sb-edit
Version:
Import, edit, and export Scratch project files
294 lines (293 loc) • 22.7 kB
JavaScript
"use strict";
var _a, _b;
Object.defineProperty(exports, "__esModule", { value: true });
exports.inputPrimitiveOrShadowMap = exports.BooleanOrSubstackInputStatus = exports.BIS = exports.BlockInputStatus = exports.fieldTypeMap = void 0;
var OpCode_1 = require("../../OpCode");
exports.fieldTypeMap = (_a = {},
_a[OpCode_1.OpCode.motion_setrotationstyle] = { STYLE: "rotationStyle" },
_a[OpCode_1.OpCode.motion_pointtowards_menu] = { TOWARDS: "pointTowardsTarget" },
_a[OpCode_1.OpCode.motion_glideto_menu] = { TO: "goToTarget" },
_a[OpCode_1.OpCode.motion_goto_menu] = { TO: "goToTarget" },
_a[OpCode_1.OpCode.motion_align_scene] = { ALIGNMENT: "scrollAlignment" },
_a[OpCode_1.OpCode.looks_costume] = { COSTUME: "costume" },
_a[OpCode_1.OpCode.looks_gotofrontback] = { FRONT_BACK: "frontBackMenu" },
_a[OpCode_1.OpCode.looks_goforwardbackwardlayers] = { FORWARD_BACKWARD: "forwardBackwardMenu" },
_a[OpCode_1.OpCode.looks_changeeffectby] = { EFFECT: "graphicEffect" },
_a[OpCode_1.OpCode.looks_backdropnumbername] = { NUMBER_NAME: "costumeNumberName" },
_a[OpCode_1.OpCode.looks_costumenumbername] = { NUMBER_NAME: "costumeNumberName" },
_a[OpCode_1.OpCode.looks_backdrops] = { BACKDROP: "backdrop" },
_a[OpCode_1.OpCode.looks_seteffectto] = { EFFECT: "graphicEffect" },
_a[OpCode_1.OpCode.sound_seteffectto] = { EFFECT: "soundEffect" },
_a[OpCode_1.OpCode.sound_changeeffectby] = { EFFECT: "soundEffect" },
_a[OpCode_1.OpCode.sound_sounds_menu] = { SOUND_MENU: "sound" },
_a[OpCode_1.OpCode.event_whenkeypressed] = { KEY_OPTION: "key" },
_a[OpCode_1.OpCode.event_whenbackdropswitchesto] = { BACKDROP: "backdrop" },
_a[OpCode_1.OpCode.event_whengreaterthan] = { WHENGREATERTHANMENU: "greaterThanMenu" },
_a[OpCode_1.OpCode.event_whenbroadcastreceived] = { BROADCAST_OPTION: "broadcast" },
_a[OpCode_1.OpCode.event_broadcast_menu] = { BROADCAST_OPTION: "broadcast" },
_a[OpCode_1.OpCode.control_stop] = { STOP_OPTION: "stopMenu" },
_a[OpCode_1.OpCode.control_create_clone_of_menu] = { CLONE_OPTION: "cloneTarget" },
_a[OpCode_1.OpCode.control_for_each] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.sensing_touchingobjectmenu] = { TOUCHINGOBJECTMENU: "touchingTarget" },
_a[OpCode_1.OpCode.sensing_distancetomenu] = { DISTANCETOMENU: "distanceToMenu" },
_a[OpCode_1.OpCode.sensing_keyoptions] = { KEY_OPTION: "key" },
_a[OpCode_1.OpCode.sensing_setdragmode] = { DRAG_MODE: "dragModeMenu" },
_a[OpCode_1.OpCode.sensing_of] = { PROPERTY: "propertyOfMenu" },
_a[OpCode_1.OpCode.sensing_of_object_menu] = { OBJECT: "target" },
_a[OpCode_1.OpCode.sensing_current] = { CURRENTMENU: "currentMenu" },
_a[OpCode_1.OpCode.operator_mathop] = { OPERATOR: "mathopMenu" },
_a[OpCode_1.OpCode.data_variable] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.data_setvariableto] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.data_changevariableby] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.data_showvariable] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.data_hidevariable] = { VARIABLE: "variable" },
_a[OpCode_1.OpCode.data_listcontents] = { LIST: "list" },
