ed96264ad7
Using value_array (and value_object), while convenient, adds a measurable overhead. This removes the Point value_object and replaces it as a return value with Float32Array (similar to rects). For inputs of a single point, I just split it into x and y. For inputs with two points, I used a _scratchFourFloats (formerly _scratchRect) bit of memory. Two subtle decisions here: - Why not use scratch memory for a single point? The cost of having one extra param is a small/negligible price to pay for less complex code. - Why not accept Malloc objects? Again, simplicity. Accommodating Malloc would make the code harder to read and require more checks. I don't know if anyone wants to have malloced points; if they do, we can probably accommodate that. Change-Id: I1b1c29f62e01c2f1c8c1218f58e3bad642214322 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/362097 Reviewed-by: Nathaniel Nifong <nifong@google.com>
136 lines
4.8 KiB
JavaScript
136 lines
4.8 KiB
JavaScript
// Adds compile-time JS functions to augment the CanvasKit interface.
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// Specifically, anything that should only be on the Skottie builds of canvaskit.
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// assets is a dictionary of named blobs: { key: ArrayBuffer, ... }
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// The keys should be well-behaved strings - they're turned into null-terminated
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// strings for the native side.
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// prop_filter_prefix is an optional string acting as a name filter for selecting
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// "interesting" Lottie properties (surfaced in the embedded player controls)
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CanvasKit.MakeManagedAnimation = function(json, assets, prop_filter_prefix) {
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if (!CanvasKit._MakeManagedAnimation) {
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throw 'Not compiled with MakeManagedAnimation';
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}
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if (!prop_filter_prefix) {
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prop_filter_prefix = '';
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}
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if (!assets) {
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return CanvasKit._MakeManagedAnimation(json, 0, nullptr, nullptr, nullptr, prop_filter_prefix);
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}
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var assetNamePtrs = [];
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var assetDataPtrs = [];
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var assetSizes = [];
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var assetKeys = Object.keys(assets || {});
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for (var i = 0; i < assetKeys.length; i++) {
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var key = assetKeys[i];
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var buffer = assets[key];
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var data = new Uint8Array(buffer);
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var iptr = CanvasKit._malloc(data.byteLength);
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CanvasKit.HEAPU8.set(data, iptr);
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assetDataPtrs.push(iptr);
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assetSizes.push(data.byteLength);
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// lengthBytesUTF8 and stringToUTF8Array are defined in the emscripten
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// JS. See https://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html#stringToUTF8
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// Add 1 for null terminator
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var strLen = lengthBytesUTF8(key) + 1;
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var strPtr = CanvasKit._malloc(strLen);
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stringToUTF8(key, strPtr, strLen);
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assetNamePtrs.push(strPtr);
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}
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// Not entirely sure if it matters, but the uintptr_t are 32 bits
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// we want to copy our array of uintptr_t into the right size memory.
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var namesPtr = copy1dArray(assetNamePtrs, "HEAPU32");
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var assetsPtr = copy1dArray(assetDataPtrs, "HEAPU32");
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var assetSizesPtr = copy1dArray(assetSizes, "HEAPU32");
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var anim = CanvasKit._MakeManagedAnimation(json, assetKeys.length, namesPtr,
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assetsPtr, assetSizesPtr, prop_filter_prefix);
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// The C++ code has made copies of the asset and string data, so free our copies.
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CanvasKit._free(namesPtr);
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CanvasKit._free(assetsPtr);
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CanvasKit._free(assetSizesPtr);
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return anim;
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};
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(function(CanvasKit){
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CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
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CanvasKit._extraInitializations.push(function() {
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CanvasKit.Animation.prototype.render = function(canvas, dstRect) {
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copyRectToWasm(dstRect, _scratchFourFloatsAPtr);
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this._render(canvas, _scratchFourFloatsAPtr);
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};
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CanvasKit.Animation.prototype.size = function(optSize) {
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// This will copy 2 floats into a space for 4 floats
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this._size(_scratchFourFloatsAPtr);
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var ta = _scratchFourFloatsA['toTypedArray']();
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if (optSize) {
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// We cannot call optSize.set() because it is an error to call .set() with
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// a source bigger than the destination.
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optSize[0] = ta[0];
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optSize[1] = ta[1];
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return optSize;
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}
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// Be sure to return a copy of just the first 2 values.
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return ta.slice(0, 2);
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};
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if (CanvasKit.ManagedAnimation) {
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CanvasKit.ManagedAnimation.prototype.render = function(canvas, dstRect) {
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copyRectToWasm(dstRect, _scratchFourFloatsAPtr);
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this._render(canvas, _scratchFourFloatsAPtr);
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};
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CanvasKit.ManagedAnimation.prototype.seek = function(t, optDamageRect) {
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this._seek(t, _scratchFourFloatsAPtr);
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var ta = _scratchFourFloatsA['toTypedArray']();
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if (optDamageRect) {
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optDamageRect.set(ta);
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return optDamageRect;
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}
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return ta.slice();
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};
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CanvasKit.ManagedAnimation.prototype.seekFrame = function(frame, optDamageRect) {
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this._seekFrame(frame, _scratchFourFloatsAPtr);
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var ta = _scratchFourFloatsA['toTypedArray']();
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if (optDamageRect) {
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optDamageRect.set(ta);
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return optDamageRect;
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}
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return ta.slice();
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};
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CanvasKit.ManagedAnimation.prototype.setColor = function(key, color) {
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var cPtr = copyColorToWasm(color);
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this._setColor(key, cPtr);
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};
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CanvasKit.ManagedAnimation.prototype.size = function(optSize) {
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// This will copy 2 floats into a space for 4 floats
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this._size(_scratchFourFloatsAPtr);
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var ta = _scratchFourFloatsA['toTypedArray']();
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if (optSize) {
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// We cannot call optSize.set() because it is an error to call .set() with
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// a source bigger than the destination.
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optSize[0] = ta[0];
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optSize[1] = ta[1];
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return optSize;
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}
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// Be sure to return a copy of just the first 2 values.
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return ta.slice(0, 2);
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};
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}
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});
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}(Module)); // When this file is loaded in, the high level object is "Module";
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