Break load costume into more functions, and update how bitmaps are loaded

This commit is contained in:
DD Liu 2018-07-10 10:21:21 -04:00
parent e156b0536c
commit 6aefd13af6
3 changed files with 114 additions and 65 deletions

View file

@ -995,6 +995,15 @@ class Runtime extends EventEmitter {
this.v2SvgAdapter = svgAdapter;
}
/**
* Set the bitmap adapter for the VM/runtime, which converts scratch 2
* bitmaps to scratch 3 bitmaps. (Scratch 3 bitmaps are all bitmap resolution 2)
* @param {!function} bitmapAdapter The adapter to attach
*/
attachV2BitmapAdapter (bitmapAdapter) {
this.v2BitmapAdapter = bitmapAdapter;
}
/**
* Attach the storage module
* @param {!ScratchStorage} storage The storage module to attach

View file

@ -1,6 +1,99 @@
const StringUtil = require('../util/string-util');
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;
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}`;
}
// 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];
}
return costume;
};
const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
return new Promise((resolve, reject) => {
const imageElement = new Image();
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();
resolve(imageElement);
};
const removeEventListeners = function () {
imageElement.removeEventListener('error', onError);
imageElement.removeEventListener('load', onLoad);
};
imageElement.addEventListener('error', onError);
imageElement.addEventListener('load', onLoad);
let 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) {
src = runtime.v2BitmapAdapter.convertResolution1Bitmap(src, dataURI => {
if (dataURI) {
// Put back into storage
const storage = runtime.storage;
costume.assetId = storage.builtinHelper.cache(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI)
);
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * 2;
rotationCenter[1] = rotationCenter[1] * 2;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
}
imageElement.src = dataURI ? dataURI : src; // Use original src if conversion fails
});
} else {
imageElement.src = src;
}
}).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);
costume.rotationCenterX = rotationCenter[0] * 2;
costume.rotationCenterY = rotationCenter[1] * 2;
}
return costume;
});
};
/**
* Initialize a costume from an asset asynchronously.
* Do not call this unless there is a renderer attached.
@ -27,74 +120,13 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
// 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
];
typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY)) {
rotationCenter = [costume.rotationCenterX, costume.rotationCenterY];
}
if (costumeAsset.assetType === AssetType.ImageVector) {
let svgString = costumeAsset.decodeText();
// 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}`;
return loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion);
}
// 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];
}
return costume;
}
return new Promise((resolve, reject) => {
const imageElement = new Image();
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();
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;
}
return costume;
});
return loadBitmap_(costume, costumeAsset, runtime, rotationCenter, optVersion);
};
/**

View file

@ -895,6 +895,14 @@ class VirtualMachine extends EventEmitter {
this.runtime.attachV2SVGAdapter(svgAdapter);
}
/**
* Set the bitmap adapter for the VM/runtime, which converts scratch 2 svgs to scratch 3 bitmaps
* @param {!function} bitmapAdapter The adapter to attach
*/
attachV2BitmapAdapter (bitmapAdapter) {
this.runtime.attachV2BitmapAdapter(bitmapAdapter);
}
/**
* Set the storage module for the VM/runtime
* @param {!ScratchStorage} storage The storage module to attach