skia2/experimental/wasm-skp-debugger/externs.js

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var DebuggerView = {
MakeSWCanvasSurface: function() {},
_getRasterDirectSurface: function() {},
_malloc: function() {},
_free: function() {},
onRuntimeInitialized: function() {},
SkpFilePlayer: function() {},
MakeWebGLCanvasSurface: function() {},
MakeGrContext: function() {},
MakeOnScreenGLSurface: function() {},
MakeCanvasSurface: function() {},
MinVersion: function() {},
ColorType: {
RGBA_8888: {},
},
AlphaType: {
Unpremul: {},
},
TRANSPARENT: {},
SkSurface: {
// public API (from C++ bindings)
/** @return {DebuggerView.SkCanvas} */
getCanvas: function() {},
clear: function() {},
// private API
_flush: function() {},
delete: function() {},
},
SkpDebugPlayer: {
SkpDebugPlayer: function() {},
changeFrame: function() {},
deleteCommand: function() {},
draw: function() {},
drawTo: function() {},
findCommandByPixel: function() {},
getBounds: function() {},
getFrameCount: function() {},
getImageResource: function() {},
getImageCount: function() {},
getImageInfo: function() {},
getLayerSummariesJs: function() {},
getSize: function() {},
imageUseInfoForFrameJs: function() {},
jsonCommandList: function() {},
lastCommandInfo: function() {},
loadSkp: function() {},
setClipVizColor: function() {},
setCommandVisibility: function() {},
setGpuOpBounds: function() {},
setInspectedLayer: function() {},
setOriginVisible: function() {},
setOverdrawVis: function() {},
setAndroidClipViz: function() {},
},
/**
* @type {Uint8Array}
*/
HEAPU8: {},
};
// Public API things that are newly declared in the JS should go here.
// It's not enough to declare them above, because closure can still erase them
// unless they go on the prototype.
DebuggerView.SkSurface.prototype.flush = function() {};
DebuggerView.SkSurface.prototype.dispose = function() {};