blob: ae6e9c0c529db534ebf6b359c56f952882a2b86e [file] [log] [blame]
// Adds JS functions to augment the CanvasKit interface.
// For example, if there is a wrapper around the C++ call or logic to allow
// chaining, it should go here.
// CanvasKit.onRuntimeInitialized is called after the WASM library has loaded.
// Anything that modifies an exposed class (e.g. Path) should be set
// after onRuntimeInitialized, otherwise, it can happen outside of that scope.
CanvasKit.onRuntimeInitialized = function() {
// All calls to 'this' need to go in externs.js so closure doesn't minify them away.
_scratchColor = CanvasKit.Malloc(Float32Array, 4); // 4 color scalars.
_scratchColorPtr = _scratchColor['byteOffset'];
_scratch4x4Matrix = CanvasKit.Malloc(Float32Array, 16); // 16 matrix scalars.
_scratch4x4MatrixPtr = _scratch4x4Matrix['byteOffset'];
_scratch3x3Matrix = CanvasKit.Malloc(Float32Array, 9); // 9 matrix scalars.
_scratch3x3MatrixPtr = _scratch3x3Matrix['byteOffset'];
_scratchRRect = CanvasKit.Malloc(Float32Array, 12); // 4 scalars for rrect, 8 for radii.
_scratchRRectPtr = _scratchRRect['byteOffset'];
_scratchRRect2 = CanvasKit.Malloc(Float32Array, 12); // 4 scalars for rrect, 8 for radii.
_scratchRRect2Ptr = _scratchRRect2['byteOffset'];
_scratchRect = CanvasKit.Malloc(Float32Array, 4);
_scratchRectPtr = _scratchRect['byteOffset'];
_scratchRect2 = CanvasKit.Malloc(Float32Array, 4);
_scratchRect2Ptr = _scratchRect2['byteOffset'];
_scratchIRect = CanvasKit.Malloc(Int32Array, 4);
_scratchIRectPtr = _scratchIRect['byteOffset'];
// Create single copies of all three supported color spaces
// These are sk_sp<ColorSpace>
CanvasKit.ColorSpace.SRGB = CanvasKit.ColorSpace._MakeSRGB();
CanvasKit.ColorSpace.DISPLAY_P3 = CanvasKit.ColorSpace._MakeDisplayP3();
CanvasKit.ColorSpace.ADOBE_RGB = CanvasKit.ColorSpace._MakeAdobeRGB();
// Add some helpers for matrices. This is ported from SkMatrix.cpp
// to save complexity and overhead of going back and forth between
// C++ and JS layers.
// I would have liked to use something like DOMMatrix, except it
// isn't widely supported (would need polyfills) and it doesn't
// have a mapPoints() function (which could maybe be tacked on here).
// If DOMMatrix catches on, it would be worth re-considering this usage.
CanvasKit.Matrix = {};
function sdot() { // to be called with an even number of scalar args
var acc = 0;
for (var i=0; i < arguments.length-1; i+=2) {
acc += arguments[i] * arguments[i+1];
}
return acc;
}
// Private general matrix functions used in both 3x3s and 4x4s.
// Return a square identity matrix of size n.
var identityN = function(n) {
var size = n*n;
var m = new Array(size);
while(size--) {
m[size] = size%(n+1) == 0 ? 1.0 : 0.0;
}
return m;
};
// Stride, a function for compactly representing several ways of copying an array into another.
// Write vector `v` into matrix `m`. `m` is a matrix encoded as an array in row-major
// order. Its width is passed as `width`. `v` is an array with length < (m.length/width).
// An element of `v` is copied into `m` starting at `offset` and moving `colStride` cols right
// each row.
//
// For example, a width of 4, offset of 3, and stride of -1 would put the vector here.
// _ _ 0 _
// _ 1 _ _
// 2 _ _ _
// _ _ _ 3
//
var stride = function(v, m, width, offset, colStride) {
for (var i=0; i<v.length; i++) {
m[i * width + // column
(i * colStride + offset + width) % width // row
] = v[i];
}
return m;
};
CanvasKit.Matrix.identity = function() {
return identityN(3);
};
// Return the inverse (if it exists) of this matrix.
// Otherwise, return null.
CanvasKit.Matrix.invert = function(m) {
// Find the determinant by the sarrus rule. https://en.wikipedia.org/wiki/Rule_of_Sarrus
var det = m[0]*m[4]*m[8] + m[1]*m[5]*m[6] + m[2]*m[3]*m[7]
- m[2]*m[4]*m[6] - m[1]*m[3]*m[8] - m[0]*m[5]*m[7];
if (!det) {
Debug('Warning, uninvertible matrix');
return null;
}
// Return the inverse by the formula adj(m)/det.
// adj (adjugate) of a 3x3 is the transpose of it's cofactor matrix.
// a cofactor matrix is a matrix where each term is +-det(N) where matrix N is the 2x2 formed
// by removing the row and column we're currently setting from the source.
// the sign alternates in a checkerboard pattern with a `+` at the top left.
// that's all been combined here into one expression.
return [
(m[4]*m[8] - m[5]*m[7])/det, (m[2]*m[7] - m[1]*m[8])/det, (m[1]*m[5] - m[2]*m[4])/det,
(m[5]*m[6] - m[3]*m[8])/det, (m[0]*m[8] - m[2]*m[6])/det, (m[2]*m[3] - m[0]*m[5])/det,
(m[3]*m[7] - m[4]*m[6])/det, (m[1]*m[6] - m[0]*m[7])/det, (m[0]*m[4] - m[1]*m[3])/det,
];
};
// Maps the given points according to the passed in matrix.
// Results are done in place.
// See SkMatrix.h::mapPoints for the docs on the math.
CanvasKit.Matrix.mapPoints = function(matrix, ptArr) {
if (IsDebug && (ptArr.length % 2)) {
throw 'mapPoints requires an even length arr';
}
for (var i = 0; i < ptArr.length; i+=2) {
var x = ptArr[i], y = ptArr[i+1];
// Gx+Hy+I
var denom = matrix[6]*x + matrix[7]*y + matrix[8];
// Ax+By+C
var xTrans = matrix[0]*x + matrix[1]*y + matrix[2];
// Dx+Ey+F
var yTrans = matrix[3]*x + matrix[4]*y + matrix[5];
ptArr[i] = xTrans/denom;
ptArr[i+1] = yTrans/denom;
}
return ptArr;
};
function isnumber(val) { return !isNaN(val); }
// generalized iterative algorithm for multiplying two matrices.
function multiply(m1, m2, size) {
if (IsDebug && (!m1.every(isnumber) || !m2.every(isnumber))) {
throw 'Some members of matrices are NaN m1='+m1+', m2='+m2+'';
}
if (IsDebug && (m1.length !== m2.length)) {
throw 'Undefined for matrices of different sizes. m1.length='+m1.length+', m2.length='+m2.length;
}
if (IsDebug && (size*size !== m1.length)) {
throw 'Undefined for non-square matrices. array size was '+size;
}
var result = Array(m1.length);
for (var r = 0; r < size; r++) {
for (var c = 0; c < size; c++) {
// accumulate a sum of m1[r,k]*m2[k, c]
var acc = 0;
for (var k = 0; k < size; k++) {
acc += m1[size * r + k] * m2[size * k + c];
}
result[r * size + c] = acc;
}
}
return result;
}
// Accept an integer indicating the size of the matrices being multiplied (3 for 3x3), and any
// number of matrices following it.
function multiplyMany(size, listOfMatrices) {
if (IsDebug && (listOfMatrices.length < 2)) {
throw 'multiplication expected two or more matrices';
}
var result = multiply(listOfMatrices[0], listOfMatrices[1], size);
var next = 2;
while (next < listOfMatrices.length) {
result = multiply(result, listOfMatrices[next], size);
next++;
}
return result;
}
// Accept any number 3x3 of matrices as arguments, multiply them together.
