blob: a57232e7a5fe1bffbc559917ebea7fa1ced4be08 [file] [log] [blame]
/*
* Copyright 2013 Google Inc.
*
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*
*/
#include <v8.h>
using namespace v8;
#include "SkV8Example.h"
#include "gl/GrGLUtil.h"
#include "gl/GrGLDefines.h"
#include "gl/GrGLInterface.h"
#include "SkApplication.h"
#include "SkDraw.h"
#include "SkGpuDevice.h"
#include "SkGraphics.h"
#include "SkScalar.h"
void application_init() {
SkGraphics::Init();
SkEvent::Init();
}
void application_term() {
SkEvent::Term();
SkGraphics::Term();
}
// Extracts a C string from a V8 Utf8Value.
const char* ToCString(const v8::String::Utf8Value& value) {
return *value ? *value : "<string conversion failed>";
}
// Slight modification to an original function found in the V8 sample shell.cc.
void reportException(Isolate* isolate, TryCatch* try_catch) {
HandleScope handleScope(isolate);
String::Utf8Value exception(try_catch->Exception());
const char* exception_string = ToCString(exception);
Handle<Message> message = try_catch->Message();
if (message.IsEmpty()) {
// V8 didn't provide any extra information about this error; just
// print the exception.
fprintf(stderr, "%s\n", exception_string);
} else {
// Print (filename):(line number): (message).
String::Utf8Value filename(message->GetScriptResourceName());
const char* filename_string = ToCString(filename);
int linenum = message->GetLineNumber();
fprintf(stderr,
"%s:%i: %s\n", filename_string, linenum, exception_string);
// Print line of source code.
String::Utf8Value sourceline(message->GetSourceLine());
const char* sourceline_string = ToCString(sourceline);
fprintf(stderr, "%s\n", sourceline_string);
// Print wavy underline.
int start = message->GetStartColumn();
for (int i = 0; i < start; i++) {
fprintf(stderr, " ");
}
int end = message->GetEndColumn();
for (int i = start; i < end; i++) {
fprintf(stderr, "^");
}
fprintf(stderr, "\n");
String::Utf8Value stack_trace(try_catch->StackTrace());
if (stack_trace.length() > 0) {
const char* stack_trace_string = ToCString(stack_trace);
fprintf(stderr, "%s\n", stack_trace_string);
}
}
}
SkV8ExampleWindow::SkV8ExampleWindow(void* hwnd, JsCanvas* canvas)
: INHERITED(hwnd)
, fJsCanvas(canvas)
{
this->setConfig(SkBitmap::kARGB_8888_Config);
this->setVisibleP(true);
this->setClipToBounds(false);
}
JsCanvas* JsCanvas::Unwrap(Handle<Object> obj) {
Handle<External> field = Handle<External>::Cast(obj->GetInternalField(0));
void* ptr = field->Value();
return static_cast<JsCanvas*>(ptr);
}
void JsCanvas::Inval(const v8::FunctionCallbackInfo<Value>& args) {
Unwrap(args.This())->fWindow->inval(NULL);
}
void JsCanvas::FillRect(const v8::FunctionCallbackInfo<Value>& args) {
JsCanvas* jsCanvas = Unwrap(args.This());
SkCanvas* canvas = jsCanvas->fCanvas;
if (args.Length() != 4) {
args.GetIsolate()->ThrowException(
v8::String::NewFromUtf8(
args.GetIsolate(), "Error: 4 arguments required."));
return;
}
// TODO(jcgregorio) Really figure out the conversion from JS numbers to
// SkScalars. Maybe test if int first? Not sure of the performance impact.
