Matchu
e300b2d342
Looks like the version of Prettier I just installed is v3, whereas our last run in the impress-2020 repo was with v2. I don't think we had any special config in that project, I think these are just changes to Prettier's defaults, and I'm comfortable accepting them! (Mostly seems like a lot of trailing commas.)
541 lines
17 KiB
JavaScript
541 lines
17 KiB
JavaScript
import React from "react";
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import {
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Box,
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DarkMode,
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Flex,
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Text,
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useColorModeValue,
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useToast,
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} from "@chakra-ui/react";
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import LRU from "lru-cache";
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import { WarningIcon } from "@chakra-ui/icons";
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import { ClassNames } from "@emotion/react";
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import { CSSTransition, TransitionGroup } from "react-transition-group";
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import OutfitMovieLayer, {
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buildMovieClip,
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hasAnimations,
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loadMovieLibrary,
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} from "./OutfitMovieLayer";
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import HangerSpinner from "./HangerSpinner";
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import { loadImage, safeImageUrl, useLocalStorage } from "../util";
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import useOutfitAppearance from "./useOutfitAppearance";
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import usePreferArchive from "./usePreferArchive";
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/**
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* OutfitPreview is for rendering a full outfit! It accepts outfit data,
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* fetches the appearance data for it, and preloads and renders the layers
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* together.
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*
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* If the species/color/pose fields are null and a `placeholder` node is
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* provided instead, we'll render the placeholder. And then, once those props
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* become non-null, we'll keep showing the placeholder below the loading
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* overlay until loading completes. (We use this on the homepage to show the
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* beach splash until outfit data arrives!)
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*
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* TODO: There's some duplicate work happening in useOutfitAppearance and
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* useOutfitState both getting appearance data on first load...
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*/
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function OutfitPreview(props) {
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const { preview } = useOutfitPreview(props);
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return preview;
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}
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/**
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* useOutfitPreview is like `<OutfitPreview />`, but a bit more power!
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*
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* It takes the same props and returns a `preview` field, which is just like
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* `<OutfitPreview />` - but it also returns `appearance` data too, in case you
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* want to show some additional UI that uses the appearance data we loaded!
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*/
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export function useOutfitPreview({
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speciesId,
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colorId,
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pose,
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wornItemIds,
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appearanceId = null,
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isLoading = false,
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placeholder = null,
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loadingDelayMs,
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spinnerVariant,
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onChangeHasAnimations = null,
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...props
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}) {
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const [isPaused, setIsPaused] = useLocalStorage("DTIOutfitIsPaused", true);
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const toast = useToast();
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const appearance = useOutfitAppearance({
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speciesId,
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colorId,
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pose,
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appearanceId,
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wornItemIds,
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});
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const { loading, error, visibleLayers } = appearance;
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const {
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loading: loading2,
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error: error2,
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loadedLayers,
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layersHaveAnimations,
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} = usePreloadLayers(visibleLayers);
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const onMovieError = React.useCallback(() => {
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if (!toast.isActive("outfit-preview-on-movie-error")) {
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toast({
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id: "outfit-preview-on-movie-error",
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status: "warning",
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title: "Oops, we couldn't load one of these animations.",
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description: "We'll show a static image version instead.",
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duration: null,
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isClosable: true,
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});
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}
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}, [toast]);
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const onLowFps = React.useCallback(
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(fps) => {
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setIsPaused(true);
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console.warn(`[OutfitPreview] Pausing due to low FPS: ${fps}`);
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if (!toast.isActive("outfit-preview-on-low-fps")) {
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toast({
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id: "outfit-preview-on-low-fps",
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status: "warning",
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title: "Sorry, the animation was lagging, so we paused it! 😖",
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description:
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"We do this to help make sure your machine doesn't lag too much! " +
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"You can unpause the preview to try again.",
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duration: null,
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isClosable: true,
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});
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}
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},
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[setIsPaused, toast],
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);
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React.useEffect(() => {
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if (onChangeHasAnimations) {
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onChangeHasAnimations(layersHaveAnimations);
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}
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}, [layersHaveAnimations, onChangeHasAnimations]);
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const textColor = useColorModeValue("green.700", "white");
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let preview;
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if (error || error2) {
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preview = (
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<FullScreenCenter>
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<Text color={textColor} d="flex" alignItems="center">
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<WarningIcon />
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<Box width={2} />
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Could not load preview. Try again?
