Spaces:
Running
Running
File size: 58,103 Bytes
30c32c8 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 |
/**
* @fileoverview
* Partial implementation of an SB2 JSON importer.
* Parses provided JSON and then generates all needed
* scratch-vm runtime structures.
*/
const Blocks = require('../engine/blocks');
const RenderedTarget = require('../sprites/rendered-target');
const Sprite = require('../sprites/sprite');
const Color = require('../util/color');
const log = require('../util/log');
const uid = require('../util/uid');
const StringUtil = require('../util/string-util');
const MathUtil = require('../util/math-util');
const specMap = require('./sb2_specmap');
const Comment = require('../engine/comment');
const Variable = require('../engine/variable');
const MonitorRecord = require('../engine/monitor-record');
const StageLayering = require('../engine/stage-layering');
const ScratchXUtilities = require('../extension-support/tw-scratchx-utilities');
const {loadCostume} = require('../import/load-costume.js');
const {loadSound} = require('../import/load-sound.js');
const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js');
// Constants used during deserialization of an SB2 file
const CORE_EXTENSIONS = [
'argument',
'control',
'data',
'event',
'looks',
'math',
'motion',
'operator',
'procedures',
'sensing',
'sound'
];
// Adjust script coordinates to account for
// larger block size in scratch-blocks.
// @todo: Determine more precisely the right formulas here.
const WORKSPACE_X_SCALE = 1.5;
const WORKSPACE_Y_SCALE = 2.2;
// By examining ScratchX projects, we've found that ScratchX can use either "\u001f" or "."
// to separate the extension name from the extension method opcode eg. "Text To Speech.say"
// eslint-disable-next-line no-control-regex
const SCRATCHX_OPCODE_SEPARATOR = /\u001f|\./;
/**
* @param {string} opcode
* @returns {boolean}
*/
const isPossiblyScratchXBlock = opcode => SCRATCHX_OPCODE_SEPARATOR.test(opcode);
/**
* @param {string} opcode
* @returns {string}
*/
const mapScratchXOpcode = opcode => {
const [extensionName, extensionMethod] = opcode.split(SCRATCHX_OPCODE_SEPARATOR);
const newOpcodeBase = ScratchXUtilities.generateExtensionId(extensionName);
return `${newOpcodeBase}_${extensionMethod}`;
};
/**
* @param {object} block
* @returns {object}
*/
const mapScratchXBlock = block => {
const opcode = block[0];
const argumentCount = block.length - 1;
const args = [];
for (let i = 0; i < argumentCount; i++) {
args.push({
type: 'input',
inputOp: 'text',
inputName: ScratchXUtilities.argumentIndexToId(i)
});
}
return {
opcode: mapScratchXOpcode(opcode),
argMap: args
};
};
/**
* Convert a Scratch 2.0 procedure string (e.g., "my_procedure %s %b %n")
* into an argument map. This allows us to provide the expected inputs
* to a mutated procedure call.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {object} Argument map compatible with those in sb2specmap.
*/
const parseProcedureArgMap = function (procCode) {
const argMap = [
{} // First item in list is op string.
];
const INPUT_PREFIX = 'input';
let inputCount = 0;
// Split by %n, %b, %s.
const parts = procCode.split(/(?=[^\\]%[nbs])/);
for (let i = 0; i < parts.length; i++) {
const part = parts[i].trim();
if (part.substring(0, 1) === '%') {
const argType = part.substring(1, 2);
const arg = {
type: 'input',
inputName: INPUT_PREFIX + (inputCount++)
};
if (argType === 'n') {
arg.inputOp = 'math_number';
} else if (argType === 's') {
arg.inputOp = 'text';
} else if (argType === 'b') {
arg.inputOp = 'boolean';
}
argMap.push(arg);
}
}
return argMap;
};
/**
* Generate a list of "argument IDs" for procdefs and caller mutations.
* IDs just end up being `input0`, `input1`, ... which is good enough.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {Array.<string>} Array of argument id strings.
*/
const parseProcedureArgIds = function (procCode) {
return parseProcedureArgMap(procCode)
.map(arg => arg.inputName)
.filter(name => name); // Filter out unnamed inputs which are labels
};
/**
* Flatten a block tree into a block list.
* Children are temporarily stored on the `block.children` property.
* @param {Array.<object>} blocks list generated by `parseBlockList`.
* @return {Array.<object>} Flattened list to be passed to `blocks.createBlock`.
*/
const flatten = function (blocks) {
let finalBlocks = [];
for (let i = 0; i < blocks.length; i++) {
const block = blocks[i];
finalBlocks.push(block);
if (block.children) {
finalBlocks = finalBlocks.concat(flatten(block.children));
}
delete block.children;
}
return finalBlocks;
};
/**
* Parse any list of blocks from SB2 JSON into a list of VM-format blocks.
* Could be used to parse a top-level script,
* a list of blocks in a branch (e.g., in forever),
* or a list of blocks in an argument (e.g., move [pick random...]).
* @param {Array.<object>} blockList SB2 JSON-format block list.
* @param {Function} addBroadcastMsg function to update broadcast message name map
* @param {Function} getVariableId function to retreive a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {ParseState} parseState - info on the state of parsing beyond the current block.
* @param {object<int, Comment>} comments - Comments from sb2 project that need to be attached to blocks.
* They are indexed in this object by the sb2 flattened block list index indicating
* which block they should attach to.
