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/*
* 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>
#include <include/libplatform/libplatform.h>
#include "SkV8Example.h"
#include "Global.h"
#include "JsContext.h"
#include "Path2D.h"
#include "Path2DBuilder.h"
#include "gl/GrGLUtil.h"
#include "gl/GrGLDefines.h"
#include "gl/GrGLInterface.h"
#include "GrRenderTarget.h"
#include "GrContext.h"
#include "SkApplication.h"
#include "SkCommandLineFlags.h"
#include "SkData.h"
#include "SkDraw.h"
#include "SkGpuDevice.h"
#include "SkGraphics.h"
#include "SkScalar.h"
#include "SkSurface.h"
DEFINE_string2(infile, i, NULL, "Name of file to load JS from.\n");
DEFINE_bool(gpu, true, "Use the GPU for rendering.");
void application_init() {
SkGraphics::Init();
SkEvent::Init();
}
void application_term() {
SkEvent::Term();
SkGraphics::Term();
}
SkV8ExampleWindow::SkV8ExampleWindow(void* hwnd, JsContext* context)
: INHERITED(hwnd)
, fJsContext(context)
#if SK_SUPPORT_GPU
, fCurContext(NULL)
, fCurIntf(NULL)
, fCurRenderTarget(NULL)
, fCurSurface(NULL)
#endif
{
this->setColorType(kBGRA_8888_SkColorType);
this->setVisibleP(true);
this->setClipToBounds(false);
#if SK_SUPPORT_GPU
this->windowSizeChanged();
#endif
}
SkV8ExampleWindow::~SkV8ExampleWindow() {
#if SK_SUPPORT_GPU
SkSafeUnref(fCurContext);
SkSafeUnref(fCurIntf);
SkSafeUnref(fCurRenderTarget);
SkSafeUnref(fCurSurface);
#endif
}
#if SK_SUPPORT_GPU
void SkV8ExampleWindow::windowSizeChanged() {
if (FLAGS_gpu) {
SkOSWindow::AttachmentInfo attachmentInfo;
bool result = this->attach(
SkOSWindow::kNativeGL_BackEndType, 0, &attachmentInfo);
if (!result) {
printf("Failed to attach.");
exit(1);
}
fCurIntf = GrGLCreateNativeInterface();
fCurContext = GrContext::Create(
kOpenGL_GrBackend, (GrBackendContext) fCurIntf);
if (NULL == fCurIntf || NULL == fCurContext) {
printf("Failed to initialize GL.");
exit(1);
}
GrBackendRenderTargetDesc desc;
desc.fWidth = SkScalarRoundToInt(this->width());
desc.fHeight = SkScalarRoundToInt(this->height());
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
desc.fSampleCnt = attachmentInfo.fSampleCount;
desc.fStencilBits = attachmentInfo.fStencilBits;
GrGLint buffer;
GR_GL_GetIntegerv(fCurIntf, GR_GL_FRAMEBUFFER_BINDING, &buffer);
desc.fRenderTargetHandle = buffer;
SkSafeUnref(fCurRenderTarget);
fCurRenderTarget = fCurContext->wrapBackendRenderTarget(desc);
SkSafeUnref(fCurSurface);
fCurSurface = SkSurface::NewRenderTargetDirect(fCurRenderTarget);
}
}
#endif
#if SK_SUPPORT_GPU
SkSurface* SkV8ExampleWindow::createSurface() {
if (FLAGS_gpu) {
// Increase the ref count since callers of createSurface put the
// results in a SkAutoTUnref.
fCurSurface->ref();
return fCurSurface;
} else {
return this->INHERITED::createSurface();
}
}
#endif
void SkV8ExampleWindow::onSizeChange() {
this->INHERITED::onSizeChange();
#if SK_SUPPORT_GPU
this->windowSizeChanged();
#endif
}
Global* global = NULL;
void SkV8ExampleWindow::onDraw(SkCanvas* canvas) {
canvas->save();
canvas->drawColor(SK_ColorWHITE);
// Now jump into JS and call the onDraw(canvas) method defined there.
fJsContext->onDraw(canvas);
canvas->restore();
this->INHERITED::onDraw(canvas);
#if SK_SUPPORT_GPU
if (FLAGS_gpu) {
fCurContext->flush();
this->present();
}
#endif
}
#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
SkOSWindow* create_sk_window(void* hwnd, int argc, char** argv) {
printf("Started\n");
v8::V8::SetFlagsFromCommandLine(&argc, argv, true);
SkCommandLineFlags::Parse(argc, argv);
v8::V8::InitializeICU();
v8::Platform* platform = v8::platform::CreateDefaultPlatform();
v8::V8::InitializePlatform(platform);
v8::V8::Initialize();
v8::Isolate* isolate = v8::Isolate::New();
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
isolate->Enter();
global = new Global(isolate);
// Set up things to look like a browser by creating
// a console object that invokes our print function.
const char* startupScript =
"function Console() {}; \n"
"Console.prototype.log = function() { \n"
" var args = Array.prototype.slice.call(arguments).join(' '); \n"
" print(args); \n"
"}; \n"
"console = new Console(); \n";
if (!global->parseScript(startupScript)) {
printf("Failed to parse startup script: %s.\n", FLAGS_infile[0]);
exit(1);
}
const char* script =
"function onDraw(canvas) { \n"
" canvas.fillStyle = '#00FF00'; \n"
" canvas.fillRect(20, 20, 100, 100); \n"
" canvas.inval(); \n"
"} \n";
SkAutoTUnref<SkData> data;
if (FLAGS_infile.count()) {
data.reset(SkData::NewFromFileName(FLAGS_infile[0]));
script = static_cast<const char*>(data->data());
}
if (NULL == script) {
printf("Could not load file: %s.\n", FLAGS_infile[0]);
exit(1);
}
Path2DBuilder::AddToGlobal(global);
Path2D::AddToGlobal(global);
if (!global->parseScript(script)) {
printf("Failed to parse file: %s.\n", FLAGS_infile[0]);
exit(1);
}
JsContext* jsContext = new JsContext(global);
if (!jsContext->initialize()) {
printf("Failed to initialize.\n");
exit(1);
}
SkV8ExampleWindow* win = new SkV8ExampleWindow(hwnd, jsContext);
global->setWindow(win);
return win;
}
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