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</Text>
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</FullScreenCenter>
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);
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} else {
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preview = (
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<OutfitLayers
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loading={isLoading || loading || loading2}
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visibleLayers={loadedLayers}
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placeholder={placeholder}
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loadingDelayMs={loadingDelayMs}
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spinnerVariant={spinnerVariant}
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onMovieError={onMovieError}
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onLowFps={onLowFps}
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doTransitions
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isPaused={isPaused}
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{...props}
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/>
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);
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}
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return { appearance, preview };
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}
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/**
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* OutfitLayers is the raw UI component for rendering outfit layers. It's
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* used both in the main outfit preview, and in other minor UIs!
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*/
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export function OutfitLayers({
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loading,
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visibleLayers,
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placeholder = null,
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loadingDelayMs = 500,
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spinnerVariant = "overlay",
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doTransitions = false,
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isPaused = true,
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onMovieError = null,
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onLowFps = null,
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...props
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}) {
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const [hiResMode] = useLocalStorage("DTIHiResMode", false);
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const [preferArchive] = usePreferArchive();
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const containerRef = React.useRef(null);
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const [canvasSize, setCanvasSize] = React.useState(0);
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const [loadingDelayHasPassed, setLoadingDelayHasPassed] =
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React.useState(false);
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// When we start in a loading state, or re-enter a loading state, start the
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// loading delay timer.
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React.useEffect(() => {
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if (loading) {
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setLoadingDelayHasPassed(false);
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const t = setTimeout(
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() => setLoadingDelayHasPassed(true),
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loadingDelayMs,
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);
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return () => clearTimeout(t);
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}
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}, [loadingDelayMs, loading]);
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React.useLayoutEffect(() => {
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function computeAndSaveCanvasSize() {
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setCanvasSize(
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// Follow an algorithm similar to the <img> sizing: a square that
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// covers the available space, without exceeding the natural image size
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// (which is 600px).
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//
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// TODO: Once we're entirely off PNGs, we could drop the 600
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// requirement, and let SVGs and movies scale up as far as they
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// want...
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Math.min(
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containerRef.current.offsetWidth,
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containerRef.current.offsetHeight,
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600,
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),
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);
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}
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computeAndSaveCanvasSize();
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window.addEventListener("resize", computeAndSaveCanvasSize);
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return () => window.removeEventListener("resize", computeAndSaveCanvasSize);
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}, [setCanvasSize]);
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return (
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<ClassNames>
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{({ css }) => (
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<Box
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pos="relative"
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height="100%"
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width="100%"
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maxWidth="600px"
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maxHeight="600px"
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// Create a stacking context, so the z-indexed layers don't escape!
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zIndex="0"
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ref={containerRef}
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data-loading={loading ? true : undefined}
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{...props}
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>
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{placeholder && (
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<FullScreenCenter>
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<Box
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// We show the placeholder until there are visible layers, at which
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// point we fade it out.
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opacity={visibleLayers.length === 0 ? 1 : 0}
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transition="opacity 0.2s"
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width="100%"
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height="100%"
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maxWidth="600px"
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maxHeight="600px"
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>
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{placeholder}
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</Box>
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</FullScreenCenter>
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)}
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<TransitionGroup enter={false} exit={doTransitions}>
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{visibleLayers.map((layer) => (
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<CSSTransition
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// We manage the fade-in and fade-out separately! The fade-out
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// happens here, when the layer exits the DOM.
