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215 lines
7.4 KiB
215 lines
7.4 KiB
<!DOCTYPE html>
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<title>CanvasKit Viewer (Skia via Web Assembly)</title>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<style>
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html, body {
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margin: 0;
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padding: 0;
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}
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</style>
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<canvas id=viewer_canvas></canvas>
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<script type="text/javascript" src="/node_modules/canvaskit/bin/canvaskit.js"></script>
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<script type="text/javascript" charset="utf-8">
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const flags = {};
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for (const pair of location.hash.substring(1).split(',')) {
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// Parse "values" as an array in case the value has a colon (e.g., "slide:http://...").
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const [key, ...values] = pair.split(':');
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flags[key] = values.join(':');
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}
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window.onhashchange = function() {
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location.reload();
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};
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CanvasKitInit({
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locateFile: (file) => '/node_modules/canvaskit/bin/'+file,
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}).then((CK) => {
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if (!CK) {
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throw 'CanvasKit not available.';
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}
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LoadSlide(CK);
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});
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function LoadSlide(CanvasKit) {
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if (!CanvasKit.MakeSlide || !CanvasKit.MakeSkpSlide || !CanvasKit.MakeSvgSlide) {
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throw 'Not compiled with Viewer.';
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}
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const slideName = flags.slide || 'PathText';
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if (slideName.endsWith('.skp') || slideName.endsWith('.svg')) {
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fetch(slideName).then(function(response) {
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if (response.status != 200) {
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throw 'Error fetching ' + slideName;
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}
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if (slideName.endsWith('.skp')) {
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response.arrayBuffer().then((data) => ViewerMain(
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CanvasKit, CanvasKit.MakeSkpSlide(slideName, data)));
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} else {
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response.text().then((text) => ViewerMain(
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CanvasKit, CanvasKit.MakeSvgSlide(slideName, text)));
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}
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});
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} else {
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ViewerMain(CanvasKit, CanvasKit.MakeSlide(slideName));
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}
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}
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function ViewerMain(CanvasKit, slide) {
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if (!slide) {
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throw 'Failed to parse slide.'
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}
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const width = window.innerWidth;
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const height = window.innerHeight;
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const htmlCanvas = document.getElementById('viewer_canvas');
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htmlCanvas.width = width;
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htmlCanvas.height = height;
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slide.load(width, height);
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// For the msaa flag, only check if the key exists in flags. That way we don't need to assign it
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// a value in the location hash. i.e.,: http://.../viewer.html#msaa
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const doMSAA = ('msaa' in flags);
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// Create the WebGL context with our desired attribs before calling MakeWebGLCanvasSurface.
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CanvasKit.GetWebGLContext(htmlCanvas, {antialias: doMSAA});
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const surface = CanvasKit.MakeWebGLCanvasSurface(htmlCanvas, null);
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if (!surface) {
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throw 'Could not make canvas surface';
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}
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if (doMSAA && surface.sampleCnt() <= 1) {
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// We requested antialias on the canvas but did not get MSAA. Since we don't know what type of
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// AA is in use right now (if any), this surface is unusable.
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throw 'MSAA rendering to the on-screen canvas is not supported. ' +
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'Please try again without MSAA.';
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}
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window.onmousedown = (event) => (event.button === 0) && Mouse(CanvasKit.InputState.Down, event);
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window.onmouseup = (event) => (event.button === 0) && Mouse(CanvasKit.InputState.Up, event);
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window.onmousemove = (event) => Mouse(CanvasKit.InputState.Move, event);
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window.onkeypress = function(event) {
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if (slide.onChar(event.keyCode)) {
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ScheduleDraw();
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return false;
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} else {
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switch (event.keyCode) {
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case 's'.charCodeAt(0):
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// 's' is the magic key in the native viewer app that turns on FPS monitoring. Toggle
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// forced animation when it is pressed in order to get fps logs.
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// HINT: Launch chrome with --disable-frame-rate-limit and --disable-gpu-vsync in order
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// to measure frame rates above 60.
