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');
/**
* 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.
* @param {!Asset} costumeAsset - 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.
*/
const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersion) {
costume.assetId = costumeAsset.assetId;
const renderer = runtime.renderer;
if (!renderer) {
log.error('No rendering module present; cannot load costume: ', costume.name);
return costume;
}
const AssetType = runtime.storage.AssetType;
let rotationCenter;
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// 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) &&
costume.bitmapResolution) {
rotationCenter = [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
];
}
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if (costumeAsset.assetType === AssetType.ImageVector) {
let svgString = costumeAsset.decodeText();
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// SVG Renderer load fixes "quirks" associated with Scratch 2 projects
if (optVersion && optVersion === 2 && runtime.v2SvgAdapter) {
runtime.v2SvgAdapter.loadString(svgString, true /* fromVersion2 */);
svgString = runtime.v2SvgAdapter.toString();
// Put back into storage
const storage = runtime.storage;
costumeAsset.encodeTextData(svgString, storage.DataFormat.SVG);
costume.assetId = storage.builtinHelper.cache(
storage.AssetType.ImageVector,
storage.DataFormat.SVG,
costumeAsset.data
);
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
}
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// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
// undefined here
costume.skinId = renderer.createSVGSkin(svgString, rotationCenter);
costume.size = renderer.getSkinSize(costume.skinId);
// Now we should have a rotationCenter even if we didn't before
if (!rotationCenter) {
rotationCenter = renderer.getSkinRotationCenter(costume.skinId);
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
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return costume;
}
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return new Promise((resolve, reject) => {
const imageElement = new Image();
const onError = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
reject();
};
const onLoad = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
resolve(imageElement);
};
const removeEventListeners = function () {
imageElement.removeEventListener('error', onError);
imageElement.removeEventListener('load', onLoad);
};
imageElement.addEventListener('error', onError);
imageElement.addEventListener('load', onLoad);
imageElement.src = costumeAsset.encodeDataURI();
}).then(imageElement => {
// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
costume.skinId = renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
costume.size = renderer.getSkinSize(costume.skinId);
if (!rotationCenter) {
rotationCenter = renderer.getSkinRotationCenter(costume.skinId);
costume.rotationCenterX = rotationCenter[0] * 2;
costume.rotationCenterY = rotationCenter[1] * 2;
}
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return costume;
});
};
/**
* 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) {
if (!runtime.storage) {
log.error('No storage module present; cannot load costume asset: ', md5ext);
return Promise.resolve(costume);
}
const AssetType = runtime.storage.AssetType;
const idParts = StringUtil.splitFirst(md5ext, '.');
const md5 = idParts[0];
const ext = idParts[1].toLowerCase();
const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
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return runtime.storage.load(assetType, md5, ext).then(costumeAsset => {
costume.dataFormat = ext;
return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion);
});
};
module.exports = {
loadCostume,
loadCostumeFromAsset
};