// Matrix multiplication is associative but not commutative. the order of the arguments
// matters, but it does not matter that this implementation multiplies them left to right.
CanvasKit.Matrix.multiply = function() {
return multiplyMany(3, arguments);
};
// Return a matrix representing a rotation by n radians.
// px, py optionally say which point the rotation should be around
// with the default being (0, 0);
CanvasKit.Matrix.rotated = function(radians, px, py) {
px = px || 0;
py = py || 0;
var sinV = Math.sin(radians);
var cosV = Math.cos(radians);
return [
cosV, -sinV, sdot( sinV, py, 1 - cosV, px),
sinV, cosV, sdot(-sinV, px, 1 - cosV, py),
0, 0, 1,
];
};
CanvasKit.Matrix.scaled = function(sx, sy, px, py) {
px = px || 0;
py = py || 0;
var m = stride([sx, sy], identityN(3), 3, 0, 1);
return stride([px-sx*px, py-sy*py], m, 3, 2, 0);
};
CanvasKit.Matrix.skewed = function(kx, ky, px, py) {
px = px || 0;
py = py || 0;
var m = stride([kx, ky], identityN(3), 3, 1, -1);
return stride([-kx*px, -ky*py], m, 3, 2, 0);
};
CanvasKit.Matrix.translated = function(dx, dy) {
return stride(arguments, identityN(3), 3, 2, 0);
};
// Functions for manipulating vectors.
// Loosely based off of SkV3 in SkM44.h but skia also has SkVec2 and Skv4. This combines them and
// works on vectors of any length.
CanvasKit.Vector = {};
CanvasKit.Vector.dot = function(a, b) {
if (IsDebug && (a.length !== b.length)) {
throw 'Cannot perform dot product on arrays of different length ('+a.length+' vs '+b.length+')';
}
return a.map(function(v, i) { return v*b[i] }).reduce(function(acc, cur) { return acc + cur; });
};
CanvasKit.Vector.lengthSquared = function(v) {
return CanvasKit.Vector.dot(v, v);
};
CanvasKit.Vector.length = function(v) {
return Math.sqrt(CanvasKit.Vector.lengthSquared(v));
};
CanvasKit.Vector.mulScalar = function(v, s) {
return v.map(function(i) { return i*s });
};
CanvasKit.Vector.add = function(a, b) {
return a.map(function(v, i) { return v+b[i] });
};
CanvasKit.Vector.sub = function(a, b) {
return a.map(function(v, i) { return v-b[i]; });
};
CanvasKit.Vector.dist = function(a, b) {
return CanvasKit.Vector.length(CanvasKit.Vector.sub(a, b));
};
CanvasKit.Vector.normalize = function(v) {
return CanvasKit.Vector.mulScalar(v, 1/CanvasKit.Vector.length(v));
};
CanvasKit.Vector.cross = function(a, b) {
if (IsDebug && (a.length !== 3 || a.length !== 3)) {
throw 'Cross product is only defined for 3-dimensional vectors (a.length='+a.length+', b.length='+b.length+')';
}
return [
a[1]*b[2] - a[2]*b[1],
a[2]*b[0] - a[0]*b[2],
a[0]*b[1] - a[1]*b[0],
];
};
// Functions for creating and manipulating (row-major) 4x4 matrices. Accepted in place of
// SkM44 in canvas methods, for the same reasons as the 3x3 matrices above.
// ported from C++ code in SkM44.cpp
CanvasKit.M44 = {};
// Create a 4x4 identity matrix
CanvasKit.M44.identity = function() {
return identityN(4);
};
// Anything named vec below is an array of length 3 representing a vector/point in 3D space.
// Create a 4x4 matrix representing a translate by the provided 3-vec
CanvasKit.M44.translated = function(vec) {
return stride(vec, identityN(4), 4, 3, 0);
};
// Create a 4x4 matrix representing a scaling by the provided 3-vec
CanvasKit.M44.scaled = function(vec) {
return stride(vec, identityN(4), 4, 0, 1);
};
// Create a 4x4 matrix representing a rotation about the provided axis 3-vec.
// axis does not need to be normalized.
CanvasKit.M44.rotated = function(axisVec, radians) {
return CanvasKit.M44.rotatedUnitSinCos(
CanvasKit.Vector.normalize(axisVec), Math.sin(radians), Math.cos(radians));
};
// Create a 4x4 matrix representing a rotation about the provided normalized axis 3-vec.
// Rotation is provided redundantly as both sin and cos values.
// This rotate can be used when you already have the cosAngle and sinAngle values
// so you don't have to atan(cos/sin) to call roatated() which expects an angle in radians.
// this does no checking! Behavior for invalid sin or cos values or non-normalized axis vectors
// is incorrect. Prefer rotated().
CanvasKit.M44.rotatedUnitSinCos = function(axisVec, sinAngle, cosAngle) {
var x = axisVec[0];
var y = axisVec[1];
var z = axisVec[2];
var c = cosAngle;
var s = sinAngle;
var t = 1 - c;
return [
t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0,
t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0,
t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0,
0, 0, 0, 1
];
};
// Create a 4x4 matrix representing a camera at eyeVec, pointed at centerVec.
CanvasKit.M44.lookat = function(eyeVec, centerVec, upVec) {
var f = CanvasKit.Vector.normalize(CanvasKit.Vector.sub(centerVec, eyeVec));
var u = CanvasKit.Vector.normalize(upVec);
var s = CanvasKit.Vector.normalize(CanvasKit.Vector.cross(f, u));
var m = CanvasKit.M44.identity();
// set each column's top three numbers
stride(s, m, 4, 0, 0);
stride(CanvasKit.Vector.cross(s, f), m, 4, 1, 0);
stride(CanvasKit.Vector.mulScalar(f, -1), m, 4, 2, 0);
stride(eyeVec, m, 4, 3, 0);
var m2 = CanvasKit.M44.invert(m);
if (m2 === null) {
return CanvasKit.M44.identity();
}
return m2;
};
// Create a 4x4 matrix representing a perspective. All arguments are scalars.
// angle is in radians.
CanvasKit.M44.perspective = function(near, far, angle) {
if (IsDebug && (far <= near)) {
throw 'far must be greater than near when constructing M44 using perspective.';
}
var dInv = 1 / (far - near);
var halfAngle = angle / 2;
var cot = Math.cos(halfAngle) / Math.sin(halfAngle);
return [
cot, 0, 0, 0,
0, cot, 0, 0,
0, 0, (far+near)*dInv, 2*far*near*dInv,
0, 0, -1, 1,
];
};
// Returns the number at the given row and column in matrix m.
CanvasKit.M44.rc = function(m, r, c) {
return m[r*4+c];
};
// Accepts any number of 4x4 matrix arguments, multiplies them left to right.
CanvasKit.M44.multiply = function() {
return multiplyMany(4, arguments);
};
// Invert the 4x4 matrix if it is invertible and return it. if not, return null.
// taken from SkM44.cpp (altered to use row-major order)
// m is not altered.