_a[OpCode_1.OpCode.data_addtolist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_deleteoflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_deletealloflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_insertatlist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_replaceitemoflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_itemoflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_itemnumoflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_lengthoflist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_listcontainsitem] = { LIST: "list" },
_a[OpCode_1.OpCode.data_showlist] = { LIST: "list" },
_a[OpCode_1.OpCode.data_hidelist] = { LIST: "list" },
_a[OpCode_1.OpCode.argument_reporter_string_number] = { VALUE: "string" },
_a[OpCode_1.OpCode.argument_reporter_boolean] = { VALUE: "string" },
_a[OpCode_1.OpCode.pen_menu_colorParam] = { colorParam: "penColorParam" },
_a[OpCode_1.OpCode.music_menu_DRUM] = { DRUM: "musicDrum" },
_a[OpCode_1.OpCode.music_menu_INSTRUMENT] = { INSTRUMENT: "musicInstrument" },
_a[OpCode_1.OpCode.note] = { NOTE: "number" },
_a[OpCode_1.OpCode.videoSensing_menu_ATTRIBUTE] = { ATTRIBUTE: "videoSensingAttribute" },
_a[OpCode_1.OpCode.videoSensing_menu_SUBJECT] = { SUBJECT: "videoSensingSubject" },
_a[OpCode_1.OpCode.videoSensing_menu_VIDEO_STATE] = { VIDEO_STATE: "videoSensingVideoState" },
_a[OpCode_1.OpCode.wedo2_menu_MOTOR_ID] = { MOTOR_ID: "wedo2MotorId" },
_a[OpCode_1.OpCode.wedo2_menu_MOTOR_DIRECTION] = { MOTOR_DIRECTION: "wedo2MotorDirection" },
_a[OpCode_1.OpCode.wedo2_menu_TILT_DIRECTION] = { TILT_DIRECTION: "wedo2TiltDirection" },
_a[OpCode_1.OpCode.wedo2_menu_TILT_DIRECTION_ANY] = { TILT_DIRECTION_ANY: "wedo2TiltDirectionAny" },
_a[OpCode_1.OpCode.wedo2_menu_OP] = { OP: "wedo2Op" },
_a);
var BlockInputStatus;
(function (BlockInputStatus) {
BlockInputStatus[BlockInputStatus["INPUT_SAME_BLOCK_SHADOW"] = 1] = "INPUT_SAME_BLOCK_SHADOW";
BlockInputStatus[BlockInputStatus["INPUT_BLOCK_NO_SHADOW"] = 2] = "INPUT_BLOCK_NO_SHADOW";
BlockInputStatus[BlockInputStatus["INPUT_DIFF_BLOCK_SHADOW"] = 3] = "INPUT_DIFF_BLOCK_SHADOW";
BlockInputStatus[BlockInputStatus["MATH_NUM_PRIMITIVE"] = 4] = "MATH_NUM_PRIMITIVE";
BlockInputStatus[BlockInputStatus["POSITIVE_NUM_PRIMITIVE"] = 5] = "POSITIVE_NUM_PRIMITIVE";
BlockInputStatus[BlockInputStatus["WHOLE_NUM_PRIMITIVE"] = 6] = "WHOLE_NUM_PRIMITIVE";
BlockInputStatus[BlockInputStatus["INTEGER_NUM_PRIMITIVE"] = 7] = "INTEGER_NUM_PRIMITIVE";
BlockInputStatus[BlockInputStatus["ANGLE_NUM_PRIMITIVE"] = 8] = "ANGLE_NUM_PRIMITIVE";
BlockInputStatus[BlockInputStatus["COLOR_PICKER_PRIMITIVE"] = 9] = "COLOR_PICKER_PRIMITIVE";
BlockInputStatus[BlockInputStatus["TEXT_PRIMITIVE"] = 10] = "TEXT_PRIMITIVE";
BlockInputStatus[BlockInputStatus["BROADCAST_PRIMITIVE"] = 11] = "BROADCAST_PRIMITIVE";
BlockInputStatus[BlockInputStatus["VAR_PRIMITIVE"] = 12] = "VAR_PRIMITIVE";
BlockInputStatus[BlockInputStatus["LIST_PRIMITIVE"] = 13] = "LIST_PRIMITIVE";
})(BlockInputStatus = exports.BlockInputStatus || (exports.BlockInputStatus = {}));
exports.BIS = BlockInputStatus;
exports.BooleanOrSubstackInputStatus = exports.BIS.INPUT_BLOCK_NO_SHADOW;
// Most values in this mapping are taken from scratch-gui/src/lib/make-
// toolbox-xml.js. They're used so that the primitive/opcode values of
// outputted shadow blocks are correct.