double x = args[0]->NumberValue();
double y = args[1]->NumberValue();
double w = args[2]->NumberValue();
double h = args[3]->NumberValue();
SkRect rect = {
SkDoubleToScalar(x),
SkDoubleToScalar(y),
SkDoubleToScalar(x) + SkDoubleToScalar(w),
SkDoubleToScalar(y) + SkDoubleToScalar(h)
};
canvas->drawRect(rect, jsCanvas->fFillStyle);
}
void JsCanvas::GetFillStyle(Local<String> name,
const PropertyCallbackInfo<Value>& info) {
JsCanvas* jsCanvas = Unwrap(info.This());
SkColor color = jsCanvas->fFillStyle.getColor();
char buf[8];
sprintf(buf, "#%02X%02X%02X", SkColorGetR(color), SkColorGetG(color),
SkColorGetB(color));
info.GetReturnValue().Set(String::NewFromUtf8(info.GetIsolate(), buf));
}
void JsCanvas::SetFillStyle(Local<String> name, Local<Value> value,
const PropertyCallbackInfo<void>& info) {
JsCanvas* jsCanvas = Unwrap(info.This());
Local<String> s = value->ToString();
if (s->Length() != 7) {
info.GetIsolate()->ThrowException(
v8::String::NewFromUtf8(
info.GetIsolate(), "Invalid fill style format."));
return;
}
char buf[8];
s->WriteUtf8(buf, sizeof(buf));
if (buf[0] != '#') {
info.GetIsolate()->ThrowException(
v8::String::NewFromUtf8(
info.GetIsolate(), "Invalid fill style format."));
return;
}
long color = strtol(buf+1, NULL, 16);
jsCanvas->fFillStyle.setColor(SkColorSetA(SkColor(color), SK_AlphaOPAQUE));
}
Persistent<ObjectTemplate> JsCanvas::fCanvasTemplate;
Handle<ObjectTemplate> JsCanvas::makeCanvasTemplate() {
EscapableHandleScope handleScope(fIsolate);
Local<ObjectTemplate> result = ObjectTemplate::New();
// Add a field to store the pointer to a JsCanvas instance.
result->SetInternalFieldCount(1);
// Add accessors for each of the fields of the canvas object.
result->SetAccessor(
String::NewFromUtf8(fIsolate, "fillStyle", String::kInternalizedString),
GetFillStyle, SetFillStyle);
// Add methods.
result->Set(
String::NewFromUtf8(
fIsolate, "fillRect", String::kInternalizedString),
FunctionTemplate::New(FillRect));
result->Set(
String::NewFromUtf8(
fIsolate, "inval", String::kInternalizedString),
FunctionTemplate::New(Inval));
// Return the result through the current handle scope.
return handleScope.Escape(result);
}
// Wraps 'this' in a Javascript object.
Handle<Object> JsCanvas::wrap() {
// Handle scope for temporary handles.
EscapableHandleScope handleScope(fIsolate);
// Fetch the template for creating JavaScript JsCanvas wrappers.
// It only has to be created once, which we do on demand.
if (fCanvasTemplate.IsEmpty()) {
Handle<ObjectTemplate> raw_template = this->makeCanvasTemplate();
fCanvasTemplate.Reset(fIsolate, raw_template);
}
Handle<ObjectTemplate> templ =
Local<ObjectTemplate>::New(fIsolate, fCanvasTemplate);
// Create an empty JsCanvas wrapper.
Local<Object> result = templ->NewInstance();
// Wrap the raw C++ pointer in an External so it can be referenced
// from within JavaScript.
Handle<External> canvasPtr = External::New(fIsolate, this);
// Store the canvas pointer in the JavaScript wrapper.
result->SetInternalField(0, canvasPtr);
// Return the result through the current handle scope. Since each
// of these handles will go away when the handle scope is deleted
// we need to call Close to let one, the result, escape into the
// outer handle scope.
return handleScope.Escape(result);
}
void JsCanvas::onDraw(SkCanvas* canvas, SkOSWindow* window) {
// Record canvas and window in this.
fCanvas = canvas;
fWindow = window;
// Create a handle scope to keep the temporary object references.
HandleScope handleScope(fIsolate);
// Create a local context from our global context.
Local<Context> context = Local<Context>::New(fIsolate, fContext);
// Enter the context so all the remaining operations take place there.
Context::Scope contextScope(context);
// Wrap the C++ this pointer in a JavaScript wrapper.
Handle<Object> canvasObj = this->wrap();
// Set up an exception handler before calling the Process function.
TryCatch tryCatch;
// Invoke the process function, giving the global object as 'this'
// and one argument, this JsCanvas.
const int argc = 1;
Handle<Value> argv[argc] = { canvasObj };
Local<Function> onDraw =
Local<Function>::New(fIsolate, fOnDraw);
Handle<Value> result = onDraw->Call(context->Global(), argc, argv);
// Handle any exceptions or output.
if (result.IsEmpty()) {
SkASSERT(tryCatch.HasCaught());
// Print errors that happened during execution.
reportException(fIsolate, &tryCatch);
} else {
SkASSERT(!tryCatch.HasCaught());
if (!result->IsUndefined()) {
// If all went well and the result wasn't undefined then print
// the returned value.