CanvasKit.M44.invert = function(m) {
if (IsDebug && !m.every(isnumber)) {
throw 'some members of matrix are NaN m='+m;
}
var a00 = m[0];
var a01 = m[4];
var a02 = m[8];
var a03 = m[12];
var a10 = m[1];
var a11 = m[5];
var a12 = m[9];
var a13 = m[13];
var a20 = m[2];
var a21 = m[6];
var a22 = m[10];
var a23 = m[14];
var a30 = m[3];
var a31 = m[7];
var a32 = m[11];
var a33 = m[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// calculate determinate
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
var invdet = 1.0 / det;
// bail out if the matrix is not invertible
if (det === 0 || invdet === Infinity) {
Debug('Warning, uninvertible matrix');
return null;
}
b00 *= invdet;
b01 *= invdet;
b02 *= invdet;
b03 *= invdet;
b04 *= invdet;
b05 *= invdet;
b06 *= invdet;
b07 *= invdet;
b08 *= invdet;
b09 *= invdet;
b10 *= invdet;
b11 *= invdet;
// store result in row major order
var tmp = [
a11 * b11 - a12 * b10 + a13 * b09,
a12 * b08 - a10 * b11 - a13 * b07,
a10 * b10 - a11 * b08 + a13 * b06,
a11 * b07 - a10 * b09 - a12 * b06,
a02 * b10 - a01 * b11 - a03 * b09,
a00 * b11 - a02 * b08 + a03 * b07,
a01 * b08 - a00 * b10 - a03 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b05 - a32 * b04 + a33 * b03,
a32 * b02 - a30 * b05 - a33 * b01,
a30 * b04 - a31 * b02 + a33 * b00,
a31 * b01 - a30 * b03 - a32 * b00,
a22 * b04 - a21 * b05 - a23 * b03,
a20 * b05 - a22 * b02 + a23 * b01,
a21 * b02 - a20 * b04 - a23 * b00,
a20 * b03 - a21 * b01 + a22 * b00,
];
if (!tmp.every(function(val) { return !isNaN(val) && val !== Infinity && val !== -Infinity; })) {
Debug('inverted matrix contains infinities or NaN '+tmp);
return null;
}
return tmp;
};
CanvasKit.M44.transpose = function(m) {
return [
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15],
];
};
// Return the inverse of an SkM44. throw an error if it's not invertible
CanvasKit.M44.mustInvert = function(m) {
var m2 = CanvasKit.M44.invert(m);
if (m2 === null) {
throw 'Matrix not invertible';
}
return m2;
};
// returns a matrix that sets up a 3D perspective view from a given camera.
//
// area - a rect describing the viewport. (0, 0, canvas_width, canvas_height) suggested
// zscale - a scalar describing the scale of the z axis. min(width, height)/2 suggested
// cam - an object with the following attributes
// const cam = {
// 'eye' : [0, 0, 1 / Math.tan(Math.PI / 24) - 1], // a 3D point locating the camera
// 'coa' : [0, 0, 0], // center of attention - the 3D point the camera is looking at.
// 'up' : [0, 1, 0], // a unit vector pointing in the camera's up direction, because eye and coa alone leave roll unspecified.
// 'near' : 0.02, // near clipping plane
// 'far' : 4, // far clipping plane
// 'angle': Math.PI / 12, // field of view in radians
// };
CanvasKit.M44.setupCamera = function(area, zscale, cam) {
var camera = CanvasKit.M44.lookat(cam['eye'], cam['coa'], cam['up']);
var perspective = CanvasKit.M44.perspective(cam['near'], cam['far'], cam['angle']);
var center = [(area[0] + area[2])/2, (area[1] + area[3])/2, 0];
var viewScale = [(area[2] - area[0])/2, (area[3] - area[1])/2, zscale];
var viewport = CanvasKit.M44.multiply(
CanvasKit.M44.translated(center),
CanvasKit.M44.scaled(viewScale));
return CanvasKit.M44.multiply(
viewport, perspective, camera, CanvasKit.M44.mustInvert(viewport));
};
// An ColorMatrix is a 4x4 color matrix that transforms the 4 color channels
// with a 1x4 matrix that post-translates those 4 channels.
// For example, the following is the layout with the scale (S) and post-transform
// (PT) items indicated.
// RS, 0, 0, 0 | RPT
// 0, GS, 0, 0 | GPT
// 0, 0, BS, 0 | BPT
// 0, 0, 0, AS | APT
//
// Much of this was hand-transcribed from SkColorMatrix.cpp, because it's easier to
// deal with a Float32Array of length 20 than to try to expose the SkColorMatrix object.
var rScale = 0;
var gScale = 6;
var bScale = 12;
var aScale = 18;
var rPostTrans = 4;
var gPostTrans = 9;
var bPostTrans = 14;
var aPostTrans = 19;
CanvasKit.ColorMatrix = {};
CanvasKit.ColorMatrix.identity = function() {
var m = new Float32Array(20);
m[rScale] = 1;
m[gScale] = 1;
m[bScale] = 1;
m[aScale] = 1;
return m;
};
CanvasKit.ColorMatrix.scaled = function(rs, gs, bs, as) {
var m = new Float32Array(20);
m[rScale] = rs;
m[gScale] = gs;
m[bScale] = bs;
m[aScale] = as;
return m;
};
var rotateIndices = [
[6, 7, 11, 12],
[0, 10, 2, 12],
[0, 1, 5, 6],
];
// axis should be 0, 1, 2 for r, g, b
CanvasKit.ColorMatrix.rotated = function(axis, sine, cosine) {
var m = CanvasKit.ColorMatrix.identity();
var indices = rotateIndices[axis];
m[indices[0]] = cosine;
m[indices[1]] = sine;
m[indices[2]] = -sine;
m[indices[3]] = cosine;
return m;
};
// m is a ColorMatrix (i.e. a Float32Array), and this sets the 4 "special"
// params that will translate the colors after they are multiplied by the 4x4 matrix.
CanvasKit.ColorMatrix.postTranslate = function(m, dr, dg, db, da) {
m[rPostTrans] += dr;
m[gPostTrans] += dg;
m[bPostTrans] += db;
m[aPostTrans] += da;
return m;
};
// concat returns a new ColorMatrix that is the result of multiplying outer*inner
CanvasKit.ColorMatrix.concat = function(outer, inner) {
var m = new Float32Array(20);
var index = 0;
for (var j = 0; j < 20; j += 5) {
for (var i = 0; i < 4; i++) {
m[index++] = outer[j + 0] * inner[i + 0] +
outer[j + 1] * inner[i + 5] +
outer[j + 2] * inner[i + 10] +
outer[j + 3] * inner[i + 15];
}
m[index++] = outer[j + 0] * inner[4] +
outer[j + 1] * inner[9] +
outer[j + 2] * inner[14] +
outer[j + 3] * inner[19] +
outer[j + 4];
}
return m;
};
CanvasKit.Path.MakeFromCmds = function(cmds) {
var ptrLen = loadCmdsTypedArray(cmds);
var path = CanvasKit.Path._MakeFromCmds(ptrLen[0], ptrLen[1]);
CanvasKit._free(ptrLen[0]);
return path;
};
// The weights array is optional (only used for conics).
CanvasKit.Path.MakeFromVerbsPointsWeights = function(verbs, pts, weights) {
var verbsPtr = copy1dArray(verbs, 'HEAPU8');
var pointsPtr = copy1dArray(pts, 'HEAPF32');
var weightsPtr = copy1dArray(weights, 'HEAPF32');
var numWeights = (weights && weights.length) || 0;
var path = CanvasKit.Path._MakeFromVerbsPointsWeights(
verbsPtr, verbs.length, pointsPtr, pts.length, weightsPtr, numWeights);
freeArraysThatAreNotMallocedByUsers(verbsPtr, verbs);
freeArraysThatAreNotMallocedByUsers(pointsPtr, pts);
freeArraysThatAreNotMallocedByUsers(weightsPtr, weights);
return path;
};
CanvasKit.Path.prototype.addArc = function(oval, startAngle, sweepAngle) {
// see arc() for the HTMLCanvas version
// note input angles are degrees.
var oPtr = copyRectToWasm(oval);
this._addArc(oPtr, startAngle, sweepAngle);
return this;
};
CanvasKit.Path.prototype.addOval = function(oval, isCCW, startIndex) {
if (startIndex === undefined) {
startIndex = 1;
}
var oPtr = copyRectToWasm(oval);
this._addOval(oPtr, !!isCCW, startIndex);
return this;
};
// TODO(kjlubick) clean up this API - split it apart if necessary
CanvasKit.Path.prototype.addPath = function() {
// Takes 1, 2, 7, or 10 required args, where the first arg is always the path.
