Add image lazy loading

This commit is contained in:
Varun Patil 2020-10-20 03:13:10 +05:30
parent 27d55a776e
commit 8ff0e868ca
10 changed files with 123 additions and 29 deletions

View file

@ -19,7 +19,13 @@ function _base64ToBytes(base64) {
return bytes;
}
window.loadFileAsync = function(fullPath, callback) {
// Canvas used for image generation
var generationCanvas = document.createElement('canvas')
window.loadFileAsync = function(fullPath, bitmap, callback) {
// noop
callback = callback || (() => {});
// Make cache object
if (!window.fileAsyncCache) window.fileAsyncCache = {};
@ -27,7 +33,7 @@ window.loadFileAsync = function(fullPath, callback) {
if (window.fileAsyncCache.hasOwnProperty(fullPath)) return callback();
// Show spinner
if (window.setBusy) window.setBusy();
if (!bitmap && window.setBusy) window.setBusy();
// Get mapping key
const mappingKey = fullPath.toLowerCase().replace(new RegExp("\\.[^/.]+$"), "");
@ -46,18 +52,47 @@ window.loadFileAsync = function(fullPath, callback) {
const path = "/game/" + mappingValue.substring(0, mappingValue.lastIndexOf("/"));
const filename = mappingValue.substring(mappingValue.lastIndexOf("/") + 1).split("?")[0];
// Delete original file if existent
try {
FS.unlink(path + "/" + filename);
} catch (err) {}
// Main loading function
const load = (cb1) => {
getLazyAsset(iurl, filename, (data) => {
// Delete original file if existent
try { FS.unlink(path + "/" + filename); } catch (err) {}
// Get the new file
getLazyAsset(iurl, filename, () => {
FS.createPreloadedFile(path, filename, iurl, true, true, function() {
window.fileAsyncCache[fullPath] = 1;
if (window.setNotBusy) window.setNotBusy();
if (window.fileLoadedAsync) window.fileLoadedAsync(fullPath);
callback();
FS.createPreloadedFile(path, filename, new Uint8Array(data), true, true, function() {
window.fileAsyncCache[fullPath] = 1;
if (!bitmap && window.setNotBusy) window.setNotBusy();
if (window.fileLoadedAsync) window.fileLoadedAsync(fullPath);
callback();
if (cb1) cb1();
}, console.error);
});
}
// Show progress if doing it synchronously only
if (bitmap && bitmapSizeMapping[mappingKey]) {
// Remove existing file
try { FS.unlink(path + "/" + filename); } catch (err) {}
// Get image
const sm = bitmapSizeMapping[mappingKey];
generationCanvas.width = sm[0];
generationCanvas.height = sm[1];
// Create dummy from data uri
FS.createPreloadedFile(path, filename, generationCanvas.toDataURL(), true, true, function() {
// Return control to C++
callback(); callback = () => {};
// Lazy load and refresh
load(() => {
const reloadBitmap = Module.cwrap('reloadBitmap', 'number', ['number'])
reloadBitmap(bitmap);
});
}, console.error);
});
} else {
if (bitmap) {
console.warn('No sizemap for image', mappingKey);
}
load();
}
}

View file

@ -1,6 +1,7 @@
#!/bin/bash
echo "var mapping = {" > mapping.js
echo "var bitmapSizeMapping = {" > bitmap-map.js
for file in {*,*/*,*/**/*}
do
@ -17,7 +18,16 @@ fi
echo "\"$fl\": \"${file}?h=${md5}\"," >> mapping.js
if [ -f $file ]
then
sz=`identify -format "%w,%h" "${file}" 2>/dev/null`
if [ $? -eq 0 ]; then
echo "\"$fl\": [${sz}]," >> bitmap-map.js
fi
fi
done
echo "};" >> mapping.js
echo "};" >> bitmap-map.js

View file

@ -8,6 +8,7 @@
<script src="js/localforage.min.js"></script>
<script src="js/drive.js"></script>
<script src="gameasync/mapping.js"></script>
<script src="gameasync/bitmap-map.js"></script>
<title>MKXP</title>
<style>
@ -292,6 +293,7 @@
var hideTimer = 0;
function getLazyAsset(url, filename, callback) {
const xhr = new XMLHttpRequest();
xhr.responseType = "arraybuffer";
const pdiv = document.getElementById("progress");
let showTimer = 0;
let abortTimer = 0;
@ -308,10 +310,9 @@
pdiv.style.opacity = '0';
hideTimer = 0;
}, 500);
callback();
clearTimeout(showTimer);
clearTimeout(abortTimer);
callback(xhr.response);
}
}
xhr.onprogress = function (event) {