mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-23 14:32:59 -05:00
Merge pull request #1737 from fsih/textLayer
Support text layer in sb2 files
This commit is contained in:
commit
5802723dc7
4 changed files with 226 additions and 98 deletions
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@ -1,8 +1,8 @@
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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, costumeAsset, runtime, rotationCenter, optVersion) {
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let svgString = costumeAsset.decodeText();
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const loadVector_ = function (costume, runtime, rotationCenter, optVersion) {
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let svgString = costume.asset.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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@ -30,34 +30,120 @@ const loadVector_ = function (costume, costumeAsset, runtime, rotationCenter, op
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return Promise.resolve(costume);
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};
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const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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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)
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* If the costume has a text layer asset, which is a text part from Scratch 1.4, then this function
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* will merge the two image assets. See the issue LLK/scratch-vm#672 for more information.
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* @param {!object} costume - the Scratch costume object.
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* @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
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* none is given, the rotation center of the costume will be set to the middle of the costume later on.
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* @property {number} costume.bitmapResolution - the resolution scale for a bitmap costume.
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* @returns {?Promise} - a promise which will resolve to an object {canvas, rotationCenter, assetMatchesBase},
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* or reject on error.
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* assetMatchesBase is true if the asset matches the base layer; false if it required adjustment
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*/
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const fetchBitmapCanvas_ = function (costume, runtime, rotationCenter) {
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if (!costume || !costume.asset) {
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return Promise.reject('Costume load failed. Assets were missing.');
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}
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if (!runtime.v2BitmapAdapter) {
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return Promise.reject('No V2 Bitmap adapter present.');
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}
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return new Promise((resolve, reject) => {
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const imageElement = new Image();
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const baseImageElement = new Image();
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let textImageElement;
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// We need to wait for 2 images total to load. loadedOne will be true when one
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// is done, and we are just waiting for one more.
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let loadedOne = false;
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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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reject('Costume load failed. Asset could not be read.');
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};
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const onLoad = function () {
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if (loadedOne) {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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resolve(imageElement);
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resolve([baseImageElement, textImageElement]);
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} else {
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loadedOne = true;
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}
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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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baseImageElement.removeEventListener('error', onError);
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baseImageElement.removeEventListener('load', onLoad);
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if (textImageElement) {
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textImageElement.removeEventListener('error', onError);
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textImageElement.removeEventListener('load', onLoad);
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}
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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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const src = costumeAsset.encodeDataURI();
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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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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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// Put back into storage
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baseImageElement.addEventListener('load', onLoad);
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baseImageElement.addEventListener('error', onError);
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if (costume.textLayerAsset) {
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textImageElement = new Image();
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textImageElement.addEventListener('load', onLoad);
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textImageElement.addEventListener('error', onError);
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textImageElement.src = costume.textLayerAsset.encodeDataURI();
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} else {
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loadedOne = true;
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}
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baseImageElement.src = costume.asset.encodeDataURI();
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}).then(imageElements => {
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const [baseImageElement, textImageElement] = imageElements;
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let canvas = document.createElement('canvas');
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const scale = costume.bitmapResolution === 1 ? 2 : 1;
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canvas.width = baseImageElement.width;
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canvas.height = baseImageElement.height;
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const ctx = canvas.getContext('2d');
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ctx.drawImage(baseImageElement, 0, 0);
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if (textImageElement) {
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ctx.drawImage(textImageElement, 0, 0);
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}
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if (scale !== 1) {
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canvas = runtime.v2BitmapAdapter.resize(canvas, canvas.width * scale, canvas.height * scale);
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}
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// By scaling, we've converted it to bitmap resolution 2
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if (rotationCenter) {
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rotationCenter[0] = rotationCenter[0] * scale;
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rotationCenter[1] = rotationCenter[1] * scale;
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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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return {
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canvas: canvas,
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rotationCenter: rotationCenter,
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// True if the asset matches the base layer; false if it required adjustment
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assetMatchesBase: scale === 1 && !textImageElement
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};
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})
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.finally(() => {
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// Clean up the costume object
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delete costume.textLayerMD5;
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delete costume.textLayerAsset;
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});
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};
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const loadBitmap_ = function (costume, runtime, rotationCenter) {
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return fetchBitmapCanvas_(costume, runtime, rotationCenter).then(fetched => new Promise(resolve => {
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rotationCenter = fetched.rotationCenter;
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const updateCostumeAsset = function (dataURI) {
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if (!runtime.v2BitmapAdapter) {
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return Promise.reject('No V2 Bitmap adapter present.');
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}
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const storage = runtime.storage;
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costume.asset = storage.createAsset(
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storage.AssetType.ImageBitmap,
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@ -68,26 +154,16 @@ const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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);
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costume.assetId = costume.asset.assetId;
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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};
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if (!fetched.assetMatchesBase) {
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updateCostumeAsset(fetched.canvas.toDataURL());
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}
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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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});
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} else {
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imageElement.src = src;
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}
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}).then(imageElement => {
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resolve(fetched.canvas);
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}))
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.then(canvas => {
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// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
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costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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costume.skinId = runtime.renderer.createBitmapSkin(canvas, 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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@ -110,14 +186,14 @@ const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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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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* @property {!Asset} costume.asset - 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 loadCostumeFromAsset = function (costume, runtime, optVersion) {
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costume.assetId = costume.asset.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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@ -131,16 +207,16 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