String::Utf8Value str(result);
const char* cstr = ToCString(str);
printf("%s\n", cstr);
}
}
}
void SkV8ExampleWindow::onDraw(SkCanvas* canvas) {
canvas->save();
canvas->drawColor(SK_ColorWHITE);
// Now jump into JS and call the onDraw(canvas) method defined there.
fJsCanvas->onDraw(canvas, this);
canvas->restore();
INHERITED::onDraw(canvas);
}
#ifdef SK_BUILD_FOR_WIN
void SkV8ExampleWindow::onHandleInval(const SkIRect& rect) {
RECT winRect;
winRect.top = rect.top();
winRect.bottom = rect.bottom();
winRect.right = rect.right();
winRect.left = rect.left();
InvalidateRect((HWND)this->getHWND(), &winRect, false);
}
#endif
// Creates a new execution environment containing the built-in
// function draw().
Handle<Context> createRootContext(Isolate* isolate) {
// Create a template for the global object.
Handle<ObjectTemplate> global = ObjectTemplate::New();
// This is where we would inject any globals into the root Context
// using global->Set(...)
return Context::New(isolate, NULL, global);
}
// Parse and run script. Then fetch out the onDraw function from the global
// object.
bool JsCanvas::initialize(const char script[]) {
// Create a stack-allocated handle scope.
HandleScope handleScope(fIsolate);
printf("Before create context\n");
// Create a new context.
Handle<Context> context = createRootContext(fIsolate);
// Enter the scope so all operations take place in the scope.
Context::Scope contextScope(context);
v8::TryCatch try_catch;
// Compile the source code.
Handle<String> source = String::NewFromUtf8(fIsolate, script);
printf("Before Compile\n");
Handle<Script> compiled_script = Script::Compile(source);
printf("After Compile\n");
if (compiled_script.IsEmpty()) {
// Print errors that happened during compilation.
reportException(fIsolate, &try_catch);
return false;
}
printf("After Exception.\n");
// Try running it now to create the onDraw function.
Handle<Value> result = compiled_script->Run();
// Handle any exceptions or output.
if (result.IsEmpty()) {
SkASSERT(try_catch.HasCaught());
// Print errors that happened during execution.
reportException(fIsolate, &try_catch);
return false;
} else {
SkASSERT(!try_catch.HasCaught());
if (!result->IsUndefined()) {
// If all went well and the result wasn't undefined then print
// the returned value.
String::Utf8Value str(result);
const char* cstr = ToCString(str);
printf("%s\n", cstr);
return false;
}
}
Handle<String> fn_name = String::NewFromUtf8(fIsolate, "onDraw");
Handle<Value> fn_val = context->Global()->Get(fn_name);
if (!fn_val->IsFunction()) {
printf("Not a function.\n");
return false;
}
// It is a function; cast it to a Function.
Handle<Function> fn_fun = Handle<Function>::Cast(fn_val);
// Store the function in a Persistent handle, since we also want that to
// remain after this call returns.
fOnDraw.Reset(fIsolate, fn_fun);
// Also make the context persistent.
fContext.Reset(fIsolate, context);
return true;
}
SkOSWindow* create_sk_window(void* hwnd, int argc, char** argv) {
printf("Started\n");
// Get the default Isolate created at startup.
Isolate* isolate = Isolate::GetCurrent();
JsCanvas* jsCanvas = new JsCanvas(isolate);
const char* script =
"var onDraw = function(){ \n"
" var tick = 0; \n"
" function f(canvas) { \n"
" tick += 0.001; \n"
" canvas.fillStyle = '#00FF00'; \n"
" canvas.fillRect(20, 20, 100, Math.abs(Math.cos(tick)*100)); \n"
" canvas.inval(); \n"
" }; \n"
" return f; \n"
"}(); \n";
if (!jsCanvas->initialize(script)) {
printf("Failed to initialize.\n");
exit(1);
}
return new SkV8ExampleWindow(hwnd, jsCanvas);
}