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');
const loadVector_ = function (costume, costumeAsset, runtime, rotationCenter, optVersion) {
let svgString = costumeAsset.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;
}
return Promise.resolve(costume);
};
const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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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();
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reject('Image load failed');
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};
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);
const src = costumeAsset.encodeDataURI();
if (costume.bitmapResolution === 1 && !runtime.v2BitmapAdapter) {
log.error('No V2 bitmap adapter present; bitmaps may not render correctly.');
} else if (costume.bitmapResolution === 1) {
runtime.v2BitmapAdapter.convertResolution1Bitmap(src, (error, dataURI) => {
if (error) {
log.error(error);
} else if (dataURI) {
// Put back into storage
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
null,
true // generate md5
);
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
}
// Regardless of if conversion succeeds, convert it to bitmap resolution 2,
// since all code from here on will assume that.
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * 2;
rotationCenter[1] = rotationCenter[1] * 2;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
// Use original src if conversion fails.
// The image will appear half-sized.
imageElement.src = dataURI ? dataURI : src;
});
} else {
imageElement.src = src;
}
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}).then(imageElement => {
// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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);
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// Actual rotation center, since all bitmaps are resolution 2
costume.rotationCenterX = rotationCenter[0] * 2;
costume.rotationCenterY = rotationCenter[1] * 2;
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costume.bitmapResolution = 2;
}
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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.
* @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 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 (costumeAsset.assetType === AssetType.ImageVector) {
return loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion);
}
return loadBitmap_(costume, costumeAsset, 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) {
let costumePromise;
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let textLayerPromise;
if (costume.asset) {
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// TODO if text asset exists, merge the 2 assets, put it back in storage, clean up text layer
// data from costume and return the costume with merged asset here.
// Costume comes with asset. It could be coming from camera, image upload, drag and drop, or sb file
costumePromise = Promise.resolve(costume.asset);
} else {
// 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);
}
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;
costume.dataFormat = ext;
costumePromise = runtime.storage.load(assetType, md5, ext);
if (!costumePromise) {
log.error(`Couldn't fetch costume asset: ${md5ext}`);
return;
}
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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 => {
costume.asset = assetArray[0];
if (assetArray[1]) {
costume.textLayerAsset = assetArray[1];
}
return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion);
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})
.catch(e => {
log.error(e);
});
};
/**
* Load an "old text" costume's asset into memory asynchronously.
* "Old text" costumes are ones who have a text part from Scratch 1.4.
* See the issue LLK/scratch-vm#672 for more information.
* Do not call this unless there is a renderer attached.
* @param {string} baseMD5ext - the MD5 and extension of the base layer of the costume to be loaded.
* @param {string} textMD5ext - the MD5 and extension of the text layer 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.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
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const loadOldTextCostume = function (baseMD5ext, textMD5ext, costume, runtime) {
// @todo should [bitmapResolution] (in the documentation comment) not be optional? After all, the resulting image
// is always a bitmap.
if (!runtime.storage) {
log.error('No storage module present; cannot load costume asset: ', baseMD5ext, textMD5ext);
return Promise.resolve(costume);
}
const [baseMD5, baseExt] = StringUtil.splitFirst(baseMD5ext, '.');
const [textMD5, textExt] = StringUtil.splitFirst(textMD5ext, '.');
if (baseExt === 'svg' || textExt === 'svg') {
log.error('Old text costumes should never be SVGs');
return Promise.resolve(costume);
}
const assetType = runtime.storage.AssetType.ImageBitmap;
// @todo should this be in a separate function, which could also be used by loadCostume?
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const rotationCenter = [
costume.rotationCenterX / costume.bitmapResolution,
costume.rotationCenterY / costume.bitmapResolution
];
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// @todo what should the assetId be? Probably unset, since we'll be doing image processing (which will produce
// a completely new image)?
// @todo what about the dataFormat? This depends on how the image processing is implemented.
return Promise.all([
runtime.storage.load(assetType, baseMD5, baseExt),
runtime.storage.load(assetType, textMD5, textExt)
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])
.then(costumeAssets => (
new Promise((resolve, reject) => {
const baseImageElement = new Image();
const textImageElement = new Image();
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let loadedOne = false;
const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject();
};
const onLoad = function () {
if (loadedOne) {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
resolve([baseImageElement, textImageElement]);
} else {
loadedOne = true;
}
};
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const removeEventListeners = function () {
baseImageElement.removeEventListener('error', onError);
textImageElement.removeEventListener('error', onError);
baseImageElement.removeEventListener('load', onLoad);
textImageElement.removeEventListener('load', onLoad);
};
baseImageElement.addEventListener('error', onError);
textImageElement.addEventListener('error', onError);
baseImageElement.addEventListener('load', onLoad);
textImageElement.addEventListener('load', onLoad);
const [baseAsset, textAsset] = costumeAssets;
baseImageElement.src = baseAsset.encodeDataURI();
textImageElement.src = textAsset.encodeDataURI();
})
))
.then(imageElements => {
const [baseImageElement, textImageElement] = imageElements;
const canvas = document.createElement('canvas');
canvas.width = baseImageElement.width;
canvas.height = baseImageElement.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
ctx.drawImage(textImageElement, 0, 0);
return new Promise((resolve, reject) => {
canvas.toBlob(blob => {
const reader = new FileReader();
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const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject();
};
const onLoad = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
costume.assetId = runtime.storage.builtinHelper.cache(
assetType,
runtime.storage.DataFormat.PNG,
new Buffer(reader.result)
);
costume.skinId = runtime.renderer.createBitmapSkin(
canvas, costume.bitmapResolution, rotationCenter
);
resolve(costume);
};
const removeEventListeners = function () {
reader.removeEventListener('error', onError);
reader.removeEventListener('load', onLoad);
};
reader.addEventListener('error', onError);
reader.addEventListener('load', onLoad);
reader.readAsArrayBuffer(blob);
}, 'image/png');
});
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});
};
module.exports = {
loadCostume,
loadCostumeFromAsset,
loadOldTextCostume
};