forked from OpenNeo/impress
Matchu
81b2a2b4a2
We add jsbuilding-rails to get esbuild running in the app, and then we copy-paste the files we need from impress-2020 into here! I stopped at the point where it was building successfully, but it's not running correctly: it's not sure about `process.env` in `next`, and I think the right next step is to delete the NextJS deps altogether and use React Router instead.
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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