projectVersion === 2) {
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return this._addSprite2(validatedInput[0], validatedInput[1]);
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}
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if (projectVersion === 3) {
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return this._addSprite3(validatedInput[0], validatedInput[1]);
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}
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return Promise.reject(`${errorPrefix} Unable to verify sprite version.`);
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})
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.catch(error => {
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|
// Intentionally rejecting here (want errors to be handled by caller)
|
|
if (error.hasOwnProperty('validationError')) {
|
|
return Promise.reject(JSON.stringify(error));
|
|
}
|
|
return Promise.reject(`${errorPrefix} ${error}`);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
|
|
* @param {object} sprite Object representing 2.0 sprite to be added.
|
|
* @param {?ArrayBuffer} zip Optional zip of assets being referenced by json
|
|
* @returns {Promise} Promise that resolves after the sprite is added
|
|
*/
|
|
_addSprite2 (sprite, zip) {
|
|
// Validate & parse
|
|
|
|
return sb2.deserialize(sprite, this.runtime, true, zip)
|
|
.then(({targets, extensions}) =>
|
|
this.installTargets(targets, extensions, false));
|
|
}
|
|
|
|
/**
|
|
* Add a single sb3 sprite.
|
|
* @param {object} sprite Object rperesenting 3.0 sprite to be added.
|
|
* @param {?ArrayBuffer} zip Optional zip of assets being referenced by target json
|
|
* @returns {Promise} Promise that resolves after the sprite is added
|
|
*/
|
|
_addSprite3 (sprite, zip) {
|
|
// Validate & parse
|
|
|
|
return sb3
|
|
.deserialize(sprite, this.runtime, zip, true)
|
|
.then(({targets, extensions}) => this.installTargets(targets, extensions, false));
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
* @param {string} optTargetId - the id of the target to add to, if not the editing target.
|
|
* @returns {?Promise} - a promise that resolves when the costume has been added
|
|
*/
|
|
addCostume (md5ext, costumeObject, optTargetId) {
|
|
const target = optTargetId ? this.runtime.getTargetById(optTargetId) :
|
|
this.editingTarget;
|
|
if (target) {
|
|
return loadCostume(md5ext, costumeObject, this.runtime).then(() => {
|
|
target.addCostume(costumeObject);
|
|
target.setCostume(
|
|
target.getCostumes().length - 1
|
|
);
|
|
});
|
|
}
|
|
// If the target cannot be found by id, return a rejected promise
|
|
return new Promise.reject();
|
|
}
|
|
|
|
/**
|
|
* Duplicate the costume at the given index. Add it at that index + 1.
|
|
* @param {!int} costumeIndex Index of costume to duplicate
|
|
* @returns {?Promise} - a promise that resolves when the costume has been decoded and added
|
|
*/
|
|
duplicateCostume (costumeIndex) {
|
|
const originalCostume = this.editingTarget.getCostumes()[costumeIndex];
|
|
const clone = Object.assign({}, originalCostume);
|
|
const md5ext = `${clone.assetId}.${clone.dataFormat}`;
|
|
return loadCostume(md5ext, clone, this.runtime).then(() => {
|
|
this.editingTarget.addCostume(clone, costumeIndex + 1);
|
|
this.editingTarget.setCostume(costumeIndex + 1);
|
|
this.emitTargetsUpdate();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Duplicate the sound at the given index. Add it at that index + 1.
|
|
* @param {!int} soundIndex Index of sound to duplicate
|
|
* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
|
|
*/
|
|
duplicateSound (soundIndex) {
|
|
const originalSound = this.editingTarget.getSounds()[soundIndex];
|
|
const clone = Object.assign({}, originalSound);
|
|
return loadSound(clone, this.runtime, this.editingTarget.sprite).then(() => {
|
|
this.editingTarget.addSound(clone, soundIndex + 1);
|
|
this.emitTargetsUpdate();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Rename a costume on the current editing target.
|
|
* @param {int} costumeIndex - the index of the costume to be renamed.
|
|
* @param {string} newName - the desired new name of the costume (will be modified if already in use).
|
|
*/
|
|
renameCostume (costumeIndex, newName) {
|
|
this.editingTarget.renameCostume(costumeIndex, newName);
|
|
this.emitTargetsUpdate();
|
|
}
|
|
|
|
/**
|
|
* Delete a costume from the current editing target.
|
|
* @param {int} costumeIndex - the index of the costume to be removed.
|
|
* @return {?function} A function to restore the deleted costume, or null,
|
|
* if no costume was deleted.