* @param {int} commentIndex The current index of the top block in this list if it were in a flattened
* list of all blocks for the target
* @return {Array<Array.<object>|int>} Tuple where first item is the Scratch VM-format block list, and
* second item is the updated comment index
*/
const parseBlockList = function (blockList, addBroadcastMsg, getVariableId, extensions, parseState, comments,
commentIndex) {
const resultingList = [];
let previousBlock = null; // For setting next.
for (let i = 0; i < blockList.length; i++) {
const block = blockList[i];
// eslint-disable-next-line no-use-before-define
const parsedBlockAndComments = parseBlock(block, addBroadcastMsg, getVariableId,
extensions, parseState, comments, commentIndex);
const parsedBlock = parsedBlockAndComments[0];
// Update commentIndex
commentIndex = parsedBlockAndComments[1];
if (!parsedBlock) continue;
if (previousBlock) {
parsedBlock.parent = previousBlock.id;
previousBlock.next = parsedBlock.id;
}
previousBlock = parsedBlock;
resultingList.push(parsedBlock);
}
return [resultingList, commentIndex];
};
/**
* Parse a Scratch object's scripts into VM blocks.
* This should only handle top-level scripts that include X, Y coordinates.
* @param {!object} scripts Scripts object from SB2 JSON.
* @param {!Blocks} blocks Blocks object to load parsed blocks into.
* @param {Function} addBroadcastMsg function to update broadcast message name map
* @param {Function} getVariableId function to retreive a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {object} comments Comments that need to be attached to the blocks that need to be parsed
*/
const parseScripts = function (scripts, blocks, addBroadcastMsg, getVariableId, extensions, comments) {
// Keep track of the index of the current script being
// parsed in order to attach block comments correctly
let scriptIndexForComment = 0;
for (let i = 0; i < scripts.length; i++) {
const script = scripts[i];
const scriptX = script[0];
const scriptY = script[1];
const blockList = script[2];
const parseState = {};
const [parsedBlockList, newCommentIndex] = parseBlockList(blockList, addBroadcastMsg, getVariableId, extensions,
parseState, comments, scriptIndexForComment);
scriptIndexForComment = newCommentIndex;
if (parsedBlockList[0]) {
parsedBlockList[0].x = scriptX * WORKSPACE_X_SCALE;
parsedBlockList[0].y = scriptY * WORKSPACE_Y_SCALE;
parsedBlockList[0].topLevel = true;
parsedBlockList[0].parent = null;
}
// Flatten children and create add the blocks.
const convertedBlocks = flatten(parsedBlockList);
for (let j = 0; j < convertedBlocks.length; j++) {
blocks.createBlock(convertedBlocks[j]);
}
}
};
/**
* Create a callback for assigning fixed IDs to imported variables
* Generator stores the global variable mapping in a closure
* @param {!string} targetId the id of the target to scope the variable to
* @return {string} variable ID
*/
const generateVariableIdGetter = (function () {
let globalVariableNameMap = {};
const namer = (targetId, name, type) => `${targetId}-${StringUtil.replaceUnsafeChars(name)}-${type}`;
return function (targetId, topLevel) {
// Reset the global variable map if topLevel
if (topLevel) globalVariableNameMap = {};
return function (name, type) {
if (topLevel) { // Store the name/id pair in the globalVariableNameMap
globalVariableNameMap[`${name}-${type}`] = namer(targetId, name, type);
return globalVariableNameMap[`${name}-${type}`];
}
// Not top-level, so first check the global name map
if (globalVariableNameMap[`${name}-${type}`]) return globalVariableNameMap[`${name}-${type}`];
return namer(targetId, name, type);
};
};
}());
const globalBroadcastMsgStateGenerator = (function () {
let broadcastMsgNameMap = {};
const allBroadcastFields = [];
const emptyStringName = uid();
return function (topLevel) {
if (topLevel) broadcastMsgNameMap = {};
return {
broadcastMsgMapUpdater: function (name, field) {
name = name.toLowerCase();
if (name === '') {
name = emptyStringName;
}
broadcastMsgNameMap[name] = `broadcastMsgId-${StringUtil.replaceUnsafeChars(name)}`;
allBroadcastFields.push(field);
return broadcastMsgNameMap[name];
},
globalBroadcastMsgs: broadcastMsgNameMap,
allBroadcastFields: allBroadcastFields,
emptyMsgName: emptyStringName
};
};
}());
/**
* Parse a single monitor object and create all its in-memory VM objects.
*
* It is important that monitors are parsed last,
* - after all sprite targets have finished parsing, and
* - after the rest of the stage has finished parsing.
*
* It is specifically important that all the scripts in the project
* have been parsed and all the relevant targets exist, have uids,
* and have their variables initialized.
* Calling this function before these things are true, will result in
* undefined behavior.
* @param {!object} object - From-JSON "Monitor object"
* @param {!Runtime} runtime - (in/out) Runtime object to load monitor info into.
* @param {!Array.<Target>} targets - Targets have already been parsed.
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
*/
const parseMonitorObject = (object, runtime, targets, extensions) => {
// If we can't find the block in the spec map, ignore it.
// This happens for things like Lego Wedo 1.0 monitors.
const mapped = specMap[object.cmd];
if (!mapped) {
log.warn(`Could not find monitor block with opcode: ${object.cmd}`);
return;
}
// In scratch 2.0, there are two monitors that now correspond to extension
// blocks (tempo and video motion/direction). In the case of the
// video motion/direction block, this reporter is not monitorable in Scratch 3.0.
// In the case of the tempo block, we should import it and load the music extension
// only when the monitor is actually visible.
const opcode = specMap[object.cmd].opcode;
const extIndex = opcode.indexOf('_');
const extID = opcode.substring(0, extIndex);
if (extID === 'videoSensing') {
return;
} else if (CORE_EXTENSIONS.indexOf(extID) === -1 && extID !== '' &&
!extensions.extensionIDs.has(extID) && !object.visible) {
// Don't import this monitor if it refers to a non-core extension that
// doesn't exist anywhere else in the project and it isn't visible.
// This should only apply to the tempo block at this point since
// there are no other sb2 blocks that are now extension monitors.
return;
}
let target = null;
// List blocks don't come in with their target name set.
