You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

803 lines
28 KiB

// 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.
(function(CanvasKit) {
// CanvasKit.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.
CanvasKit.onRuntimeInitialized = function() {
// All calls to 'this' need to go in externs.js so closure doesn't minify them away.
// 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.SkMatrix = {};
function sdot(a, b, c, d, e, f) {
e = e || 0;
f = f || 0;
return a * b + c * d + e * f;
}
CanvasKit.SkMatrix.identity = function() {
return [
1, 0, 0,
0, 1, 0,
0, 0, 1,
];
};
// Return the inverse (if it exists) of this matrix.
// Otherwise, return the identity.
CanvasKit.SkMatrix.invert = function(m) {
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) {
SkDebug('Warning, uninvertible matrix');
return CanvasKit.SkMatrix.identity();
}
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.SkMatrix.mapPoints = function(matrix, ptArr) {
if (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;
};
CanvasKit.SkMatrix.multiply = function(m1, m2) {
var result = [0,0,0, 0,0,0, 0,0,0];
for (var r = 0; r < 3; r++) {
for (var c = 0; c < 3; c++) {
// m1 and m2 are 1D arrays pretending to be 2D arrays
result[3*r + c] = sdot(m1[3*r + 0], m2[3*0 + c],
m1[3*r + 1], m2[3*1 + c],
m1[3*r + 2], m2[3*2 + c]);
}
}
return result;
}
// 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.SkMatrix.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.SkMatrix.scaled = function(sx, sy, px, py) {
px = px || 0;
py = py || 0;
return [
sx, 0, px - sx * px,
0, sy, py - sy * py,
0, 0, 1,
];
};
CanvasKit.SkMatrix.skewed = function(kx, ky, px, py) {
px = px || 0;
py = py || 0;
return [
1, kx, -kx * px,
ky, 1, -ky * py,
0, 0, 1,
];
};
CanvasKit.SkMatrix.translated = function(dx, dy) {
return [
1, 0, dx,
0, 1, dy,
0, 0, 1,
];
};
CanvasKit.SkPath.prototype.addArc = function(oval, startAngle, sweepAngle) {
// see arc() for the HTMLCanvas version
// note input angles are degrees.
this._addArc(oval, startAngle, sweepAngle);
return this;
};
CanvasKit.SkPath.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 {
SkDebug('addPath expected to take 1, 2, 7, or 10 required args. Got ' + args.length);
return null;
}
return this;
};
CanvasKit.SkPath.prototype.addRect = function() {
// Takes 1, 2, 4 or 5 args
// - SkRect
// - SkRect, isCCW
// - left, top, right, bottom
// - left, top, right, bottom, isCCW
if (arguments.length === 1 || arguments.length === 2) {
var r = arguments[0];
var ccw = arguments[1] || false;
this._addRect(r.fLeft, r.fTop, r.fRight, r.fBottom, ccw);
} else if (arguments.length === 4 || arguments.length === 5) {
var a = arguments;
this._addRect(a[0], a[1], a[2], a[3], a[4] || false);
} else {
SkDebug('addRect expected to take 1, 2, 4, or 5 args. Got ' + arguments.length);
return null;
}
return this;
};
CanvasKit.SkPath.prototype.addRoundRect = function() {
// Takes 3, 4, 6 or 7 args
// - SkRect, radii, ccw
// - SkRect, rx, ry, ccw
// - left, top, right, bottom, radii, ccw
// - left, top, right, bottom, rx, ry, ccw
var args = arguments;
if (args.length === 3 || args.length === 6) {
var radii = args[args.length-2];
} else if (args.length === 6 || args.length === 7){
// duplicate the given (rx, ry) pairs for each corner.