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key={layer.id}
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timeout={200}
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>
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<FadeInOnLoad
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as={FullScreenCenter}
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zIndex={layer.zone.depth}
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className={css`
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&.exit {
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opacity: 1;
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}
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&.exit-active {
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opacity: 0;
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transition: opacity 0.2s;
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}
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`}
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>
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{layer.canvasMovieLibraryUrl ? (
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<OutfitMovieLayer
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libraryUrl={layer.canvasMovieLibraryUrl}
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placeholderImageUrl={getBestImageUrlForLayer(layer, {
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hiResMode,
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})}
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width={canvasSize}
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height={canvasSize}
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isPaused={isPaused}
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onError={onMovieError}
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onLowFps={onLowFps}
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/>
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) : (
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<Box
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as="img"
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src={safeImageUrl(
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getBestImageUrlForLayer(layer, { hiResMode }),
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{ preferArchive },
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)}
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alt=""
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objectFit="contain"
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maxWidth="100%"
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maxHeight="100%"
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/>
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)}
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</FadeInOnLoad>
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</CSSTransition>
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))}
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</TransitionGroup>
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<FullScreenCenter
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zIndex="9000"
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// This is similar to our Delay util component, but Delay disappears
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// immediately on load, whereas we want this to fade out smoothly. We
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// also use a timeout to delay the fade-in by 0.5s, but don't delay the
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// fade-out at all. (The timeout was an awkward choice, it was hard to
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// find a good CSS way to specify this delay well!)
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opacity={loading && loadingDelayHasPassed ? 1 : 0}
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transition="opacity 0.2s"
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>
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{spinnerVariant === "overlay" && (
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<>
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<Box
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position="absolute"
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top="0"
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left="0"
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right="0"
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bottom="0"
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backgroundColor="gray.900"
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opacity="0.7"
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/>
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{/* Against the dark overlay, use the Dark Mode spinner. */}
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<DarkMode>
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<HangerSpinner />
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</DarkMode>
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</>
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)}
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{spinnerVariant === "corner" && (
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<HangerSpinner
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size="sm"
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position="absolute"
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bottom="2"
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right="2"
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/>
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)}
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</FullScreenCenter>
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</Box>
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)}
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</ClassNames>
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);
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}
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export function FullScreenCenter({ children, ...otherProps }) {
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return (
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<Flex
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pos="absolute"
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top="0"
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right="0"
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bottom="0"
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left="0"
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alignItems="center"
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justifyContent="center"
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{...otherProps}
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>
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{children}
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</Flex>
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);
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}
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export function getBestImageUrlForLayer(layer, { hiResMode = false } = {}) {
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if (hiResMode && layer.svgUrl) {
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return layer.svgUrl;
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} else {
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return layer.imageUrl;
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}
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}
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/**
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* usePreloadLayers preloads the images for the given layers, and yields them
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* when done. This enables us to keep the old outfit preview on screen until
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* all the new layers are ready, then show them all at once!
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*/
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export function usePreloadLayers(layers) {
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const [hiResMode] = useLocalStorage("DTIHiResMode", false);
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const [preferArchive] = usePreferArchive();
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const [error, setError] = React.useState(null);
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const [loadedLayers, setLoadedLayers] = React.useState([]);
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const [layersHaveAnimations, setLayersHaveAnimations] = React.useState(false);
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// NOTE: This condition would need to change if we started loading one at a
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// time, or if the error case would need to show a partial state!
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const loading = layers.length > 0 && loadedLayers !== layers;
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React.useEffect(() => {
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// HACK: Don't clear the preview when we have zero layers, because it
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// usually means the parent is still loading data. I feel like this isn't
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// the right abstraction, though...
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if (layers.length === 0) {
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return;
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}
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let canceled = false;
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setError(null);
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setLayersHaveAnimations(false);
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const minimalAssetPromises = [];
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const imageAssetPromises = [];
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const movieAssetPromises = [];
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for (const layer of layers) {
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const imageAssetPromise = loadImage(
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getBestImageUrlForLayer(layer, { hiResMode }),
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{ preferArchive },
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);
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imageAssetPromises.push(imageAssetPromise);
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if (layer.canvasMovieLibraryUrl) {
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// Start preloading the movie. But we won't block on it! The blocking
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// request will still be the image, which we'll show as a
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// placeholder, which should usually be noticeably faster!
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const movieLibraryPromise = loadMovieLibrary(
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layer.canvasMovieLibraryUrl,
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{ preferArchive },
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);
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const movieAssetPromise = movieLibraryPromise.then((library) => ({
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library,
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libraryUrl: layer.canvasMovieLibraryUrl,
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}));
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movieAssetPromise.libraryUrl = layer.canvasMovieLibraryUrl;
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movieAssetPromise.cancel = () => movieLibraryPromise.cancel();
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movieAssetPromises.push(movieAssetPromise);
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// The minimal asset for the movie case is *either* the image *or*
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// the movie, because we can start rendering when either is ready.