// Find the target by searching for a target with matching variable name/type.
if (!object.hasOwnProperty('target')) {
for (let i = 0; i < targets.length; i++) {
const currTarget = targets[i];
const listVariables = Object.keys(currTarget.variables).filter(key => {
const variable = currTarget.variables[key];
return variable.type === Variable.LIST_TYPE && variable.name === object.listName;
});
if (listVariables.length > 0) {
target = currTarget; // Keep this target for later use
object.target = currTarget.getName(); // Set target name to normalize with other monitors
}
}
}
// Get the target for this monitor, if not gotten above.
target = target || targets.filter(t => t.getName() === object.target)[0];
if (!target) throw new Error('Cannot create monitor for target that cannot be found by name');
// Create var id getter to make block naming/parsing easier, variables already created.
const getVariableId = generateVariableIdGetter(target.id, false);
// eslint-disable-next-line no-use-before-define
const [block, _] = parseBlock(
[object.cmd, object.param], // Scratch 2 monitor blocks only have one param.
null, // `addBroadcastMsg`, not needed for monitor blocks.
getVariableId,
extensions,
{},
null, // `comments`, not needed for monitor blocks
null // `commentIndex`, not needed for monitor blocks
);
// Monitor blocks have special IDs to match the toolbox obtained from the getId
// function in the runtime.monitorBlocksInfo. Variable monitors, however,
// get their IDs from the variable id they reference.
if (object.cmd === 'getVar:') {
block.id = getVariableId(object.param, Variable.SCALAR_TYPE);
} else if (object.cmd === 'contentsOfList:') {
block.id = getVariableId(object.param, Variable.LIST_TYPE);
} else if (runtime.monitorBlockInfo.hasOwnProperty(block.opcode)) {
block.id = runtime.monitorBlockInfo[block.opcode].getId(target.id, block.fields);
} else {
// If the opcode can't be found in the runtime monitorBlockInfo,
// then default to using the block opcode as the id instead.
// This is for extension monitors, and assumes that extension monitors
// cannot be sprite specific.
block.id = block.opcode;
}
// Block needs a targetId if it is targetting something other than the stage
block.targetId = target.isStage ? null : target.id;
// Property required for running monitored blocks.
block.isMonitored = object.visible;
const existingMonitorBlock = runtime.monitorBlocks._blocks[block.id];
if (existingMonitorBlock) {
// A monitor block already exists if the toolbox has been loaded and
// the monitor block is not target specific (because the block gets recycled).
// Update the existing block with the relevant monitor information.
existingMonitorBlock.isMonitored = object.visible;
existingMonitorBlock.targetId = block.targetId;
} else {
// Blocks can be created with children, flatten and add to monitorBlocks.
const newBlocks = flatten([block]);
for (let i = 0; i < newBlocks.length; i++) {
runtime.monitorBlocks.createBlock(newBlocks[i]);
}
}
// Convert numbered mode into strings for better understandability.
switch (object.mode) {
case 1:
object.mode = 'default';
break;
case 2:
object.mode = 'large';
break;
case 3:
object.mode = 'slider';
break;
}
// Create a monitor record for the runtime's monitorState
runtime.requestAddMonitor(MonitorRecord({
id: block.id,
targetId: block.targetId,
spriteName: block.targetId ? object.target : null,
opcode: block.opcode,
params: runtime.monitorBlocks._getBlockParams(block),
value: '',
mode: object.mode,
sliderMin: object.sliderMin,
sliderMax: object.sliderMax,
isDiscrete: object.isDiscrete,
x: object.x,
y: object.y,
width: object.width,
height: object.height,
visible: object.visible
}));
};
/**
* Parse the assets of a single "Scratch object" and load them. This
* preprocesses objects to support loading the data for those assets over a
* network while the objects are further processed into Blocks, Sprites, and a
* list of needed Extensions.
* @param {!object} object - From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime - Runtime object to load all structures into.
* @param {boolean} topLevel - Whether this is the top-level object (stage).
* @param {?object} zip - Optional zipped assets for local file import
* @return {?{costumePromises:Array.<Promise>,soundPromises:Array.<Promise>,soundBank:SoundBank,children:object}}
* Object of arrays of promises and child objects for asset objects used in
* Sprites. As well as a SoundBank for the sound assets. null for unsupported
* objects.
*/
const parseScratchAssets = function (object, runtime, topLevel, zip) {
if (!object.hasOwnProperty('objName')) {
// Skip parsing monitors. Or any other objects missing objName.
return null;
}
const assets = {
costumePromises: [],
soundPromises: [],
soundBank: runtime.audioEngine && runtime.audioEngine.createBank(),
children: []
};
// Costumes from JSON.
