diff --git a/src/engine/runtime.js b/src/engine/runtime.js index 956611ad8..8908fdaad 100644 --- a/src/engine/runtime.js +++ b/src/engine/runtime.js @@ -999,6 +999,15 @@ 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 diff --git a/src/import/load-costume.js b/src/import/load-costume.js index 4cd04323c..ee0b6474a 100644 --- a/src/import/load-costume.js +++ b/src/import/load-costume.js @@ -1,6 +1,108 @@ 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]; + costume.bitmapResolution = 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('Image load failed'); + }; + 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); + 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 + 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}`; + } + // 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 => { + // 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); + // Actual rotation center, since all bitmaps are resolution 2 + costume.rotationCenterX = rotationCenter[0] * 2; + costume.rotationCenterY = rotationCenter[1] * 2; + costume.bitmapResolution = 2; + } + return costume; + }); +}; + /** * Initialize a costume from an asset asynchronously. * Do not call this unless there is a renderer attached. @@ -27,74 +129,13 @@ 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}`; - } - // 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 loadVector_(costume, costumeAsset, runtime, rotationCenter, optVersion); } - - 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); }; /** @@ -126,7 +167,10 @@ const loadCostume = function (md5ext, costume, runtime, optVersion) { return runtime.storage.load(assetType, md5, ext).then(costumeAsset => { costume.dataFormat = ext; return loadCostumeFromAsset(costume, costumeAsset, runtime, optVersion); - }); + }) + .catch(e => { + log.error(e); + }); }; module.exports = { diff --git a/src/virtual-machine.js b/src/virtual-machine.js index 822f06ced..d46e1e68d 100644 --- a/src/virtual-machine.js +++ b/src/virtual-machine.js @@ -895,6 +895,15 @@ class VirtualMachine extends EventEmitter { this.runtime.attachV2SVGAdapter(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.runtime.attachV2BitmapAdapter(bitmapAdapter); + } + /** * Set the storage module for the VM/runtime * @param {!ScratchStorage} storage The storage module to attach