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Add API to generically validate and add sprite based on validation results.
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1fcbbc261f
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1 changed files with 60 additions and 31 deletions
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@ -212,7 +212,7 @@ class VirtualMachine extends EventEmitter {
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}
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const validationPromise = new Promise((resolve, reject) => {
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validate(input, (error, res) => {
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validate(input, false /* this is not a single sprite */, (error, res) => {
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if (error) {
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reject(error);
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}
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@ -379,23 +379,64 @@ class VirtualMachine extends EventEmitter {
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}
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/**
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* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
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* @param {string} json JSON string representing the sprite.
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* @returns {Promise} Promise that resolves after the sprite is added
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* Add a sprite, this could be .sprite2 or .sprite3. Unpack and validate
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* such a file first.
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* @param {string | object} input A json string, object, or ArrayBuffer representing the project to load.
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* @return {!Promise} Promise that resolves after targets are installed.
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*/
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addSprite2 (json) {
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// Validate & parse
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if (typeof json !== 'string') {
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log.error('Failed to parse sprite. Non-string supplied to addSprite2.');
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return;
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}
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json = JSON.parse(json);
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if (typeof json !== 'object') {
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log.error('Failed to parse sprite. JSON supplied to addSprite2 is not an object.');
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return;
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addSprite (input) {
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if (typeof input === 'object' && !(input instanceof ArrayBuffer) &&
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!ArrayBuffer.isView(input)) {
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// If the input is an object and not any ArrayBuffer
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// or an ArrayBuffer view (this includes all typed arrays and DataViews)
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// turn the object into a JSON string, because we suspect
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// this is a project.json as an object
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// validate expects a string or buffer as input
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// TODO not sure if we need to check that it also isn't a data view
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input = JSON.stringify(input);
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}
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return sb2.deserialize(json, this.runtime, true)
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const validationPromise = new Promise((resolve, reject) => {
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validate(input, true /* single sprite */, (error, res) => {
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if (error) {
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reject(error);
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}
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if (res) {
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resolve(res);
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}
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});
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});
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return validationPromise
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.then(validatedInput => {
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const projectVersion = validatedInput[0].projectVersion;
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if (projectVersion === 2) {
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return this.addSprite2(validatedInput[0], validatedInput[1]);
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}
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if (projectVersion === 3) {
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return this.addSprite3(validatedInput[0], validatedInput[1]);
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}
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return Promise.reject('Unable to verify sprite version.');
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})
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.catch(error => {
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// Intentionally rejecting here (want errors to be handled by caller)
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if (error.hasOwnProperty('validationError')) {
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return Promise.reject(JSON.stringify(error));
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}
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return Promise.reject(error);
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});
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}
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/**
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* Add a single sprite from the "Sprite2" (i.e., SB2 sprite) format.
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* @param {string} json JSON string representing the sprite.
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* @param {?ArrayBuffer} zip Optional zip of assets being referenced by json
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* @returns {Promise} Promise that resolves after the sprite is added
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*/
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addSprite2 (json, zip) {
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// Validate & parse
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return sb2.deserialize(json, this.runtime, true, zip)
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.then(({targets, extensions}) =>
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this.installTargets(targets, extensions, false));
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}
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@ -403,26 +444,14 @@ class VirtualMachine extends EventEmitter {
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/**
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* Add a single sb3 sprite.
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* @param {string} target JSON string representing the sprite/target.
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* @param {?ArrayBuffer} zip Optional zip of assets being referenced by target json
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* @returns {Promise} Promise that resolves after the sprite is added
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*/
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addSprite3 (target) {
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addSprite3 (target, zip) {
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// Validate & parse
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if (typeof target !== 'string') {
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log.error('Failed to parse sprite. Non-string supplied to addSprite3.');
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return;
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}
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target = JSON.parse(target);
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if (typeof target !== 'object') {
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log.error('Failed to parse sprite. JSON supplied to addSprite3 is not an object.');
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return;
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}
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const jsonFormatted = {
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targets: [target]
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};
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return sb3
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.deserialize(jsonFormatted, this.runtime, null)
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.deserialize(target, this.runtime, zip)
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.then(({targets, extensions}) => this.installTargets(targets, extensions, false));
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}
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@ -614,7 +643,7 @@ class VirtualMachine extends EventEmitter {
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canvas.height = bitmap.height;
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const context = canvas.getContext('2d');
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context.putImageData(bitmap, 0, 0);
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// Divide by resolution because the renderer's definition of the rotation center
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// is the rotation center divided by the bitmap resolution
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this.runtime.renderer.updateBitmapSkin(
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