2017-05-24 18:30:29 -04:00
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const StringUtil = require('../util/string-util');
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2017-04-17 15:10:04 -04:00
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const log = require('../util/log');
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2017-03-27 15:04:44 -04:00
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2018-07-10 10:21:21 -04:00
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const loadVector_ = function (costume, costumeAsset, runtime, rotationCenter, optVersion) {
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let svgString = costumeAsset.decodeText();
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// SVG Renderer load fixes "quirks" associated with Scratch 2 projects
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if (optVersion && optVersion === 2 && !runtime.v2SvgAdapter) {
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log.error('No V2 SVG adapter present; SVGs may not render correctly.');
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} else if (optVersion && optVersion === 2 && runtime.v2SvgAdapter) {
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runtime.v2SvgAdapter.loadString(svgString, true /* fromVersion2 */);
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svgString = runtime.v2SvgAdapter.toString();
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// Put back into storage
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const storage = runtime.storage;
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2018-10-18 07:39:28 -04:00
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costume.asset.encodeTextData(svgString, storage.DataFormat.SVG, true);
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costume.assetId = costume.asset.assetId;
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2018-07-10 10:21:21 -04:00
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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2017-03-27 15:04:44 -04:00
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}
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2018-07-10 10:21:21 -04:00
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// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
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// undefined here
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costume.skinId = runtime.renderer.createSVGSkin(svgString, rotationCenter);
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costume.size = runtime.renderer.getSkinSize(costume.skinId);
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// Now we should have a rotationCenter even if we didn't before
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if (!rotationCenter) {
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rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
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costume.rotationCenterX = rotationCenter[0];
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costume.rotationCenterY = rotationCenter[1];
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2018-07-12 17:25:53 -04:00
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costume.bitmapResolution = 1;
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2018-04-18 14:21:29 -04:00
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}
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2018-04-20 00:04:08 -04:00
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2018-10-03 14:58:36 -04:00
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return Promise.resolve(costume);
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2018-07-10 10:21:21 -04:00
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};
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2017-03-27 15:04:44 -04:00
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2018-07-10 10:21:21 -04:00
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const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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2017-09-07 11:51:21 -04:00
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return new Promise((resolve, reject) => {
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const imageElement = new Image();
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const onError = function () {
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2017-09-11 15:15:30 -04:00
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// eslint-disable-next-line no-use-before-define
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2017-09-07 11:51:21 -04:00
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removeEventListeners();
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2018-07-12 17:18:38 -04:00
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reject('Image load failed');
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2017-09-07 11:51:21 -04:00
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};
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const onLoad = function () {
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2017-09-11 15:15:30 -04:00
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// eslint-disable-next-line no-use-before-define
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2017-09-07 11:51:21 -04:00
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removeEventListeners();
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resolve(imageElement);
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};
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const removeEventListeners = function () {
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imageElement.removeEventListener('error', onError);
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imageElement.removeEventListener('load', onLoad);
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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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2018-07-12 14:33:38 -04:00
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const src = costumeAsset.encodeDataURI();
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2018-07-10 10:21:21 -04:00
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if (costume.bitmapResolution === 1 && !runtime.v2BitmapAdapter) {
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log.error('No V2 bitmap adapter present; bitmaps may not render correctly.');
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} else if (costume.bitmapResolution === 1) {
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2018-07-12 14:33:38 -04:00
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runtime.v2BitmapAdapter.convertResolution1Bitmap(src, (error, dataURI) => {
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if (error) {
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log.error(error);
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} else if (dataURI) {
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2018-07-10 10:21:21 -04:00
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// Put back into storage
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const storage = runtime.storage;
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2018-10-18 07:39:28 -04:00
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costume.asset = storage.createAsset(
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2018-07-10 10:21:21 -04:00
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storage.AssetType.ImageBitmap,
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storage.DataFormat.PNG,
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2018-10-18 07:39:28 -04:00
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runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
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null,
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true // generate md5
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2018-07-10 10:21:21 -04:00
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);
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2018-10-18 07:39:28 -04:00
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costume.assetId = costume.asset.assetId;
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2018-07-10 10:21:21 -04:00
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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}
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2018-07-12 14:33:38 -04:00
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// Regardless of if conversion succeeds, convert it to bitmap resolution 2,
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// since all code from here on will assume that.
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if (rotationCenter) {
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rotationCenter[0] = rotationCenter[0] * 2;
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rotationCenter[1] = rotationCenter[1] * 2;
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costume.rotationCenterX = rotationCenter[0];
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costume.rotationCenterY = rotationCenter[1];
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}
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costume.bitmapResolution = 2;
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// Use original src if conversion fails.
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// The image will appear half-sized.
