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1// Adds compile-time JS functions to augment the CanvasKit interface.
2// Specifically, anything that should only be on the Particle builds of canvaskit.
3
4// assets is a dictionary of named blobs: { key: ArrayBuffer, ... }
5// The keys should be well-behaved strings - they're turned into null-terminated
6// strings for the native side.
7CanvasKit.MakeParticles = function(json, assets) {
8  if (!CanvasKit._MakeParticles) {
9    throw 'Not compiled with MakeParticles';
10  }
11  if (!assets) {
12    return CanvasKit._MakeParticles(json, 0, nullptr, nullptr, nullptr);
13  }
14  var assetNamePtrs = [];
15  var assetDataPtrs = [];
16  var assetSizes    = [];
17
18  var assetKeys = Object.keys(assets || {});
19  for (var i = 0; i < assetKeys.length; i++) {
20    var key = assetKeys[i];
21    var buffer = assets[key];
22    var data = new Uint8Array(buffer);
23
24    var iptr = CanvasKit._malloc(data.byteLength);
25    CanvasKit.HEAPU8.set(data, iptr);
26    assetDataPtrs.push(iptr);
27    assetSizes.push(data.byteLength);
28
29    // lengthBytesUTF8 and stringToUTF8Array are defined in the emscripten
30    // JS.  See https://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html#stringToUTF8
31    // Add 1 for null terminator
32    var strLen = lengthBytesUTF8(key) + 1;
33    var strPtr = CanvasKit._malloc(strLen);
34
35    stringToUTF8(key, strPtr, strLen);
36    assetNamePtrs.push(strPtr);
37  }
38
39  // Not entirely sure if it matters, but the uintptr_t are 32 bits
40  // we want to copy our array of uintptr_t into the right size memory.
41  var namesPtr      = copy1dArray(assetNamePtrs, "HEAPU32");
42  var assetsPtr     = copy1dArray(assetDataPtrs, "HEAPU32");
43  var assetSizesPtr = copy1dArray(assetSizes,    "HEAPU32");
44
45  var particles = CanvasKit._MakeParticles(json, assetKeys.length,
46                                           namesPtr, assetsPtr, assetSizesPtr);
47
48  // The C++ code has made copies of the asset and string data, so free our copies.
49  CanvasKit._free(namesPtr);
50  CanvasKit._free(assetsPtr);
51  CanvasKit._free(assetSizesPtr);
52
53  return particles;
54};
55
56CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
57CanvasKit._extraInitializations.push(function() {
58
59  CanvasKit.ParticleEffect.prototype.uniforms = function() {
60    var fptr = this._uniformPtr();
61    var numFloats = this.getUniformFloatCount();
62    if (!fptr || numFloats <= 0) {
63      return new Float32Array();
64    }
65    return new Float32Array(CanvasKit.HEAPU8.buffer, fptr, numFloats);
66  };
67
68  CanvasKit.ParticleEffect.prototype.setPosition = function(pos) {
69    this._setPosition(pos[0], pos[1]);
70  };
71});
72