|
|
*/
|
|
deleteCostume (costumeIndex) {
|
|
const deletedCostume = this.editingTarget.deleteCostume(costumeIndex);
|
|
if (deletedCostume) {
|
|
const target = this.editingTarget;
|
|
return () => {
|
|
target.addCostume(deletedCostume);
|
|
this.emitTargetsUpdate();
|
|
};
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Add a sound to the current editing target.
|
|
* @param {!object} soundObject Object representing the costume.
|
|
* @param {string} optTargetId - the id of the target to add to, if not the editing target.
|
|
* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
|
|
*/
|
|
addSound (soundObject, optTargetId) {
|
|
const target = optTargetId ? this.runtime.getTargetById(optTargetId) :
|
|
this.editingTarget;
|
|
if (target) {
|
|
return loadSound(soundObject, this.runtime, target.sprite).then(() => {
|
|
target.addSound(soundObject);
|
|
this.emitTargetsUpdate();
|
|
});
|
|
}
|
|
// If the target cannot be found by id, return a rejected promise
|
|
return new Promise.reject();
|
|
}
|
|
|
|
/**
|
|
* Rename a sound on the current editing target.
|
|
* @param {int} soundIndex - the index of the sound to be renamed.
|
|
* @param {string} newName - the desired new name of the sound (will be modified if already in use).
|
|
*/
|
|
renameSound (soundIndex, newName) {
|
|
this.editingTarget.renameSound(soundIndex, newName);
|
|
this.emitTargetsUpdate();
|
|
}
|
|
|
|
/**
|
|
* Get a sound buffer from the audio engine.
|
|
* @param {int} soundIndex - the index of the sound to be got.
|
|
* @return {AudioBuffer} the sound's audio buffer.
|
|
*/
|
|
getSoundBuffer (soundIndex) {
|
|
const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
|
|
if (id && this.runtime && this.runtime.audioEngine) {
|
|
return this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Update a sound buffer.
|
|
* @param {int} soundIndex - the index of the sound to be updated.
|
|
* @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
|
|
* @param {ArrayBuffer} soundEncoding - the new (wav) encoded sound to be stored
|
|
*/
|
|
updateSoundBuffer (soundIndex, newBuffer, soundEncoding) {
|
|
const sound = this.editingTarget.sprite.sounds[soundIndex];
|
|
const id = sound ? sound.soundId : null;
|
|
if (id && this.runtime && this.runtime.audioEngine) {
|
|
this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer = newBuffer;
|
|
}
|
|
// Update sound in runtime
|
|
if (soundEncoding) {
|
|
// Now that we updated the sound, the format should also be updated
|
|
// so that the sound can eventually be decoded the right way.
|
|
// Sounds that were formerly 'adpcm', but were updated in sound editor
|
|
// will not get decoded by the audio engine correctly unless the format
|
|
// is updated as below.
|
|
sound.format = '';
|
|
const storage = this.runtime.storage;
|
|
sound.assetId = storage.builtinHelper.cache(
|
|
storage.AssetType.Sound,
|
|
storage.DataFormat.WAV,
|
|
soundEncoding
|
|
);
|
|
sound.dataFormat = storage.DataFormat.WAV;
|
|
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.
|
|
* @return {?Function} A function to restore the sound that was deleted,
|
|
* or null, if no sound was deleted.
|
|
*/
|
|
deleteSound (soundIndex) {
|
|
const target = this.editingTarget;
|
|
const deletedSound = this.editingTarget.deleteSound(soundIndex);
|
|
if (deletedSound) {
|
|
const restoreFun = () => {
|
|
target.addSound(deletedSound);
|
|
this.emitTargetsUpdate();
|
|
};
|
|
return restoreFun;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Get a string representation of the image from storage.
|
|
* @param {int} costumeIndex - the index of the costume to be got.
|
|
* @return {string} the costume's SVG string if it's SVG,
|
|
* a dataURI if it's a PNG or JPG, or null if it couldn't be found or decoded.
|
|
*/
|
|
getCostume (costumeIndex) {
|
|
const id = this.editingTarget.getCostumes()[costumeIndex].assetId;
|
|
if (!id || !this.runtime || !this.runtime.storage) return null;
|
|
const format = this.runtime.storage.get(id).dataFormat;
|
|
if (format === this.runtime.storage.DataFormat.SVG) {
|
|
return this.runtime.storage.get(id).decodeText();
|
|
} else if (format === this.runtime.storage.DataFormat.PNG ||
|
|
format === this.runtime.storage.DataFormat.JPG) {
|
|
return this.runtime.storage.get(id).encodeDataURI();
|
|
}
|
|
log.error(`Unhandled format: ${this.runtime.storage.get(id).dataFormat}`);
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Update a costume with the given bitmap
|
|
* @param {!int} costumeIndex - the index of the costume to be updated.