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imageElement.src = dataURI ? dataURI : src;
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2018-07-10 10:21:21 -04:00
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});
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} else {
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imageElement.src = src;
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}
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2017-09-07 11:51:21 -04:00
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}).then(imageElement => {
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2018-04-18 14:21:29 -04:00
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// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
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2018-07-10 10:21:21 -04:00
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costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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const renderSize = runtime.renderer.getSkinSize(costume.skinId);
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costume.size = [renderSize[0] * 2, renderSize[1] * 2]; // Actual size, since all bitmaps are resolution 2
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2018-04-20 00:04:08 -04:00
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if (!rotationCenter) {
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2018-07-10 10:21:21 -04:00
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rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
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2018-07-10 11:47:11 -04:00
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// Actual rotation center, since all bitmaps are resolution 2
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2018-04-22 21:22:03 -04:00
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costume.rotationCenterX = rotationCenter[0] * 2;
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costume.rotationCenterY = rotationCenter[1] * 2;
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2018-07-10 11:47:11 -04:00
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costume.bitmapResolution = 2;
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2018-04-20 00:04:08 -04:00
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}
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2017-09-07 11:51:21 -04:00
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return costume;
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});
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2017-03-27 15:04:44 -04:00
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};
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2018-07-10 10:21:21 -04:00
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/**
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* Initialize a costume from an asset asynchronously.
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* Do not call this unless there is a renderer attached.
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* @param {!object} costume - the Scratch costume object.
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* @property {int} skinId - the ID of the costume's render skin, once installed.
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* @property {number} rotationCenterX - the X component of the costume's origin.
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* @property {number} rotationCenterY - the Y component of the costume's origin.
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* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
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* @param {!Asset} costumeAsset - the asset of the costume loaded from storage.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
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* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
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* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
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*/
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const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersion) {
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costume.assetId = costumeAsset.assetId;
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const renderer = runtime.renderer;
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if (!renderer) {
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log.error('No rendering module present; cannot load costume: ', costume.name);
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2018-10-03 14:58:36 -04:00
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return Promise.resolve(costume);
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2018-07-10 10:21:21 -04:00
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}
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const AssetType = runtime.storage.AssetType;
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let rotationCenter;
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// Use provided rotation center and resolution if they are defined. Bitmap resolution
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// should only ever be 1 or 2.
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if (typeof costume.rotationCenterX === 'number' && !isNaN(costume.rotationCenterX) &&
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typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY)) {
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rotationCenter = [costume.rotationCenterX, costume.rotationCenterY];
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}
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if (costumeAsset.assetType === AssetType.ImageVector) {
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return loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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}
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return loadBitmap_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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};
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2017-09-11 09:42:16 -04:00
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/**
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* Load a costume's asset into memory asynchronously.
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* Do not call this unless there is a renderer attached.
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* @param {string} md5ext - the MD5 and extension of the costume to be loaded.
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* @param {!object} costume - the Scratch costume object.
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* @property {int} skinId - the ID of the costume's render skin, once installed.
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* @property {number} rotationCenterX - the X component of the costume's origin.
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* @property {number} rotationCenterY - the Y component of the costume's origin.
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* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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2018-05-09 15:48:49 -04:00
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* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
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* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
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2017-09-11 09:42:16 -04:00
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* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
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*/
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2018-05-09 15:48:49 -04:00
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const loadCostume = function (md5ext, costume, runtime, optVersion) {
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2018-11-05 15:50:28 -05:00
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let costumePromise;
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if (costume.asset) {
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// Costume comes with asset. It could be coming from camera, image upload, drag and drop, or sb file
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costumePromise = Promise.resolve(costume.asset);
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} else {
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// Need to load the costume from storage. The server should have a reference to this md5.
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if (!runtime.storage) {
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log.error('No storage module present; cannot load costume asset: ', md5ext);
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return Promise.resolve(costume);
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}
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const AssetType = runtime.storage.AssetType;
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const idParts = StringUtil.splitFirst(md5ext, '.');
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const md5 = idParts[0];
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const ext = idParts[1].toLowerCase();
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const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
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costume.dataFormat = ext;
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costumePromise = runtime.storage.load(assetType, md5, ext);
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if (!costumePromise) {
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log.error(`Couldn't fetch costume asset: ${md5ext}`);
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return;
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}
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2017-09-11 09:42:16 -04:00
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}
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2018-11-05 15:50:28 -05:00
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return costumePromise.then(costumeAsset => {
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2018-10-18 07:39:28 -04:00
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costume.asset = costumeAsset;
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2018-05-09 15:48:49 -04:00
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return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion);
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2018-07-12 17:18:38 -04:00
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})
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.catch(e => {
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log.error(e);
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});
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2017-09-11 09:42:16 -04:00
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};
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module.exports = {
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loadCostume,
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loadCostumeFromAsset
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};
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