1// helper JS that could be used anywhere in the glue code 2 3function clamp(c) { 4 return Math.round(Math.max(0, Math.min(c || 0, 255))); 5} 6 7// Colors are just a 32 bit number with 8 bits each of a, r, g, b 8// The API is the same as CSS's representation of color rgba(), that is 9// r,g,b are 0-255, and a is 0.0 to 1.0. 10// if a is omitted, it will be assumed to be 1.0 11CanvasKit.Color = function(r, g, b, a) { 12 if (a === undefined) { 13 a = 1; 14 } 15 // The >>> 0 converts the signed int to an unsigned int. Skia's 16 // SkColor object is an unsigned int. 17 // https://stackoverflow.com/a/14891172 18 return ((clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)) >>> 0; 19} 20 21// returns [r, g, b, a] from a color 22// where a is scaled between 0 and 1.0 23CanvasKit.getColorComponents = function(color) { 24 return [ 25 (color >> 16) & 0xFF, 26 (color >> 8) & 0xFF, 27 (color >> 0) & 0xFF, 28 ((color >> 24) & 0xFF) / 255, 29 ] 30} 31 32// parseColorString takes in a CSS color value and returns a CanvasKit.Color 33// (which is just a 32 bit integer, 8 bits per channel). An optional colorMap 34// may be provided which maps custom strings to values (e.g. {'springgreen':4278255487}). 35// In the CanvasKit canvas2d shim layer, we provide this map for processing 36// canvas2d calls, but not here for code size reasons. 37CanvasKit.parseColorString = function(colorStr, colorMap) { 38 colorStr = colorStr.toLowerCase(); 39 // See https://drafts.csswg.org/css-color/#typedef-hex-color 40 if (colorStr.startsWith('#')) { 41 var r, g, b, a = 255; 42 switch (colorStr.length) { 43 case 9: // 8 hex chars #RRGGBBAA 44 a = parseInt(colorStr.slice(7, 9), 16); 45 case 7: // 6 hex chars #RRGGBB 46 r = parseInt(colorStr.slice(1, 3), 16); 47 g = parseInt(colorStr.slice(3, 5), 16); 48 b = parseInt(colorStr.slice(5, 7), 16); 49 break; 50 case 5: // 4 hex chars #RGBA 51 // multiplying by 17 is the same effect as 52 // appending another character of the same value 53 // e.g. e => ee == 14 => 238 54 a = parseInt(colorStr.slice(4, 5), 16) * 17; 55 case 4: // 6 hex chars #RGB 56 r = parseInt(colorStr.slice(1, 2), 16) * 17; 57 g = parseInt(colorStr.slice(2, 3), 16) * 17; 58 b = parseInt(colorStr.slice(3, 4), 16) * 17; 59 break; 60 } 61 return CanvasKit.Color(r, g, b, a/255); 62 63 } else if (colorStr.startsWith('rgba')) { 64 // Trim off rgba( and the closing ) 65 colorStr = colorStr.slice(5, -1); 66 var nums = colorStr.split(','); 67 return CanvasKit.Color(+nums[0], +nums[1], +nums[2], 68 valueOrPercent(nums[3])); 69 } else if (colorStr.startsWith('rgb')) { 70 // Trim off rgba( and the closing ) 71 colorStr = colorStr.slice(4, -1); 72 var nums = colorStr.split(','); 73 // rgb can take 3 or 4 arguments 74 return CanvasKit.Color(+nums[0], +nums[1], +nums[2], 75 valueOrPercent(nums[3])); 76 } else if (colorStr.startsWith('gray(')) { 77 // TODO 78 } else if (colorStr.startsWith('hsl')) { 79 // TODO 80 } else if (colorMap) { 81 // Try for named color 82 var nc = colorMap[colorStr]; 83 if (nc !== undefined) { 84 return nc; 85 } 86 } 87 SkDebug('unrecognized color ' + colorStr); 88 return CanvasKit.BLACK; 89} 90 91function valueOrPercent(aStr) { 92 if (aStr === undefined) { 93 return 1; // default to opaque. 94 } 95 var a = parseFloat(aStr); 96 if (aStr && aStr.indexOf('%') !== -1) { 97 return a / 100; 98 } 99 return a; 100} 101 102CanvasKit.multiplyByAlpha = function(color, alpha) { 103 if (alpha === 1) { 104 return color; 105 } 106 // extract as int from 0 to 255 107 var a = (color >> 24) & 0xFF; 108 a *= alpha; 109 // mask off the old alpha 110 color &= 0xFFFFFF; 111 // back to unsigned int to match SkColor. 112 return (clamp(a) << 24 | color) >>> 0; 113} 114 115function radiansToDegrees(rad) { 116 return (rad / Math.PI) * 180; 117} 118 119function degreesToRadians(deg) { 120 return (deg / 180) * Math.PI; 121} 122 123// See https://stackoverflow.com/a/31090240 124// This contraption keeps closure from minifying away the check 125// if btoa is defined *and* prevents runtime "btoa" or "window" is not defined. 