|
|
* @param {!ImageData} bitmap - new bitmap 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
|
|
* @param {!number} bitmapResolution 1 for bitmaps that have 1 pixel per unit of stage,
|
|
* 2 for double-resolution bitmaps
|
|
*/
|
|
updateBitmap (costumeIndex, bitmap, rotationCenterX, rotationCenterY, bitmapResolution) {
|
|
const costume = this.editingTarget.getCostumes()[costumeIndex];
|
|
if (!(costume && this.runtime && this.runtime.renderer)) return;
|
|
|
|
costume.rotationCenterX = rotationCenterX;
|
|
costume.rotationCenterY = rotationCenterY;
|
|
|
|
// @todo: updateBitmapSkin does not take ImageData
|
|
const canvas = document.createElement('canvas');
|
|
canvas.width = bitmap.width;
|
|
canvas.height = bitmap.height;
|
|
const context = canvas.getContext('2d');
|
|
context.putImageData(bitmap, 0, 0);
|
|
|
|
// Divide by resolution because the renderer's definition of the rotation center
|
|
// is the rotation center divided by the bitmap resolution
|
|
this.runtime.renderer.updateBitmapSkin(
|
|
costume.skinId,
|
|
canvas,
|
|
bitmapResolution,
|
|
[rotationCenterX / bitmapResolution, rotationCenterY / bitmapResolution]
|
|
);
|
|
|
|
// @todo there should be a better way to get from ImageData to a decodable storage format
|
|
canvas.toBlob(blob => {
|
|
const reader = new FileReader();
|
|
reader.addEventListener('loadend', () => {
|
|
const storage = this.runtime.storage;
|
|
costume.assetId = storage.builtinHelper.cache(
|
|
storage.AssetType.ImageBitmap,
|
|
storage.DataFormat.PNG,
|
|
Buffer.from(reader.result)
|
|
);
|
|
costume.dataFormat = storage.DataFormat.PNG;
|
|
costume.bitmapResolution = bitmapResolution;
|
|
costume.size = [bitmap.width, bitmap.height];
|
|
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
|
|
this.emitTargetsUpdate();
|
|
});
|
|
reader.readAsArrayBuffer(blob);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Update a costume with the given SVG
|
|
* @param {int} costumeIndex - the index of the costume to be updated.
|
|
* @param {string} svg - new SVG for the renderer.
|
|
* @param {number} rotationCenterX x of point about which the costume rotates, relative to its upper left corner
|
|
* @param {number} rotationCenterY y of point about which the costume rotates, relative to its upper left corner
|
|
*/
|
|
updateSvg (costumeIndex, svg, rotationCenterX, rotationCenterY) {
|
|
const costume = this.editingTarget.getCostumes()[costumeIndex];
|
|
if (costume && this.runtime && this.runtime.renderer) {
|
|
costume.rotationCenterX = rotationCenterX;
|
|
costume.rotationCenterY = rotationCenterY;
|
|
this.runtime.renderer.updateSVGSkin(costume.skinId, svg, [rotationCenterX, rotationCenterY]);
|
|
costume.size = this.runtime.renderer.getSkinSize(costume.skinId);
|
|
}
|
|
const storage = this.runtime.storage;
|
|
costume.assetId = storage.builtinHelper.cache(
|
|
storage.AssetType.ImageVector,
|
|
storage.DataFormat.SVG,
|
|
(new TextEncoder()).encode(svg)
|
|
);
|
|
// If we're in here, we've edited an svg in the vector editor,
|
|
// so the dataFormat should be 'svg'
|
|
costume.dataFormat = storage.DataFormat.SVG;
|
|
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
|
|
costume.bitmapResolution = 1;
|
|
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.