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minimalAssetPromises.push(
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Promise.any([imageAssetPromise, movieAssetPromise]),
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);
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} else {
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minimalAssetPromises.push(imageAssetPromise);
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}
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}
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// When the minimal assets have loaded, we can say the layers have
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// loaded, and allow the UI to start showing them!
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Promise.all(minimalAssetPromises)
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.then(() => {
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if (canceled) return;
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setLoadedLayers(layers);
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})
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.catch((e) => {
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if (canceled) return;
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console.error("Error preloading outfit layers", e);
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setError(e);
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// Cancel any remaining promises, if cancelable.
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imageAssetPromises.forEach((p) => p.cancel && p.cancel());
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movieAssetPromises.forEach((p) => p.cancel && p.cancel());
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});
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// As the movie assets come in, check them for animations, to decide
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// whether to show the Play/Pause button.
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const checkHasAnimations = (asset) => {
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if (canceled) return;
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let assetHasAnimations;
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try {
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assetHasAnimations = getHasAnimationsForMovieAsset(asset);
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} catch (e) {
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console.error("Error testing layers for animations", e);
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setError(e);
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return;
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}
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setLayersHaveAnimations(
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(alreadyHasAnimations) => alreadyHasAnimations || assetHasAnimations,
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);
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};
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movieAssetPromises.forEach((p) =>
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p.then(checkHasAnimations).catch((e) => {
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console.error(`Error preloading movie library ${p.libraryUrl}:`, e);
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}),
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);
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return () => {
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canceled = true;
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};
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}, [layers, hiResMode, preferArchive]);
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return { loading, error, loadedLayers, layersHaveAnimations };
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}
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// This cache is large because it's only storing booleans; mostly just capping
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// it to put *some* upper bound on memory growth.
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const HAS_ANIMATIONS_FOR_MOVIE_ASSET_CACHE = new LRU(50);
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function getHasAnimationsForMovieAsset({ library, libraryUrl }) {
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// This operation can be pretty expensive! We store a cache to only do it
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// once per layer per session ish, instead of on each outfit change.
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const cachedHasAnimations =
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HAS_ANIMATIONS_FOR_MOVIE_ASSET_CACHE.get(libraryUrl);
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if (cachedHasAnimations) {
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return cachedHasAnimations;
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}
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const movieClip = buildMovieClip(library, libraryUrl);
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// Some movie clips require you to tick to the first frame of the movie
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// before the children mount onto the stage. If we detect animations
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// without doing this, we'll incorrectly say no, because we see no children!
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// Example: http://images.neopets.com/cp/items/data/000/000/235/235877_6d273e217c/235877.js
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movieClip.advance();
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const movieClipHasAnimations = hasAnimations(movieClip);
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HAS_ANIMATIONS_FOR_MOVIE_ASSET_CACHE.set(libraryUrl, movieClipHasAnimations);
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return movieClipHasAnimations;
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}
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/**
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* FadeInOnLoad attaches an `onLoad` handler to its single child, and fades in
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* the container element once it triggers.
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*/
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function FadeInOnLoad({ children, ...props }) {
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const [isLoaded, setIsLoaded] = React.useState(false);
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const onLoad = React.useCallback(() => setIsLoaded(true), []);
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const child = React.Children.only(children);
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const wrappedChild = React.cloneElement(child, { onLoad });
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return (
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<Box opacity={isLoaded ? 1 : 0} transition="opacity 0.2s" {...props}>
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{wrappedChild}
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</Box>
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);
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}
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// Polyfill Promise.any for older browsers: https://github.com/ungap/promise-any
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|
// NOTE: Normally I would've considered Promise.any within our support browser
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// range… but it's affected 25 users in the past two months, which is
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// surprisingly high. And the polyfill is small, so let's do it! (11/2021)
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Promise.any =
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Promise.any ||
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function ($) {
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return new Promise(function (D, E, A, L) {
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A = [];
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L = $.map(function ($, i) {
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return Promise.resolve($).then(D, function (O) {
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return ((A[i] = O), --L) || E({ errors: A });
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});
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}).length;
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});
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};
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export default OutfitPreview;
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