// The last arg is optional and chooses between add or extend mode.
// The options for the remaining args are:
// - an array of 6 or 9 parameters (perspective is optional)
// - the 9 parameters of a full matrix or
// the 6 non-perspective params of a matrix.
var args = Array.prototype.slice.call(arguments);
var path = args[0];
var extend = false;
if (typeof args[args.length-1] === 'boolean') {
extend = args.pop();
}
if (args.length === 1) {
// Add path, unchanged. Use identity matrix
this._addPath(path, 1, 0, 0,
0, 1, 0,
0, 0, 1,
extend);
} else if (args.length === 2) {
// User provided the 9 params of a full matrix as an array.
var a = args[1];
this._addPath(path, a[0], a[1], a[2],
a[3], a[4], a[5],
a[6] || 0, a[7] || 0, a[8] || 1,
extend);
} else if (args.length === 7 || args.length === 10) {
// User provided the 9 params of a (full) matrix directly.
// (or just the 6 non perspective ones)
// These are in the same order as what Skia expects.
var a = args;
this._addPath(path, a[1], a[2], a[3],
a[4], a[5], a[6],
a[7] || 0, a[8] || 0, a[9] || 1,
extend);
} else {
Debug('addPath expected to take 1, 2, 7, or 10 required args. Got ' + args.length);
return null;
}
return this;
};
// points is either an array of [x, y] where x and y are numbers or
// a typed array from Malloc where the even indices will be treated
// as x coordinates and the odd indices will be treated as y coordinates.
CanvasKit.Path.prototype.addPoly = function(points, close) {
var ptr;
var n;
// This was created with CanvasKit.Malloc, so assume the user has
// already been filled with data.
if (points['_ck']) {
ptr = points.byteOffset;
n = points.length/2;
} else {
// TODO(kjlubick) deprecate and remove the 2d array input
ptr = copy2dArray(points, 'HEAPF32');
n = points.length;
}
this._addPoly(ptr, n, close);
freeArraysThatAreNotMallocedByUsers(ptr, points);
return this;
};
CanvasKit.Path.prototype.addRect = function(rect, isCCW) {
var rPtr = copyRectToWasm(rect);
this._addRect(rPtr, !!isCCW);
return this;
};
CanvasKit.Path.prototype.addRRect = function(rrect, isCCW) {
var rPtr = copyRRectToWasm(rrect);
this._addRRect(rPtr, !!isCCW);
return this;
};
// The weights array is optional (only used for conics).
CanvasKit.Path.prototype.addVerbsPointsWeights = function(verbs, points, weights) {
var verbsPtr = copy1dArray(verbs, 'HEAPU8');
var pointsPtr = copy1dArray(points, 'HEAPF32');
var weightsPtr = copy1dArray(weights, 'HEAPF32');
var numWeights = (weights && weights.length) || 0;
this._addVerbsPointsWeights(verbsPtr, verbs.length, pointsPtr, points.length,
weightsPtr, numWeights);
freeArraysThatAreNotMallocedByUsers(verbsPtr, verbs);
freeArraysThatAreNotMallocedByUsers(pointsPtr, points);
freeArraysThatAreNotMallocedByUsers(weightsPtr, weights);
};
CanvasKit.Path.prototype.arc = function(x, y, radius, startAngle, endAngle, ccw) {
// emulates the HTMLCanvas behavior. See addArc() for the Path version.
// Note input angles are radians.
var bounds = CanvasKit.LTRBRect(x-radius, y-radius, x+radius, y+radius);
var sweep = radiansToDegrees(endAngle - startAngle) - (360 * !!ccw);
var temp = new CanvasKit.Path();
temp.addArc(bounds, radiansToDegrees(startAngle), sweep);
this.addPath(temp, true);
temp.delete();
return this;
};
// Appends arc to Path. Arc added is part of ellipse
// bounded by oval, from startAngle through sweepAngle. Both startAngle and
// sweepAngle are measured in degrees, where zero degrees is aligned with the
// positive x-axis, and positive sweeps extends arc clockwise.
CanvasKit.Path.prototype.arcToOval = function(oval, startAngle, sweepAngle, forceMoveTo) {
var oPtr = copyRectToWasm(oval);
this._arcToOval(oPtr, startAngle, sweepAngle, forceMoveTo);
return this;
};
// Appends arc to Path. Arc is implemented by one or more conics weighted to
// describe part of oval with radii (rx, ry) rotated by xAxisRotate degrees. Arc
// curves from last point to (x, y), choosing one of four possible routes:
// clockwise or counterclockwise, and smaller or larger.
// Arc sweep is always less than 360 degrees. arcTo() appends line to (x, y) if
// either radii are zero, or if last point equals (x, y). arcTo() scales radii
// (rx, ry) to fit last point and (x, y) if both are greater than zero but
// too small.
// arcToRotated() appends up to four conic curves.
// arcToRotated() implements the functionality of SVG arc, although SVG sweep-flag value
// is opposite the integer value of sweep; SVG sweep-flag uses 1 for clockwise,
// while kCW_Direction cast to int is zero.
CanvasKit.Path.prototype.arcToRotated = function(rx, ry, xAxisRotate, useSmallArc, isCCW, x, y) {
this._arcToRotated(rx, ry, xAxisRotate, !!useSmallArc, !!isCCW, x, y);
return this;
};
// Appends arc to Path, after appending line if needed. Arc is implemented by conic
// weighted to describe part of circle. Arc is contained by tangent from
// last Path point to (x1, y1), and tangent from (x1, y1) to (x2, y2). Arc
// is part of circle sized to radius, positioned so it touches both tangent lines.
// If last Path Point does not start Arc, arcTo appends connecting Line to Path.
// The length of Vector from (x1, y1) to (x2, y2) does not affect Arc.
// Arc sweep is always less than 180 degrees. If radius is zero, or if
// tangents are nearly parallel, arcTo appends Line from last Path Point to (x1, y1).
// arcToTangent appends at most one Line and one conic.
// arcToTangent implements the functionality of PostScript arct and HTML Canvas arcTo.
CanvasKit.Path.prototype.arcToTangent = function(x1, y1, x2, y2, radius) {
this._arcToTangent(x1, y1, x2, y2, radius);
return this;
};
CanvasKit.Path.prototype.close = function() {
this._close();
return this;
};
CanvasKit.Path.prototype.conicTo = function(x1, y1, x2, y2, w) {
this._conicTo(x1, y1, x2, y2, w);
return this;
};
// Clients can pass in a Float32Array with length 4 to this and the results
// will be copied into that array. Otherwise, a new TypedArray will be allocated
// and returned.
CanvasKit.Path.prototype.computeTightBounds = function(optionalOutputArray) {
this._computeTightBounds(_scratchRectPtr);
var ta = _scratchRect['toTypedArray']();
if (optionalOutputArray) {
optionalOutputArray.set(ta);
return optionalOutputArray;
}
return ta.slice();
};
CanvasKit.Path.prototype.cubicTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
this._cubicTo(cp1x, cp1y, cp2x, cp2y, x, y);
return this;
};
CanvasKit.Path.prototype.dash = function(on, off, phase) {
if (this._dash(on, off, phase)) {
return this;
}
return null;
};
// Clients can pass in a Float32Array with length 4 to this and the results
// will be copied into that array. Otherwise, a new TypedArray will be allocated
// and returned.