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ScheduleDraw.forceAnimation = !ScheduleDraw.forceAnimation;
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ScheduleDraw();
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break;
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}
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}
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return true;
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}
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window.onkeydown = function(event) {
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const upArrowCode = 38;
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if (event.keyCode === upArrowCode) {
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ScaleCanvas((event.shiftKey) ? Infinity : 1.1);
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return false;
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}
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const downArrowCode = 40;
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if (event.keyCode === downArrowCode) {
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ScaleCanvas((event.shiftKey) ? 0 : 1/1.1);
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return false;
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}
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return true;
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}
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let [canvasScale, canvasTranslateX, canvasTranslateY] = [1, 0, 0];
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function ScaleCanvas(factor) {
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factor = Math.min(Math.max(1/(5*canvasScale), factor), 5/canvasScale);
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canvasTranslateX *= factor;
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canvasTranslateY *= factor;
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canvasScale *= factor;
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ScheduleDraw();
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}
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function TranslateCanvas(dx, dy) {
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canvasTranslateX += dx;
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canvasTranslateY += dy;
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ScheduleDraw();
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}
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function Mouse(state, event) {
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let modifierKeys = CanvasKit.ModifierKey.None;
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if (event.shiftKey) {
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modifierKeys |= CanvasKit.ModifierKey.Shift;
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}
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if (event.altKey) {
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modifierKeys |= CanvasKit.ModifierKey.Option;
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}
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if (event.ctrlKey) {
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modifierKeys |= CanvasKit.ModifierKey.Ctrl;
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}
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if (event.metaKey) {
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modifierKeys |= CanvasKit.ModifierKey.Command;
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}
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let [dx, dy] = [event.pageX - this.lastX, event.pageY - this.lastY];
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this.lastX = event.pageX;
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this.lastY = event.pageY;
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if (slide.onMouse(event.pageX, event.pageY, state, modifierKeys)) {
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ScheduleDraw();
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return false;
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} else if (event.buttons & 1) { // Left-button pressed.
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TranslateCanvas(dx, dy);
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return false;
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}
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return true;
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}
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function ScheduleDraw() {
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if (ScheduleDraw.hasPendingAnimationRequest) {
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// It's possible for this ScheduleDraw() method to be called multiple times before an
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// animation callback actually gets invoked. Make sure we only ever have one single
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// requestAnimationFrame scheduled at a time, because otherwise we can get stuck in a
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// position where multiple callbacks are coming in on a single compositing frame, and then
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// rescheduling multiple more for the next frame.
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return;
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}
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ScheduleDraw.hasPendingAnimationRequest = true;
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surface.requestAnimationFrame((canvas) => {
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ScheduleDraw.hasPendingAnimationRequest = false;
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canvas.save();
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canvas.translate(canvasTranslateX, canvasTranslateY);
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canvas.scale(canvasScale, canvasScale);
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canvas.clear(CanvasKit.WHITE);
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slide.draw(canvas);
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canvas.restore();
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// HINT: Launch chrome with --disable-frame-rate-limit and --disable-gpu-vsync in order to
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// allow this to go faster than 60fps.
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const ms = (ScheduleDraw.fps && ScheduleDraw.fps.markFrameComplete()) ||
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window.performance.now();
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if (slide.animate(ms * 1e6) || ScheduleDraw.forceAnimation) {
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ScheduleDraw.fps = ScheduleDraw.fps || new FPSMeter(ms);
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ScheduleDraw();
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} else {
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delete ScheduleDraw.fps;
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}
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});
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}
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ScheduleDraw();
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}
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function FPSMeter(startMs) {
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this.frames = 0;
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this.startMs = startMs;
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this.markFrameComplete = () => {
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++this.frames;
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const ms = window.performance.now();
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const sec = (ms - this.startMs) / 1000;
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if (sec > 2) {
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console.log(Math.round(this.frames / sec) + ' fps');
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this.frames = 0;
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this.startMs = ms;
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}
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return ms;
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};
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}
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</script>
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