const costumePromises = assets.costumePromises;
if (object.hasOwnProperty('costumes')) {
for (let i = 0; i < object.costumes.length; i++) {
const costumeSource = object.costumes[i];
const bitmapResolution = costumeSource.bitmapResolution || 1;
const costume = {
name: costumeSource.costumeName,
bitmapResolution: bitmapResolution,
rotationCenterX: topLevel ? 240 * bitmapResolution : costumeSource.rotationCenterX,
rotationCenterY: topLevel ? 180 * bitmapResolution : costumeSource.rotationCenterY,
// TODO we eventually want this next property to be called
// md5ext to reflect what it actually contains, however this
// will be a very extensive change across many repositories
// and should be done carefully and altogether
md5: costumeSource.baseLayerMD5,
skinId: null
};
const md5ext = costumeSource.baseLayerMD5;
const idParts = StringUtil.splitFirst(md5ext, '.');
const md5 = idParts[0];
let ext;
if (idParts.length === 2 && idParts[1]) {
ext = idParts[1];
} else {
// Default to 'png' if baseLayerMD5 is not formatted correctly
ext = 'png';
// Fix costume md5 for later
costume.md5 = `${costume.md5}.${ext}`;
}
costume.dataFormat = ext;
costume.assetId = md5;
if (costumeSource.textLayerMD5) {
costume.textLayerMD5 = StringUtil.splitFirst(costumeSource.textLayerMD5, '.')[0];
}
// If there is no internet connection, or if the asset is not in storage
// for some reason, and we are doing a local .sb2 import, (e.g. zip is provided)
// the file name of the costume should be the baseLayerID followed by the file ext
const assetFileName = `${costumeSource.baseLayerID}.${ext}`;
const textLayerFileName = costumeSource.textLayerID ? `${costumeSource.textLayerID}.png` : null;
costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName, textLayerFileName)
.then(() => loadCostume(costume.md5, costume, runtime, 2 /* optVersion */))
);
}
}
// Sounds from JSON
const {soundBank, soundPromises} = assets;
if (object.hasOwnProperty('sounds')) {
for (let s = 0; s < object.sounds.length; s++) {
const soundSource = object.sounds[s];
const sound = {
name: soundSource.soundName,
format: soundSource.format,
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
// TODO we eventually want this next property to be called
// md5ext to reflect what it actually contains, however this
// will be a very extensive change across many repositories
// and should be done carefully and altogether
// (for example, the audio engine currently relies on this
// property to be named 'md5')
md5: soundSource.md5,
data: null
};
const md5ext = soundSource.md5;
const idParts = StringUtil.splitFirst(md5ext, '.');
const md5 = idParts[0];
const ext = idParts[1].toLowerCase();
sound.dataFormat = ext;
sound.assetId = md5;
// If there is no internet connection, or if the asset is not in storage
// for some reason, and we are doing a local .sb2 import, (e.g. zip is provided)
// the file name of the sound should be the soundID (provided from the project.json)
// followed by the file ext
const assetFileName = `${soundSource.soundID}.${ext}`;
soundPromises.push(
deserializeSound(sound, runtime, zip, assetFileName)
.then(() => loadSound(sound, runtime, soundBank))
);
}
}
// The stage will have child objects; recursively process them.
const childrenAssets = assets.children;
if (object.children) {
for (let m = 0; m < object.children.length; m++) {
childrenAssets.push(parseScratchAssets(object.children[m], runtime, false, zip));
}
}
return assets;
};
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* TODO: parse the "info" section, especially "savedExtensions"
* @param {!object} object - From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime - Runtime object to load all structures into.
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {boolean} topLevel - Whether this is the top-level object (stage).
* @param {?object} zip - Optional zipped assets for local file import
* @param {object} assets - Promises for assets of this scratch object grouped
* into costumes and sounds
* @return {!Promise.<Array.<Target>>} Promise for the loaded targets when ready, or null for unsupported objects.
*/
const parseScratchObject = function (object, runtime, extensions, topLevel, zip, assets) {
if (!object.hasOwnProperty('objName')) {
if (object.hasOwnProperty('listName')) {
// Shim these objects so they can be processed as monitors
object.cmd = 'contentsOfList:';
object.param = object.listName;
object.mode = 'list';
}
// Defer parsing monitors until targets are all parsed
object.deferredMonitor = true;
return Promise.resolve(object);
}
// Blocks container for this object.
const blocks = new Blocks(runtime);
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
const sprite = new Sprite(blocks, runtime);
// Sprite/stage name from JSON.
if (object.hasOwnProperty('objName')) {
if (topLevel && object.objName !== 'Stage') {
for (const child of object.children) {
if (!child.hasOwnProperty('objName') && child.target === object.objName) {
child.target = 'Stage';
}
}
object.objName = 'Stage';
}
sprite.name = object.objName;
}
// Costumes from JSON.
const costumePromises = assets.costumePromises;
// Sounds from JSON
const {soundBank, soundPromises} = assets;
// Create the first clone, and load its run-state from JSON.
const target = sprite.createClone(topLevel ? StageLayering.BACKGROUND_LAYER : StageLayering.SPRITE_LAYER);
const getVariableId = generateVariableIdGetter(target.id, topLevel);
const globalBroadcastMsgObj = globalBroadcastMsgStateGenerator(topLevel);
const addBroadcastMsg = globalBroadcastMsgObj.broadcastMsgMapUpdater;
// Load target properties from JSON.
if (object.hasOwnProperty('variables')) {
for (let j = 0; j < object.variables.length; j++) {
const variable = object.variables[j];
// A variable is a cloud variable if:
// - the project says it's a cloud variable, and
// - it's a stage variable, and
// - the runtime can support another cloud variable
const isCloud = variable.isPersistent && topLevel && runtime.canAddCloudVariable();
const newVariable = new Variable(
getVariableId(variable.name, Variable.SCALAR_TYPE),
variable.name,
Variable.SCALAR_TYPE,
isCloud
);
if (isCloud) runtime.addCloudVariable();
newVariable.value = variable.value;
target.variables[newVariable.id] = newVariable;
}
}
// If included, parse any and all comments on the object (this includes top-level
// workspace comments as well as comments attached to specific blocks)
const blockComments = {};
if (object.hasOwnProperty('scriptComments')) {
const comments = object.scriptComments.map(commentDesc => {
const [
commentX,
commentY,
commentWidth,
commentHeight,
commentFullSize,
flattenedBlockIndex,
commentText
] = commentDesc;
const isBlockComment = commentDesc[5] >= 0;
const newComment = new Comment(
null, // generate a new id for this comment
commentText, // text content of sb2 comment
// Only serialize x & y position of comment if it's a workspace comment
// If it's a block comment, we'll let scratch-blocks handle positioning
isBlockComment ? null : commentX * WORKSPACE_X_SCALE,
isBlockComment ? null : commentY * WORKSPACE_Y_SCALE,
commentWidth * WORKSPACE_X_SCALE,
commentHeight * WORKSPACE_Y_SCALE,
!commentFullSize
);
if (isBlockComment) {
// commentDesc[5] refers to the index of the block that this
// comment is attached to -- in a flattened version of the
// scripts array.