//
// Many of the entries here may seem to be missing inputs. That's becuase it
// only maps Scratch 3.0 inputs - not fields. sb-edit doesn't distinguish
// between fields and inputs, but it's critical that projects that export to
// sb3 do.
//
// Note: Boolean and substack inputs are weird. They alone are stored using
// the INPUT_BLOCK_NO_SHADOW (2) input status; when empty, they may be either
// stored as [2, null] or simply not stored at all.
//
// The BooleanOrSubstackInputStatus constant is exported for use in finding
// these values, rather than directly accessing BIS.INPUT_BLOCK_NO_SHADOW
// (which could imply special handling for the other INPUT_BLOCK_* values,
// when none such is required and whose values are never specified in this
// mapping).
exports.inputPrimitiveOrShadowMap = (_b = {},
_b[OpCode_1.OpCode.motion_movesteps] = { STEPS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_turnright] = { DEGREES: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_turnleft] = { DEGREES: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_pointindirection] = { DIRECTION: exports.BIS.ANGLE_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_pointtowards] = { TOWARDS: OpCode_1.OpCode.motion_pointtowards_menu },
_b[OpCode_1.OpCode.motion_gotoxy] = { X: exports.BIS.MATH_NUM_PRIMITIVE, Y: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_goto] = { TO: OpCode_1.OpCode.motion_goto_menu },
_b[OpCode_1.OpCode.motion_glidesecstoxy] = { SECS: exports.BIS.MATH_NUM_PRIMITIVE, X: exports.BIS.MATH_NUM_PRIMITIVE, Y: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_glideto] = { SECS: exports.BIS.MATH_NUM_PRIMITIVE, TO: OpCode_1.OpCode.motion_glideto_menu },
_b[OpCode_1.OpCode.motion_changexby] = { DX: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_setx] = { X: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_changeyby] = { DY: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_sety] = { Y: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_ifonedgebounce] = {},
_b[OpCode_1.OpCode.motion_setrotationstyle] = {},
_b[OpCode_1.OpCode.motion_xposition] = {},
_b[OpCode_1.OpCode.motion_yposition] = {},
_b[OpCode_1.OpCode.motion_direction] = {},
_b[OpCode_1.OpCode.motion_scroll_right] = { DISTANCE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_scroll_up] = { DISTANCE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.motion_align_scene] = {},
_b[OpCode_1.OpCode.looks_sayforsecs] = { MESSAGE: exports.BIS.TEXT_PRIMITIVE, SECS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_say] = { MESSAGE: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.looks_thinkforsecs] = { MESSAGE: exports.BIS.TEXT_PRIMITIVE, SECS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_think] = { MESSAGE: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.looks_show] = {},
_b[OpCode_1.OpCode.looks_hide] = {},
_b[OpCode_1.OpCode.looks_switchcostumeto] = { COSTUME: OpCode_1.OpCode.looks_costume },
_b[OpCode_1.OpCode.looks_nextcostume] = {},
_b[OpCode_1.OpCode.looks_nextbackdrop] = {},
_b[OpCode_1.OpCode.looks_switchbackdropto] = { BACKDROP: OpCode_1.OpCode.looks_backdrops },
_b[OpCode_1.OpCode.looks_switchbackdroptoandwait] = { BACKDROP: OpCode_1.OpCode.looks_backdrops },
_b[OpCode_1.OpCode.looks_changeeffectby] = { CHANGE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_seteffectto] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_changesizeby] = { CHANGE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_setsizeto] = { SIZE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_changeeffectby] = { CHANGE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_seteffectto] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_cleargraphiceffects] = {},
