mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-27 08:22:31 -05:00
231 lines
6.9 KiB
JavaScript
231 lines
6.9 KiB
JavaScript
const EventEmitter = require('events');
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const Blocks = require('./blocks');
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const Variable = require('../engine/variable');
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const List = require('../engine/list');
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const uid = require('../util/uid');
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const {Map} = require('immutable');
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/**
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* @fileoverview
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* A Target is an abstract "code-running" object for the Scratch VM.
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* Examples include sprites/clones or potentially physical-world devices.
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*/
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class Target extends EventEmitter {
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/**
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* @param {Runtime} runtime Reference to the runtime.
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* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
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* @constructor
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*/
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constructor (runtime, blocks) {
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super();
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if (!blocks) {
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blocks = new Blocks();
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}
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/**
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* Reference to the runtime.
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* @type {Runtime}
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*/
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this.runtime = runtime;
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/**
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* A unique ID for this target.
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* @type {string}
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*/
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this.id = uid();
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/**
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* Blocks run as code for this target.
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* @type {!Blocks}
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*/
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this.blocks = blocks;
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/**
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* Dictionary of variables and their values for this target.
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* Key is the variable name.
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* @type {Object.<string,*>}
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*/
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this.variables = {};
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/**
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* Dictionary of lists and their contents for this target.
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* Key is the list name.
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* @type {Object.<string,*>}
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*/
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this.lists = {};
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/**
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* Dictionary of custom state for this target.
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* This can be used to store target-specific custom state for blocks which need it.
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* TODO: do we want to persist this in SB3 files?
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* @type {Object.<string,*>}
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*/
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this._customState = {};
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}
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/**
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* Called when the project receives a "green flag."
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* @abstract
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*/
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onGreenFlag () {}
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/**
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* Return a human-readable name for this target.
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* Target implementations should override this.
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* @abstract
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* @returns {string} Human-readable name for the target.
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*/
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getName () {
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return this.id;
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}
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/**
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* Look up a variable object, and create it if one doesn't exist.
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* @param {string} id Id of the variable.
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* @param {string} name Name of the variable.
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* @return {!Variable} Variable object.
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*/
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lookupOrCreateVariable (id, name) {
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const variable = this.lookupVariableById(id);
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if (variable) return variable;
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// No variable with this name exists - create it locally.
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const newVariable = new Variable(id, name, 0, false);
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this.variables[id] = newVariable;
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return newVariable;
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}
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/**
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* Look up a variable object.
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* Search begins for local variables; then look for globals.
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* @param {string} id Id of the variable.
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* @param {string} name Name of the variable.
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* @return {!Variable} Variable object.
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*/
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lookupVariableById (id) {
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// If we have a local copy, return it.
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if (this.variables.hasOwnProperty(id)) {
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return this.variables[id];
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}
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// If the stage has a global copy, return it.
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if (this.runtime && !this.isStage) {
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const stage = this.runtime.getTargetForStage();
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if (stage.variables.hasOwnProperty(id)) {
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return stage.variables[id];
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}
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}
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}
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/**
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* Look up a list object for this target, and create it if one doesn't exist.
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* Search begins for local lists; then look for globals.
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* @param {!string} name Name of the list.
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* @return {!List} List object.
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*/
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lookupOrCreateList (name) {
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// If we have a local copy, return it.
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if (this.lists.hasOwnProperty(name)) {
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return this.lists[name];
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}
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// If the stage has a global copy, return it.
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if (this.runtime && !this.isStage) {
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const stage = this.runtime.getTargetForStage();
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if (stage.lists.hasOwnProperty(name)) {
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return stage.lists[name];
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}
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}
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// No list with this name exists - create it locally.
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const newList = new List(name, []);
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this.lists[name] = newList;
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return newList;
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}
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/**
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* Creates a variable with the given id and name and adds it to the
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* dictionary of variables.
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* @param {string} id Id of variable
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* @param {string} name Name of variable.
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*/
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createVariable (id, name) {
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if (!this.variables.hasOwnProperty(id)) {
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const newVariable = new Variable(id, name, 0,
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false);
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this.variables[id] = newVariable;
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}
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}
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/**
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* Renames the variable with the given id to newName.
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* @param {string} id Id of renamed variable.
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* @param {string} newName New name for the variable.
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*/
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renameVariable (id, newName) {
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if (this.variables.hasOwnProperty(id)) {
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const variable = this.variables[id];
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if (variable.id === id) {
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variable.name = newName;
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if (this.runtime) {
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const blocks = this.runtime.monitorBlocks;
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blocks.changeBlock({
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id: id,
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element: 'field',
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name: 'VARIABLE',
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value: id
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}, this.runtime);
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this.runtime.requestUpdateMonitor(Map({
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id: id,
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params: blocks._getBlockParams(blocks.getBlock(variable.id))
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}));
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}
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}
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}
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}
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/**
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* Removes the variable with the given id from the dictionary of variables.
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* @param {string} id Id of renamed variable.
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*/
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deleteVariable (id) {
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if (this.variables.hasOwnProperty(id)) {
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delete this.variables[id];
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if (this.runtime) {
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this.runtime.requestRemoveMonitor(id);
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}
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}
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}
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/**
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* Post/edit sprite info.
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* @param {object} data An object with sprite info data to set.
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* @abstract
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*/
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postSpriteInfo () {}
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/**
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* Retrieve custom state associated with this target and the provided state ID.
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* @param {string} stateId - specify which piece of state to retrieve.
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* @returns {*} the associated state, if any was found.
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*/
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getCustomState (stateId) {
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return this._customState[stateId];
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}
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/**
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* Store custom state associated with this target and the provided state ID.
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* @param {string} stateId - specify which piece of state to store on this target.
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* @param {*} newValue - the state value to store.
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*/
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setCustomState (stateId, newValue) {
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this._customState[stateId] = newValue;
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}
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/**
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* Call to destroy a target.
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* @abstract
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*/
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dispose () {
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this._customState = {};
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}
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}
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module.exports = Target;
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