// If commentDesc[5] is -1, this is a workspace comment (we don't need to do anything
// extra at this point), otherwise temporarily save the flattened script array
// index as the blockId property of the new comment. We will
// change this to refer to the actual block id of the corresponding
// block when that block gets created
newComment.blockId = flattenedBlockIndex;
// Add this comment to the block comments object with its script index
// as the key
if (blockComments.hasOwnProperty(flattenedBlockIndex)) {
blockComments[flattenedBlockIndex].push(newComment);
} else {
blockComments[flattenedBlockIndex] = [newComment];
}
}
return newComment;
});
// Add all the comments that were just created to the target.comments,
// referenced by id
comments.forEach(comment => {
target.comments[comment.id] = comment;
});
}
// If included, parse any and all scripts/blocks on the object.
if (object.hasOwnProperty('scripts')) {
parseScripts(object.scripts, blocks, addBroadcastMsg, getVariableId, extensions, blockComments);
}
// If there are any comments referring to a numerical block ID, make them
// workspace comments. These are comments that were originally created as
// block comments, detached from the block, and then had the associated
// block deleted.
// These comments should be imported as workspace comments
// by making their blockIDs (which currently refer to non-existing blocks)
// null (See #1452).
for (const commentIndex in blockComments) {
const currBlockComments = blockComments[commentIndex];
currBlockComments.forEach(c => {
if (typeof c.blockId === 'number') {
c.blockId = null;
}
});
}
// Update stage specific blocks (e.g. sprite clicked <=> stage clicked)
blocks.updateTargetSpecificBlocks(topLevel); // topLevel = isStage
if (object.hasOwnProperty('lists')) {
for (let k = 0; k < object.lists.length; k++) {
const list = object.lists[k];
const newVariable = new Variable(
getVariableId(list.listName, Variable.LIST_TYPE),
list.listName,
Variable.LIST_TYPE,
false
);
newVariable.value = list.contents;
target.variables[newVariable.id] = newVariable;
}
}
if (object.hasOwnProperty('scratchX')) {
target.x = object.scratchX;
}
if (object.hasOwnProperty('scratchY')) {
target.y = object.scratchY;
}
if (object.hasOwnProperty('direction')) {
target.direction = object.direction;
}
if (object.hasOwnProperty('isDraggable')) {
target.draggable = object.isDraggable;
}
if (object.hasOwnProperty('scale')) {
// SB2 stores as 1.0 = 100%; we use % in the VM.
target.size = object.scale * 100;
}
if (object.hasOwnProperty('visible')) {
target.visible = object.visible;
}
if (object.hasOwnProperty('currentCostumeIndex')) {
// Current costume index can sometimes be a floating
// point number, use Math.floor to come up with an appropriate index
// and clamp it to the actual number of costumes the object has for good measure.
target.currentCostume = MathUtil.clamp(Math.floor(object.currentCostumeIndex), 0, object.costumes.length - 1);
}
if (object.hasOwnProperty('rotationStyle')) {
if (object.rotationStyle === 'none') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (object.rotationStyle === 'leftRight') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
} else if (object.rotationStyle === 'upDown') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_UP_DOWN;
} else if (object.rotationStyle === 'lookAt') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_LOOK_AT;
} else if (object.rotationStyle === 'normal') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
}
}
if (object.hasOwnProperty('tempoBPM')) {
target.tempo = object.tempoBPM;
}
if (object.hasOwnProperty('videoAlpha')) {
// SB2 stores alpha as opacity, where 1.0 is opaque.
// We convert to a percentage, and invert it so 100% is full transparency.
target.videoTransparency = 100 - (100 * object.videoAlpha);
}
if (object.hasOwnProperty('info')) {
if (object.info.hasOwnProperty('videoOn')) {
if (object.info.videoOn) {
target.videoState = RenderedTarget.VIDEO_STATE.ON;
} else {
target.videoState = RenderedTarget.VIDEO_STATE.OFF;
}
}
}
if (object.hasOwnProperty('indexInLibrary')) {
// Temporarily store the 'indexInLibrary' property from the sb2 file
// so that we can correctly order sprites in the target pane.
// This will be deleted after we are done parsing and ordering the targets list.
target.targetPaneOrder = object.indexInLibrary;
}
target.isStage = topLevel;
Promise.all(costumePromises).then(costumes => {
sprite.costumes = costumes;
});
Promise.all(soundPromises).then(sounds => {
sprite.sounds = sounds;
// Make sure if soundBank is undefined, sprite.soundBank is then null.
sprite.soundBank = soundBank || null;
});
// The stage will have child objects; recursively process them.
const childrenPromises = [];
if (object.children) {
for (let m = 0; m < object.children.length; m++) {
childrenPromises.push(
parseScratchObject(object.children[m], runtime, extensions, false, zip, assets.children[m])
);
}
}
// Parse extension list from ScratchX projects.
if (topLevel) {
const savedExtensions = object.info && object.info.savedExtensions;
if (Array.isArray(savedExtensions)) {
for (const extension of savedExtensions) {
const id = ScratchXUtilities.generateExtensionId(extension.extensionName);
const url = extension.javascriptURL;
extensions.extensionURLs.set(id, url);
}
}
}
return Promise.all(
costumePromises.concat(soundPromises)
).then(() =>
Promise.all(
childrenPromises
).then(children => {
// Need create broadcast msgs as variables after
// all other targets have finished processing.
if (target.isStage) {
const allBroadcastMsgs = globalBroadcastMsgObj.globalBroadcastMsgs;
const allBroadcastMsgFields = globalBroadcastMsgObj.allBroadcastFields;
const oldEmptyMsgName = globalBroadcastMsgObj.emptyMsgName;
if (allBroadcastMsgs[oldEmptyMsgName]) {
// Find a fresh 'messageN'
let currIndex = 1;
while (allBroadcastMsgs[`message${currIndex}`]) {
currIndex += 1;
}
const newEmptyMsgName = `message${currIndex}`;
// Add the new empty message name to the broadcast message
// name map, and assign it the old id.
