392846665c
This is handy for interacting with <input type=color> Change-Id: I7946c08ef10a2481016885d58cc52f76f5cd40e7 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/272344 Reviewed-by: Kevin Lubick <kjlubick@google.com>
495 lines
15 KiB
JavaScript
495 lines
15 KiB
JavaScript
// helper JS that could be used anywhere in the glue code
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function clamp(c) {
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return Math.round(Math.max(0, Math.min(c || 0, 255)));
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}
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// Colors are just a 32 bit number with 8 bits each of a, r, g, b
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// The API is the same as CSS's representation of color rgba(), that is
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// r,g,b are 0-255, and a is 0.0 to 1.0.
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// if a is omitted, it will be assumed to be 1.0
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CanvasKit.Color = function(r, g, b, a) {
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if (a === undefined) {
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a = 1;
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}
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// The >>> 0 converts the signed int to an unsigned int. Skia's
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// SkColor object is an unsigned int.
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// https://stackoverflow.com/a/14891172
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return ((clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)) >>> 0;
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}
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// returns [r, g, b, a] from a color
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// where a is scaled between 0 and 1.0
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CanvasKit.getColorComponents = function(color) {
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return [
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(color >> 16) & 0xFF,
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(color >> 8) & 0xFF,
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(color >> 0) & 0xFF,
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((color >> 24) & 0xFF) / 255,
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]
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}
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// parseColorString takes in a CSS color value and returns a CanvasKit.Color
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// (which is just a 32 bit integer, 8 bits per channel). An optional colorMap
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// may be provided which maps custom strings to values (e.g. {'springgreen':4278255487}).
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// In the CanvasKit canvas2d shim layer, we provide this map for processing
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// canvas2d calls, but not here for code size reasons.
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CanvasKit.parseColorString = function(colorStr, colorMap) {
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colorStr = colorStr.toLowerCase();
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// See https://drafts.csswg.org/css-color/#typedef-hex-color
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if (colorStr.startsWith('#')) {
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var r, g, b, a = 255;
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switch (colorStr.length) {
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case 9: // 8 hex chars #RRGGBBAA
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a = parseInt(colorStr.slice(7, 9), 16);
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case 7: // 6 hex chars #RRGGBB
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r = parseInt(colorStr.slice(1, 3), 16);
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g = parseInt(colorStr.slice(3, 5), 16);
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b = parseInt(colorStr.slice(5, 7), 16);
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break;
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case 5: // 4 hex chars #RGBA
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// multiplying by 17 is the same effect as
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// appending another character of the same value
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// e.g. e => ee == 14 => 238
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a = parseInt(colorStr.slice(4, 5), 16) * 17;
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case 4: // 6 hex chars #RGB
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r = parseInt(colorStr.slice(1, 2), 16) * 17;
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g = parseInt(colorStr.slice(2, 3), 16) * 17;
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b = parseInt(colorStr.slice(3, 4), 16) * 17;
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break;
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}
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return CanvasKit.Color(r, g, b, a/255);
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} else if (colorStr.startsWith('rgba')) {
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// Trim off rgba( and the closing )
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colorStr = colorStr.slice(5, -1);
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var nums = colorStr.split(',');
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return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
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valueOrPercent(nums[3]));
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} else if (colorStr.startsWith('rgb')) {
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// Trim off rgba( and the closing )
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colorStr = colorStr.slice(4, -1);
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var nums = colorStr.split(',');
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// rgb can take 3 or 4 arguments
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return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
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valueOrPercent(nums[3]));
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} else if (colorStr.startsWith('gray(')) {
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// TODO
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} else if (colorStr.startsWith('hsl')) {
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// TODO
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} else if (colorMap) {
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// Try for named color
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var nc = colorMap[colorStr];
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if (nc !== undefined) {
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return nc;
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}
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}
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SkDebug('unrecognized color ' + colorStr);
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return CanvasKit.BLACK;
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}
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function valueOrPercent(aStr) {
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if (aStr === undefined) {
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return 1; // default to opaque.
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}
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var a = parseFloat(aStr);
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if (aStr && aStr.indexOf('%') !== -1) {
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return a / 100;
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}
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return a;
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}
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CanvasKit.multiplyByAlpha = function(color, alpha) {
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if (alpha === 1) {
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return color;
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}
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// extract as int from 0 to 255
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var a = (color >> 24) & 0xFF;
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a *= alpha;
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// mask off the old alpha
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color &= 0xFFFFFF;
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// back to unsigned int to match SkColor.
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return (clamp(a) << 24 | color) >>> 0;
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}
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function radiansToDegrees(rad) {
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return (rad / Math.PI) * 180;
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}
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function degreesToRadians(deg) {
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return (deg / 180) * Math.PI;
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}
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// See https://stackoverflow.com/a/31090240
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// This contraption keeps closure from minifying away the check
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// if btoa is defined *and* prevents runtime "btoa" or "window" is not defined.
