/* * 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 "Global.h" #include "JsContext.h" #include "Path2D.h" #include "SkCanvas.h" // Extracts a C string from a V8 Utf8Value. // TODO(jcgregrio) Currently dup'd in two files, fix. static const char* to_cstring(const v8::String::Utf8Value& value) { return *value ? *value : "<string conversion failed>"; } v8::Persistent<v8::ObjectTemplate> JsContext::gContextTemplate; // Wraps 'this' in a Javascript object. v8::Handle<v8::Object> JsContext::wrap() { // Handle scope for temporary handles. v8::EscapableHandleScope handleScope(fGlobal->getIsolate()); // Fetch the template for creating JavaScript JsContext wrappers. // It only has to be created once, which we do on demand. if (gContextTemplate.IsEmpty()) { v8::Local<v8::ObjectTemplate> localTemplate = v8::ObjectTemplate::New(); // Add a field to store the pointer to a JsContext instance. localTemplate->SetInternalFieldCount(1); this->addAttributesAndMethods(localTemplate); gContextTemplate.Reset(fGlobal->getIsolate(), localTemplate); } v8::Handle<v8::ObjectTemplate> templ = v8::Local<v8::ObjectTemplate>::New(fGlobal->getIsolate(), gContextTemplate); // Create an empty JsContext wrapper. v8::Local<v8::Object> result = templ->NewInstance(); // Wrap the raw C++ pointer in an External so it can be referenced // from within JavaScript. v8::Handle<v8::External> contextPtr = v8::External::New(fGlobal->getIsolate(), this); // Store the context pointer in the JavaScript wrapper. result->SetInternalField(0, contextPtr); // 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 JsContext::onDraw(SkCanvas* canvas) { // Record canvas and window in this. fCanvas = canvas; // Create a handle scope to keep the temporary object references. v8::HandleScope handleScope(fGlobal->getIsolate()); // Create a local context from our global context. v8::Local<v8::Context> context = fGlobal->getContext(); // Enter the context so all the remaining operations take place there. v8::Context::Scope contextScope(context); // Wrap the C++ this pointer in a JavaScript wrapper. v8::Handle<v8::Object> contextObj = this->wrap(); // Set up an exception handler before calling the Process function. v8::TryCatch tryCatch; // Invoke the process function, giving the global object as 'this' // and one argument, this JsContext. const int argc = 1; v8::Handle<v8::Value> argv[argc] = { contextObj }; v8::Local<v8::Function> onDraw = v8::Local<v8::Function>::New(fGlobal->getIsolate(), fOnDraw); v8::Handle<v8::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. fGlobal->reportException(&tryCatch); } else { SkASSERT(!tryCatch.HasCaught()); if (!result->IsUndefined()) { // If all went well and the result wasn't undefined then print // the returned value. v8::String::Utf8Value str(result); const char* cstr = to_cstring(str); printf("%s\n", cstr); } } } // Fetch the onDraw function from the global context. bool JsContext::initialize() { // Create a stack-allocated handle scope. v8::HandleScope handleScope(fGlobal->getIsolate()); // Create a local context from our global context. v8::Local<v8::Context> context = fGlobal->getContext(); // Enter the scope so all operations take place in the scope. v8::Context::Scope contextScope(context); v8::TryCatch try_catch; v8::Handle<v8::String> fn_name = v8::String::NewFromUtf8( fGlobal->getIsolate(), "onDraw"); v8::Handle<v8::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. v8::Handle<v8::Function> fn_fun = v8::Handle<v8::Function>::Cast(fn_val); // Store the function in a Persistent handle, since we also want that to // remain after this call returns. fOnDraw.Reset(fGlobal->getIsolate(), fn_fun); return true; }