// Then, delete the old entry in map.
allBroadcastMsgs[newEmptyMsgName] = allBroadcastMsgs[oldEmptyMsgName];
delete allBroadcastMsgs[oldEmptyMsgName];
// Now update all the broadcast message fields with
// the new empty message name.
for (let i = 0; i < allBroadcastMsgFields.length; i++) {
if (allBroadcastMsgFields[i].value === '') {
allBroadcastMsgFields[i].value = newEmptyMsgName;
}
}
}
// Traverse the broadcast message name map and create
// broadcast messages as variables on the stage (which is this
// target).
for (const msgName in allBroadcastMsgs) {
const msgId = allBroadcastMsgs[msgName];
const newMsg = new Variable(
msgId,
msgName,
Variable.BROADCAST_MESSAGE_TYPE,
false
);
target.variables[newMsg.id] = newMsg;
}
}
let targets = [target];
const deferredMonitors = [];
for (let n = 0; n < children.length; n++) {
if (children[n]) {
if (children[n].deferredMonitor) {
deferredMonitors.push(children[n]);
} else {
targets = targets.concat(children[n]);
}
}
}
// It is important that monitors are parsed last
// - after all sprite targets have finished parsing
// - and this is the last thing that happens in the stage parsing
// It is specifically important that all the scripts in the project
// have been parsed and all the relevant targets exist, have uids,
// and have their variables initialized.
for (let n = 0; n < deferredMonitors.length; n++) {
parseMonitorObject(deferredMonitors[n], runtime, targets, extensions);
}
return targets;
})
);
};
const reorderParsedTargets = function (targets) {
// Reorder parsed targets based on the temporary targetPaneOrder property
// and then delete it.
const reordered = targets.map((t, index) => {
t.layerOrder = index;
return t;
}).sort((a, b) => a.targetPaneOrder - b.targetPaneOrder);
// Delete the temporary target pane ordering since we shouldn't need it anymore.
reordered.forEach(t => {
delete t.targetPaneOrder;
});
return reordered;
};
/**
* Top-level handler. Parse provided JSON,
* and process the top-level object (the stage object).
* @param {!object} json SB2-format JSON to load.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {boolean=} optForceSprite If set, treat as sprite (Sprite2).
* @param {?object} zip Optional zipped assets for local file import
* @return {Promise.<ImportedProject>} Promise that resolves to the loaded targets when ready.
*/
const sb2import = function (json, runtime, optForceSprite, zip) {
const extensions = {
extensionIDs: new Set(),
extensionURLs: new Map()
};
return Promise.resolve(parseScratchAssets(json, runtime, !optForceSprite, zip))
// Force this promise to wait for the next loop in the js tick. Let
// storage have some time to send off asset requests.
.then(assets => Promise.resolve(assets))
.then(assets => (
parseScratchObject(json, runtime, extensions, !optForceSprite, zip, assets)
))
.then(reorderParsedTargets)
.then(targets => ({
targets,
extensions
}));
};
/**
* Given the sb2 block, inspect the specmap for a translation method or object.
* @param {!object} block a sb2 formatted block
* @return {object} specmap block to parse this opcode
*/
const specMapBlock = function (block) {
const opcode = block[0];
const mapped = opcode && specMap[opcode];
if (!mapped) {
if (opcode && isPossiblyScratchXBlock(opcode)) {
return mapScratchXBlock(block);
}
log.warn(`Couldn't find SB2 block: ${opcode}`);
return null;
}
if (typeof mapped === 'function') {
return mapped(block);
}
return mapped;
};
/**
* Parse a single SB2 JSON-formatted block and its children.
* @param {!object} sb2block SB2 JSON-formatted block.
* @param {Function} addBroadcastMsg function to update broadcast message name map
* @param {Function} getVariableId function to retrieve a variable's ID based on name
* @param {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here.
* @param {ParseState} parseState - info on the state of parsing beyond the current block.
* @param {object<int, Comment>} comments - Comments from sb2 project that need to be attached to blocks.
* They are indexed in this object by the sb2 flattened block list index indicating
* which block they should attach to.
* @param {int} commentIndex The comment index for the block to be parsed if it were in a flattened
* list of all blocks for the target
* @return {Array.<object|int>} Tuple where first item is the Scratch VM-format block (or null if unsupported object),
* and second item is the updated comment index (after this block and its children are parsed)
*/
const parseBlock = function (sb2block, addBroadcastMsg, getVariableId, extensions, parseState, comments, commentIndex) {
const commentsForParsedBlock = (comments && typeof commentIndex === 'number' && !isNaN(commentIndex)) ?
comments[commentIndex] : null;
const blockMetadata = specMapBlock(sb2block);
if (!blockMetadata) {
// No block opcode found, exclude this block, increment the commentIndex,
// make all block comments into workspace comments and send them to zero/zero
// to prevent serialization issues.
if (commentsForParsedBlock) {
commentsForParsedBlock.forEach(comment => {
comment.blockId = null;
comment.x = comment.y = 0;
});
}
return [null, commentIndex + 1];
}
const oldOpcode = sb2block[0];
// If the block is from an extension, record it.
const index = blockMetadata.opcode.indexOf('_');
const prefix = blockMetadata.opcode.substring(0, index);
if (CORE_EXTENSIONS.indexOf(prefix) === -1) {
if (prefix !== '') extensions.extensionIDs.add(prefix);
}
// Block skeleton.
const activeBlock = {
id: uid(), // Generate a new block unique ID.
opcode: blockMetadata.opcode, // Converted, e.g. "motion_movesteps".
inputs: {}, // Inputs to this block and the blocks they point to.
fields: {}, // Fields on this block and their values.
next: null, // Next block.
shadow: false, // No shadow blocks in an SB2 by default.
children: [] // Store any generated children, flattened in `flatten`.
