skia2/experimental/canvaskit/cpu.js

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// Adds compile-time JS functions to augment the CanvasKit interface.
// Specifically, anything that should only be on the CPU version of canvaskit.
(function(CanvasKit){
CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
CanvasKit._extraInitializations.push(function() {
CanvasKit.MakeCanvasSurface = function(htmlID) {
var canvas = document.getElementById(htmlID);
if (!canvas) {
throw 'Canvas with id ' + htmlID + ' was not found';
}
// Maybe better to use clientWidth/height. See:
// https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html
var surface = this._getRasterN32PremulSurface(canvas.width, canvas.height);
if (surface) {
surface._canvas = canvas;
surface._width = canvas.width;
surface._height = canvas.height;
surface._pixelLen = surface._width * surface._height * 4; // it's 8888
// Allocate the buffer of pixels to be used to draw back and forth.
surface._pixelPtr = CanvasKit._malloc(surface._pixelLen);
}
return surface;
};
CanvasKit.MakeSurface = function(width, height) {
var surface = this._getRasterN32PremulSurface(width, height);
if (surface) {
surface._canvas = null;
surface._width = width;
surface._height = height;
surface._pixelLen = width * height * 4; // it's 8888
// Allocate the buffer of pixels to be used to draw back and forth.
surface._pixelPtr = CanvasKit._malloc(surface._pixelLen);
}
return surface;
};
CanvasKit.SkSurface.prototype.flush = function() {
this._flush();
// Do we have an HTML canvas to write the pixels to?
if (this._canvas) {
var success = this._readPixels(this._width, this._height, this._pixelPtr);
if (!success) {
console.err('could not read pixels');
return;
}
var pixels = new Uint8ClampedArray(CanvasKit.buffer, this._pixelPtr, this._pixelLen);
var imageData = new ImageData(pixels, this._width, this._height);
this._canvas.getContext('2d').putImageData(imageData, 0, 0);
}
};
// Call dispose() instead of delete to clean up the underlying memory
CanvasKit.SkSurface.prototype.dispose = function() {
if (this._pixelPtr) {
CanvasKit._free(this._pixelPtr);
}
this.delete();
}
CanvasKit.currentContext = function() {
// no op. aka return undefined.
};
CanvasKit.setCurrentContext = function() {
// no op. aka return undefined.
};
});
}(Module)); // When this file is loaded in, the high level object is "Module";