var rx = args[args.length-3];
var ry = args[args.length-2];
var radii = [rx, ry, rx, ry, rx, ry, rx, ry];
} else {
SkDebug('addRoundRect expected to take 3, 4, 6, or 7 args. Got ' + args.length);
return null;
}
if (radii.length !== 8) {
SkDebug('addRoundRect needs 8 radii provided. Got ' + radii.length);
return null;
}
var rptr = copy1dArray(radii, CanvasKit.HEAPF32);
if (args.length === 3 || args.length === 4) {
var r = args[0];
var ccw = args[args.length - 1];
this._addRoundRect(r.fLeft, r.fTop, r.fRight, r.fBottom, rptr, ccw);
} else if (args.length === 6 || args.length === 7) {
var a = args;
this._addRoundRect(a[0], a[1], a[2], a[3], rptr, ccw);
}
CanvasKit._free(rptr);
return this;
};
CanvasKit.SkPath.prototype.arc = function(x, y, radius, startAngle, endAngle, ccw) {
// emulates the HTMLCanvas behavior. See addArc() for the SkPath 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.SkPath();
temp.addArc(bounds, radiansToDegrees(startAngle), sweep);
this.addPath(temp, true);
temp.delete();
return this;
};
CanvasKit.SkPath.prototype.arcTo = function() {
// takes 4, 5 or 7 args
// - 5 x1, y1, x2, y2, radius
// - 4 oval (as Rect), startAngle, sweepAngle, forceMoveTo
// - 7 x1, y1, x2, y2, startAngle, sweepAngle, forceMoveTo
var args = arguments;
if (args.length === 5) {
this._arcTo(args[0], args[1], args[2], args[3], args[4]);
} else if (args.length === 4) {
this._arcTo(args[0], args[1], args[2], args[3]);
} else if (args.length === 7) {
this._arcTo(CanvasKit.LTRBRect(args[0], args[1], args[2], args[3]),
args[4], args[5], args[6]);
} else {
throw 'Invalid args for arcTo. Expected 4, 5, or 7, got '+ args.length;
}
return this;
};
CanvasKit.SkPath.prototype.close = function() {
this._close();
return this;
};
CanvasKit.SkPath.prototype.conicTo = function(x1, y1, x2, y2, w) {
this._conicTo(x1, y1, x2, y2, w);
return this;
};
CanvasKit.SkPath.prototype.cubicTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
this._cubicTo(cp1x, cp1y, cp2x, cp2y, x, y);
return this;
};
CanvasKit.SkPath.prototype.dash = function(on, off, phase) {
if (this._dash(on, off, phase)) {
return this;
}
return null;
};
CanvasKit.SkPath.prototype.lineTo = function(x, y) {
this._lineTo(x, y);
return this;
};
CanvasKit.SkPath.prototype.moveTo = function(x, y) {
this._moveTo(x, y);
return this;
};
CanvasKit.SkPath.prototype.op = function(otherPath, op) {
if (this._op(otherPath, op)) {
return this;
}
return null;
};
CanvasKit.SkPath.prototype.quadTo = function(cpx, cpy, x, y) {
this._quadTo(cpx, cpy, x, y);
return this;
};
CanvasKit.SkPath.prototype.simplify = function() {
if (this._simplify()) {
return this;
}
return null;
};
CanvasKit.SkPath.prototype.stroke = function(opts) {
// Fill out any missing values with the default values.
/**
* See externs.js for this definition
* @type {StrokeOpts}
*/
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;
};
CanvasKit.SkPath.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.SkPath.prototype.trim = function(startT, stopT, isComplement) {
if (this._trim(startT, stopT, !!isComplement)) {
return this;
}
return null;
};
// bones should be a 3d array.
// Each bone is a 3x2 transformation matrix in column major order:
// | scaleX skewX transX |
// | skewY scaleY transY |
// and bones is an array of those matrices.
// Returns a copy of this (SkVertices) with the bones applied.
CanvasKit.SkVertices.prototype.applyBones = function(bones) {
var bPtr = copy3dArray(bones, CanvasKit.HEAPF32);
var vert = this._applyBones(bPtr, bones.length);
CanvasKit._free(bPtr);
return vert;
}
CanvasKit.SkImage.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.SkCanvas.prototype.drawText = function(str, x, y, font, paint) {
// 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(str) + 1;
var strPtr = CanvasKit._malloc(strLen);
// Add 1 for the null terminator.