_b[OpCode_1.OpCode.looks_gotofrontback] = {},
_b[OpCode_1.OpCode.looks_goforwardbackwardlayers] = { NUM: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_costumenumbername] = {},
_b[OpCode_1.OpCode.looks_backdropnumbername] = {},
_b[OpCode_1.OpCode.looks_size] = {},
_b[OpCode_1.OpCode.looks_hideallsprites] = {},
_b[OpCode_1.OpCode.looks_changestretchby] = { CHANGE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.looks_setstretchto] = { STRETCH: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.sound_play] = { SOUND_MENU: OpCode_1.OpCode.sound_sounds_menu },
_b[OpCode_1.OpCode.sound_playuntildone] = { SOUND_MENU: OpCode_1.OpCode.sound_sounds_menu },
_b[OpCode_1.OpCode.sound_stopallsounds] = {},
_b[OpCode_1.OpCode.sound_changeeffectby] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.sound_seteffectto] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.sound_cleareffects] = {},
_b[OpCode_1.OpCode.sound_changevolumeby] = { VOLUME: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.sound_setvolumeto] = { VOLUME: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.sound_volume] = {},
_b[OpCode_1.OpCode.event_whenflagclicked] = {},
_b[OpCode_1.OpCode.event_whenkeypressed] = {},
_b[OpCode_1.OpCode.event_whenstageclicked] = {},
_b[OpCode_1.OpCode.event_whenthisspriteclicked] = {},
_b[OpCode_1.OpCode.event_whenbackdropswitchesto] = {},
_b[OpCode_1.OpCode.event_whengreaterthan] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.event_whenbroadcastreceived] = {},
_b[OpCode_1.OpCode.event_broadcast] = { BROADCAST_INPUT: exports.BIS.BROADCAST_PRIMITIVE },
_b[OpCode_1.OpCode.event_broadcastandwait] = { BROADCAST_INPUT: exports.BIS.BROADCAST_PRIMITIVE },
_b[OpCode_1.OpCode.control_wait] = { DURATION: exports.BIS.POSITIVE_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.control_repeat] = { TIMES: exports.BIS.WHOLE_NUM_PRIMITIVE, SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_forever] = { SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_if] = { CONDITION: exports.BooleanOrSubstackInputStatus, SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_if_else] = {
CONDITION: exports.BooleanOrSubstackInputStatus,
SUBSTACK: exports.BooleanOrSubstackInputStatus,
SUBSTACK2: exports.BooleanOrSubstackInputStatus
},
_b[OpCode_1.OpCode.control_wait_until] = { CONDITION: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_repeat_until] = { CONDITION: exports.BooleanOrSubstackInputStatus, SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_while] = { CONDITION: exports.BooleanOrSubstackInputStatus, SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_for_each] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE, SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_all_at_once] = { SUBSTACK: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.control_stop] = {},
_b[OpCode_1.OpCode.control_start_as_clone] = {},
_b[OpCode_1.OpCode.control_create_clone_of] = { CLONE_OPTION: OpCode_1.OpCode.control_create_clone_of_menu },
_b[OpCode_1.OpCode.control_delete_this_clone] = {},
_b[OpCode_1.OpCode.sensing_touchingobject] = { TOUCHINGOBJECTMENU: OpCode_1.OpCode.sensing_touchingobjectmenu },
_b[OpCode_1.OpCode.sensing_touchingcolor] = { COLOR: exports.BIS.COLOR_PICKER_PRIMITIVE },
_b[OpCode_1.OpCode.sensing_coloristouchingcolor] = { COLOR: exports.BIS.COLOR_PICKER_PRIMITIVE, COLOR2: exports.BIS.COLOR_PICKER_PRIMITIVE },
_b[OpCode_1.OpCode.sensing_distanceto] = { DISTANCETOMENU: OpCode_1.OpCode.sensing_distancetomenu },
_b[OpCode_1.OpCode.sensing_askandwait] = { QUESTION: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.sensing_answer] = {},
_b[OpCode_1.OpCode.sensing_keypressed] = { KEY_OPTION: OpCode_1.OpCode.sensing_keyoptions },
