skia2/experimental/skottiekit/interface.js
Kevin Lubick 3088c69b5f [skottiekit] Add a proof-of-concept only Skottie WASM build.
The goal is to see how small this can be w/o disrupting
CanvasKit.

Change-Id: Ia96ebf94dbe335d9db481d9264279163f8c37e16
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/285012
Reviewed-by: Florin Malita <fmalita@chromium.org>
2020-04-27 14:28:20 +00:00

114 lines
4.1 KiB
JavaScript

// Adds JS functions to augment the SkottieKit interface.
// For example, if there is a wrapper around the C++ call or logic to allow
// chaining, it should go here.
// SkottieKit.onRuntimeInitialized is called after the WASM library has loaded.
// Anything that modifies an exposed class (e.g. SkPath) should be set
// after onRuntimeInitialized, otherwise, it can happen outside of that scope.
SkottieKit.onRuntimeInitialized = function() {
// All calls to 'this' need to go in externs.js so closure doesn't minify them away.
SkottieKit.SkCanvas.prototype.clear = function (color4f) {
var cPtr = copy1dArray(color4f, SkottieKit.HEAPF32);
this._clear(cPtr);
SkottieKit._free(cPtr);
}
SkottieKit.SkSurface.prototype.requestAnimationFrame = function(callback, dirtyRect) {
if (!this._cached_canvas) {
this._cached_canvas = this.getCanvas();
}
window.requestAnimationFrame(function() {
if (this._context !== undefined) {
SkottieKit.setCurrentContext(this._context);
}
callback(this._cached_canvas);
// We do not dispose() of the SkSurface here, as the client will typically
// call requestAnimationFrame again from within the supplied callback.
// For drawing a single frame, prefer drawOnce().
this.flush();
}.bind(this));
}
// Run through the JS files that are added at compile time.
if (SkottieKit._extraInitializations) {
SkottieKit._extraInitializations.forEach(function(init) {
init();
});
}
}; // end SkottieKit.onRuntimeInitialized, that is, anything changing prototypes or dynamic.
// Construct a 4-float color.
// Opaque if opacity is omitted.
SkottieKit.Color4f = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
return Float32Array.of(r, g, b, a);
}
// Color constants use property getters to prevent other code from accidentally
// changing them.
Object.defineProperty(SkottieKit, "TRANSPARENT", {
get: function() { return SkottieKit.Color4f(0, 0, 0, 0); }
});
Object.defineProperty(SkottieKit, "BLACK", {
get: function() { return SkottieKit.Color4f(0, 0, 0, 1); }
});
Object.defineProperty(SkottieKit, "WHITE", {
get: function() { return SkottieKit.Color4f(1, 1, 1, 1); }
});
// assets is a dictionary of named blobs: { key: ArrayBuffer, ... }
// The keys should be well-behaved strings - they're turned into null-terminated
// strings for the native side.
SkottieKit.MakeManagedAnimation = function(json, assets) {
if (!SkottieKit.managed_skottie) {
throw 'Not compiled with MakeManagedAnimation';
}
if (!assets) {
return SkottieKit._MakeManagedAnimation(json, 0, nullptr, nullptr, nullptr);
}
var assetNamePtrs = [];
var assetDataPtrs = [];
var assetSizes = [];
var assetKeys = Object.keys(assets || {});
for (var i = 0; i < assetKeys.length; i++) {
var key = assetKeys[i];
var buffer = assets[key];
var data = new Uint8Array(buffer);
var iptr = SkottieKit._malloc(data.byteLength);
SkottieKit.HEAPU8.set(data, iptr);
assetDataPtrs.push(iptr);
assetSizes.push(data.byteLength);
// lengthBytesUTF8 and stringToUTF8Array are defined in the emscripten
// JS. See https://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html#stringToUTF8
// Add 1 for null terminator
var strLen = lengthBytesUTF8(key) + 1;
var strPtr = SkottieKit._malloc(strLen);
stringToUTF8(key, strPtr, strLen);
assetNamePtrs.push(strPtr);
}
// Not entirely sure if it matters, but the uintptr_t are 32 bits
// we want to copy our array of uintptr_t into the right size memory.
var namesPtr = copy1dArray(assetNamePtrs, SkottieKit.HEAPU32);
var assetsPtr = copy1dArray(assetDataPtrs, SkottieKit.HEAPU32);
var assetSizesPtr = copy1dArray(assetSizes, SkottieKit.HEAPU32);
var anim = SkottieKit._MakeManagedAnimation(json, assetKeys.length, namesPtr,
assetsPtr, assetSizesPtr);
// The C++ code has made copies of the asset and string data, so free our copies.
SkottieKit._free(namesPtr);
SkottieKit._free(assetsPtr);
SkottieKit._free(assetSizesPtr);
return anim;
};