scratch-storage
Version:
Load and store project and asset files for Scratch 3.0
101 lines (83 loc) • 3.75 kB
text/typescript
import md5 from 'js-md5';
import {memoizedToString, _TextEncoder, _TextDecoder} from './memoizedToString';
import {AssetType} from './AssetType';
import {DataFormat} from './DataFormat';
// TODO: The comments in this file indicate that the asset id is a string only, but
// the types in BuiltinHelper and the default project builder in scratch-gui
// allow for it to be a number as well.
export type AssetId = string | number;
// Projects are strings, other assets are byte arrays
export type AssetData = string | Uint8Array;
export default class Asset {
public assetType: AssetType;
public assetId?: AssetId;
public data?: AssetData;
public dataFormat?: DataFormat;
public dependencies: Asset[];
public clean?: boolean;
/**
* Construct an Asset.
* @param {AssetType} assetType - The type of this asset (sound, image, etc.)
* @param {string} assetId - The ID of this asset.
* @param {DataFormat} [dataFormat] - The format of the data (WAV, PNG, etc.); required iff `data` is present.
* @param {Buffer} [data] - The in-memory data for this asset; optional.
* @param {boolean} [generateId] - Whether to create id from an md5 hash of data
*/
constructor (
assetType: AssetType,
assetId?: AssetId,
dataFormat?: DataFormat,
data?: AssetData,
generateId?: boolean
) {
/** @type {AssetType} */
this.assetType = assetType;
/** @type {string} */
this.assetId = assetId;
this.setData(data, dataFormat || assetType.runtimeFormat, generateId);
/** @type {Asset[]} */
this.dependencies = [];
}
setData (data: AssetData | undefined, dataFormat: DataFormat | undefined, generateId?: boolean) {
if (data && !dataFormat) {
throw new Error('Data provided without specifying its format');
}
/** @type {DataFormat} */
this.dataFormat = dataFormat;
/** @type {Buffer} */
this.data = data;
if (generateId) this.assetId = md5(data);
// Mark as clean only if set is being called without generateId
// If a new id is being generated, mark this asset as not clean
this.clean = !generateId;
}
/**
* @returns {string} - This asset's data, decoded as text.
*/
decodeText (): string {
const decoder = new _TextDecoder();
// The data may be string, but it seems like this function is only called if the data is a byte array?
// This was the behavior of the code when we added TS
return decoder.decode(this.data as Uint8Array);
}
/**
* Same as `setData` but encodes text first.
* @param {string} data - the text data to encode and store.
* @param {DataFormat} dataFormat - the format of the data (DataFormat.SVG for example).
* @param {boolean} generateId - after setting data, set the id to an md5 of the data?
*/
encodeTextData (data: string, dataFormat: DataFormat, generateId: boolean): void {
const encoder = new _TextEncoder();
this.setData(encoder.encode(data), dataFormat, generateId);
}
/**
* @param {string} [contentType] - Optionally override the content type to be included in the data URI.
* @returns {string} - A data URI representing the asset's data.
*/
encodeDataURI (contentType: string): string {
contentType = contentType || this.assetType.contentType;
// The data may be string, but it seems like this function is only called if the data is a byte array?
// This was the behavior of the code when we added TS
return `data:${contentType};base64,${memoizedToString(this.assetId!, this.data as Uint8Array)}`;
}
}