scratch-vm/src/import/load-costume.js

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const StringUtil = require('../util/string-util');
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const log = require('../util/log');
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const loadVector_ = function (costume, runtime, rotationCenter, optVersion) {
return new Promise(resolve => {
let svgString = costume.asset.decodeText();
// SVG Renderer load fixes "quirks" associated with Scratch 2 projects
if (optVersion && optVersion === 2 && !runtime.v2SvgAdapter) {
log.error('No V2 SVG adapter present; SVGs may not render correctly.');
} else if (optVersion && optVersion === 2 && runtime.v2SvgAdapter) {
runtime.v2SvgAdapter.loadString(svgString, true /* fromVersion2 */);
svgString = runtime.v2SvgAdapter.toString();
// Put back into storage
const storage = runtime.storage;
costume.asset.encodeTextData(svgString, storage.DataFormat.SVG, true);
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
}
// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
// undefined here
costume.skinId = runtime.renderer.createSVGSkin(svgString, rotationCenter);
costume.size = runtime.renderer.getSkinSize(costume.skinId);
// Now we should have a rotationCenter even if we didn't before
if (!rotationCenter) {
rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
costume.bitmapResolution = 1;
}
resolve(costume);
});
};
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const canvasPool = (function () {
/**
* A pool of canvas objects that can be reused to reduce memory
* allocations. And time spent in those allocations and the later garbage
* collection.
*/
class CanvasPool {
constructor () {
this.pool = [];
this.clearSoon = null;
}
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/**
* After a short wait period clear the pool to let the VM collect
* garbage.
*/
clear () {
if (!this.clearSoon) {
this.clearSoon = new Promise(resolve => setTimeout(resolve, 1000))
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.then(() => {
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this.pool.length = 0;
this.clearSoon = null;
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});
}
}
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/**
* Return a canvas. Create the canvas if the pool is empty.
* @returns {HTMLCanvasElement} A canvas element.
*/
create () {
return this.pool.pop() || document.createElement('canvas');
}
/**
* Release the canvas to be reused.
* @param {HTMLCanvasElement} canvas A canvas element.
*/
release (canvas) {
this.clear();
this.pool.push(canvas);
}
}
return new CanvasPool();
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}());
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/**
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* Return a promise to fetch a bitmap from storage and return it as a canvas
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* If the costume has bitmapResolution 1, it will be converted to bitmapResolution 2 here (the standard for Scratch 3)
* If the costume has a text layer asset, which is a text part from Scratch 1.4, then this function
* will merge the two image assets. See the issue LLK/scratch-vm#672 for more information.
* @param {!object} costume - the Scratch costume object.
* @param {!Runtime} runtime - Scratch runtime, used to access the v2BitmapAdapter
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* @param {?object} rotationCenter - optionally passed in coordinates for the center of rotation for the image. If
* none is given, the rotation center of the costume will be set to the middle of the costume later on.
* @property {number} costume.bitmapResolution - the resolution scale for a bitmap costume.
* @returns {?Promise} - a promise which will resolve to an object {canvas, rotationCenter, assetMatchesBase},
* or reject on error.
* assetMatchesBase is true if the asset matches the base layer; false if it required adjustment
*/
const fetchBitmapCanvas_ = function (costume, runtime, rotationCenter) {
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if (!costume || !costume.asset) {
return Promise.reject('Costume load failed. Assets were missing.');
}
if (!runtime.v2BitmapAdapter) {
return Promise.reject('No V2 Bitmap adapter present.');
}
return Promise.all([costume.asset, costume.textLayerAsset].map(asset => {
if (!asset) {
return null;
}
if (typeof createImageBitmap !== 'undefined') {
return createImageBitmap(
new Blob([asset.data], {type: asset.assetType.contentType})
);
}
return new Promise((resolve, reject) => {
const image = new Image();
image.onload = function () {
resolve(image);
image.onload = null;
image.onerror = null;
};
image.onerror = function () {
reject('Costume load failed. Asset could not be read.');
image.onload = null;
image.onerror = null;
};
image.src = asset.encodeDataURI();
});
}))
.then(([baseImageElement, textImageElement]) => {
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const mergeCanvas = canvasPool.create();
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const scale = costume.bitmapResolution === 1 ? 2 : 1;
mergeCanvas.width = baseImageElement.width;
mergeCanvas.height = baseImageElement.height;
const ctx = mergeCanvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
if (textImageElement) {
ctx.drawImage(textImageElement, 0, 0);
}
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// Track the canvas we merged the bitmaps onto separately from the
// canvas that we receive from resize if scale is not 1. We know
// resize treats mergeCanvas as read only data. We don't know when
// resize may use or modify the canvas. So we'll only release the
// mergeCanvas back into the canvas pool. Reusing the canvas from
// resize may cause errors.