_b[OpCode_1.OpCode.sensing_mousedown] = {},
_b[OpCode_1.OpCode.sensing_mousex] = {},
_b[OpCode_1.OpCode.sensing_mousey] = {},
_b[OpCode_1.OpCode.sensing_setdragmode] = {},
_b[OpCode_1.OpCode.sensing_loudness] = {},
_b[OpCode_1.OpCode.sensing_timer] = {},
_b[OpCode_1.OpCode.sensing_resettimer] = {},
_b[OpCode_1.OpCode.sensing_of] = { OBJECT: OpCode_1.OpCode.sensing_of_object_menu },
_b[OpCode_1.OpCode.sensing_current] = {},
_b[OpCode_1.OpCode.sensing_dayssince2000] = {},
_b[OpCode_1.OpCode.sensing_username] = {},
_b[OpCode_1.OpCode.sensing_userid] = {},
_b[OpCode_1.OpCode.sensing_loud] = {},
_b[OpCode_1.OpCode.operator_add] = { NUM1: exports.BIS.MATH_NUM_PRIMITIVE, NUM2: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_subtract] = { NUM1: exports.BIS.MATH_NUM_PRIMITIVE, NUM2: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_multiply] = { NUM1: exports.BIS.MATH_NUM_PRIMITIVE, NUM2: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_divide] = { NUM1: exports.BIS.MATH_NUM_PRIMITIVE, NUM2: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_random] = { FROM: exports.BIS.MATH_NUM_PRIMITIVE, TO: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_lt] = { OPERAND1: exports.BIS.TEXT_PRIMITIVE, OPERAND2: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_equals] = { OPERAND1: exports.BIS.TEXT_PRIMITIVE, OPERAND2: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_gt] = { OPERAND1: exports.BIS.TEXT_PRIMITIVE, OPERAND2: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_and] = { OPERAND1: exports.BooleanOrSubstackInputStatus, OPERAND2: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.operator_or] = { OPERAND1: exports.BooleanOrSubstackInputStatus, OPERAND2: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.operator_not] = { OPERAND: exports.BooleanOrSubstackInputStatus },
_b[OpCode_1.OpCode.operator_join] = { STRING1: exports.BIS.TEXT_PRIMITIVE, STRING2: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_letter_of] = { LETTER: exports.BIS.WHOLE_NUM_PRIMITIVE, STRING: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_length] = { STRING: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_contains] = { STRING1: exports.BIS.TEXT_PRIMITIVE, STRING2: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.operator_mod] = { NUM1: exports.BIS.MATH_NUM_PRIMITIVE, NUM2: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_round] = { NUM: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.operator_mathop] = { NUM: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_playDrumForBeats] = { DRUM: OpCode_1.OpCode.music_menu_DRUM, BEATS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_restForBeats] = { BEATS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_playNoteForBeats] = { NOTE: OpCode_1.OpCode.note, BEATS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_setInstrument] = { INSTRUMENT: OpCode_1.OpCode.music_menu_INSTRUMENT },
_b[OpCode_1.OpCode.music_setTempo] = { TEMPO: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_changeTempo] = { TEMPO: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_getTempo] = {},
_b[OpCode_1.OpCode.music_midiPlayDrumForBeats] = { DRUM: exports.BIS.MATH_NUM_PRIMITIVE, BEATS: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.music_midiSetInstrument] = { INSTRUMENT: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_clear] = {},
_b[OpCode_1.OpCode.pen_stamp] = {},
_b[OpCode_1.OpCode.pen_penDown] = {},
_b[OpCode_1.OpCode.pen_penUp] = {},
_b[OpCode_1.OpCode.pen_setPenColorToColor] = { COLOR: exports.BIS.COLOR_PICKER_PRIMITIVE },
