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Pixelorama/src/Autoload/HTML5FileExchange.gd
Emmanouil Papadeas 98cef503c2 Fix various typos
2023-06-15 18:00:29 +03:00

163 lines
4.6 KiB
GDScript

extends Node
# Code taken and modified from https://github.com/Pukkah/HTML5-File-Exchange-for-Godot
# Thanks to Pukkah from GitHub for providing the original code
signal in_focus
signal image_loaded # emits a signal for returning loaded image info
func _ready() -> void:
if OS.get_name() == "HTML5" and OS.has_feature("JavaScript"):
_define_js()
func _notification(notification: int) -> void:
if notification == MainLoop.NOTIFICATION_WM_FOCUS_IN:
emit_signal("in_focus")
func _define_js() -> void:
# Define JS script
JavaScript.eval(
"""
var fileData;
var fileType;
var fileName;
var canceled;
function upload_image() {
canceled = true;
var input = document.createElement('INPUT');
input.setAttribute("type", "file");
input.setAttribute("accept", "image/png, image/jpeg, image/webp");
input.click();
input.addEventListener('change', event => {
if (event.target.files.length > 0){
canceled = false;}
var file = event.target.files[0];
var reader = new FileReader();
fileType = file.type;
fileName = file.name;
reader.readAsArrayBuffer(file);
reader.onloadend = function (evt) {
if (evt.target.readyState == FileReader.DONE) {
fileData = evt.target.result;
}
}
});
}
function upload_shader() {
canceled = true;
var input = document.createElement('INPUT');
input.setAttribute("type", "file");
input.setAttribute("accept", ".shader");
input.click();
input.addEventListener('change', event => {
if (event.target.files.length > 0){
canceled = false;}
var file = event.target.files[0];
var reader = new FileReader();
fileType = file.type;
fileName = file.name;
reader.readAsText(file);
reader.onloadend = function (evt) {
if (evt.target.readyState == FileReader.DONE) {
fileData = evt.target.result;
}
}
});
}
""",
true
)
# If (load_directly = false) then image info (image and its name)
# will not be directly farwarded it to OpenSave
func load_image(load_directly := true):
if OS.get_name() != "HTML5" or !OS.has_feature("JavaScript"):
return
# Execute JS function
JavaScript.eval("upload_image();", true) # Opens prompt for choosing file
yield(self, "in_focus") # Wait until JS prompt is closed
yield(get_tree().create_timer(0.5), "timeout") # Give some time for async JS data load
if JavaScript.eval("canceled;", true): # If File Dialog closed w/o file
return
# Use data from png data
var image_data
while true:
image_data = JavaScript.eval("fileData;", true)
if image_data != null:
break
yield(get_tree().create_timer(1.0), "timeout") # Need more time to load data
var image_type = JavaScript.eval("fileType;", true)
var image_name = JavaScript.eval("fileName;", true)
var image = Image.new()
var image_error
var image_info: Dictionary = {}
match image_type:
"image/png":
if load_directly:
# In this case we can afford to try APNG,
# because we know we're sending it through OpenSave handling.
# Otherwise we could end up passing something incompatible.
var res := AImgIOAPNGImporter.load_from_buffer(image_data)
if res[0] == null:
# Success, pass to OpenSave.
OpenSave.handle_loading_aimg(image_name, res[1])
return
image_error = image.load_png_from_buffer(image_data)
"image/jpeg":
image_error = image.load_jpg_from_buffer(image_data)
"image/webp":
image_error = image.load_webp_from_buffer(image_data)
var invalid_type:
print("Invalid type: " + invalid_type)
return
if image_error:
print("An error occurred while trying to display the image.")
return
else:
image_info = {"image": image, "name": image_name}
if load_directly:
OpenSave.handle_loading_image(image_name, image)
emit_signal("image_loaded", image_info)
func load_shader() -> void:
if OS.get_name() != "HTML5" or !OS.has_feature("JavaScript"):
return
# Execute JS function
JavaScript.eval("upload_shader();", true) # Opens prompt for choosing file
yield(self, "in_focus") # Wait until JS prompt is closed
yield(get_tree().create_timer(0.5), "timeout") # Give some time for async JS data load
if JavaScript.eval("canceled;", true): # If File Dialog closed w/o file
return
# Use data from png data
var file_data
while true:
file_data = JavaScript.eval("fileData;", true)
if file_data != null:
break
yield(get_tree().create_timer(1.0), "timeout") # Need more time to load data
# var file_type = JavaScript.eval("fileType;", true)
var file_name = JavaScript.eval("fileName;", true)
var shader = Shader.new()
shader.code = file_data
var shader_effect_dialog = Global.control.get_node("Dialogs/ImageEffects/ShaderEffect")
shader_effect_dialog.change_shader(shader, file_name.get_basename())