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1// Adds any extra JS functions/helpers we want to the PathKit Library.
2// Wrapped in a function to avoid leaking global variables.
3(function(PathKit){
4
5  // Caching the Float32Arrays can save having to reallocate them
6  // over and over again.
7  var Float32ArrayCache = {};
8
9  // Takes a 2D array of commands and puts them into the WASM heap
10  // as a 1D array. This allows them to referenced from the C++ code.
11  // Returns a 2 element array, with the first item being essentially a
12  // pointer to the array and the second item being the length of
13  // the new 1D array.
14  //
15  // Example usage:
16  // let cmds = [
17  //   [PathKit.MOVE_VERB, 0, 10],
18  //   [PathKit.LINE_VERB, 30, 40],
19  //   [PathKit.QUAD_VERB, 20, 50, 45, 60],
20  // ];
21  //
22  // // The following uses ES6 syntactic sugar "Array Destructuring".
23  // // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Destructuring_assignment#Array_destructuring
24  // let [ptr, len] = PathKit.loadCmdsTypedArray(cmds);
25  // let path = PathKit.FromCmds(ptr, len);
26  //
27  // If arguments at index 1... in each cmd row are strings, they will be
28  // parsed as hex, and then converted to floats using SkBits2FloatUnsigned
29  PathKit.loadCmdsTypedArray = function(arr) {
30    var len = 0;
31    for (var r = 0; r < arr.length; r++) {
32      len += arr[r].length;
33    }
34
35    var ta;
36    if (Float32ArrayCache[len]) {
37      ta = Float32ArrayCache[len];
38    } else {
39      ta = new Float32Array(len);
40      Float32ArrayCache[len] = ta;
41    }
42    // Flatten into a 1d array
43    var i = 0;
44    for (var r = 0; r < arr.length; r++) {
45      for (var c = 0; c < arr[r].length; c++) {
46        var item = arr[r][c];
47        if (typeof item === 'string') {
48          // Converts hex to an int, which can be passed to SkBits2FloatUnsigned
49          item = PathKit.SkBits2FloatUnsigned(parseInt(item));
50        }
51        ta[i] = item;
52        i++;
53      }
54    }
55
56    var ptr = PathKit._malloc(ta.length * ta.BYTES_PER_ELEMENT);
57    PathKit.HEAPF32.set(ta, ptr / ta.BYTES_PER_ELEMENT);
58    return [ptr, len];
59  }
60
61  // Experimentation has shown that using TypedArrays to pass arrays from
62  // JS to C++ is faster than passing the JS Arrays across.
63  // See above for example of cmds.
64  PathKit.FromCmds = function(cmds) {
65    var ptrLen = PathKit.loadCmdsTypedArray(cmds);
66    var path = PathKit._FromCmds(ptrLen[0], ptrLen[1]);
67    // TODO(kjlubick): cache this memory blob somehow.
68    PathKit._free(ptrLen[0]);
69    return path;
70  }
71
72  /**
73   * A common pattern is to call this function in sequence with the same
74   * params. We can just remember the last one to speed things up.
75   * Caching in this way is about a 10-15x speed up.
76   * See externs.js for this definition
77   * @type {CubicMap}
78   */
79  var cachedMap;
80  var _cpx1, _cpy1, _cpx2, _cpy2;
81
82  PathKit.cubicYFromX = function(cpx1, cpy1, cpx2, cpy2, X) {
83    if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
84       _cpx2 !== cpx2 || _cpy2 !== cpy2) {
85      if (cachedMap) {
86        // Delete previous cached map to avoid memory leaks.
87        cachedMap.delete()
88      }
89      cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
90      _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
91    }
92    return cachedMap.computeYFromX(X);
93  }
94
95  PathKit.cubicPtFromT = function(cpx1, cpy1, cpx2, cpy2, T) {
96    if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
97       _cpx2 !== cpx2 || _cpy2 !== cpy2) {
98      if (cachedMap) {
99        // Delete previous cached map to avoid memory leaks.
100        cachedMap.delete()
101      }
102      cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
103      _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
104    }
105    return cachedMap.computePtFromT(T);
106  }
107}(Module)); // When this file is loaded in, the high level object is "Module";
108
109