126// Defined outside any scopes to make it available in all files. 127var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")()); 128 129function almostEqual(floata, floatb) { 130 return Math.abs(floata - floatb) < 0.00001; 131} 132 133 134var nullptr = 0; // emscripten doesn't like to take null as uintptr_t 135 136// arr can be a normal JS array or a TypedArray 137// dest is something like CanvasKit.HEAPF32 138// ptr can be optionally provided if the memory was already allocated. 139function copy1dArray(arr, dest, ptr) { 140 if (!arr || !arr.length) { 141 return nullptr; 142 } 143 // This was created with CanvasKit.Malloc, so it's already been copied. 144 if (arr['_ck']) { 145 return arr.byteOffset; 146 } 147 if (!ptr) { 148 ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT); 149 } 150 // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single 151 // byte elements. When we run _malloc, we always get an offset/pointer into 152 // that block of memory. 153 // CanvasKit exposes some different views to make it easier to work with 154 // different types. HEAPF32 for example, exposes it as a float* 155 // However, to make the ptr line up, we have to do some pointer arithmetic. 156 // Concretely, we need to convert ptr to go from an index into a 1-byte-wide 157 // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32) 158 // and thus we divide ptr by 4. 159 dest.set(arr, ptr / dest.BYTES_PER_ELEMENT); 160 return ptr; 161} 162 163// arr should be a non-jagged 2d JS array (TypedArrays can't be nested 164// inside themselves). A common use case is points. 165// dest is something like CanvasKit.HEAPF32 166// ptr can be optionally provided if the memory was already allocated. 167function copy2dArray(arr, dest, ptr) { 168 if (!arr || !arr.length) { 169 return nullptr; 170 } 171 if (!ptr) { 172 ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT); 173 } 174 var idx = 0; 175 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT; 176 for (var r = 0; r < arr.length; r++) { 177 for (var c = 0; c < arr[0].length; c++) { 178 dest[adjustedPtr + idx] = arr[r][c]; 179 idx++; 180 } 181 } 182 return ptr; 183} 184 185// arr should be a non-jagged 3d JS array (TypedArrays can't be nested 186// inside themselves.) 187// dest is something like CanvasKit.HEAPF32 188// ptr can be optionally provided if the memory was already allocated. 189function copy3dArray(arr, dest, ptr) { 190 if (!arr || !arr.length || !arr[0].length) { 191 return nullptr; 192 } 193 if (!ptr) { 194 ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT); 195 } 196 var idx = 0; 197 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT; 198 for (var x = 0; x < arr.length; x++) { 199 for (var y = 0; y < arr[0].length; y++) { 200 for (var z = 0; z < arr[0][0].length; z++) { 201 dest[adjustedPtr + idx] = arr[x][y][z]; 202 idx++; 203 } 204 } 205 } 206 return ptr; 207} 208 209// Caching the Float32Arrays can save having to reallocate them 210// over and over again. 211var Float32ArrayCache = {}; 212 213// Takes a 2D array of commands and puts them into the WASM heap 214// as a 1D array. This allows them to referenced from the C++ code. 215// Returns a 2 element array, with the first item being essentially a 216// pointer to the array and the second item being the length of 217// the new 1D array. 