CanvasKit.Path.prototype.getBounds = function(optionalOutputArray) {
this._getBounds(_scratchRectPtr);
var ta = _scratchRect['toTypedArray']();
if (optionalOutputArray) {
optionalOutputArray.set(ta);
return optionalOutputArray;
}
return ta.slice();
};
CanvasKit.Path.prototype.lineTo = function(x, y) {
this._lineTo(x, y);
return this;
};
CanvasKit.Path.prototype.moveTo = function(x, y) {
this._moveTo(x, y);
return this;
};
CanvasKit.Path.prototype.offset = function(dx, dy) {
this._transform(1, 0, dx,
0, 1, dy,
0, 0, 1);
return this;
};
CanvasKit.Path.prototype.quadTo = function(cpx, cpy, x, y) {
this._quadTo(cpx, cpy, x, y);
return this;
};
CanvasKit.Path.prototype.rArcTo = function(rx, ry, xAxisRotate, useSmallArc, isCCW, dx, dy) {
this._rArcTo(rx, ry, xAxisRotate, useSmallArc, isCCW, dx, dy);
return this;
};
CanvasKit.Path.prototype.rConicTo = function(dx1, dy1, dx2, dy2, w) {
this._rConicTo(dx1, dy1, dx2, dy2, w);
return this;
};
// These params are all relative
CanvasKit.Path.prototype.rCubicTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
this._rCubicTo(cp1x, cp1y, cp2x, cp2y, x, y);
return this;
};
CanvasKit.Path.prototype.rLineTo = function(dx, dy) {
this._rLineTo(dx, dy);
return this;
};
CanvasKit.Path.prototype.rMoveTo = function(dx, dy) {
this._rMoveTo(dx, dy);
return this;
};
// These params are all relative
CanvasKit.Path.prototype.rQuadTo = function(cpx, cpy, x, y) {
this._rQuadTo(cpx, cpy, x, y);
return this;
};
CanvasKit.Path.prototype.stroke = function(opts) {
// Fill out any missing values with the default values.
opts = opts || {};
opts['width'] = opts['width'] || 1;
opts['miter_limit'] = opts['miter_limit'] || 4;
opts['cap'] = opts['cap'] || CanvasKit.StrokeCap.Butt;
opts['join'] = opts['join'] || CanvasKit.StrokeJoin.Miter;
opts['precision'] = opts['precision'] || 1;
if (this._stroke(opts)) {
return this;
}
return null;
};
// TODO(kjlubick) Change this to take a 3x3 or 4x4 matrix (optionally malloc'd)
CanvasKit.Path.prototype.transform = function() {
// Takes 1 or 9 args
if (arguments.length === 1) {
// argument 1 should be a 6 or 9 element array.
var a = arguments[0];
this._transform(a[0], a[1], a[2],
a[3], a[4], a[5],
a[6] || 0, a[7] || 0, a[8] || 1);
} else if (arguments.length === 6 || arguments.length === 9) {
// these arguments are the 6 or 9 members of the matrix
var a = arguments;
this._transform(a[0], a[1], a[2],
a[3], a[4], a[5],
a[6] || 0, a[7] || 0, a[8] || 1);
} else {
throw 'transform expected to take 1 or 9 arguments. Got ' + arguments.length;
}
return this;
};
// isComplement is optional, defaults to false
CanvasKit.Path.prototype.trim = function(startT, stopT, isComplement) {
if (this._trim(startT, stopT, !!isComplement)) {
return this;
}
return null;
};
CanvasKit.Image.prototype.encodeToData = function() {
if (!arguments.length) {
return this._encodeToData();
}
if (arguments.length === 2) {
var a = arguments;
return this._encodeToDataWithFormat(a[0], a[1]);
}
throw 'encodeToData expected to take 0 or 2 arguments. Got ' + arguments.length;
};
CanvasKit.Image.prototype.makeShader = function(xTileMode, yTileMode, localMatrix) {
var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
return this._makeShader(xTileMode, yTileMode, localMatrixPtr);
};
function readPixels(source, srcX, srcY, imageInfo, destMallocObj, bytesPerRow) {
if (!bytesPerRow) {
bytesPerRow = 4 * imageInfo['width'];
if (imageInfo['colorType'] === CanvasKit.ColorType.RGBA_F16) {
bytesPerRow *= 2;
}
else if (imageInfo['colorType'] === CanvasKit.ColorType.RGBA_F32) {
bytesPerRow *= 4;
}
}
var pBytes = bytesPerRow * imageInfo.height;
var pPtr;
if (destMallocObj) {
pPtr = destMallocObj['byteOffset'];
} else {
pPtr = CanvasKit._malloc(pBytes);
}
if (!source._readPixels(imageInfo, pPtr, bytesPerRow, srcX, srcY)) {
Debug('Could not read pixels with the given inputs');
if (!destMallocObj) {
CanvasKit._free(pPtr);
}
return null;
}
// If the user provided us a buffer to copy into, we don't need to allocate a new TypedArray.
if (destMallocObj) {
return destMallocObj['toTypedArray'](); // Return the typed array wrapper w/o allocating.
}
// Put those pixels into a typed array of the right format and then
// make a copy with slice() that we can return.
var retVal = null;
switch (imageInfo['colorType']) {
case CanvasKit.ColorType.RGBA_8888:
case CanvasKit.ColorType.RGBA_F16: // there is no half-float JS type, so we return raw bytes.
retVal = new Uint8Array(CanvasKit.HEAPU8.buffer, pPtr, pBytes).slice();
break;
case CanvasKit.ColorType.RGBA_F32:
retVal = new Float32Array(CanvasKit.HEAPU8.buffer, pPtr, pBytes).slice();
break;
default:
Debug('ColorType not yet supported');
return null;
}
// Free the allocated pixels in the WASM memory
CanvasKit._free(pPtr);
return retVal;
}
CanvasKit.Image.prototype.readPixels = function(srcX, srcY, imageInfo, destMallocObj,
bytesPerRow) {
return readPixels(this, srcX, srcY, imageInfo, destMallocObj, bytesPerRow);
};
// Accepts an array of four numbers in the range of 0-1 representing a 4f color
CanvasKit.Canvas.prototype.clear = function(color4f) {
var cPtr = copyColorToWasm(color4f);
this._clear(cPtr);
};
CanvasKit.Canvas.prototype.clipRRect = function(rrect, op, antialias) {
var rPtr = copyRRectToWasm(rrect);
this._clipRRect(rPtr, op, antialias);
};
CanvasKit.Canvas.prototype.clipRect = function(rect, op, antialias) {
var rPtr = copyRectToWasm(rect);
this._clipRect(rPtr, op, antialias);
};
// concat takes a 3x2, a 3x3, or a 4x4 matrix and upscales it (if needed) to 4x4. This is because
// under the hood, SkCanvas uses a 4x4 matrix.
CanvasKit.Canvas.prototype.concat = function(matr) {
var matrPtr = copy4x4MatrixToWasm(matr);
this._concat(matrPtr);
};
CanvasKit.Canvas.prototype.drawArc = function(oval, startAngle, sweepAngle, useCenter, paint) {
var oPtr = copyRectToWasm(oval);
this._drawArc(oPtr, startAngle, sweepAngle, useCenter, paint);
};
// atlas is an Image, e.g. from CanvasKit.MakeImageFromEncoded
// srcRects, dstXforms, and colors should be CanvasKit.RectBuilder, CanvasKit.RSXFormBuilder,
// and CanvasKit.ColorBuilder (fastest)
// Or they can be an array of floats of length 4*number of destinations.
// colors are optional and used to tint the drawn images using the optional blend mode
// Colors may be an ColorBuilder, a Uint32Array of int colors,
// a Flat Float32Array of float colors or a 2d Array of Float32Array(4) (deprecated)
// TODO(kjlubick) remove Builders - no longer needed now that Malloc is a thing.
