const StringUtil = require('../util/string-util'); const log = require('../util/log'); const loadVector_ = function (costume, runtime, rotationCenter, optVersion) { return new Promise(resolve => { 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; } resolve(costume); }); }; const canvasPool = (function () { /** * A pool of canvas objects that can be reused to reduce memory * allocations. And time spent in those allocations and the later garbage * collection. */ class CanvasPool { constructor () { this.pool = []; this.clearSoon = null; } /** * After a short wait period clear the pool to let the VM collect * garbage. */ clear () { if (!this.clearSoon) { this.clearSoon = new Promise(resolve => setTimeout(resolve, 1000)) .then(() => { this.pool.length = 0; this.clearSoon = null; }); } } /** * Return a canvas. Create the canvas if the pool is empty. * @returns {HTMLCanvasElement} A canvas element. */ create () { return this.pool.pop() || document.createElement('canvas'); } /** * Release the canvas to be reused. * @param {HTMLCanvasElement} canvas A canvas element. */ release (canvas) { this.clear(); this.pool.push(canvas); } } return new CanvasPool(); }()); /** * Return a promise to fetch a bitmap from storage and return it as 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 {!Runtime} runtime - Scratch runtime, used to access the v2BitmapAdapter * @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, runtime, rotationCenter) { if (!costume || !costume.asset) { return Promise.reject('Costume load failed. Assets were missing.'); } if (!runtime.v2BitmapAdapter) { return Promise.reject('No V2 Bitmap adapter present.'); } return Promise.all([costume.asset, costume.textLayerAsset].map(asset => { if (!asset) { return null; } if (typeof createImageBitmap !== 'undefined') { return createImageBitmap( new Blob([asset.data], {type: asset.assetType.contentType}) ); } return new Promise((resolve, reject) => { const image = new Image(); image.onload = function () { resolve(image); image.onload = null; image.onerror = null; }; image.onerror = function () { reject('Costume load failed. Asset could not be read.'); image.onload = null; image.onerror = null; }; image.src = asset.encodeDataURI(); }); })) .then(([baseImageElement, textImageElement]) => { const mergeCanvas = canvasPool.create(); const scale = costume.bitmapResolution === 1 ? 2 : 1; mergeCanvas.width = baseImageElement.width; mergeCanvas.height = baseImageElement.height; const ctx = mergeCanvas.getContext('2d'); ctx.drawImage(baseImageElement, 0, 0); if (textImageElement) { ctx.drawImage(textImageElement, 0, 0); } // Track the canvas we merged the bitmaps onto separately from the // canvas that we receive from resize if scale is not 1. We know // resize treats mergeCanvas as read only data. We don't know when // resize may use or modify the canvas. So we'll only release the // mergeCanvas back into the canvas pool. Reusing the canvas from // resize may cause errors. let canvas = mergeCanvas; if (scale !== 1) { canvas = runtime.v2BitmapAdapter.resize(mergeCanvas, canvas.width * scale, canvas.height * scale); } // 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; // Clean up the costume object delete costume.textLayerMD5; delete costume.textLayerAsset; return { canvas, mergeCanvas, rotationCenter, // True if the asset matches the base layer; false if it required adjustment assetMatchesBase: scale === 1 && !textImageElement }; }) .catch(() => { // Clean up the text layer properties if it fails to load delete costume.textLayerMD5; delete costume.textLayerAsset; }); }; const loadBitmap_ = function (costume, runtime, _rotationCenter) { return fetchBitmapCanvas_(costume, runtime, _rotationCenter) .then(fetched => { const updateCostumeAsset = function (dataURI) { if (!runtime.v2BitmapAdapter) { // TODO: This might be a bad practice since the returned // promise isn't acted on. If this is something we should be // creating a rejected promise for we should also catch it // somewhere and act on that error (like logging). // // Return a rejection to stop executing updateCostumeAsset. return Promise.reject('No V2 Bitmap adapter present.'); } const storage = runtime.storage; costume.asset = storage.createAsset( storage.AssetType.ImageBitmap, storage.DataFormat.PNG, runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI), null, true // generate md5 ); costume.dataFormat = storage.DataFormat.PNG; costume.assetId = costume.asset.assetId; costume.md5 = `${costume.assetId}.${costume.dataFormat}`; }; if (!fetched.assetMatchesBase) { updateCostumeAsset(fetched.canvas.toDataURL()); } return fetched; }) .then(({canvas, mergeCanvas, rotationCenter}) => { // createBitmapSkin does the right thing if costume.bitmapResolution or rotationCenter are undefined... costume.skinId = runtime.renderer.createBitmapSkin(canvas, costume.bitmapResolution, rotationCenter); canvasPool.release(mergeCanvas); 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. * @property {!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.runtimeFormat === AssetType.ImageVector.runtimeFormat) { return loadVector_(costume, runtime, rotationCenter, optVersion) .catch(error => { log.warn(`Error loading vector image: ${error.name}: ${error.message}`); // Use default asset if original fails to load costume.assetId = runtime.storage.defaultAssetId.ImageVector; costume.asset = runtime.storage.get(costume.assetId); costume.md5 = `${costume.assetId}.${AssetType.ImageVector.runtimeFormat}`; return loadVector_(costume, runtime); }); } 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) { const idParts = StringUtil.splitFirst(md5ext, '.'); const md5 = idParts[0]; const ext = idParts[1].toLowerCase(); costume.dataFormat = ext; if (costume.asset) { // Costume comes with asset. It could be coming from camera, image upload, drag and drop, or file return loadCostumeFromAsset(costume, runtime, optVersion); } // 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); } if (!runtime.storage.defaultAssetId) { log.error(`No default assets found`); return Promise.resolve(costume); } const AssetType = runtime.storage.AssetType; const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap; const costumePromise = runtime.storage.load(assetType, md5, ext); if (!costumePromise) { log.error(`Couldn't fetch costume asset: ${md5ext}`); return; } let textLayerPromise; 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); }); }; module.exports = { loadCostume, loadCostumeFromAsset };