218// 219// Example usage: 220// let cmds = [ 221// [CanvasKit.MOVE_VERB, 0, 10], 222// [CanvasKit.LINE_VERB, 30, 40], 223// [CanvasKit.QUAD_VERB, 20, 50, 45, 60], 224// ]; 225function loadCmdsTypedArray(arr) { 226 var len = 0; 227 for (var r = 0; r < arr.length; r++) { 228 len += arr[r].length; 229 } 230 231 var ta; 232 if (Float32ArrayCache[len]) { 233 ta = Float32ArrayCache[len]; 234 } else { 235 ta = new Float32Array(len); 236 Float32ArrayCache[len] = ta; 237 } 238 // Flatten into a 1d array 239 var i = 0; 240 for (var r = 0; r < arr.length; r++) { 241 for (var c = 0; c < arr[r].length; c++) { 242 var item = arr[r][c]; 243 ta[i] = item; 244 i++; 245 } 246 } 247 248 var ptr = copy1dArray(ta, CanvasKit.HEAPF32); 249 return [ptr, len]; 250} 251 252function saveBytesToFile(bytes, fileName) { 253 if (!isNode) { 254 // https://stackoverflow.com/a/32094834 255 var blob = new Blob([bytes], {type: 'application/octet-stream'}); 256 url = window.URL.createObjectURL(blob); 257 var a = document.createElement('a'); 258 document.body.appendChild(a); 259 a.href = url; 260 a.download = fileName; 261 a.click(); 262 // clean up after because FF might not download it synchronously 263 setTimeout(function() { 264 URL.revokeObjectURL(url); 265 a.remove(); 266 }, 50); 267 } else { 268 var fs = require('fs'); 269 // https://stackoverflow.com/a/42006750 270 // https://stackoverflow.com/a/47018122 271 fs.writeFile(fileName, new Buffer(bytes), function(err) { 272 if (err) throw err; 273 }); 274 } 275} 276/** 277 * Generic helper for dealing with an array of four floats. 278 */ 279CanvasKit.FourFloatArrayHelper = function() { 280 this._floats = []; 281 this._ptr = null; 282 283 Object.defineProperty(this, 'length', { 284 enumerable: true, 285 get: function() { 286 return this._floats.length / 4; 287 }, 288 }); 289} 290 291/** 292 * push the four floats onto the end of the array - if build() has already 293 * been called, the call will return without modifying anything. 294 */ 295CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) { 296 if (this._ptr) { 297 SkDebug('Cannot push more points - already built'); 298 return; 299 } 300 this._floats.push(f1, f2, f3, f4); 301} 302 303/** 304 * Set the four floats at a given index - if build() has already 305 * been called, the WASM memory will be written to directly. 306 */ 307CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) { 308 if (idx < 0 || idx >= this._floats.length/4) { 309 SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4); 310 return; 311 } 312 idx *= 4; 313 var BYTES_PER_ELEMENT = 4; 314 if (this._ptr) { 315 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 316 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; 317 CanvasKit.HEAPF32[floatPtr] = f1; 318 CanvasKit.HEAPF32[floatPtr + 1] = f2; 319 CanvasKit.HEAPF32[floatPtr + 2] = f3; 320 CanvasKit.HEAPF32[floatPtr + 3] = f4; 321 return; 322 } 323 this._floats[idx] = f1; 324 this._floats[idx + 1] = f2; 325 this._floats[idx + 2] = f3; 326 this._floats[idx + 3] = f4; 327} 328 329/** 330 * Copies the float data to the WASM memory and returns a pointer 331 * to that allocated memory. Once build has been called, this 332 * float array cannot be made bigger. 333 */ 334CanvasKit.FourFloatArrayHelper.prototype.build = function() { 335 if (this._ptr) { 336 return this._ptr; 337 } 338 this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32); 339 return this._ptr; 340} 341 342/** 343 * Frees the wasm memory associated with this array. Of note, 344 * the points are not removed, so push/set/build can all 345 * be called to make a newly allocated (possibly bigger) 346 * float array. 347 */ 348CanvasKit.FourFloatArrayHelper.prototype.delete = function() { 349 if (this._ptr) { 350 CanvasKit._free(this._ptr); 351 this._ptr = null; 352 } 353} 354 355/** 356 * Generic helper for dealing with an array of unsigned ints. 357 */ 358CanvasKit.OneUIntArrayHelper = function() { 359 this._uints = []; 360 this._ptr = null; 361 362 Object.defineProperty(this, 'length', { 363 enumerable: true, 364 get: function() { 365 return this._uints.length; 366 }, 367 }); 368} 369 370/** 371 * push the unsigned int onto the end of the array - if build() has already 372 * been called, the call will return without modifying anything. 373 */ 374CanvasKit.OneUIntArrayHelper.prototype.push = function(u) { 375 if (this._ptr) { 376 SkDebug('Cannot push more points - already built'); 377 return; 378 } 379 this._uints.push(u); 380} 381 382/** 383 * Set the uint at a given index - if build() has already 384 * been called, the WASM memory will be written to directly. 