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/** | |
* @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 | |
}; | |