_b[OpCode_1.OpCode.pen_changePenColorParamBy] = { COLOR_PARAM: OpCode_1.OpCode.pen_menu_colorParam, VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_setPenColorParamTo] = { COLOR_PARAM: OpCode_1.OpCode.pen_menu_colorParam, VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_changePenSizeBy] = { SIZE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_setPenSizeTo] = { SIZE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_setPenShadeToNumber] = { SHADE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_changePenShadeBy] = { SHADE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_setPenHueToNumber] = { HUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.pen_changePenHueBy] = { HUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.videoSensing_whenMotionGreaterThan] = { REFERENCE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.videoSensing_videoOn] = {
ATTRIBUTE: OpCode_1.OpCode.videoSensing_menu_ATTRIBUTE,
SUBJECT: OpCode_1.OpCode.videoSensing_menu_SUBJECT
},
_b[OpCode_1.OpCode.videoSensing_videoToggle] = { VIDEO_STATE: OpCode_1.OpCode.videoSensing_menu_VIDEO_STATE },
_b[OpCode_1.OpCode.videoSensing_setVideoTransparency] = { TRANSPARENCY: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.wedo2_motorOnFor] = { MOTOR_ID: OpCode_1.OpCode.wedo2_menu_MOTOR_ID, DURATION: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.wedo2_motorOn] = { MOTOR_ID: OpCode_1.OpCode.wedo2_menu_MOTOR_ID },
_b[OpCode_1.OpCode.wedo2_motorOff] = { MOTOR_ID: OpCode_1.OpCode.wedo2_menu_MOTOR_ID },
_b[OpCode_1.OpCode.wedo2_startMotorPower] = { MOTOR_ID: OpCode_1.OpCode.wedo2_menu_MOTOR_ID, POWER: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.wedo2_setMotorDirection] = {
MOTOR_ID: OpCode_1.OpCode.wedo2_menu_MOTOR_ID,
MOTOR_DIRECTION: OpCode_1.OpCode.wedo2_menu_MOTOR_DIRECTION
},
_b[OpCode_1.OpCode.wedo2_setLightHue] = { HUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.wedo2_whenDistance] = { OP: OpCode_1.OpCode.wedo2_menu_OP, REFERENCE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.wedo2_whenTilted] = { TILT_DIRECTION_ANY: OpCode_1.OpCode.wedo2_menu_TILT_DIRECTION_ANY },
_b[OpCode_1.OpCode.wedo2_getDistance] = {},
_b[OpCode_1.OpCode.wedo2_isTilted] = { TILT_DIRECTION_ANY: OpCode_1.OpCode.wedo2_menu_TILT_DIRECTION_ANY },
_b[OpCode_1.OpCode.wedo2_getTiltAngle] = { TILT_DIRECTION: OpCode_1.OpCode.wedo2_menu_TILT_DIRECTION },
_b[OpCode_1.OpCode.wedo2_playNoteFor] = { NOTE: exports.BIS.MATH_NUM_PRIMITIVE, DURATION: exports.BIS.MATH_NUM_PRIMITIVE },
// Data category values from scratch-blocks/core/data_category.js
_b[OpCode_1.OpCode.data_variable] = {},
_b[OpCode_1.OpCode.data_setvariableto] = { VALUE: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_changevariableby] = { VALUE: exports.BIS.MATH_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.data_showvariable] = {},
_b[OpCode_1.OpCode.data_hidevariable] = {},
_b[OpCode_1.OpCode.data_listcontents] = {},
_b[OpCode_1.OpCode.data_addtolist] = { ITEM: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_deleteoflist] = { INDEX: exports.BIS.INTEGER_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.data_deletealloflist] = {},
_b[OpCode_1.OpCode.data_insertatlist] = { INDEX: exports.BIS.INTEGER_NUM_PRIMITIVE, ITEM: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_replaceitemoflist] = { INDEX: exports.BIS.INTEGER_NUM_PRIMITIVE, ITEM: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_itemoflist] = { INDEX: exports.BIS.INTEGER_NUM_PRIMITIVE },
_b[OpCode_1.OpCode.data_itemnumoflist] = { ITEM: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_lengthoflist] = {},
_b[OpCode_1.OpCode.data_listcontainsitem] = { ITEM: exports.BIS.TEXT_PRIMITIVE },
_b[OpCode_1.OpCode.data_showlist] = {},
_b[OpCode_1.OpCode.data_hidelist] = {},
_b[OpCode_1.OpCode.argument_reporter_boolean] = {},
_b[OpCode_1.OpCode.argument_reporter_string_number] = {},
_b);