|
|
* @return {Function} Returns a function to restore the sprite that was deleted
|
|
*/
|
|
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.');
|
|
}
|
|
const spritePromise = this.exportSprite(targetId, 'uint8array');
|
|
const restoreSprite = () => spritePromise.then(spriteBuffer => this.addSprite(spriteBuffer));
|
|
// Remove monitors from the runtime state and remove the
|
|
// target-specific monitored blocks (e.g. local variables)
|
|
this.runtime.requestRemoveMonitorByTargetId(targetId);
|
|
const targetSpecificMonitorBlockIds = Object.keys(this.runtime.monitorBlocks._blocks)
|
|
.filter(key => this.runtime.monitorBlocks._blocks[key].targetId === targetId);
|
|
for (const blockId of targetSpecificMonitorBlockIds) {
|
|
this.runtime.monitorBlocks.deleteBlock(blockId);
|
|
}
|
|
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();
|
|
return restoreSprite;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* @returns {RenderWebGL} The renderer attached to the vm
|
|
*/
|
|
get renderer () {
|
|
return this.runtime && this.runtime.renderer;
|
|
}
|
|
|
|
/**
|
|
* Set the svg adapter for the VM/runtime, which converts scratch 2 svgs to scratch 3 svgs
|
|
* @param {!SvgRenderer} svgAdapter The adapter to attach
|
|
*/
|
|
attachV2SVGAdapter (svgAdapter) {
|
|
this.runtime.attachV2SVGAdapter(svgAdapter);
|
|
}
|
|
|
|
/**
|
|
* Set the bitmap adapter for the VM/runtime, which converts scratch 2
|
|
* bitmaps to scratch 3 bitmaps. (Scratch 3 bitmaps are all bitmap resolution 2)
|
|
* @param {!function} bitmapAdapter The adapter to attach
|
|
*/
|
|
attachV2BitmapAdapter (bitmapAdapter) {
|
|
this.runtime.attachV2BitmapAdapter(bitmapAdapter);
|
|
}
|
|
|
|
/**
|
|
* 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 {!string} locale current locale
|
|
* @param {!object} messages builtin messages map for current locale
|
|
* @returns {Promise} Promise that resolves when all the blocks have been
|
|
* updated for a new locale (or empty if locale hasn't changed.)
|
|
*/
|
|
setLocale (locale, messages) {
|
|
if (locale === formatMessage.setup().locale) {
|
|
return Promise.resolve();
|
|
}
|
|
formatMessage.setup({locale: locale, translations: {[locale]: messages}});
|
|
return this.extensionManager.refreshBlocks();
|
|
}
|
|
|
|
/**
|
|
* get the current locale for the VM
|
|
* @returns {string} the current locale in the VM
|
|
*/
|
|
getLocale () {
|
|
return formatMessage.setup().locale;
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
* @param {?string} optFromTargetId Optional target id indicating that blocks are being
|
|
* shared from that target. This is needed for resolving any potential variable conflicts.
|
|
*/
|
|
shareBlocksToTarget (blocks, targetId, optFromTargetId) {
|
|
const copiedBlocks = JSON.parse(JSON.stringify(blocks));
|
|
const target = this.runtime.getTargetById(targetId);
|
|
|
|
if (optFromTargetId) {
|
|
// If the blocks are being shared from another target,
|
|
// resolve any possible variable conflicts that may arise.
|
|
const fromTarget = this.runtime.getTargetById(optFromTargetId);
|
|
fromTarget.resolveVariableSharingConflictsWithTarget(copiedBlocks, target);
|
|
}
|
|
|
|
for (let i = 0; i < copiedBlocks.length; i++) {
|
|
target.blocks.createBlock(copiedBlocks[i]);
|
|
}
|
|
target.blocks.updateTargetSpecificBlocks(target.isStage);
|
|
}
|
|
|
|
/**
|
|
* Called when costumes are dragged from editing target to another target.
|
|
* Sets the newly added costume as the current costume.
|
|
* @param {!number} costumeIndex Index of the costume of the editing target to share.
|
|
* @param {!string} targetId Id of target to add the costume.
|
|
* @return {Promise} Promise that resolves when the new costume has been loaded.
|
|
*/
|
|
shareCostumeToTarget (costumeIndex, targetId) {
|
|
const originalCostume = this.editingTarget.getCostumes()[costumeIndex];
|
|
const clone = Object.assign({}, originalCostume);
|
|
const md5ext = `${clone.assetId}.${clone.dataFormat}`;
|
|
return loadCostume(md5ext, clone, this.runtime).then(() => {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
target.addCostume(clone);
|
|
target.setCostume(
|
|
target.getCostumes().length - 1
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Called when sounds are dragged from editing target to another target.
|
|
* @param {!number} soundIndex Index of the sound of the editing target to share.
|
|
* @param {!string} targetId Id of target to add the sound.
|
|
* @return {Promise} Promise that resolves when the new sound has been loaded.
