Merge pull request #1737 from fsih/textLayer

Support text layer in sb2 files
This commit is contained in:
DD Liu 2018-11-21 13:18:47 -05:00 committed by GitHub
commit 5802723dc7
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 226 additions and 98 deletions

View file

@ -1,8 +1,8 @@
const StringUtil = require('../util/string-util');
const log = require('../util/log');
const loadVector_ = function (costume, costumeAsset, runtime, rotationCenter, optVersion) {
let svgString = costumeAsset.decodeText();
const loadVector_ = function (costume, runtime, rotationCenter, optVersion) {
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.');
@ -30,34 +30,120 @@ const loadVector_ = function (costume, costumeAsset, runtime, rotationCenter, op
return Promise.resolve(costume);
};
const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
/**
* Return a promise to fetch a bitmap from storage and return it as a canvas
* 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
* @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) {
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 new Promise((resolve, reject) => {
const imageElement = new Image();
const baseImageElement = new Image();
let textImageElement;
// We need to wait for 2 images total to load. loadedOne will be true when one
// is done, and we are just waiting for one more.
let loadedOne = false;
const onError = function () {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
reject('Image load failed');
reject('Costume load failed. Asset could not be read.');
};
const onLoad = function () {
if (loadedOne) {
// eslint-disable-next-line no-use-before-define
removeEventListeners();
resolve(imageElement);
resolve([baseImageElement, textImageElement]);
} else {
loadedOne = true;
}
};
const removeEventListeners = function () {
imageElement.removeEventListener('error', onError);
imageElement.removeEventListener('load', onLoad);
baseImageElement.removeEventListener('error', onError);
baseImageElement.removeEventListener('load', onLoad);
if (textImageElement) {
textImageElement.removeEventListener('error', onError);
textImageElement.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
baseImageElement.addEventListener('load', onLoad);
baseImageElement.addEventListener('error', onError);
if (costume.textLayerAsset) {
textImageElement = new Image();
textImageElement.addEventListener('load', onLoad);
textImageElement.addEventListener('error', onError);
textImageElement.src = costume.textLayerAsset.encodeDataURI();
} else {
loadedOne = true;
}
baseImageElement.src = costume.asset.encodeDataURI();
}).then(imageElements => {
const [baseImageElement, textImageElement] = imageElements;
let canvas = document.createElement('canvas');
const scale = costume.bitmapResolution === 1 ? 2 : 1;
canvas.width = baseImageElement.width;
canvas.height = baseImageElement.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
if (textImageElement) {
ctx.drawImage(textImageElement, 0, 0);
}
if (scale !== 1) {
canvas = runtime.v2BitmapAdapter.resize(canvas, canvas.width * scale, canvas.height * scale);
}
// 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;
return {
canvas: canvas,
rotationCenter: rotationCenter,
// True if the asset matches the base layer; false if it required adjustment
assetMatchesBase: scale === 1 && !textImageElement
};
})
.finally(() => {
// Clean up the costume object
delete costume.textLayerMD5;
delete costume.textLayerAsset;
});
};
const loadBitmap_ = function (costume, runtime, rotationCenter) {
return fetchBitmapCanvas_(costume, runtime, rotationCenter).then(fetched => new Promise(resolve => {
rotationCenter = fetched.rotationCenter;
const updateCostumeAsset = function (dataURI) {
if (!runtime.v2BitmapAdapter) {
return Promise.reject('No V2 Bitmap adapter present.');
}
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
@ -68,26 +154,16 @@ const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
);
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
};
if (!fetched.assetMatchesBase) {
updateCostumeAsset(fetched.canvas.toDataURL());
}
// 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;
}
}).then(imageElement => {
resolve(fetched.canvas);
}))
.then(canvas => {
// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
costume.skinId = runtime.renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
costume.skinId = runtime.renderer.createBitmapSkin(canvas, 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
@ -110,14 +186,14 @@ const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
* @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.
* @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.
*/
const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersion) {
costume.assetId = costumeAsset.assetId;
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);
@ -131,16 +207,16 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY)) {
rotationCenter = [costume.rotationCenterX, costume.rotationCenterY];
}
if (costumeAsset.assetType === AssetType.ImageVector) {
return loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion);
if (costume.asset.assetType === AssetType.ImageVector) {
return loadVector_(costume, runtime, rotationCenter, optVersion);
}
return loadBitmap_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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 {!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.
@ -152,23 +228,44 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
* @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) {
// 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);
}
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;
return (
(costume.asset && Promise.resolve(costume.asset)) ||
runtime.storage.load(assetType, md5, ext)
).then(costumeAsset => {
costume.asset = costumeAsset;
return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion);
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);
}
return Promise.all([costumePromise, textLayerPromise]).then(assetArray => {
costume.asset = assetArray[0];
if (assetArray[1]) {
costume.textLayerAsset = assetArray[1];
}
return loadCostumeFromAsset(costume, runtime, optVersion);
})
.catch(e => {
log.error(e);

