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Paul Kaplan authoredPaul Kaplan authored
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file-uploader.js 8.20 KiB
import {BitmapAdapter} from 'scratch-svg-renderer';
import log from './log.js';
import randomizeSpritePosition from './randomize-sprite-position.js';
/**
* Extract the file name given a string of the form fileName + ext
* @param {string} nameExt File name + extension (e.g. 'my_image.png')
* @return {string} The name without the extension, or the full name if
* there was no '.' in the string (e.g. 'my_image')
*/
const extractFileName = function (nameExt) {
// There could be multiple dots, but get the stuff before the first .
const nameParts = nameExt.split('.', 1); // we only care about the first .
return nameParts[0];
};
/**
* Handle a file upload given the input element that contains the file,
* and a function to handle loading the file.
* @param {Input} fileInput The <input/> element that contains the file being loaded
* @param {Function} onload The function that handles loading the file
*/
const handleFileUpload = function (fileInput, onload) {
let thisFile = null;
const reader = new FileReader();
reader.onload = () => {
// Reset the file input value now that we have everything we need
// so that the user can upload the same sound multiple times if
// they choose
fileInput.value = null;
const fileType = thisFile.type;
const fileName = extractFileName(thisFile.name);
onload(reader.result, fileType, fileName);
};
if (fileInput.files) {
thisFile = fileInput.files[0];
reader.readAsArrayBuffer(thisFile);
}
};
/**
* @typedef VMAsset
* @property {string} name The user-readable name of this asset - This will
* automatically get translated to a fresh name if this one already exists in the
* scope of this vm asset (e.g. if a sound already exists with the same name for
* the same target)
* @property {string} dataFormat The data format of this asset, typically
* the extension to be used for that particular asset, e.g. 'svg' for vector images
* @property {string} md5 The md5 hash of the asset data, followed by '.'' and dataFormat
* @property {string} The md5 hash of the asset data // TODO remove duplication....
*/
/**
* Create an asset (costume, sound) with storage and return an object representation
* of the asset to track in the VM.
* @param {ScratchStorage} storage The storage to cache the asset in
* @param {string} fileName The name of the asset
* @param {AssetType} assetType A ScratchStorage AssetType indicating what kind of
* asset this is.
* @param {string} dataFormat The format of this data (typically the file extension)
* @param {UInt8Array} data The asset data buffer
* @return {VMAsset} An object representing this asset and relevant information
* which can be used to look up the data in storage
*/
const createVMAsset = function (storage, fileName, assetType, dataFormat, data) {
const asset = storage.createAsset(
assetType,
dataFormat,
data,
null,
true // generate md5
);
return {
name: fileName,
dataFormat: dataFormat,
asset: asset,
md5: `${asset.assetId}.${dataFormat}`,
assetId: asset.assetId
};
};
/**
* Handles loading a costume or a backdrop using the provided, context-relevant information.
* @param {ArrayBuffer | string} fileData The costume data to load (this can be a base64 string
* iff the image is a bitmap)
* @param {string} fileType The MIME type of this file
* @param {string} costumeName The user-readable name to use for the costume.
* @param {ScratchStorage} storage The ScratchStorage instance to cache the costume data
* @param {Function} handleCostume The function to execute on the costume object returned after
* caching this costume in storage - This function should be responsible for
* adding the costume to the VM and handling other UI flow that should come after adding the costume
*/
const costumeUpload = function (fileData, fileType, costumeName, storage, handleCostume) {
let costumeFormat = null;
let assetType = null;
switch (fileType) {
case 'image/svg+xml': {
costumeFormat = storage.DataFormat.SVG;
assetType = storage.AssetType.ImageVector;
break;
}
case 'image/jpeg': {
costumeFormat = storage.DataFormat.JPG;
assetType = storage.AssetType.ImageBitmap;
break;
}
case 'image/png': {
costumeFormat = storage.DataFormat.PNG;
assetType = storage.AssetType.ImageBitmap;
break;
}
default:
log.warn(`Encountered unexpected file type: ${fileType}`);
return;
}
const bitmapAdapter = new BitmapAdapter();
const addCostumeFromBuffer = function (dataBuffer) {
const vmCostume = createVMAsset(
storage,
costumeName,
assetType,
costumeFormat,
dataBuffer
);
handleCostume(vmCostume);
};
if (costumeFormat === storage.DataFormat.SVG) {
// Must pass in file data as a Uint8Array,
// passing in an array buffer causes the sprite/costume
// thumbnails to not display because the data URI for the costume
// is invalid
addCostumeFromBuffer(new Uint8Array(fileData));
} else {
// otherwise it's a bitmap
bitmapAdapter.importBitmap(fileData, fileType).then(addCostumeFromBuffer)
.catch(e => {
log.error(e);
});
}
};
/**
* Handles loading a sound using the provided, context-relevant information.
* @param {ArrayBuffer} fileData The sound data to load
* @param {string} fileType The MIME type of this file; This function will exit
* early if the fileType is unexpected.
* @param {string} soundName The user-readable name to use for the sound.
* @param {ScratchStorage} storage The ScratchStorage instance to cache the sound data
* @param {Function} handleSound The function to execute on the sound object of type VMAsset
* This function should be responsible for adding the sound to the VM
* as well as handling other UI flow that should come after adding the sound
*/
const soundUpload = function (fileData, fileType, soundName, storage, handleSound) {
let soundFormat;
switch (fileType) {
case 'audio/mp3':
case 'audio/mpeg': {
soundFormat = storage.DataFormat.MP3;
break;
}
case 'audio/wav':
case 'audio/wave':
case 'audio/x-wav':
case 'audio/x-pn-wav': {
soundFormat = storage.DataFormat.WAV;
break;
}
default:
log.warn(`Encountered unexpected file type: ${fileType}`);
return;
}
const vmSound = createVMAsset(
storage,
soundName,
storage.AssetType.Sound,
soundFormat,
new Uint8Array(fileData));
handleSound(vmSound);
};
const spriteUpload = function (fileData, fileType, spriteName, storage, handleSprite, costumeSuffix) {
const costumeName = costumeSuffix || 'costume1';
switch (fileType) {
case '':
case 'application/zip': { // We think this is a .sprite2 or .sprite3 file
handleSprite(new Uint8Array(fileData));
return;
}
case 'image/svg+xml':
case 'image/png':
case 'image/jpeg': {
// Make a sprite from an image by making it a costume first
costumeUpload(fileData, fileType, `${spriteName}-${costumeName}`, storage, (vmCostume => {
const newSprite = {
name: spriteName,
isStage: false,
x: 0, // x/y will be randomized below
y: 0,
visible: true,
size: 100,
rotationStyle: 'all around',
direction: 90,
draggable: false,
currentCostume: 0,
blocks: {},
variables: {},
costumes: [vmCostume],
sounds: [] // TODO are all of these necessary?
};
randomizeSpritePosition(newSprite);
// TODO probably just want sprite upload to handle this object directly
handleSprite(JSON.stringify(newSprite));
}));
return;
}
default: {
log.warn(`Encountered unexpected file type: ${fileType}`);
return;
}
}
};
export {
handleFileUpload,
costumeUpload,
soundUpload,
spriteUpload
};