|
|
*/
|
|
shareSoundToTarget (soundIndex, targetId) {
|
|
const originalSound = this.editingTarget.getSounds()[soundIndex];
|
|
const clone = Object.assign({}, originalSound);
|
|
const target = this.runtime.getTargetById(targetId);
|
|
return loadSound(clone, this.runtime, target.sprite).then(() => {
|
|
if (target) {
|
|
target.addSound(clone);
|
|
this.emitTargetsUpdate();
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* 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 globalVarMap = Object.assign({}, this.runtime.getTargetForStage().variables);
|
|
const localVarMap = this.editingTarget.isStage ?
|
|
Object.create(null) :
|
|
Object.assign({}, this.editingTarget.variables);
|
|
|
|
const globalVariables = Object.keys(globalVarMap).map(k => globalVarMap[k]);
|
|
const localVariables = Object.keys(localVarMap).map(k => localVarMap[k]);
|
|
const workspaceComments = Object.keys(this.editingTarget.comments)
|
|
.map(k => this.editingTarget.comments[k])
|
|
.filter(c => c.blockId === null);
|
|
|
|
const xmlString = `<xml xmlns="http://www.w3.org/1999/xhtml">
|
|
<variables>
|
|
${globalVariables.map(v => v.toXML()).join()}
|
|
${localVariables.map(v => v.toXML(true)).join()}
|
|
</variables>
|
|
${workspaceComments.map(c => c.toXML()).join()}
|
|
${this.editingTarget.blocks.toXML(this.editingTarget.comments)}
|
|
</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;
|
|
}
|
|
|
|
/**
|
|
* Reorder target by index. Return whether a change was made.
|
|
* @param {!string} targetIndex Index of the target.
|
|
* @param {!number} newIndex index that the target should be moved to.
|
|
* @returns {boolean} Whether a target was reordered.
|
|
*/
|
|
reorderTarget (targetIndex, newIndex) {
|
|
let targets = this.runtime.targets;
|
|
targetIndex = MathUtil.clamp(targetIndex, 0, targets.length - 1);
|
|
newIndex = MathUtil.clamp(newIndex, 0, targets.length - 1);
|
|
if (targetIndex === newIndex) return false;
|
|
const target = targets[targetIndex];
|
|
targets = targets.slice(0, targetIndex).concat(targets.slice(targetIndex + 1));
|
|
targets.splice(newIndex, 0, target);
|
|
this.runtime.targets = targets;
|
|
this.emitTargetsUpdate();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Reorder the costumes of a target if it exists. Return whether it succeeded.
|
|
* @param {!string} targetId ID of the target which owns the costumes.
|
|
* @param {!number} costumeIndex index of the costume to move.
|
|
* @param {!number} newIndex index that the costume should be moved to.
|
|
* @returns {boolean} Whether a costume was reordered.
|
|
*/
|
|
reorderCostume (targetId, costumeIndex, newIndex) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
return target.reorderCostume(costumeIndex, newIndex);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Reorder the sounds of a target if it exists. Return whether it occured.
|
|
* @param {!string} targetId ID of the target which owns the sounds.
|
|
* @param {!number} soundIndex index of the sound to move.
|
|
* @param {!number} newIndex index that the sound should be moved to.
|
|
* @returns {boolean} Whether a sound was reordered.
|
|
*/
|
|
reorderSound (targetId, soundIndex, newIndex) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
return target.reorderSound(soundIndex, newIndex);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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.sprite && target.sprite.clones[0] ?
|
|
target.sprite.clones[0].id : 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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set a target's variable's value. Return whether it succeeded.
|
|
* @param {!string} targetId ID of the target which owns the variable.
|
|
* @param {!string} variableId ID of the variable to set.
|
|
* @param {!*} value The new value of that variable.
|
|
* @returns {boolean} whether the target and variable were found and updated.
|
|
*/
|
|
setVariableValue (targetId, variableId, value) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
const variable = target.lookupVariableById(variableId);
|
|
if (variable) {
|
|
variable.value = value;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get a target's variable's value. Return null if the target or variable does not exist.
|
|
* @param {!string} targetId ID of the target which owns the variable.
|
|
* @param {!string} variableId ID of the variable to set.
|
|
* @returns {?*} The value of the variable, or null if it could not be looked up.
|
|
*/
|
|
getVariableValue (targetId, variableId) {
|
|
const target = this.runtime.getTargetById(targetId);
|
|
if (target) {
|
|
const variable = target.lookupVariableById(variableId);
|
|
if (variable) {
|
|
return variable.value;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
}
|
|
|
|
module.exports = VirtualMachine;
|