const StringUtil = require('../util/string-util'); const log = require('../util/log'); 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.'); } 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; costume.asset.encodeTextData(svgString, storage.DataFormat.SVG, true); costume.assetId = costume.asset.assetId; 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 Promise.resolve(costume); }; /** * Fetch bitmap from storage and return 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 {?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, rotationCenter) { if (!costume || !costume.asset) { return Promise.reject('Costume load failed. Assets were missing.'); } return new Promise((resolve, reject) => { const baseImageElement = new Image(); const textImageElement = new Image(); let loadedOne = false; const onError = function () { // eslint-disable-next-line no-use-before-define removeEventListeners(); reject('Costume load failed. Asset could not be read.'); }; const onLoad = function () { if (loadedOne) { // eslint-disable-next-line no-use-before-define removeEventListeners(); resolve([baseImageElement, textImageElement]); } else { loadedOne = true; } }; const removeEventListeners = function () { baseImageElement.removeEventListener('error', onError); textImageElement.removeEventListener('error', onError); baseImageElement.removeEventListener('load', onLoad); textImageElement.removeEventListener('load', onLoad); }; baseImageElement.addEventListener('error', onError); textImageElement.addEventListener('error', onError); baseImageElement.addEventListener('load', onLoad); textImageElement.addEventListener('load', onLoad); if (costume.textLayerAsset) { textImageElement.src = costume.textLayerAsset.encodeDataURI(); } else { loadedOne = true; } baseImageElement.src = costume.asset.encodeDataURI(); }).then(imageElements => { const [baseImageElement, textImageElement] = imageElements; const canvas = document.createElement('canvas'); canvas.getContext('2d').imageSmoothingEnabled = false; const scale = costume.bitmapResolution === 1 ? 2 : 1; canvas.width = baseImageElement.width * scale; canvas.height = baseImageElement.height * scale; const ctx = canvas.getContext('2d'); ctx.drawImage(baseImageElement, 0, 0, canvas.width, canvas.height); if (textImageElement.src) { ctx.drawImage(textImageElement, 0, 0, canvas.width, canvas.height); } // 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.src }; }) .catch(e => Promise.reject(e)) .finally(() => { // Clean up the costume object delete costume.textLayerMD5; delete costume.textLayerAsset; }); }; const loadBitmap_ = function (costume, runtime, rotationCenter) { return fetchBitmapCanvas_(costume, rotationCenter).then(fetched => new Promise(resolve => { rotationCenter = fetched.rotationCenter; const saveAssetToStorage = function (dataURI) { const storage = runtime.storage; costume.asset = storage.createAsset( storage.AssetType.ImageBitmap, storage.DataFormat.PNG, runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI), null, true // generate md5 ); costume.assetId = costume.asset.assetId; costume.md5 = `${costume.assetId}.${costume.dataFormat}`; }; if (!fetched.assetMatchesBase) { saveAssetToStorage(fetched.canvas.toDataURL()); } resolve(fetched.canvas); })) .catch(e => Promise.reject(e)) .then(canvas => { // createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined... 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 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. * @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. * @property {number} rotationCenterY - the Y component of the costume's origin. * @property {number} [bitmapResolution] - the resolution scale for a bitmap costume. * @param {!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, runtime, optVersion) { costume.assetId = costume.asset.assetId; const renderer = runtime.renderer; if (!renderer) { log.error('No rendering module present; cannot load costume: ', costume.name); return Promise.resolve(costume); } const AssetType = runtime.storage.AssetType; let rotationCenter; // 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)) { rotationCenter = [costume.rotationCenterX, costume.rotationCenterY]; } if (costume.asset.assetType === AssetType.ImageVector) { return loadVector_(costume, 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 {!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. * @property {number} rotationCenterY - the Y component of the costume's origin. * @property {number} [bitmapResolution] - the resolution scale for a bitmap costume. * @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 loadCostume = function (md5ext, costume, runtime, optVersion) { let costumePromise; let textLayerPromise; if (costume.asset) { // TODO if text asset exists, merge the 2 assets, put it back in storage, clean up text layer // data from costume and return the costume with merged asset here. // Costume comes with asset. It could be coming from camera, image upload, drag and drop, or sb file costumePromise = Promise.resolve(costume.asset); } else { // 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; costumePromise = runtime.storage.load(assetType, md5, ext); if (!costumePromise) { log.error(`Couldn't fetch costume asset: ${md5ext}`); return; } 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); }); }; module.exports = { loadCostume, loadCostumeFromAsset };