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() {};