};
// Attach any comments to this block..
if (commentsForParsedBlock) {
// Attach only the last comment to the block, make all others workspace comments
activeBlock.comment = commentsForParsedBlock[commentsForParsedBlock.length - 1].id;
commentsForParsedBlock.forEach(comment => {
if (comment.id === activeBlock.comment) {
comment.blockId = activeBlock.id;
} else {
// All other comments don't get a block ID and are sent back to zero.
// This is important, because if they have `null` x/y, serialization breaks.
comment.blockId = null;
comment.x = comment.y = 0;
}
});
}
commentIndex++;
const parentExpectedArg = parseState.expectedArg;
// For a procedure call, generate argument map from proc string.
if (oldOpcode === 'call') {
blockMetadata.argMap = parseProcedureArgMap(sb2block[1]);
}
// Look at the expected arguments in `blockMetadata.argMap.`
// The basic problem here is to turn positional SB2 arguments into
// non-positional named Scratch VM arguments.
for (let i = 0; i < blockMetadata.argMap.length; i++) {
const expectedArg = blockMetadata.argMap[i];
const providedArg = sb2block[i + 1]; // (i = 0 is opcode)
// Whether the input is obscuring a shadow.
let shadowObscured = false;
// Positional argument is an input.
if (expectedArg.type === 'input') {
// Create a new block and input metadata.
const inputUid = uid();
activeBlock.inputs[expectedArg.inputName] = {
name: expectedArg.inputName,
block: null,
shadow: null
};
if (typeof providedArg === 'object' && providedArg) {
// Block or block list occupies the input.
let innerBlocks;
parseState.expectedArg = expectedArg;
if (typeof providedArg[0] === 'object' && providedArg[0]) {
// Block list occupies the input.
[innerBlocks, commentIndex] = parseBlockList(providedArg, addBroadcastMsg, getVariableId,
extensions, parseState, comments, commentIndex);
} else {
// Single block occupies the input.
const parsedBlockDesc = parseBlock(providedArg, addBroadcastMsg, getVariableId, extensions,
parseState, comments, commentIndex);
innerBlocks = parsedBlockDesc[0] ? [parsedBlockDesc[0]] : [];
// Update commentIndex
commentIndex = parsedBlockDesc[1];
}
parseState.expectedArg = parentExpectedArg;
// Check if innerBlocks is not an empty list.
// An empty list indicates that all the inner blocks from the sb2 have
// unknown opcodes and have been skipped.
if (innerBlocks.length > 0) {
let previousBlock = null;
for (let j = 0; j < innerBlocks.length; j++) {
if (j === 0) {
innerBlocks[j].parent = activeBlock.id;
} else {
innerBlocks[j].parent = previousBlock;
}
previousBlock = innerBlocks[j].id;
}
activeBlock.inputs[expectedArg.inputName].block = (
innerBlocks[0].id
);
activeBlock.children = (
activeBlock.children.concat(innerBlocks)
);
}
// Obscures any shadow.
shadowObscured = true;
}
// Generate a shadow block to occupy the input.
if (!expectedArg.inputOp) {
// Undefined inputOp. inputOp should always be defined for inputs.
log.warn(`Unknown input operation for input ${expectedArg.inputName} of opcode ${activeBlock.opcode}.`);
continue;
}
if (expectedArg.inputOp === 'boolean' || expectedArg.inputOp === 'substack') {
// No editable shadow input; e.g., for a boolean.
continue;
}
// Each shadow has a field generated for it automatically.
// Value to be filled in the field.
let fieldValue = providedArg;
// Shadows' field names match the input name, except for these:
let fieldName = expectedArg.inputName;
if (expectedArg.inputOp === 'math_number' ||
expectedArg.inputOp === 'math_whole_number' ||
expectedArg.inputOp === 'math_positive_number' ||
expectedArg.inputOp === 'math_integer' ||
expectedArg.inputOp === 'math_angle') {
fieldName = 'NUM';
// Fields are given Scratch 2.0 default values if obscured.
if (shadowObscured) {
fieldValue = 10;
}
} else if (expectedArg.inputOp === 'text') {
fieldName = 'TEXT';
if (shadowObscured) {
fieldValue = '';
}
} else if (expectedArg.inputOp === 'colour_picker') {
// Convert SB2 color to hex.
fieldValue = Color.decimalToHex(providedArg);
fieldName = 'COLOUR';
if (shadowObscured) {
fieldValue = '#990000';
}
} else if (expectedArg.inputOp === 'event_broadcast_menu') {
fieldName = 'BROADCAST_OPTION';
if (shadowObscured) {
fieldValue = '';
}
} else if (expectedArg.inputOp === 'sensing_of_object_menu') {
if (shadowObscured) {
fieldValue = '_stage_';
} else if (fieldValue === 'Stage') {
fieldValue = '_stage_';
}
} else if (expectedArg.inputOp === 'note') {
if (shadowObscured) {
fieldValue = 60;
}
} else if (expectedArg.inputOp === 'music.menu.DRUM') {
if (shadowObscured) {
fieldValue = 1;
}
} else if (expectedArg.inputOp === 'music.menu.INSTRUMENT') {
if (shadowObscured) {
fieldValue = 1;
}
} else if (expectedArg.inputOp === 'videoSensing.menu.ATTRIBUTE') {
if (shadowObscured) {
fieldValue = 'motion';
}
} else if (expectedArg.inputOp === 'videoSensing.menu.SUBJECT') {
if (shadowObscured) {
fieldValue = 'this sprite';
}
} else if (expectedArg.inputOp === 'videoSensing.menu.VIDEO_STATE') {
if (shadowObscured) {
fieldValue = 'on';
}
} else if (shadowObscured) {
// Filled drop-down menu.
fieldValue = '';
}
const fields = {};
fields[fieldName] = {
name: fieldName,
value: fieldValue
};
// event_broadcast_menus have some extra properties to add to the
// field and a different value than the rest
if (expectedArg.inputOp === 'event_broadcast_menu') {
// Need to update the broadcast message name map with
// the value of this field.
