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Top 9 Examples of "scratch-svg-renderer in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'scratch-svg-renderer' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

}

    new ProfilerRun({
        vm,
        warmUpTime,
        maxRecordedTime
    }).run();

    // Instantiate the renderer and connect it to the VM.
    const canvas = document.getElementById('scratch-stage');
    const renderer = new ScratchRender(canvas);
    Scratch.renderer = renderer;
    vm.attachRenderer(renderer);
    const audioEngine = new AudioEngine();
    vm.attachAudioEngine(audioEngine);
    vm.attachV2SVGAdapter(new ScratchSVGRenderer.SVGRenderer());
    vm.attachV2BitmapAdapter(new ScratchSVGRenderer.BitmapAdapter());

    // Feed mouse events as VM I/O events.
    document.addEventListener('mousemove', e => {
        const rect = canvas.getBoundingClientRect();
        const coordinates = {
            x: e.clientX - rect.left,
            y: e.clientY - rect.top,
            canvasWidth: rect.width,
            canvasHeight: rect.height
        };
        Scratch.vm.postIOData('mouse', coordinates);
    });
    canvas.addEventListener('mousedown', e => {
        const rect = canvas.getBoundingClientRect();
        const data = {
case 'image/jpeg': {
        costumeFormat = storage.DataFormat.JPG;
        assetType = storage.AssetType.ImageBitmap;
        break;
    }
    case 'image/png': {
        costumeFormat = storage.DataFormat.PNG;
        assetType = storage.AssetType.ImageBitmap;
        break;
    }
    default:
        log.warn(`Encountered unexpected file type: ${fileType}`);
        return;
    }

    const bitmapAdapter = new BitmapAdapter();
    const addCostumeFromBuffer = function (dataBuffer) {
        const vmCostume = createVMAsset(
            storage,
            costumeName,
            assetType,
            costumeFormat,
            dataBuffer
        );
        handleCostume(vmCostume);
    };

    if (costumeFormat === storage.DataFormat.SVG) {
        // Must pass in file data as a Uint8Array,
        // passing in an array buffer causes the sprite/costume
        // thumbnails to not display because the data URI for the costume
        // is invalid
new ProfilerRun({
        vm,
        warmUpTime,
        maxRecordedTime
    }).run();

    // Instantiate the renderer and connect it to the VM.
    const canvas = document.getElementById('scratch-stage');
    const renderer = new ScratchRender(canvas);
    Scratch.renderer = renderer;
    vm.attachRenderer(renderer);
    const audioEngine = new AudioEngine();
    vm.attachAudioEngine(audioEngine);
    vm.attachV2SVGAdapter(new ScratchSVGRenderer.SVGRenderer());
    vm.attachV2BitmapAdapter(new ScratchSVGRenderer.BitmapAdapter());

    // Feed mouse events as VM I/O events.
    document.addEventListener('mousemove', e => {
        const rect = canvas.getBoundingClientRect();
        const coordinates = {
            x: e.clientX - rect.left,
            y: e.clientY - rect.top,
            canvasWidth: rect.width,
            canvasHeight: rect.height
        };
        Scratch.vm.postIOData('mouse', coordinates);
    });
    canvas.addEventListener('mousedown', e => {
        const rect = canvas.getBoundingClientRect();
        const data = {
            isDown: true,
return function (asset) {

        if (cachedAssetId === asset.assetId) {
            return cachedUrl;
        }

        cachedAssetId = asset.assetId;