CanvasKit.Canvas.prototype.drawAtlas = function(atlas, srcRects, dstXforms, paint,
/*optional*/ blendMode, colors) {
if (!atlas || !paint || !srcRects || !dstXforms) {
Debug('Doing nothing since missing a required input');
return;
}
// builder arguments report the length as the number of rects, but when passed as arrays
// their.length attribute is 4x higher because it's the number of total components of all rects.
// colors is always going to report the same length, at least until floats colors are supported
// by this function.
if (srcRects.length !== dstXforms.length) {
Debug('Doing nothing since input arrays length mismatches');
return;
}
if (!blendMode) {
blendMode = CanvasKit.BlendMode.SrcOver;
}
var srcRectPtr;
if (srcRects.build) {
srcRectPtr = srcRects.build();
} else {
srcRectPtr = copy1dArray(srcRects, 'HEAPF32');
}
var count = 1;
var dstXformPtr;
if (dstXforms.build) {
dstXformPtr = dstXforms.build();
count = dstXforms.length;
} else {
dstXformPtr = copy1dArray(dstXforms, 'HEAPF32');
count = dstXforms.length / 4;
}
var colorPtr = nullptr;
if (colors) {
if (colors.build) {
colorPtr = colors.build();
} else {
colorPtr = copy1dArray(assureIntColors(colors), 'HEAPU32');
}
}
this._drawAtlas(atlas, dstXformPtr, srcRectPtr, colorPtr, count, blendMode, paint);
if (srcRectPtr && !srcRects.build) {
freeArraysThatAreNotMallocedByUsers(srcRectPtr, srcRects);
}
if (dstXformPtr && !dstXforms.build) {
freeArraysThatAreNotMallocedByUsers(dstXformPtr, dstXforms);
}
if (colorPtr && !colors.build) {
freeArraysThatAreNotMallocedByUsers(colorPtr, colors);
}
};
CanvasKit.Canvas.prototype.drawColor = function (color4f, mode) {
var cPtr = copyColorToWasm(color4f);
if (mode !== undefined) {
this._drawColor(cPtr, mode);
} else {
this._drawColor(cPtr);
}
};
CanvasKit.Canvas.prototype.drawColorComponents = function (r, g, b, a, mode) {
var cPtr = copyColorComponentsToWasm(r, g, b, a);
if (mode !== undefined) {
this._drawColor(cPtr, mode);
} else {
this._drawColor(cPtr);
}
};
CanvasKit.Canvas.prototype.drawDRRect = function(outer, inner, paint) {
var oPtr = copyRRectToWasm(outer, _scratchRRectPtr);
var iPtr = copyRRectToWasm(inner, _scratchRRect2Ptr);
this._drawDRRect(oPtr, iPtr, paint);
};
CanvasKit.Canvas.prototype.drawImageNine = function(img, center, dest, paint) {
var cPtr = copyIRectToWasm(center);
var dPtr = copyRectToWasm(dest);
this._drawImageNine(img, cPtr, dPtr, paint);
};
CanvasKit.Canvas.prototype.drawImageRect = function(img, src, dest, paint, fastSample) {
var sPtr = copyRectToWasm(src, _scratchRectPtr);
var dPtr = copyRectToWasm(dest, _scratchRect2Ptr);
this._drawImageRect(img, sPtr, dPtr, paint, !!fastSample);
};
CanvasKit.Canvas.prototype.drawOval = function(oval, paint) {
var oPtr = copyRectToWasm(oval);
this._drawOval(oPtr, paint);
};
// points is either an array of [x, y] where x and y are numbers or
// a typed array from Malloc where the even indices will be treated
// as x coordinates and the odd indices will be treated as y coordinates.
CanvasKit.Canvas.prototype.drawPoints = function(mode, points, paint) {
var ptr;
var n;
// This was created with CanvasKit.Malloc, so assume the user has
// already been filled with data.
if (points['_ck']) {
ptr = points.byteOffset;
n = points.length/2;
} else {
ptr = copy2dArray(points, 'HEAPF32');
n = points.length;
}
this._drawPoints(mode, ptr, n, paint);
freeArraysThatAreNotMallocedByUsers(ptr, points);
};
CanvasKit.Canvas.prototype.drawRRect = function(rrect, paint) {
var rPtr = copyRRectToWasm(rrect);
this._drawRRect(rPtr, paint);
};
CanvasKit.Canvas.prototype.drawRect = function(rect, paint) {
var rPtr = copyRectToWasm(rect);
this._drawRect(rPtr, paint);
};
CanvasKit.Canvas.prototype.drawShadow = function(path, zPlaneParams, lightPos, lightRadius, ambientColor, spotColor, flags) {
var ambiPtr = copyColorToWasmNoScratch(ambientColor);
var spotPtr = copyColorToWasmNoScratch(spotColor);
this._drawShadow(path, zPlaneParams, lightPos, lightRadius, ambiPtr, spotPtr, flags);
freeArraysThatAreNotMallocedByUsers(ambiPtr, ambientColor);
freeArraysThatAreNotMallocedByUsers(spotPtr, spotColor);
};
// getLocalToDevice returns a 4x4 matrix.
CanvasKit.Canvas.prototype.getLocalToDevice = function() {
// _getLocalToDevice will copy the values into the pointer.
this._getLocalToDevice(_scratch4x4MatrixPtr);
return copy4x4MatrixFromWasm(_scratch4x4MatrixPtr);
};
// findMarkedCTM returns a 4x4 matrix, or null if a matrix was not found at
// the provided marker.
CanvasKit.Canvas.prototype.findMarkedCTM = function(marker) {
// _getLocalToDevice will copy the values into the pointer.
var found = this._findMarkedCTM(marker, _scratch4x4MatrixPtr);
if (!found) {
return null;
}
return copy4x4MatrixFromWasm(_scratch4x4MatrixPtr);
};
// getTotalMatrix returns the current matrix as a 3x3 matrix.
CanvasKit.Canvas.prototype.getTotalMatrix = function() {
// _getTotalMatrix will copy the values into the pointer.
this._getTotalMatrix(_scratch3x3MatrixPtr);
// read them out into an array. TODO(kjlubick): If we change Matrix to be
// typedArrays, then we should return a typed array here too.
var rv = new Array(9);
for (var i = 0; i < 9; i++) {
rv[i] = CanvasKit.HEAPF32[_scratch3x3MatrixPtr/4 + i]; // divide by 4 to "cast" to float.
}
return rv;
};
CanvasKit.Canvas.prototype.readPixels = function(srcX, srcY, imageInfo, destMallocObj,
bytesPerRow) {
return readPixels(this, srcX, srcY, imageInfo, destMallocObj, bytesPerRow);
};
CanvasKit.Canvas.prototype.saveLayer = function(paint, boundsRect, backdrop, flags) {
// bPtr will be 0 (nullptr) if boundsRect is undefined/null.
var bPtr = copyRectToWasm(boundsRect);
// These or clauses help emscripten, which does not deal with undefined well.
return this._saveLayer(paint || null, bPtr, backdrop || null, flags || 0);
};
// pixels should be a Uint8Array or a plain JS array.