stringToUTF8(str, strPtr, strLen);
this._drawSimpleText(strPtr, strLen, x, y, font, paint);
}
// returns Uint8Array
CanvasKit.SkCanvas.prototype.readPixels = function(x, y, w, h, alphaType,
colorType, dstRowBytes) {
// supply defaults (which are compatible with HTMLCanvas's getImageData)
alphaType = alphaType || CanvasKit.AlphaType.Unpremul;
colorType = colorType || CanvasKit.ColorType.RGBA_8888;
dstRowBytes = dstRowBytes || (4 * w);
var len = h * dstRowBytes
var pptr = CanvasKit._malloc(len);
var ok = this._readPixels({
'width': w,
'height': h,
'colorType': colorType,
'alphaType': alphaType,
}, pptr, dstRowBytes, x, y);
if (!ok) {
CanvasKit._free(pptr);
return null;
}
// The first typed array is just a view into memory. Because we will
// be free-ing that, we call slice to make a persistent copy.
var pixels = new Uint8Array(CanvasKit.HEAPU8.buffer, pptr, len).slice();
CanvasKit._free(pptr);
return pixels;
}
// pixels is a TypedArray. No matter the input size, it will be treated as
// a Uint8Array (essentially, a byte array).
CanvasKit.SkCanvas.prototype.writePixels = function(pixels, srcWidth, srcHeight,
destX, destY, alphaType, colorType) {
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;
var srcRowBytes = bytesPerPixel * srcWidth;
var pptr = CanvasKit._malloc(pixels.byteLength);
CanvasKit.HEAPU8.set(pixels, pptr);
var ok = this._writePixels({
'width': srcWidth,
'height': srcHeight,
'colorType': colorType,
'alphaType': alphaType,
}, pptr, srcRowBytes, destX, destY);
CanvasKit._free(pptr);
return ok;
}
// fontData should be an arrayBuffer
CanvasKit.SkFontMgr.prototype.MakeTypefaceFromData = function(fontData) {
var data = new Uint8Array(fontData);
var fptr = CanvasKit._malloc(data.byteLength);
CanvasKit.HEAPU8.set(data, fptr);
var font = this._makeTypefaceFromData(fptr, data.byteLength);
if (!font) {
SkDebug('Could not decode font data');
// We do not need to free the data since the C++ will do that for us
// when the font is deleted (or fails to decode);
return null;
}
return font;
}
CanvasKit.SkTextBlob.MakeFromText = function(str, font) {
// 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(str) + 1;
var strPtr = CanvasKit._malloc(strLen);
// Add 1 for the null terminator.
stringToUTF8(str, strPtr, strLen);
var blob = CanvasKit.SkTextBlob._MakeFromText(strPtr, strLen - 1, font, CanvasKit.TextEncoding.UTF8);
if (!blob) {
SkDebug('Could not make textblob from string "' + str + '"');
return null;
}
var origDelete = blob.delete.bind(blob);
blob.delete = function() {
CanvasKit._free(strPtr);
origDelete();
}
return blob;
}
// 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.
CanvasKit.LTRBRect = function(l, t, r, b) {
return {
fLeft: l,
fTop: t,
fRight: r,
fBottom: b,
};
}
CanvasKit.XYWHRect = function(x, y, w, h) {
return {
fLeft: x,
fTop: y,
fRight: x+w,
fBottom: y+h,
};
}
var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
// arr can be a normal JS array or a TypedArray
// dest is something like CanvasKit.HEAPF32
function copy1dArray(arr, dest) {
if (!arr || !arr.length) {
return nullptr;
}
var ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT);
// In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
// byte elements. When we run _malloc, we always get an offset/pointer into
// that block of memory.
// CanvasKit exposes some different views to make it easier to work with
// different types. HEAPF32 for example, exposes it as a float*
// However, to make the ptr line up, we have to do some pointer arithmetic.
// Concretely, we need to convert ptr to go from an index into a 1-byte-wide
// buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
// and thus we divide ptr by 4.
dest.set(arr, ptr / dest.BYTES_PER_ELEMENT);
return ptr;
}
// arr should be a non-jagged 2d JS array (TypeyArrays can't be nested
// inside themselves.)