385 */ 386CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) { 387 if (idx < 0 || idx >= this._uints.length) { 388 SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length); 389 return; 390 } 391 idx *= 4; 392 var BYTES_PER_ELEMENT = 4; 393 if (this._ptr) { 394 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 395 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; 396 CanvasKit.HEAPU32[uintPtr] = u; 397 return; 398 } 399 this._uints[idx] = u; 400} 401 402/** 403 * Copies the uint data to the WASM memory and returns a pointer 404 * to that allocated memory. Once build has been called, this 405 * unit array cannot be made bigger. 406 */ 407CanvasKit.OneUIntArrayHelper.prototype.build = function() { 408 if (this._ptr) { 409 return this._ptr; 410 } 411 this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32); 412 return this._ptr; 413} 414 415/** 416 * Frees the wasm memory associated with this array. Of note, 417 * the points are not removed, so push/set/build can all 418 * be called to make a newly allocated (possibly bigger) 419 * uint array. 420 */ 421CanvasKit.OneUIntArrayHelper.prototype.delete = function() { 422 if (this._ptr) { 423 CanvasKit._free(this._ptr); 424 this._ptr = null; 425 } 426} 427 428/** 429 * Helper for building an array of SkRects (which are just structs 430 * of 4 floats). 431 * 432 * It can be more performant to use this helper, as 433 * the C++-side array is only allocated once (on the first call) 434 * to build. Subsequent set() operations operate directly on 435 * the C++-side array, avoiding having to re-allocate (and free) 436 * the array every time. 437 * 438 * Input points are taken as left, top, right, bottom 439 */ 440CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper; 441/** 442 * Helper for building an array of RSXForms (which are just structs 443 * of 4 floats). 444 * 445 * It can be more performant to use this helper, as 446 * the C++-side array is only allocated once (on the first call) 447 * to build. Subsequent set() operations operate directly on 448 * the C++-side array, avoiding having to re-allocate (and free) 449 * the array every time. 450 * 451 * An RSXForm is a compressed form of a rotation+scale matrix. 452 * 453 * [ scos -ssin tx ] 454 * [ ssin scos ty ] 455 * [ 0 0 1 ] 456 * 457 * Input points are taken as scos, ssin, tx, ty 458 */ 459CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper; 460 461/** 462 * Helper for building an array of SkColor 463 * 464 * It can be more performant to use this helper, as 465 * the C++-side array is only allocated once (on the first call) 466 * to build. Subsequent set() operations operate directly on 467 * the C++-side array, avoiding having to re-allocate (and free) 468 * the array every time. 469 */ 470CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper; 471 472/** 473 * Malloc returns a TypedArray backed by the C++ memory of the 474 * given length. It should only be used by advanced users who 475 * can manage memory and initialize values properly. When used 476 * correctly, it can save copying of data between JS and C++. 477 * When used incorrectly, it can lead to memory leaks. 478 * 479 * const ta = CanvasKit.Malloc(Float32Array, 20); 480 * // store data into ta 481 * const cf = CanvasKit.SkColorFilter.MakeMatrix(ta); 482 * // MakeMatrix cleans up the ptr automatically. 483 * 484 * @param {TypedArray} typedArray - constructor for the typedArray. 485 * @param {number} len - number of elements to store. 486 */ 487CanvasKit.Malloc = function(typedArray, len) { 488 var byteLen = len * typedArray.BYTES_PER_ELEMENT; 489 var ptr = CanvasKit._malloc(byteLen); 490 var ta = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len); 491 // add a marker that this was allocated in C++ land 492 ta['_ck'] = true; 493 return ta; 494} 495