scratch-vm/src/virtual-machine.js
morant c6c1a63ff0 Merge branch 'feature/194' of https://github.com/morantsur/scratch-vm into develop
+ Solve code conflicts, and handle deserialization of 3.0 projects.

# Conflicts:
#	src/index.js
#	test/unit/serialization_sb2.js
2017-01-27 20:05:54 -05:00

390 lines
12 KiB
JavaScript

var EventEmitter = require('events');
var util = require('util');
var Runtime = require('./engine/runtime');
var sb2 = require('./serialization/sb2');
var sb3 = require('./serialization/sb3');
/**
* Handles connections between blocks, stage, and extensions.
* @constructor
*/
var VirtualMachine = function () {
var instance = this;
// Bind event emitter and runtime to VM instance
EventEmitter.call(instance);
/**
* VM runtime, to store blocks, I/O devices, sprites/targets, etc.
* @type {!Runtime}
*/
instance.runtime = new Runtime();
/**
* The "currently editing"/selected target ID for the VM.
* Block events from any Blockly workspace are routed to this target.
* @type {!string}
*/
instance.editingTarget = null;
// Runtime emits are passed along as VM emits.
instance.runtime.on(Runtime.SCRIPT_GLOW_ON, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.SCRIPT_GLOW_OFF, function (glowData) {
instance.emit(Runtime.SCRIPT_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_ON, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_ON, glowData);
});
instance.runtime.on(Runtime.BLOCK_GLOW_OFF, function (glowData) {
instance.emit(Runtime.BLOCK_GLOW_OFF, glowData);
});
instance.runtime.on(Runtime.PROJECT_RUN_START, function () {
instance.emit(Runtime.PROJECT_RUN_START);
});
instance.runtime.on(Runtime.PROJECT_RUN_STOP, function () {
instance.emit(Runtime.PROJECT_RUN_STOP);
});
instance.runtime.on(Runtime.VISUAL_REPORT, function (visualReport) {
instance.emit(Runtime.VISUAL_REPORT, visualReport);
});
instance.runtime.on(Runtime.SPRITE_INFO_REPORT, function (spriteInfo) {
instance.emit(Runtime.SPRITE_INFO_REPORT, spriteInfo);
});
this.blockListener = this.blockListener.bind(this);
this.flyoutBlockListener = this.flyoutBlockListener.bind(this);
};
/**
* Inherit from EventEmitter
*/
util.inherits(VirtualMachine, EventEmitter);
/**
* Start running the VM - do this before anything else.
*/
VirtualMachine.prototype.start = function () {
this.runtime.start();
};
/**
* "Green flag" handler - start all threads starting with a green flag.
*/
VirtualMachine.prototype.greenFlag = function () {
this.runtime.greenFlag();
};
/**
* Set whether the VM is in "turbo mode."
* When true, loops don't yield to redraw.
* @param {Boolean} turboModeOn Whether turbo mode should be set.
*/
VirtualMachine.prototype.setTurboMode = function (turboModeOn) {
this.runtime.turboMode = !!turboModeOn;
};
/**
* Set whether the VM is in 2.0 "compatibility mode."
* When true, ticks go at 2.0 speed (30 TPS).
* @param {Boolean} compatibilityModeOn Whether compatibility mode is set.
*/
VirtualMachine.prototype.setCompatibilityMode = function (compatibilityModeOn) {
this.runtime.setCompatibilityMode(!!compatibilityModeOn);
};
/**
* Stop all threads and running activities.
*/
VirtualMachine.prototype.stopAll = function () {
this.runtime.stopAll();
};
/**
* Clear out current running project data.
*/
VirtualMachine.prototype.clear = function () {
this.runtime.dispose();
this.editingTarget = null;
this.emitTargetsUpdate();
};
/**
* Get data for playground. Data comes back in an emitted event.
*/
VirtualMachine.prototype.getPlaygroundData = function () {
var instance = this;
// Only send back thread data for the current editingTarget.
var threadData = this.runtime.threads.filter(function (thread) {
return thread.target === instance.editingTarget;
});
// Remove the target key, since it's a circular reference.
var filteredThreadData = JSON.stringify(threadData, function (key, value) {
if (key === 'target') return;
return value;
}, 2);
this.emit('playgroundData', {
blocks: this.editingTarget.blocks,
threads: filteredThreadData
});
};
/**
* Post I/O data to the virtual devices.
* @param {?string} device Name of virtual I/O device.
* @param {Object} data Any data object to post to the I/O device.
*/
VirtualMachine.prototype.postIOData = function (device, data) {
if (this.runtime.ioDevices[device]) {
this.runtime.ioDevices[device].postData(data);
}
};
/**
* Load a project from a Scratch 2.0 JSON representation.
* @param {?string} json JSON string representing the project.
*/
VirtualMachine.prototype.loadProject = function (json) {
this.clear();
// @todo: Handle other formats, e.g., Scratch 1.4.
this.fromJSON(json, this.runtime);
// Select the first target for editing, e.g., the first sprite.
this.editingTarget = this.runtime.targets[1];
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* return a project in a Scratch 3.0 JSON representation.
*/
VirtualMachine.prototype.saveProjectSb3 = function () {
// @todo: Handle other formats, e.g., Scratch 1.4, Scratch 2.0.
return this.toJSON();
}
/**
* Export project as a Scratch 3.0 JSON representation.
* @return {string} Serialized state of the runtime.
*/
VirtualMachine.prototype.toJSON = function () {
return JSON.stringify(sb3.serialize(this.runtime));
};
/**
* Load a project from a Scratch JSON representation.
* @param {string} json JSON string representing a project.
*/
VirtualMachine.prototype.fromJSON = function (json) {
// Clear the current runtime
this.clear();
// Validate & parse
if (typeof json !== 'string') return;
json = JSON.parse(json);
if (typeof json !== 'object') return;
// Establish version, deserialize, and load into runtime
// @todo Support Scratch 1.4