let canvas = mergeCanvas;
if (scale !== 1) {
canvas = runtime.v2BitmapAdapter.resize(mergeCanvas, canvas.width * scale, canvas.height * scale);
}
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// By scaling, we've converted it to bitmap resolution 2
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * scale;
rotationCenter[1] = rotationCenter[1] * scale;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
// Clean up the costume object
delete costume.textLayerMD5;
delete costume.textLayerAsset;
return {
canvas,
mergeCanvas,
rotationCenter,
// True if the asset matches the base layer; false if it required adjustment
assetMatchesBase: scale === 1 && !textImageElement
};
})
.catch(error => {
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log.warn(`${e.name}: ${e.message}`);
// Clean up the text layer properties if it fails to load
delete costume.textLayerMD5;
delete costume.textLayerAsset;
});
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};
const loadBitmap_ = function (costume, runtime, _rotationCenter) {
return fetchBitmapCanvas_(costume, runtime, _rotationCenter)
.then(fetched => {
const updateCostumeAsset = function (dataURI) {
if (!runtime.v2BitmapAdapter) {
// TODO: This might be a bad practice since the returned
// promise isn't acted on. If this is something we should be
// creating a rejected promise for we should also catch it
// somewhere and act on that error (like logging).
//
// Return a rejection to stop executing updateCostumeAsset.
return Promise.reject('No V2 Bitmap adapter present.');
}
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
null,
true // generate md5
);
costume.dataFormat = storage.DataFormat.PNG;
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
};
if (!fetched.assetMatchesBase) {
updateCostumeAsset(fetched.canvas.toDataURL());
}
return fetched;
})
.then(({canvas, mergeCanvas, rotationCenter}) => {
// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
costume.skinId = runtime.renderer.createBitmapSkin(canvas, costume.bitmapResolution, rotationCenter);
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canvasPool.release(mergeCanvas);
const renderSize = runtime.renderer.getSkinSize(costume.skinId);
costume.size = [renderSize[0] * 2, renderSize[1] * 2]; // Actual size, since all bitmaps are resolution 2
if (!rotationCenter) {
rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
// Actual rotation center, since all bitmaps are resolution 2
costume.rotationCenterX = rotationCenter[0] * 2;
costume.rotationCenterY = rotationCenter[1] * 2;
costume.bitmapResolution = 2;
}
return costume;
});
};
/**
* Initialize a costume from an asset asynchronously.
* Do not call this unless there is a renderer attached.
* @param {!object} costume - the Scratch costume object.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
* @property {!Asset} costume.asset - the asset of the costume loaded from storage.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
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const loadCostumeFromAsset = function (costume, runtime, optVersion) {
costume.assetId = costume.asset.assetId;
const renderer = runtime.renderer;
if (!renderer) {
log.error('No rendering module present; cannot load costume: ', costume.name);
return Promise.resolve(costume);
}
const AssetType = runtime.storage.AssetType;
let rotationCenter;
// Use provided rotation center and resolution if they are defined. Bitmap resolution
// should only ever be 1 or 2.
if (typeof costume.rotationCenterX === 'number' && !isNaN(costume.rotationCenterX) &&
typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY)) {
rotationCenter = [costume.rotationCenterX, costume.rotationCenterY];
}
if (costume.asset.assetType.runtimeFormat === AssetType.ImageVector.runtimeFormat) {
return loadVector_(costume, runtime, rotationCenter, optVersion)
.catch(() => {
// Use default asset if original fails to load
costume.assetId = runtime.storage.defaultAssetId.ImageVector;
costume.asset = runtime.storage.get(costume.assetId);
costume.md5 = `${costume.assetId}.${AssetType.ImageVector.runtimeFormat}`;
return loadVector_(costume, runtime);
});
}
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return loadBitmap_(costume, runtime, rotationCenter, optVersion);
};
/**
* Load a costume's asset into memory asynchronously.
* Do not call this unless there is a renderer attached.
* @param {!string} md5ext - the MD5 and extension of the costume to be loaded.
* @param {!object} costume - the Scratch costume object.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
const loadCostume = function (md5ext, costume, runtime, optVersion) {
const idParts = StringUtil.splitFirst(md5ext, '.');
const md5 = idParts[0];
const ext = idParts[1].toLowerCase();
costume.dataFormat = ext;
if (costume.asset) {
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// Costume comes with asset. It could be coming from camera, image upload, drag and drop, or file
return loadCostumeFromAsset(costume, runtime, optVersion);
}
// Need to load the costume from storage. The server should have a reference to this md5.
if (!runtime.storage) {
log.error('No storage module present; cannot load costume asset: ', md5ext);
return Promise.resolve(costume);
}
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if (!runtime.storage.defaultAssetId) {
log.error(`No default assets found`);
return Promise.resolve(costume);
}
const AssetType = runtime.storage.AssetType;
const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
const costumePromise = runtime.storage.load(assetType, md5, ext);
if (!costumePromise) {
log.error(`Couldn't fetch costume asset: ${md5ext}`);
return;
}
let textLayerPromise;
if (costume.textLayerMD5) {
textLayerPromise = runtime.storage.load(AssetType.ImageBitmap, costume.textLayerMD5, 'png');
} else {
textLayerPromise = Promise.resolve(null);
}
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return Promise.all([costumePromise, textLayerPromise]).then(assetArray => {
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costume.asset = assetArray[0];
if (assetArray[1]) {
costume.textLayerAsset = assetArray[1];
}
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return loadCostumeFromAsset(costume, runtime, optVersion);
});
};
module.exports = {
loadCostume,
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loadCostumeFromAsset
};