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// Defined outside any scopes to make it available in all files.
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var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")());
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function almostEqual(floata, floatb) {
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return Math.abs(floata - floatb) < 0.00001;
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}
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var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
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// arr can be a normal JS array or a TypedArray
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// dest is something like CanvasKit.HEAPF32
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// ptr can be optionally provided if the memory was already allocated.
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function copy1dArray(arr, dest, ptr) {
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if (!arr || !arr.length) {
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return nullptr;
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}
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// This was created with CanvasKit.Malloc, so it's already been copied.
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if (arr['_ck']) {
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return arr.byteOffset;
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}
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if (!ptr) {
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ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT);
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}
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// In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
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// byte elements. When we run _malloc, we always get an offset/pointer into
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// that block of memory.
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// CanvasKit exposes some different views to make it easier to work with
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// different types. HEAPF32 for example, exposes it as a float*
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// However, to make the ptr line up, we have to do some pointer arithmetic.
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// Concretely, we need to convert ptr to go from an index into a 1-byte-wide
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// buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
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// and thus we divide ptr by 4.
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dest.set(arr, ptr / dest.BYTES_PER_ELEMENT);
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return ptr;
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}
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// arr should be a non-jagged 2d JS array (TypedArrays can't be nested
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// inside themselves). A common use case is points.
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// dest is something like CanvasKit.HEAPF32
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// ptr can be optionally provided if the memory was already allocated.
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function copy2dArray(arr, dest, ptr) {
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if (!arr || !arr.length) {
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return nullptr;
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}
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if (!ptr) {
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ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT);
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}
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var idx = 0;
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var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < arr[0].length; c++) {
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dest[adjustedPtr + idx] = arr[r][c];
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idx++;
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}
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}
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return ptr;
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}
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// arr should be a non-jagged 3d JS array (TypedArrays can't be nested
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// inside themselves.)
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// dest is something like CanvasKit.HEAPF32
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// ptr can be optionally provided if the memory was already allocated.
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function copy3dArray(arr, dest, ptr) {
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if (!arr || !arr.length || !arr[0].length) {
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return nullptr;
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}
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if (!ptr) {
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ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT);
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}
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var idx = 0;
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var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
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for (var x = 0; x < arr.length; x++) {
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for (var y = 0; y < arr[0].length; y++) {
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for (var z = 0; z < arr[0][0].length; z++) {
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dest[adjustedPtr + idx] = arr[x][y][z];
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idx++;
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}
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}
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}
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return ptr;
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}
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// Caching the Float32Arrays can save having to reallocate them
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// over and over again.
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var Float32ArrayCache = {};
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// Takes a 2D array of commands and puts them into the WASM heap
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// as a 1D array. This allows them to referenced from the C++ code.
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// Returns a 2 element array, with the first item being essentially a
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// pointer to the array and the second item being the length of
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// the new 1D array.
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//
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// Example usage:
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// let cmds = [
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// [CanvasKit.MOVE_VERB, 0, 10],
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// [CanvasKit.LINE_VERB, 30, 40],
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// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
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// ];
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function loadCmdsTypedArray(arr) {
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var len = 0;
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for (var r = 0; r < arr.length; r++) {
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len += arr[r].length;
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}
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var ta;
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if (Float32ArrayCache[len]) {
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ta = Float32ArrayCache[len];
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} else {
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ta = new Float32Array(len);
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Float32ArrayCache[len] = ta;
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}
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// Flatten into a 1d array
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var i = 0;
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < arr[r].length; c++) {
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var item = arr[r][c];
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ta[i] = item;
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i++;
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}
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}
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var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
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return [ptr, len];
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}
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function saveBytesToFile(bytes, fileName) {
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if (!isNode) {
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// https://stackoverflow.com/a/32094834
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var blob = new Blob([bytes], {type: 'application/octet-stream'});
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url = window.URL.createObjectURL(blob);
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var a = document.createElement('a');
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document.body.appendChild(a);
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a.href = url;
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a.download = fileName;
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a.click();
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// clean up after because FF might not download it synchronously
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setTimeout(function() {
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URL.revokeObjectURL(url);
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a.remove();
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}, 50);
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} else {
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var fs = require('fs');
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// https://stackoverflow.com/a/42006750
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// https://stackoverflow.com/a/47018122
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fs.writeFile(fileName, new Buffer(bytes), function(err) {
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if (err) throw err;
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});
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}
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}
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/**
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* Generic helper for dealing with an array of four floats.