// @todo This is an extremely naïve / dangerous way of determining version.
// See `scratch-parser` for a more sophisticated validation
// methodology that should be adapted for use here
if ((typeof json.meta !== 'undefined') && (typeof json.meta.semver !== 'undefined') ) {
sb3.deserialize(json, this.runtime);
} else {
sb2.deserialize(json, this.runtime);
}
// Select the first target for editing, e.g., the first sprite.
this.editingTarget = this.runtime.targets[1];
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
* @param {?string} json JSON string representing the sprite.
*/
VirtualMachine.prototype.addSprite2 = function (json) {
// Select new sprite.
this.editingTarget = sb2.deserialize(json, this.runtime, true);
// Update the VM user's knowledge of targets and blocks on the workspace.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(this.editingTarget);
};
/**
* Add a costume to the current editing target.
* @param {!Object} costumeObject Object representing the costume.
*/
VirtualMachine.prototype.addCostume = function (costumeObject) {
this.editingTarget.sprite.costumes.push(costumeObject);
// Switch to the costume.
this.editingTarget.setCostume(
this.editingTarget.sprite.costumes.length - 1
);
};
/**
* Add a backdrop to the stage.
* @param {!Object} backdropObject Object representing the backdrop.
*/
VirtualMachine.prototype.addBackdrop = function (backdropObject) {
var stage = this.runtime.getTargetForStage();
stage.sprite.costumes.push(backdropObject);
// Switch to the backdrop.
stage.setCostume(stage.sprite.costumes.length - 1);
};
/**
* Rename a sprite.
* @param {string} targetId ID of a target whose sprite to rename.
* @param {string} newName New name of the sprite.
*/
VirtualMachine.prototype.renameSprite = function (targetId, newName) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot rename non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
sprite.name = newName;
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Delete a sprite and all its clones.
* @param {string} targetId ID of a target whose sprite to delete.
*/
VirtualMachine.prototype.deleteSprite = function (targetId) {
var target = this.runtime.getTargetById(targetId);
if (target) {
if (!target.isSprite()) {
throw new Error('Cannot delete non-sprite targets.');
}
var sprite = target.sprite;
if (!sprite) {
throw new Error('No sprite associated with this target.');
}
var currentEditingTarget = this.editingTarget;
for (var i = 0; i < sprite.clones.length; i++) {
var clone = sprite.clones[i];
this.runtime.stopForTarget(sprite.clones[i]);
this.runtime.disposeTarget(sprite.clones[i]);
// Ensure editing target is switched if we are deleting it.
if (clone === currentEditingTarget) {
this.setEditingTarget(this.runtime.targets[0].id);
}
}
// Sprite object should be deleted by GC.
this.emitTargetsUpdate();
} else {
throw new Error('No target with the provided id.');
}
};
/**
* Set the renderer for the VM/runtime
* @param {!RenderWebGL} renderer The renderer to attach
*/
VirtualMachine.prototype.attachRenderer = function (renderer) {
this.runtime.attachRenderer(renderer);
};
/**
* Set the audio engine for the VM/runtime
* @param {!AudioEngine} audioEngine The audio engine to attach
*/
VirtualMachine.prototype.attachAudioEngine = function (audioEngine) {
this.runtime.attachAudioEngine(audioEngine);
};
/**
* Handle a Blockly event for the current editing target.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.blockListener = function (e) {
if (this.editingTarget) {
this.editingTarget.blocks.blocklyListen(e, this.runtime);
}
};
/**
* Handle a Blockly event for the flyout.
* @param {!Blockly.Event} e Any Blockly event.
*/
VirtualMachine.prototype.flyoutBlockListener = function (e) {
this.runtime.flyoutBlocks.blocklyListen(e, this.runtime);
};
/**
* Set an editing target. An editor UI can use this function to switch
* between editing different targets, sprites, etc.
* After switching the editing target, the VM may emit updates
* to the list of targets and any attached workspace blocks
* (see `emitTargetsUpdate` and `emitWorkspaceUpdate`).
* @param {string} targetId Id of target to set as editing.
*/
VirtualMachine.prototype.setEditingTarget = function (targetId) {
// Has the target id changed? If not, exit.
if (targetId === this.editingTarget.id) {
return;
}
var target = this.runtime.getTargetById(targetId);
if (target) {
this.editingTarget = target;
// Emit appropriate UI updates.
this.emitTargetsUpdate();
this.emitWorkspaceUpdate();
this.runtime.setEditingTarget(target);
}
};
/**
* Emit metadata about available targets.
* An editor UI could use this to display a list of targets and show
* the currently editing one.
*/
VirtualMachine.prototype.emitTargetsUpdate = function () {
this.emit('targetsUpdate', {
// [[target id, human readable target name], ...].
targetList: this.runtime.targets.filter(function (target) {
// Don't report clones.
return !target.hasOwnProperty('isOriginal') || target.isOriginal;
}).map(function (target) {
return target.toJSON();
}),
// Currently editing target id.
editingTarget: this.editingTarget ? this.editingTarget.id : null
});
};
/**
* Emit an Blockly/scratch-blocks compatible XML representation
* of the current editing target's blocks.
*/
VirtualMachine.prototype.emitWorkspaceUpdate = function () {
this.emit('workspaceUpdate', {
xml: this.editingTarget.blocks.toXML()
});
};
/**
* Post/edit sprite info for the current editing target.
* @param {object} data An object with sprite info data to set.
*/
VirtualMachine.prototype.postSpriteInfo = function (data) {
this.editingTarget.postSpriteInfo(data);
};
module.exports = VirtualMachine;