// dest is something like CanvasKit.HEAPF32
function copy2dArray(arr, dest) {
if (!arr || !arr.length) {
return nullptr;
}
var ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT);
var idx = 0;
var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
for (var r = 0; r < arr.length; r++) {
for (var c = 0; c < arr[0].length; c++) {
dest[adjustedPtr + idx] = arr[r][c];
idx++;
}
}
return ptr;
}
// arr should be a non-jagged 3d JS array (TypeyArrays can't be nested
// inside themselves.)
// dest is something like CanvasKit.HEAPF32
function copy3dArray(arr, dest) {
if (!arr || !arr.length || !arr[0].length) {
return nullptr;
}
var ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT);
var idx = 0;
var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
for (var x = 0; x < arr.length; x++) {
for (var y = 0; y < arr[0].length; y++) {
for (var z = 0; z < arr[0][0].length; z++) {
dest[adjustedPtr + idx] = arr[x][y][z];
idx++;
}
}
}
return ptr;
}
// Caching the Float32Arrays can save having to reallocate them
// over and over again.
var Float32ArrayCache = {};
// Takes a 2D array of commands and puts them into the WASM heap
// as a 1D array. This allows them to referenced from the C++ code.
// Returns a 2 element array, with the first item being essentially a
// pointer to the array and the second item being the length of
// the new 1D array.
//
// Example usage:
// let cmds = [
// [CanvasKit.MOVE_VERB, 0, 10],
// [CanvasKit.LINE_VERB, 30, 40],
// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
// ];
function loadCmdsTypedArray(arr) {
var len = 0;
for (var r = 0; r < arr.length; r++) {
len += arr[r].length;
}
var ta;
if (Float32ArrayCache[len]) {
ta = Float32ArrayCache[len];
} else {
ta = new Float32Array(len);
Float32ArrayCache[len] = ta;
}
// Flatten into a 1d array
var i = 0;
for (var r = 0; r < arr.length; r++) {
for (var c = 0; c < arr[r].length; c++) {
var item = arr[r][c];
ta[i] = item;
i++;
}
}
var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
return [ptr, len];
}
CanvasKit.MakePathFromCmds = function(cmds) {
var ptrLen = loadCmdsTypedArray(cmds);
var path = CanvasKit._MakePathFromCmds(ptrLen[0], ptrLen[1]);
CanvasKit._free(ptrLen[0]);
return path;
}
CanvasKit.MakeSkDashPathEffect = 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, CanvasKit.HEAPF32);
var dpe = CanvasKit._MakeSkDashPathEffect(ptr, intervals.length, phase);
CanvasKit._free(ptr);
return dpe;
}
// 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) {
SkDebug('Could not decode image');
CanvasKit._free(iptr);
return null;
}
var realDelete = img.delete.bind(img);
img.delete = function() {
CanvasKit._free(iptr);
realDelete();
}
return img;
}
// imgData is an Encoded SkImage, e.g. from MakeImageFromEncoded
CanvasKit.MakeImageShader = function(img, xTileMode, yTileMode, clampUnpremul, localMatrix) {
if (!img) {
return null;
}
clampUnpremul = clampUnpremul || false;
if (localMatrix) {
// Add perspective args if not provided.
if (localMatrix.length === 6) {
localMatrix.push(0, 0, 1);
}
return CanvasKit._MakeImageShader(img, xTileMode, yTileMode, clampUnpremul, localMatrix);
} else {
return CanvasKit._MakeImageShader(img, xTileMode, yTileMode, clampUnpremul);
}
}
// pixels is a Uint8Array
CanvasKit.MakeImage = function(pixels, width, height, alphaType, colorType) {
var bytesPerPixel = pixels.byteLength / (width * height);
var info = {
'width': width,
'height': height,
'alphaType': alphaType,
'colorType': colorType,
};
var pptr = CanvasKit._malloc(pixels.byteLength);
CanvasKit.HEAPU8.set(pixels, pptr);
// No need to _free iptr, Image takes it with SkData::MakeFromMalloc
return CanvasKit._MakeImage(info, pptr, pixels.byteLength, width * bytesPerPixel);
}
CanvasKit.MakeLinearGradientShader = function(start, end, colors, pos, mode, localMatrix, flags) {
var colorPtr = copy1dArray(colors, CanvasKit.HEAP32);
var posPtr = copy1dArray(pos, CanvasKit.HEAPF32);
flags = flags || 0;
if (localMatrix) {
// Add perspective args if not provided.
