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https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-24 06:52:40 -05:00
Break load costume into more functions, and update how bitmaps are loaded
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parent
e156b0536c
commit
6aefd13af6
3 changed files with 114 additions and 65 deletions
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@ -995,6 +995,15 @@ class Runtime extends EventEmitter {
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this.v2SvgAdapter = svgAdapter;
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}
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/**
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* Set the bitmap adapter for the VM/runtime, which converts scratch 2
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* bitmaps to scratch 3 bitmaps. (Scratch 3 bitmaps are all bitmap resolution 2)
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* @param {!function} bitmapAdapter The adapter to attach
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*/
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attachV2BitmapAdapter (bitmapAdapter) {
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this.v2BitmapAdapter = bitmapAdapter;
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}
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/**
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* Attach the storage module
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* @param {!ScratchStorage} storage The storage module to attach
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@ -1,6 +1,99 @@
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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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// 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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} else if (optVersion && optVersion === 2 && runtime.v2SvgAdapter) {
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runtime.v2SvgAdapter.loadString(svgString, true /* fromVersion2 */);
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svgString = runtime.v2SvgAdapter.toString();
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// Put back into storage
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const storage = runtime.storage;
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costumeAsset.encodeTextData(svgString, storage.DataFormat.SVG);
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costume.assetId = storage.builtinHelper.cache(
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storage.AssetType.ImageVector,
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storage.DataFormat.SVG,
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costumeAsset.data
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);
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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}
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// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
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// undefined here
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costume.skinId = runtime.renderer.createSVGSkin(svgString, rotationCenter);
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costume.size = runtime.renderer.getSkinSize(costume.skinId);
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// Now we should have a rotationCenter even if we didn't before
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if (!rotationCenter) {
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rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
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costume.rotationCenterX = rotationCenter[0];
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costume.rotationCenterY = rotationCenter[1];
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}
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return costume;
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};
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const loadBitmap_ = function (costume, costumeAsset, runtime, rotationCenter) {
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return new Promise((resolve, reject) => {
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const imageElement = new Image();
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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();
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};
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const onLoad = function () {
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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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};
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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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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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let 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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src = runtime.v2BitmapAdapter.convertResolution1Bitmap(src, dataURI => {
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if (dataURI) {
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// Put back into storage
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const storage = runtime.storage;
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costume.assetId = storage.builtinHelper.cache(
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storage.AssetType.ImageBitmap,
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storage.DataFormat.PNG,
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runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI)
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);
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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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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}
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imageElement.src = dataURI ? dataURI : src; // Use original src if conversion fails
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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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// 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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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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if (!rotationCenter) {
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rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
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costume.rotationCenterX = rotationCenter[0] * 2;
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costume.rotationCenterY = rotationCenter[1] * 2;
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}
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return costume;
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});
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};
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/**
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* Initialize a costume from an asset asynchronously.
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* Do not call this unless there is a renderer attached.
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@ -27,74 +120,13 @@ const loadCostumeFromAsset = function (costume, costumeAsset, runtime, optVersio
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// Use provided rotation center and resolution if they are defined. Bitmap resolution
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// should only ever be 1 or 2.
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if (typeof costume.rotationCenterX === 'number' && !isNaN(costume.rotationCenterX) &&
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typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY) &&
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costume.bitmapResolution) {
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rotationCenter = [
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costume.rotationCenterX / costume.bitmapResolution,
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costume.rotationCenterY / costume.bitmapResolution
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];
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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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let svgString = costumeAsset.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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runtime.v2SvgAdapter.loadString(svgString, true /* fromVersion2 */);
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svgString = runtime.v2SvgAdapter.toString();
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// Put back into storage
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const storage = runtime.storage;
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costumeAsset.encodeTextData(svgString, storage.DataFormat.SVG);
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costume.assetId = storage.builtinHelper.cache(
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storage.AssetType.ImageVector,
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storage.DataFormat.SVG,
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costumeAsset.data
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);
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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return loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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}
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// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
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// undefined here
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costume.skinId = renderer.createSVGSkin(svgString, rotationCenter);
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costume.size = renderer.getSkinSize(costume.skinId);
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// Now we should have a rotationCenter even if we didn't before
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if (!rotationCenter) {
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rotationCenter = renderer.getSkinRotationCenter(costume.skinId);
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costume.rotationCenterX = rotationCenter[0];
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costume.rotationCenterY = rotationCenter[1];
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}
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return costume;
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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 onError = function () {
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// eslint-disable-next-line no-use-before-define
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removeEventListeners();
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reject();
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};
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const onLoad = function () {
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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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};
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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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};
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imageElement.addEventListener('error', onError);
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imageElement.addEventListener('load', onLoad);
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imageElement.src = costumeAsset.encodeDataURI();
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}).then(imageElement => {
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// createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined...
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costume.skinId = renderer.createBitmapSkin(imageElement, costume.bitmapResolution, rotationCenter);
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costume.size = renderer.getSkinSize(costume.skinId);
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if (!rotationCenter) {
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rotationCenter = renderer.getSkinRotationCenter(costume.skinId);
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costume.rotationCenterX = rotationCenter[0] * 2;
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costume.rotationCenterY = rotationCenter[1] * 2;
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}
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return costume;
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});
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return loadBitmap_(costume, costumeAsset, runtime, rotationCenter, optVersion);
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};
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/**
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@ -895,6 +895,14 @@ class VirtualMachine extends EventEmitter {
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this.runtime.attachV2SVGAdapter(svgAdapter);
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}
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/**
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* Set the bitmap adapter for the VM/runtime, which converts scratch 2 svgs to scratch 3 bitmaps
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* @param {!function} bitmapAdapter The adapter to attach
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*/
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attachV2BitmapAdapter (bitmapAdapter) {
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this.runtime.attachV2BitmapAdapter(bitmapAdapter);
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}
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/**
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* Set the storage module for the VM/runtime
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* @param {!ScratchStorage} storage The storage module to attach
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