CanvasKit.Canvas.prototype.writePixels = function(pixels, srcWidth, srcHeight,
destX, destY, alphaType, colorType, colorSpace) {
if (pixels.byteLength % (srcWidth * srcHeight)) {
throw 'pixels length must be a multiple of the srcWidth * srcHeight';
}
var bytesPerPixel = pixels.byteLength / (srcWidth * srcHeight);
// supply defaults (which are compatible with HTMLCanvas's putImageData)
alphaType = alphaType || CanvasKit.AlphaType.Unpremul;
colorType = colorType || CanvasKit.ColorType.RGBA_8888;
colorSpace = colorSpace || CanvasKit.ColorSpace.SRGB;
var srcRowBytes = bytesPerPixel * srcWidth;
var pptr = copy1dArray(pixels, 'HEAPU8');
var ok = this._writePixels({
'width': srcWidth,
'height': srcHeight,
'colorType': colorType,
'alphaType': alphaType,
'colorSpace': colorSpace,
}, pptr, srcRowBytes, destX, destY);
freeArraysThatAreNotMallocedByUsers(pptr, pixels);
return ok;
};
CanvasKit.ColorFilter.MakeBlend = function(color4f, mode) {
var cPtr = copyColorToWasm(color4f);
var result = CanvasKit.ColorFilter._MakeBlend(cPtr, mode);
return result;
};
// colorMatrix is an ColorMatrix (e.g. Float32Array of length 20)
CanvasKit.ColorFilter.MakeMatrix = function(colorMatrix) {
if (!colorMatrix || colorMatrix.length !== 20) {
throw 'invalid color matrix';
}
var fptr = copy1dArray(colorMatrix, 'HEAPF32');
// We know skia memcopies the floats, so we can free our memory after the call returns.
var m = CanvasKit.ColorFilter._makeMatrix(fptr);
freeArraysThatAreNotMallocedByUsers(fptr, colorMatrix);
return m;
};
CanvasKit.ImageFilter.MakeMatrixTransform = function(matr, filterQuality, input) {
var matrPtr = copy3x3MatrixToWasm(matr);
return CanvasKit.ImageFilter._MakeMatrixTransform(matrPtr, filterQuality, input);
};
CanvasKit.Paint.prototype.getColor = function() {
this._getColor(_scratchColorPtr);
return copyColorFromWasm(_scratchColorPtr);
};
CanvasKit.Paint.prototype.setColor = function(color4f, colorSpace) {
colorSpace = colorSpace || null; // null will be replaced with sRGB in the C++ method.
// emscripten wouldn't bind undefined to the sk_sp<ColorSpace> expected here.
var cPtr = copyColorToWasm(color4f);
this._setColor(cPtr, colorSpace);
};
// The color components here are expected to be floating point values (nominally between
// 0.0 and 1.0, but with wider color gamuts, the values could exceed this range). To convert
// between standard 8 bit colors and floats, just divide by 255 before passing them in.
CanvasKit.Paint.prototype.setColorComponents = function(r, g, b, a, colorSpace) {
colorSpace = colorSpace || null; // null will be replaced with sRGB in the C++ method.
// emscripten wouldn't bind undefined to the sk_sp<ColorSpace> expected here.
var cPtr = copyColorComponentsToWasm(r, g, b, a);
this._setColor(cPtr, colorSpace);
};
CanvasKit.PictureRecorder.prototype.beginRecording = function(bounds) {
var bPtr = copyRectToWasm(bounds);
return this._beginRecording(bPtr);
};
CanvasKit.Surface.prototype.makeImageSnapshot = function(optionalBoundsRect) {
var bPtr = copyIRectToWasm(optionalBoundsRect);
return this._makeImageSnapshot(bPtr);
};
CanvasKit.Surface.prototype.requestAnimationFrame = function(callback, dirtyRect) {
if (!this._cached_canvas) {
this._cached_canvas = this.getCanvas();
}
requestAnimationFrame(function() {
if (this._context !== undefined) {
CanvasKit.setCurrentContext(this._context);
}
callback(this._cached_canvas);
// We do not dispose() of the Surface here, as the client will typically
// call requestAnimationFrame again from within the supplied callback.
// For drawing a single frame, prefer drawOnce().
this.flush(dirtyRect);
}.bind(this));
};
// drawOnce will dispose of the surface after drawing the frame using the provided
// callback.
CanvasKit.Surface.prototype.drawOnce = function(callback, dirtyRect) {
if (!this._cached_canvas) {
this._cached_canvas = this.getCanvas();
}
requestAnimationFrame(function() {
if (this._context !== undefined) {
CanvasKit.setCurrentContext(this._context);
}
callback(this._cached_canvas);
this.flush(dirtyRect);
this.dispose();
}.bind(this));
};
CanvasKit.PathEffect.MakeDash = function(intervals, phase) {
if (!phase) {
phase = 0;
}
if (!intervals.length || intervals.length % 2 === 1) {
throw 'Intervals array must have even length';
}
var ptr = copy1dArray(intervals, 'HEAPF32');
var dpe = CanvasKit.PathEffect._MakeDash(ptr, intervals.length, phase);
freeArraysThatAreNotMallocedByUsers(ptr, intervals);
return dpe;
};
CanvasKit.Shader.MakeColor = function(color4f, colorSpace) {
colorSpace = colorSpace || null
var cPtr = copyColorToWasm(color4f);
return CanvasKit.Shader._MakeColor(cPtr, colorSpace);
};
// TODO(kjlubick) remove deprecated names.
CanvasKit.Shader.Blend = CanvasKit.Shader.MakeBlend;
CanvasKit.Shader.Color = CanvasKit.Shader.MakeColor;
CanvasKit.Shader.Lerp = CanvasKit.Shader.MakeLerp;
CanvasKit.Shader.MakeLinearGradient = function(start, end, colors, pos, mode, localMatrix, flags, colorSpace) {
colorSpace = colorSpace || null;
var cPtrInfo = copyFlexibleColorArray(colors);
var posPtr = copy1dArray(pos, 'HEAPF32');
flags = flags || 0;
var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
var lgs = CanvasKit.Shader._MakeLinearGradient(start, end, cPtrInfo.colorPtr, cPtrInfo.colorType, posPtr,
cPtrInfo.count, mode, flags, localMatrixPtr, colorSpace);
freeArraysThatAreNotMallocedByUsers(cPtrInfo.colorPtr, colors);
pos && freeArraysThatAreNotMallocedByUsers(posPtr, pos);
return lgs;
};
CanvasKit.Shader.MakeRadialGradient = function(center, radius, colors, pos, mode, localMatrix, flags, colorSpace) {
colorSpace = colorSpace || null
var cPtrInfo = copyFlexibleColorArray(colors);
var posPtr = copy1dArray(pos, 'HEAPF32');
flags = flags || 0;
var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
var rgs = CanvasKit.Shader._MakeRadialGradient(center, radius, cPtrInfo.colorPtr, cPtrInfo.colorType, posPtr,
cPtrInfo.count, mode, flags, localMatrixPtr, colorSpace);
freeArraysThatAreNotMallocedByUsers(cPtrInfo.colorPtr, colors);
pos && freeArraysThatAreNotMallocedByUsers(posPtr, pos);
return rgs;
};
CanvasKit.Shader.MakeSweepGradient = function(cx, cy, colors, pos, mode, localMatrix, flags, startAngle, endAngle, colorSpace) {
colorSpace = colorSpace || null
var cPtrInfo = copyFlexibleColorArray(colors);
var posPtr = copy1dArray(pos, 'HEAPF32');
flags = flags || 0;
startAngle = startAngle || 0;
endAngle = endAngle || 360;
var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
var sgs = CanvasKit.Shader._MakeSweepGradient(cx, cy, cPtrInfo.colorPtr, cPtrInfo.colorType, posPtr,
cPtrInfo.count, mode,
startAngle, endAngle, flags,
localMatrixPtr, colorSpace);
freeArraysThatAreNotMallocedByUsers(cPtrInfo.colorPtr, colors);
pos && freeArraysThatAreNotMallocedByUsers(posPtr, pos);
return sgs;
};
CanvasKit.Shader.MakeTwoPointConicalGradient = function(start, startRadius, end, endRadius,
colors, pos, mode, localMatrix, flags, colorSpace) {
colorSpace = colorSpace || null
var cPtrInfo = copyFlexibleColorArray(colors);
var posPtr = copy1dArray(pos, 'HEAPF32');
flags = flags || 0;
var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
var rgs = CanvasKit.Shader._MakeTwoPointConicalGradient(
start, startRadius, end, endRadius, cPtrInfo.colorPtr, cPtrInfo.colorType,
posPtr, cPtrInfo.count, mode, flags, localMatrixPtr, colorSpace);
freeArraysThatAreNotMallocedByUsers(cPtrInfo.colorPtr, colors);
pos && freeArraysThatAreNotMallocedByUsers(posPtr, pos);
return rgs;
};
// Clients can pass in a Float32Array with length 4 to this and the results
// will be copied into that array. Otherwise, a new TypedArray will be allocated
// and returned.