if (localMatrix.length === 6) {
localMatrix.push(0, 0, 1);
}
var lgs = CanvasKit._MakeLinearGradientShader(start, end, colorPtr, posPtr,
colors.length, mode, flags, localMatrix);
} else {
var lgs = CanvasKit._MakeLinearGradientShader(start, end, colorPtr, posPtr,
colors.length, mode, flags);
}
CanvasKit._free(colorPtr);
CanvasKit._free(posPtr);
return lgs;
}
CanvasKit.MakeRadialGradientShader = function(center, radius, colors, pos, mode, localMatrix, flags) {
var colorPtr = copy1dArray(colors, CanvasKit.HEAP32);
var posPtr = copy1dArray(pos, CanvasKit.HEAPF32);
flags = flags || 0;
if (localMatrix) {
// Add perspective args if not provided.
if (localMatrix.length === 6) {
localMatrix.push(0, 0, 1);
}
var rgs = CanvasKit._MakeRadialGradientShader(center, radius, colorPtr, posPtr,
colors.length, mode, flags, localMatrix);
} else {
var rgs = CanvasKit._MakeRadialGradientShader(center, radius, colorPtr, posPtr,
colors.length, mode, flags);
}
CanvasKit._free(colorPtr);
CanvasKit._free(posPtr);
return rgs;
}
CanvasKit.MakeTwoPointConicalGradientShader = function(start, startRadius, end, endRadius,
colors, pos, mode, localMatrix, flags) {
var colorPtr = copy1dArray(colors, CanvasKit.HEAP32);
var posPtr = copy1dArray(pos, CanvasKit.HEAPF32);
flags = flags || 0;
if (localMatrix) {
// Add perspective args if not provided.
if (localMatrix.length === 6) {
localMatrix.push(0, 0, 1);
}
var rgs = CanvasKit._MakeTwoPointConicalGradientShader(
start, startRadius, end, endRadius,
colorPtr, posPtr, colors.length, mode, flags, localMatrix);
} else {
var rgs = CanvasKit._MakeTwoPointConicalGradientShader(
start, startRadius, end, endRadius,
colorPtr, posPtr, colors.length, mode, flags);
}
CanvasKit._free(colorPtr);
CanvasKit._free(posPtr);
return rgs;
}
CanvasKit.MakeSkVertices = function(mode, positions, textureCoordinates, colors,
boneIndices, boneWeights, indices) {
var positionPtr = copy2dArray(positions, CanvasKit.HEAPF32);
var texPtr = copy2dArray(textureCoordinates, CanvasKit.HEAPF32);
// Since we write the colors to memory as signed integers (JSColor), we can
// read them out on the other side as unsigned ints (SkColor) just fine
// - it's effectively casting.
var colorPtr = copy1dArray(colors, CanvasKit.HEAP32);
var boneIdxPtr = copy2dArray(boneIndices, CanvasKit.HEAP32);
var boneWtPtr = copy2dArray(boneWeights, CanvasKit.HEAPF32);
var idxPtr = copy1dArray(indices, CanvasKit.HEAPU16);
var idxCount = (indices && indices.length) || 0;
// _MakeVertices will copy all the values in, so we are free to release
// the memory after.
var vertices = CanvasKit._MakeSkVertices(mode, positions.length, positionPtr,
texPtr, colorPtr, boneIdxPtr, boneWtPtr,
idxCount, idxPtr);
positionPtr && CanvasKit._free(positionPtr);
texPtr && CanvasKit._free(texPtr);
colorPtr && CanvasKit._free(colorPtr);
idxPtr && CanvasKit._free(idxPtr);
boneIdxPtr && CanvasKit._free(boneIdxPtr);
boneWtPtr && CanvasKit._free(boneWtPtr);
return vertices;
}
}(Module)); // When this file is loaded in, the high level object is "Module";
// Intentionally added outside the scope to allow usage in canvas2d.js and other
// pre-js files. These names are unlikely to cause emscripten collisions.
function radiansToDegrees(rad) {
return (rad / Math.PI) * 180;
}
function degreesToRadians(deg) {
return (deg / 180) * Math.PI;
}