e22f45fd89
Also: - SkWindow now has createSurface, not createCanvas. - Add the platform init code v8 now seems to require. - Fix library linkage. - Call isolate->Enter(); because it doesn't look like v8 starts with a default isolate to begin with. BUG=skia: Review URL: https://codereview.chromium.org/673223002
139 lines
4.6 KiB
C++
139 lines
4.6 KiB
C++
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/*
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* Copyright 2013 Google Inc.
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*
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*
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*/
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#include <v8.h>
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#include "Global.h"
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#include "JsContext.h"
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#include "Path2D.h"
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#include "SkCanvas.h"
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// Extracts a C string from a V8 Utf8Value.
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// TODO(jcgregrio) Currently dup'd in two files, fix.
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static const char* to_cstring(const v8::String::Utf8Value& value) {
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return *value ? *value : "<string conversion failed>";
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}
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v8::Persistent<v8::ObjectTemplate> JsContext::gContextTemplate;
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// Wraps 'this' in a Javascript object.
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v8::Handle<v8::Object> JsContext::wrap() {
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// Handle scope for temporary handles.
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v8::EscapableHandleScope handleScope(fGlobal->getIsolate());
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// Fetch the template for creating JavaScript JsContext wrappers.
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// It only has to be created once, which we do on demand.
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if (gContextTemplate.IsEmpty()) {
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v8::Local<v8::ObjectTemplate> localTemplate = v8::ObjectTemplate::New();
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// Add a field to store the pointer to a JsContext instance.
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localTemplate->SetInternalFieldCount(1);
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this->addAttributesAndMethods(localTemplate);
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gContextTemplate.Reset(fGlobal->getIsolate(), localTemplate);
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}
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v8::Handle<v8::ObjectTemplate> templ =
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v8::Local<v8::ObjectTemplate>::New(fGlobal->getIsolate(), gContextTemplate);
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// Create an empty JsContext wrapper.
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v8::Local<v8::Object> result = templ->NewInstance();
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// Wrap the raw C++ pointer in an External so it can be referenced
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// from within JavaScript.
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v8::Handle<v8::External> contextPtr = v8::External::New(fGlobal->getIsolate(), this);
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// Store the context pointer in the JavaScript wrapper.
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result->SetInternalField(0, contextPtr);
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// Return the result through the current handle scope. Since each
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// of these handles will go away when the handle scope is deleted
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// we need to call Close to let one, the result, escape into the
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// outer handle scope.
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return handleScope.Escape(result);
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}
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void JsContext::onDraw(SkCanvas* canvas) {
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// Record canvas and window in this.
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fCanvas = canvas;
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// Create a handle scope to keep the temporary object references.
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v8::HandleScope handleScope(fGlobal->getIsolate());
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// Create a local context from our global context.
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v8::Local<v8::Context> context = fGlobal->getContext();
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// Enter the context so all the remaining operations take place there.
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v8::Context::Scope contextScope(context);
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// Wrap the C++ this pointer in a JavaScript wrapper.
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v8::Handle<v8::Object> contextObj = this->wrap();
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// Set up an exception handler before calling the Process function.
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v8::TryCatch tryCatch;
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// Invoke the process function, giving the global object as 'this'
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// and one argument, this JsContext.
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const int argc = 1;
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v8::Handle<v8::Value> argv[argc] = { contextObj };
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v8::Local<v8::Function> onDraw =
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v8::Local<v8::Function>::New(fGlobal->getIsolate(), fOnDraw);
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v8::Handle<v8::Value> result = onDraw->Call(context->Global(), argc, argv);
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// Handle any exceptions or output.
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if (result.IsEmpty()) {
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SkASSERT(tryCatch.HasCaught());
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// Print errors that happened during execution.
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fGlobal->reportException(&tryCatch);
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} else {
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SkASSERT(!tryCatch.HasCaught());
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if (!result->IsUndefined()) {
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// If all went well and the result wasn't undefined then print
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// the returned value.
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v8::String::Utf8Value str(result);
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const char* cstr = to_cstring(str);
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printf("%s\n", cstr);
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}
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}
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}
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// Fetch the onDraw function from the global context.
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bool JsContext::initialize() {
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// Create a stack-allocated handle scope.
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v8::HandleScope handleScope(fGlobal->getIsolate());
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// Create a local context from our global context.
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v8::Local<v8::Context> context = fGlobal->getContext();
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// Enter the scope so all operations take place in the scope.
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v8::Context::Scope contextScope(context);
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v8::TryCatch try_catch;
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v8::Handle<v8::String> fn_name = v8::String::NewFromUtf8(
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fGlobal->getIsolate(), "onDraw");
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v8::Handle<v8::Value> fn_val = context->Global()->Get(fn_name);
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if (!fn_val->IsFunction()) {
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printf("Not a function.\n");
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return false;
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}
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// It is a function; cast it to a Function.
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v8::Handle<v8::Function> fn_fun = v8::Handle<v8::Function>::Cast(fn_val);
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// Store the function in a Persistent handle, since we also want that to
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// remain after this call returns.
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fOnDraw.Reset(fGlobal->getIsolate(), fn_fun);
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return true;
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}
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