View file

@ -56,11 +56,13 @@ const deserializeSound = function (sound, runtime, zip, assetFileName) {
* @param {string} assetFileName Optional file name for the given asset
* (sb2 files have filenames of the form [int].[ext],
* sb3 files have filenames of the form [md5].[ext])
* @param {string} textLayerFileName Optional file name for the given asset's text layer
* (sb2 only; files have filenames of the form [int].png)
* @return {Promise} Promise that resolves after the described costume has been stored
* into the runtime storage cache, the costume was already stored, or an error has
* occurred.
*/
const deserializeCostume = function (costume, runtime, zip, assetFileName) {
const deserializeCostume = function (costume, runtime, zip, assetFileName, textLayerFileName) {
const storage = runtime.storage;
const assetId = costume.assetId;
const fileName = assetFileName ? assetFileName :
@ -79,7 +81,9 @@ const deserializeCostume = function (costume, runtime, zip, assetFileName) {
costume.asset.dataFormat,
new Uint8Array(Object.keys(costume.asset.data).map(key => costume.asset.data[key])),
costume.asset.assetId
));
)).then(asset => {
costume.asset = asset;
});
}
if (!zip) {
@ -106,13 +110,42 @@ const deserializeCostume = function (costume, runtime, zip, assetFileName) {
return Promise.resolve(null);
}
return costumeFile.async('uint8array').then(data => storage.createAsset(
// textLayerMD5 exists if there is a text layer, which is a png of text from Scratch 1.4
// that was opened in Scratch 2.0. In this case, set costume.textLayerAsset.
let textLayerFilePromise;
if (costume.textLayerMD5) {
const textLayerFile = zip.file(textLayerFileName);
if (!textLayerFile) {
log.error(`Could not find text layer file associated with the ${costume.name} costume.`);
return Promise.resolve(null);
}
textLayerFilePromise = textLayerFile.async('uint8array')
.then(data => storage.createAsset(
storage.AssetType.ImageBitmap,
'png',
data,
costume.textLayerMD5
))
.then(asset => {
costume.textLayerAsset = asset;
});
} else {
textLayerFilePromise = Promise.resolve(null);
}
return Promise.all([textLayerFilePromise,
costumeFile.async('uint8array')
.then(data => storage.createAsset(
assetType,
// TODO eventually we want to map non-png's to their actual file types?
costumeFormat,
data,
assetId
));
))
.then(asset => {
costume.asset = asset;
})
]);
};
module.exports = {

View file

@ -445,15 +445,16 @@ const parseScratchObject = function (object, runtime, extensions, topLevel, zip)
const ext = idParts[1].toLowerCase();
costume.dataFormat = ext;
costume.assetId = md5;
if (costumeSource.textLayerMD5) {
costume.textLayerMD5 = StringUtil.splitFirst(costumeSource.textLayerMD5, '.')[0];
}
// If there is no internet connection, or if the asset is not in storage
// for some reason, and we are doing a local .sb2 import, (e.g. zip is provided)
// the file name of the costume should be the baseLayerID followed by the file ext
const assetFileName = `${costumeSource.baseLayerID}.${ext}`;
costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName)
.then(asset => {
costume.asset = asset;
return loadCostume(costume.md5, costume, runtime, 2 /* optVersion */);
})
const textLayerFileName = costumeSource.textLayerID ? `${costumeSource.textLayerID}.png` : null;
costumePromises.push(deserializeCostume(costume, runtime, zip, assetFileName, textLayerFileName)
.then(() => loadCostume(costume.md5, costume, runtime, 2 /* optVersion */))
);
}
}

View file

@ -881,10 +881,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
// any translation that needs to happen will happen in the process
// of building up the costume object into an sb3 format
return deserializeCostume(costume, runtime, zip)
.then(asset => {
costume.asset = asset;
return loadCostume(costumeMd5Ext, costume, runtime);
});
.then(() => loadCostume(costumeMd5Ext, costume, runtime));
// Only attempt to load the costume after the deserialization
// process has been completed
});