CanvasKit.Vertices.prototype.bounds = function(optionalOutputArray) {
this._bounds(_scratchRectPtr);
var ta = _scratchRect['toTypedArray']();
if (optionalOutputArray) {
optionalOutputArray.set(ta);
return optionalOutputArray;
}
return ta.slice();
};
// Run through the JS files that are added at compile time.
if (CanvasKit._extraInitializations) {
CanvasKit._extraInitializations.forEach(function(init) {
init();
});
}
}; // end CanvasKit.onRuntimeInitialized, that is, anything changing prototypes or dynamic.
// Accepts an object holding two canvaskit colors.
// {
// ambient: [r, g, b, a],
// spot: [r, g, b, a],
// }
// Returns the same format. Note, if malloced colors are passed in, the memory
// housing the passed in colors passed in will be overwritten with the computed
// tonal colors.
CanvasKit.computeTonalColors = function(tonalColors) {
// copy the colors into WASM
var cPtrAmbi = copyColorToWasmNoScratch(tonalColors['ambient']);
var cPtrSpot = copyColorToWasmNoScratch(tonalColors['spot']);
// The output of this function will be the same pointers we passed in.
this._computeTonalColors(cPtrAmbi, cPtrSpot);
// Read the results out.
var result = {
'ambient': copyColorFromWasm(cPtrAmbi),
'spot': copyColorFromWasm(cPtrSpot),
};
// If the user passed us malloced colors in here, we don't want to clean them up.
freeArraysThatAreNotMallocedByUsers(cPtrAmbi, tonalColors['ambient']);
freeArraysThatAreNotMallocedByUsers(cPtrSpot, tonalColors['spot']);
return result;
};
CanvasKit.LTRBRect = function(l, t, r, b) {
return Float32Array.of(l, t, r, b);
};
CanvasKit.XYWHRect = function(x, y, w, h) {
return Float32Array.of(x, y, x+w, y+h);
};
CanvasKit.LTRBiRect = function(l, t, r, b) {
return Int32Array.of(l, t, r, b);
};
CanvasKit.XYWHiRect = function(x, y, w, h) {
return Int32Array.of(x, y, x+w, y+h);
};
// RRectXY returns a TypedArray representing an RRect with the given rect and a radiusX and
// radiusY for all 4 corners.
CanvasKit.RRectXY = function(rect, rx, ry) {
return Float32Array.of(
rect[0], rect[1], rect[2], rect[3],
rx, ry,
rx, ry,
rx, ry,
rx, ry,
);
};
// data is a TypedArray or ArrayBuffer e.g. from fetch().then(resp.arrayBuffer())
CanvasKit.MakeAnimatedImageFromEncoded = function(data) {
data = new Uint8Array(data);
var iptr = CanvasKit._malloc(data.byteLength);
CanvasKit.HEAPU8.set(data, iptr);
var img = CanvasKit._decodeAnimatedImage(iptr, data.byteLength);
if (!img) {
Debug('Could not decode animated image');
return null;
}
return img;
};
// data is a TypedArray or ArrayBuffer e.g. from fetch().then(resp.arrayBuffer())
CanvasKit.MakeImageFromEncoded = function(data) {
data = new Uint8Array(data);
var iptr = CanvasKit._malloc(data.byteLength);
CanvasKit.HEAPU8.set(data, iptr);
var img = CanvasKit._decodeImage(iptr, data.byteLength);
if (!img) {
Debug('Could not decode image');
return null;
}
return img;
};
// A variable to hold a canvasElement which can be reused once created the first time.
var memoizedCanvas2dElement = null;
// Alternative to CanvasKit.MakeImageFromEncoded. Allows for CanvasKit users to take advantage of
// browser APIs to decode images instead of using codecs included in the CanvasKit wasm binary.
// Expects that the canvasImageSource has already loaded/decoded.
// CanvasImageSource reference: https://developer.mozilla.org/en-US/docs/Web/API/CanvasImageSource
CanvasKit.MakeImageFromCanvasImageSource = function(canvasImageSource) {
var width = canvasImageSource.width;
var height = canvasImageSource.height;
if (!memoizedCanvas2dElement) {
memoizedCanvas2dElement = document.createElement('canvas');
}
memoizedCanvas2dElement.width = width;
memoizedCanvas2dElement.height = height;
var ctx2d = memoizedCanvas2dElement.getContext('2d');
ctx2d.drawImage(canvasImageSource, 0, 0);
var imageData = ctx2d.getImageData(0, 0, width, height);
return CanvasKit.MakeImage({
'width': width,
'height': height,
'alphaType': CanvasKit.AlphaType.Unpremul,
'colorType': CanvasKit.ColorType.RGBA_8888,
'colorSpace': CanvasKit.ColorSpace.SRGB
}, imageData.data, 4 * width);
};
// pixels may be an array but Uint8Array or Uint8ClampedArray is recommended,
// with the bytes representing the pixel values.
// (e.g. each set of 4 bytes could represent RGBA values for a single pixel).
CanvasKit.MakeImage = function(info, pixels, bytesPerRow) {
var pptr = CanvasKit._malloc(pixels.length);
CanvasKit.HEAPU8.set(pixels, pptr); // We always want to copy the bytes into the WASM heap.
// No need to _free pptr, Image takes it with SkData::MakeFromMalloc
return CanvasKit._MakeImage(info, pptr, pixels.length, bytesPerRow);
};
// Colors may be a Uint32Array of int colors, a Flat Float32Array of float colors
// or a 2d Array of Float32Array(4) (deprecated)
// the underlying skia function accepts only int colors so it is recommended
// to pass an array of int colors to avoid an extra conversion.
// ColorBuilder is not accepted.
CanvasKit.MakeVertices = function(mode, positions, textureCoordinates, colors,
indices, isVolatile) {
// Default isVolitile to true if not set
isVolatile = isVolatile === undefined ? true : isVolatile;
var idxCount = (indices && indices.length) || 0;
var flags = 0;
// These flags are from SkVertices.h and should be kept in sync with those.
if (textureCoordinates && textureCoordinates.length) {
flags |= (1 << 0);
}
if (colors && colors.length) {
flags |= (1 << 1);
}
if (!isVolatile) {
flags |= (1 << 2);
}
var builder = new CanvasKit._VerticesBuilder(mode, positions.length, idxCount, flags);
copy2dArray(positions, 'HEAPF32', builder.positions());
if (builder.texCoords()) {
copy2dArray(textureCoordinates, 'HEAPF32', builder.texCoords());
}
if (builder.colors()) {
if (colors.build) {
throw('Color builder not accepted by MakeVertices, use array of ints');
} else {
copy1dArray(assureIntColors(colors), 'HEAPU32', builder.colors());
}
}
if (builder.indices()) {
copy1dArray(indices, 'HEAPU16', builder.indices());
}
// Create the vertices, which owns the memory that the builder had allocated.
return builder.detach();
};