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*/
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CanvasKit.FourFloatArrayHelper = function() {
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this._floats = [];
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this._ptr = null;
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Object.defineProperty(this, 'length', {
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enumerable: true,
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get: function() {
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return this._floats.length / 4;
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},
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});
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}
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/**
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* push the four floats onto the end of the array - if build() has already
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* been called, the call will return without modifying anything.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
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if (this._ptr) {
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SkDebug('Cannot push more points - already built');
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return;
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}
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this._floats.push(f1, f2, f3, f4);
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}
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/**
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* Set the four floats at a given index - if build() has already
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* been called, the WASM memory will be written to directly.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
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if (idx < 0 || idx >= this._floats.length/4) {
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SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
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return;
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}
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idx *= 4;
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var BYTES_PER_ELEMENT = 4;
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if (this._ptr) {
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// convert this._ptr from uint8_t* to SkScalar* by dividing by 4
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var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
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CanvasKit.HEAPF32[floatPtr] = f1;
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CanvasKit.HEAPF32[floatPtr + 1] = f2;
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CanvasKit.HEAPF32[floatPtr + 2] = f3;
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CanvasKit.HEAPF32[floatPtr + 3] = f4;
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return;
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}
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this._floats[idx] = f1;
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this._floats[idx + 1] = f2;
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this._floats[idx + 2] = f3;
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this._floats[idx + 3] = f4;
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}
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/**
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* Copies the float data to the WASM memory and returns a pointer
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* to that allocated memory. Once build has been called, this
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* float array cannot be made bigger.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.build = function() {
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if (this._ptr) {
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return this._ptr;
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}
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this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32);
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return this._ptr;
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}
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/**
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* Frees the wasm memory associated with this array. Of note,
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* the points are not removed, so push/set/build can all
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* be called to make a newly allocated (possibly bigger)
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* float array.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
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if (this._ptr) {
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CanvasKit._free(this._ptr);
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this._ptr = null;
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}
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}
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/**
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* Generic helper for dealing with an array of unsigned ints.
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*/
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CanvasKit.OneUIntArrayHelper = function() {
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this._uints = [];
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this._ptr = null;
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Object.defineProperty(this, 'length', {
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enumerable: true,
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get: function() {
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return this._uints.length;
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},
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});
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}
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/**
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* push the unsigned int onto the end of the array - if build() has already
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* been called, the call will return without modifying anything.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
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if (this._ptr) {
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SkDebug('Cannot push more points - already built');
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return;
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}
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this._uints.push(u);
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}
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/**
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* Set the uint at a given index - if build() has already
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* been called, the WASM memory will be written to directly.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
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if (idx < 0 || idx >= this._uints.length) {
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SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
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return;
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}
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idx *= 4;
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var BYTES_PER_ELEMENT = 4;
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if (this._ptr) {
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// convert this._ptr from uint8_t* to SkScalar* by dividing by 4
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var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
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CanvasKit.HEAPU32[uintPtr] = u;
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return;
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}
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this._uints[idx] = u;
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}
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/**
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* Copies the uint data to the WASM memory and returns a pointer
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* to that allocated memory. Once build has been called, this
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* unit array cannot be made bigger.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.build = function() {
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if (this._ptr) {
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return this._ptr;
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}
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this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32);
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return this._ptr;
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}
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/**
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* Frees the wasm memory associated with this array. Of note,
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* the points are not removed, so push/set/build can all
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* be called to make a newly allocated (possibly bigger)
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* uint array.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
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if (this._ptr) {
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CanvasKit._free(this._ptr);
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this._ptr = null;
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}
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}
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/**
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* Helper for building an array of SkRects (which are just structs
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* of 4 floats).
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*
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* Input points are taken as left, top, right, bottom
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*/
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CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper;
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/**
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* Helper for building an array of RSXForms (which are just structs
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* of 4 floats).
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*
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* An RSXForm is a compressed form of a rotation+scale matrix.
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*
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* [ scos -ssin tx ]
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* [ ssin scos ty ]
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* [ 0 0 1 ]
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*
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* Input points are taken as scos, ssin, tx, ty
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*/
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CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
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/**
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* Helper for building an array of SkColor
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*/
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CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper;
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/**
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* Malloc returns a TypedArray backed by the C++ memory of the
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* given length. It should only be used by advanced users who
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* can manage memory and initialize values properly. When used
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* correctly, it can save copying of data between JS and C++.
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* When used incorrectly, it can lead to memory leaks.
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*
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* const ta = CanvasKit.Malloc(Float32Array, 20);
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* // store data into ta
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* const cf = CanvasKit.SkColorFilter.MakeMatrix(ta);
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* // MakeMatrix cleans up the ptr automatically.
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*
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* @param {TypedArray} typedArray - constructor for the typedArray.
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* @param {number} len - number of elements to store.
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*/
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CanvasKit.Malloc = function(typedArray, len) {
|
|
var byteLen = len * typedArray.BYTES_PER_ELEMENT;
|
|
var ptr = CanvasKit._malloc(byteLen);
|
|
var ta = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
|
|
// add a marker that this was allocated in C++ land
|
|
ta['_ck'] = true;
|
|
return ta;
|
|
}
|