// Also need to provide the fields[fieldName] object,
// so that we can later update its value property, e.g.
// if sb2 message name is empty string, we will later
// replace this field's value with messageN
// once we can traverse through all the existing message names
// and come up with a fresh messageN.
const broadcastId = addBroadcastMsg(fieldValue, fields[fieldName]);
fields[fieldName].id = broadcastId;
fields[fieldName].variableType = expectedArg.variableType;
}
activeBlock.children.push({
id: inputUid,
opcode: expectedArg.inputOp,
inputs: {},
fields: fields,
next: null,
topLevel: false,
parent: activeBlock.id,
shadow: true
});
activeBlock.inputs[expectedArg.inputName].shadow = inputUid;
// If no block occupying the input, alias to the shadow.
if (!activeBlock.inputs[expectedArg.inputName].block) {
activeBlock.inputs[expectedArg.inputName].block = inputUid;
}
} else if (expectedArg.type === 'field') {
// Add as a field on this block.
activeBlock.fields[expectedArg.fieldName] = {
name: expectedArg.fieldName,
value: providedArg
};
if (expectedArg.fieldName === 'CURRENTMENU') {
// In 3.0, the field value of the `sensing_current` block
// is in all caps.
activeBlock.fields[expectedArg.fieldName].value = providedArg.toUpperCase();
if (providedArg === 'day of week') {
activeBlock.fields[expectedArg.fieldName].value = 'DAYOFWEEK';
}
}
if (expectedArg.fieldName === 'VARIABLE') {
// Add `id` property to variable fields
activeBlock.fields[expectedArg.fieldName].id = getVariableId(providedArg, Variable.SCALAR_TYPE);
} else if (expectedArg.fieldName === 'LIST') {
// Add `id` property to variable fields
activeBlock.fields[expectedArg.fieldName].id = getVariableId(providedArg, Variable.LIST_TYPE);
} else if (expectedArg.fieldName === 'BROADCAST_OPTION') {
// Add the name in this field to the broadcast msg name map.
// Also need to provide the fields[fieldName] object,
// so that we can later update its value property, e.g.
// if sb2 message name is empty string, we will later
// replace this field's value with messageN
// once we can traverse through all the existing message names
// and come up with a fresh messageN.
const broadcastId = addBroadcastMsg(providedArg, activeBlock.fields[expectedArg.fieldName]);
activeBlock.fields[expectedArg.fieldName].id = broadcastId;
}
const varType = expectedArg.variableType;
if (typeof varType === 'string') {
activeBlock.fields[expectedArg.fieldName].variableType = varType;
}
}
}
// Updates for blocks that have new menus (e.g. in Looks)
switch (oldOpcode) {
case 'comeToFront':
activeBlock.fields.FRONT_BACK = {
name: 'FRONT_BACK',
value: 'front'
};
break;
case 'goBackByLayers:':
activeBlock.fields.FORWARD_BACKWARD = {
name: 'FORWARD_BACKWARD',
value: 'backward'
};
break;
case 'backgroundIndex':
activeBlock.fields.NUMBER_NAME = {
name: 'NUMBER_NAME',
value: 'number'
};
break;
case 'sceneName':
activeBlock.fields.NUMBER_NAME = {
name: 'NUMBER_NAME',
value: 'name'
};
break;
case 'costumeIndex':
activeBlock.fields.NUMBER_NAME = {
name: 'NUMBER_NAME',
value: 'number'
};
break;
case 'costumeName':
activeBlock.fields.NUMBER_NAME = {
name: 'NUMBER_NAME',
value: 'name'
};
break;
}
// Special cases to generate mutations.
if (oldOpcode === 'stopScripts') {
// Mutation for stop block: if the argument is 'other scripts',
// the block needs a next connection.
if (sb2block[1] === 'other scripts in sprite' ||
sb2block[1] === 'other scripts in stage') {
activeBlock.mutation = {
tagName: 'mutation',
hasnext: 'true',
children: []
};
}
} else if (oldOpcode === 'procDef') {
// Mutation for procedure definition:
// store all 2.0 proc data.
const procData = sb2block.slice(1);
// Create a new block and input metadata.
const inputUid = uid();
const inputName = 'custom_block';
activeBlock.inputs[inputName] = {
name: inputName,
block: inputUid,
shadow: inputUid
};
activeBlock.children = [{
id: inputUid,
opcode: 'procedures_prototype',
inputs: {},
fields: {},
next: null,
shadow: true,
children: [],
mutation: {
tagName: 'mutation',
proccode: procData[0], // e.g., "abc %n %b %s"
argumentnames: JSON.stringify(procData[1]), // e.g. ['arg1', 'arg2']
argumentids: JSON.stringify(parseProcedureArgIds(procData[0])),
argumentdefaults: JSON.stringify(procData[2]), // e.g., [1, 'abc']
warp: procData[3], // Warp mode, e.g., true/false.
children: []
}
}];
} else if (oldOpcode === 'call') {
// Mutation for procedure call:
// string for proc code (e.g., "abc %n %b %s").
activeBlock.mutation = {
tagName: 'mutation',
children: [],
proccode: sb2block[1],
argumentids: JSON.stringify(parseProcedureArgIds(sb2block[1]))
};
} else if (oldOpcode === 'getParam') {
let returnCode = sb2block[2];
// Ensure the returnCode is "b" if used in a boolean input.
if (parentExpectedArg && parentExpectedArg.inputOp === 'boolean' && returnCode !== 'b') {
returnCode = 'b';
}
// Assign correct opcode based on the block shape.
switch (returnCode) {
case 'r':
activeBlock.opcode = 'argument_reporter_string_number';
break;
case 'b':
activeBlock.opcode = 'argument_reporter_boolean';
break;
}
}
return [activeBlock, commentIndex];
};
module.exports = {
deserialize: sb2import
};
|