        // If the SVG refers to fonts, they must be inlined in order to display correctly in the img tag.
        // Avoid parsing the SVG when possible, since it's expensive.
        if (asset.assetType === storage.AssetType.ImageVector) {
            const svgString = asset.decodeText();
            if (svgString.match(HAS_FONT_REGEXP)) {
                const svgText = inlineSvgFonts(svgString);
                cachedUrl = `data:image/svg+xml;utf8,${encodeURIComponent(svgText)}`;
            } else {
                cachedUrl = asset.encodeDataURI();
            }
        } else {
            cachedUrl = asset.encodeDataURI();
        }

        return cachedUrl;
    };
}());
// Export svg
    const guideLayers = hideGuideLayers(true /* includeRaster */);
    const bounds = paper.project.activeLayer.drawnBounds;
    const svg = paper.project.exportSVG({
        bounds: 'content',
        matrix: new paper.Matrix().translate(-bounds.x, -bounds.y)
    });
    showGuideLayers(guideLayers);

    // Get rid of anti-aliasing
    // @todo get crisp text https://github.com/LLK/scratch-paint/issues/508
    svg.setAttribute('shape-rendering', 'crispEdges');

    let svgString = (new XMLSerializer()).serializeToString(svg);
    svgString = inlineSvgFonts(svgString);

    // Put anti-aliased SVG into image, and dump image back into canvas
    const img = new Image();
    img.onload = () => {
        if (img.width && img.height) {
            getRaster().drawImage(
                img,
                new paper.Point(Math.floor(bounds.topLeft.x), Math.floor(bounds.topLeft.y)));
        }
        paper.project.activeLayer.removeChildren();
        onUpdateImage(false /* skipSnapshot */, Formats.BITMAP /* formatOverride */);
    };
    img.onerror = () => {
        // Fallback if browser does not support SVG data URIs in images.
        // The problem with rasterize is that it will anti-alias.
        const raster = paper.project.activeLayer.rasterize(72, false /* insert */);
dragOffset: null,
            dragId: null,
            colorInfo: null,
            question: null,
            sprites: null,
            stageURL: null
        };
        if (this.props.vm.renderer) {
            this.renderer = this.props.vm.renderer;
            this.canvas = this.renderer.canvas;
        } else {
            this.canvas = document.createElement('canvas');
            this.renderer = new Renderer(this.canvas);
            this.props.vm.attachRenderer(this.renderer);
        }
        this.props.vm.attachV2SVGAdapter(new V2SVGAdapter());
        this.props.vm.attachV2BitmapAdapter(new V2BitmapAdapter());
        this.props.vm.setVideoProvider(new VideoProvider());
        this.props.vm.on('LOADED_PROJECT', () => {
            console.log('LOADED PROJECT');
            requestAnimationFrame(this.step.bind(this));
        });
    }
    componentDidMount () {
dragId: null,
            colorInfo: null,
            question: null,
            sprites: null,
            stageURL: null
        };
        if (this.props.vm.renderer) {
            this.renderer = this.props.vm.renderer;
            this.canvas = this.renderer.canvas;
        } else {
            this.canvas = document.createElement('canvas');
            this.renderer = new Renderer(this.canvas);
            this.props.vm.attachRenderer(this.renderer);
        }
        this.props.vm.attachV2SVGAdapter(new V2SVGAdapter());
        this.props.vm.attachV2BitmapAdapter(new V2BitmapAdapter());
        this.props.vm.setVideoProvider(new VideoProvider());
        this.props.vm.on('LOADED_PROJECT', () => {
            console.log('LOADED PROJECT');
            requestAnimationFrame(this.step.bind(this));
        });
    }
    componentDidMount () {
constructor (id, renderer) {
        super(id);

        /** @type {RenderWebGL} */
        this._renderer = renderer;

        /** @type {SvgRenderer} */
        this._svgRenderer = new SvgRenderer();

        /** @type {Array} */
        this._scaledMIPs = [];

        /** @type {number} */
        this._largestMIPScale = 0;

        /**
        * Ratio of the size of the SVG and the max size of the WebGL texture
        * @type {Number}
        */
        this._maxTextureScale = 1;
    }
constructor () {
        this.svgRenderer = new SvgRenderer();
        this.svgTextWrapper = new SVGTextWrapper(this.makeSvgTextElement);
        this._textSizeCache = {};
    }

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