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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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if (costume.asset.assetType === AssetType.ImageVector) {
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return loadVector_(costume, runtime, rotationCenter, optVersion);
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}
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return loadBitmap_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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return loadBitmap_(costume, runtime, rotationCenter, optVersion);
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};
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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 {!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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@ -152,23 +228,44 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
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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 loadCostume = function (md5ext, costume, runtime, optVersion) {
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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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costume.dataFormat = ext;
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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 file
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return loadCostumeFromAsset(costume, runtime, optVersion);
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}
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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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return (
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(costume.asset && Promise.resolve(costume.asset)) ||
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runtime.storage.load(assetType, md5, ext)
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).then(costumeAsset => {
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costume.asset = costumeAsset;
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return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion);
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const 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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let textLayerPromise;
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if (costume.textLayerMD5) {
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textLayerPromise = runtime.storage.load(AssetType.ImageBitmap, costume.textLayerMD5, 'png');
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} else {
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textLayerPromise = Promise.resolve(null);
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}
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return Promise.all([costumePromise, textLayerPromise]).then(assetArray => {
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costume.asset = assetArray[0];
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if (assetArray[1]) {
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costume.textLayerAsset = assetArray[1];
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}
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return loadCostumeFromAsset(costume, runtime, optVersion);
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})
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.catch(e => {
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log.error(e);
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@ -56,11 +56,13 @@ const deserializeSound = function (sound, runtime, zip, assetFileName) {
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* @param {string} assetFileName Optional file name for the given asset
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* (sb2 files have filenames of the form [int].[ext],
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* sb3 files have filenames of the form [md5].[ext])
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* @param {string} textLayerFileName Optional file name for the given asset's text layer
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* (sb2 only; files have filenames of the form [int].png)
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* @return {Promise} Promise that resolves after the described costume has been stored
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* into the runtime storage cache, the costume was already stored, or an error has
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* occurred.
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*/
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const deserializeCostume = function (costume, runtime, zip, assetFileName) {
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const deserializeCostume = function (costume, runtime, zip, assetFileName, textLayerFileName) {
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const storage = runtime.storage;
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const assetId = costume.assetId;
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const fileName = assetFileName ? assetFileName :
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@ -79,7 +81,9 @@ const deserializeCostume = function (costume, runtime, zip, assetFileName) {
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costume.asset.dataFormat,
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new Uint8Array(Object.keys(costume.asset.data).map(key => costume.asset.data[key])),
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costume.asset.assetId
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));
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)).then(asset => {
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costume.asset = asset;
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});
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}
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if (!zip) {
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@ -106,13 +110,42 @@ const deserializeCostume = function (costume, runtime, zip, assetFileName) {
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return Promise.resolve(null);
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}
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return costumeFile.async('uint8array').then(data => storage.createAsset(
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// textLayerMD5 exists if there is a text layer, which is a png of text from Scratch 1.4
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// that was opened in Scratch 2.0. In this case, set costume.textLayerAsset.
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let textLayerFilePromise;
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if (costume.textLayerMD5) {
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const textLayerFile = zip.file(textLayerFileName);
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if (!textLayerFile) {
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log.error(`Could not find text layer file associated with the ${costume.name} costume.`);
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return Promise.resolve(null);
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}
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textLayerFilePromise = textLayerFile.async('uint8array')
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.then(data => storage.createAsset(
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storage.AssetType.ImageBitmap,
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'png',
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data,
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costume.textLayerMD5
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))
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.then(asset => {
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costume.textLayerAsset = asset;
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});
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} else {
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textLayerFilePromise = Promise.resolve(null);
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}
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return Promise.all([textLayerFilePromise,
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costumeFile.async('uint8array')
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.then(data => storage.createAsset(
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assetType,
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// TODO eventually we want to map non-png's to their actual file types?
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costumeFormat,
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data,
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assetId
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));
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))
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.then(asset => {
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costume.asset = asset;
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})
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]);
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};
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module.exports = {
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@ -445,15 +445,16 @@ const parseScratchObject = function (object, runtime, extensions, topLevel, zip)
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const ext = idParts[1].toLowerCase();
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costume.dataFormat = ext;
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costume.assetId = md5;
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if (costumeSource.textLayerMD5) {
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costume.textLayerMD5 = StringUtil.splitFirst(costumeSource.textLayerMD5, '.')[0];
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}
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// If there is no internet connection, or if the asset is not in storage
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// for some reason, and we are doing a local .sb2 import, (e.g. zip is provided)
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// the file name of the costume should be the baseLayerID followed by the file ext
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const assetFileName = `${costumeSource.baseLayerID}.${ext}`;
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costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName)
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.then(asset => {
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costume.asset = asset;
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return loadCostume(costume.md5, costume, runtime, 2 /* optVersion */);
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})
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const textLayerFileName = costumeSource.textLayerID ? `${costumeSource.textLayerID}.png` : null;
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costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName, textLayerFileName)
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.then(() => loadCostume(costume.md5, costume, runtime, 2 /* optVersion */))
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);
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}
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}
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@ -881,10 +881,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
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// any translation that needs to happen will happen in the process
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// of building up the costume object into an sb3 format
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return deserializeCostume(costume, runtime, zip)
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.then(asset => {
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costume.asset = asset;
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return loadCostume(costumeMd5Ext, costume, runtime);
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});
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.then(() => loadCostume(costumeMd5Ext, costume, runtime));
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// Only attempt to load the costume after the deserialization
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// process has been completed
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});
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