adapt to static-render branch changes [skip ci]
still missing updated tests
This commit is contained in:
168
src/node_map.cpp
168
src/node_map.cpp
@@ -1,13 +1,25 @@
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#include "node_map.hpp"
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#include "node_map_render_worker.hpp"
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#include "node_file_source.hpp"
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#include <mbgl/platform/default/headless_display.hpp>
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#include <mbgl/map/still_image.hpp>
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#include <mbgl/util/exception.hpp>
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#include <unistd.h>
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namespace node_mbgl {
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struct NodeMap::RenderOptions {
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double zoom = 0;
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double bearing = 0;
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double latitude = 0;
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double longitude = 0;
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unsigned int width = 512;
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unsigned int height = 512;
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float ratio = 1.0f;
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std::vector<std::string> classes;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////
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// Static Node Methods
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@@ -21,6 +33,7 @@ void NodeMap::Init(v8::Handle<v8::Object> target) {
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t->InstanceTemplate()->SetInternalFieldCount(1);
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t->SetClassName(NanNew("Map"));
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NODE_SET_PROTOTYPE_METHOD(t, "setAccessToken", SetAccessToken);
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NODE_SET_PROTOTYPE_METHOD(t, "load", Load);
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NODE_SET_PROTOTYPE_METHOD(t, "render", Render);
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@@ -56,6 +69,32 @@ NAN_METHOD(NodeMap::New) {
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NanReturnValue(args.This());
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}
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NAN_METHOD(NodeMap::SetAccessToken) {
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NanScope();
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if (args.Length() < 1) {
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return NanThrowError("Requires a string as first argument");
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}
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NanUtf8String token(args[0]);
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auto nodeMap = node::ObjectWrap::Unwrap<NodeMap>(args.Holder());
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if (nodeMap->map.isRendering()) {
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return NanThrowError("Map object is currently in use");
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}
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try {
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nodeMap->map.setAccessToken(std::string { *token, size_t(token.length()) });
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} catch (const std::exception &ex) {
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return NanThrowError(ex.what());
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}
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NanReturnUndefined();
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}
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const std::string StringifyStyle(v8::Handle<v8::Value> styleHandle) {
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NanScope();
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@@ -77,19 +116,22 @@ NAN_METHOD(NodeMap::Load) {
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if (args[0]->IsObject()) {
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style = StringifyStyle(args[0]);
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} else if (args[0]->IsString()) {
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v8::Local<v8::String> toStr = args[0]->ToString();
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style.resize(toStr->Utf8Length());
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toStr->WriteUtf8(const_cast<char *>(style.data()));
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NanUtf8String string(args[0]);
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style = { *string, size_t(string.length()) };
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} else {
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return NanThrowTypeError("First argument must be a string or object");
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}
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auto nodeMap = node::ObjectWrap::Unwrap<NodeMap>(args.Holder());
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if (nodeMap->map.isRendering()) {
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return NanThrowError("Map object is currently in use");
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}
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try {
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nodeMap->map.setStyleJSON(style, ".");
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} catch (const std::exception &ex) {
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NanThrowError(ex.what());
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return NanThrowError(ex.what());
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}
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NanReturnUndefined();
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@@ -110,9 +152,6 @@ std::unique_ptr<NodeMap::RenderOptions> NodeMap::ParseOptions(v8::Local<v8::Obje
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if (obj->Has(NanNew("width"))) { options->width = obj->Get(NanNew("width"))->IntegerValue(); }
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if (obj->Has(NanNew("height"))) { options->height = obj->Get(NanNew("height"))->IntegerValue(); }
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if (obj->Has(NanNew("ratio"))) { options->ratio = obj->Get(NanNew("ratio"))->IntegerValue(); }
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if (obj->Has(NanNew("accessToken"))) {
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options->accessToken = *NanUtf8String(obj->Get(NanNew("accessToken")->ToString()));
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}
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if (obj->Has(NanNew("classes"))) {
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auto classes = obj->Get(NanNew("classes"))->ToObject().As<v8::Array>();
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@@ -137,23 +176,99 @@ NAN_METHOD(NodeMap::Render) {
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return NanThrowTypeError("Second argument must be a callback function");
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}
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auto options = ParseOptions(args[0]->ToObject());
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auto nodeMap = node::ObjectWrap::Unwrap<NodeMap>(args.Holder());
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const bool wasEmpty = nodeMap->queue_.empty();
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if (nodeMap->map.isRendering()) {
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return NanThrowError("Map object is currently in use");
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}
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nodeMap->queue_.push(mbgl::util::make_unique<RenderWorker>(
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nodeMap,
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ParseOptions(args[0]->ToObject()),
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new NanCallback(args[1].As<v8::Function>())));
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assert(!nodeMap->callback);
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assert(!nodeMap->image);
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nodeMap->callback = std::unique_ptr<NanCallback>(new NanCallback(args[1].As<v8::Function>()));
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if (wasEmpty) {
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// When the queue was empty, there was no action in progress, so we can start a new one.
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NanAsyncQueueWorker(nodeMap->queue_.front().release());
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try {
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nodeMap->startRender(std::move(options));
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} catch (mbgl::util::Exception &ex) {
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return NanThrowError(ex.what());
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}
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NanReturnUndefined();
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}
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void NodeMap::startRender(std::unique_ptr<NodeMap::RenderOptions> options) {
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view.resize(options->width, options->height, options->ratio);
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map.setClasses(options->classes);
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map.setLonLatZoom(options->longitude, options->latitude, options->zoom);
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map.setBearing(options->bearing);
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map.renderStill([this](std::unique_ptr<const mbgl::StillImage> result) {
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assert(!image);
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image = std::move(result);
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uv_async_send(async);
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});
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// Retain this object, otherwise it might get destructed before we are finished rendering the
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// still image.
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Ref();
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// Similarly, we're now waiting for the async to be called, so we need to make sure that it
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// keeps the loop alive.
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uv_ref(reinterpret_cast<uv_handle_t *>(async));
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}
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void NodeMap::renderFinished() {
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NanScope();
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// We're done with this render call, so we're unrefing so that the loop could close.
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uv_unref(reinterpret_cast<uv_handle_t *>(async));
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// There is no render pending anymore, we the GC could now delete this object if it went out
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// of scope.
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Unref();
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// Move the callback and image out of the way so that the callback can start a new render call.
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auto cb = std::move(callback);
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auto img = std::move(image);
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assert(cb);
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// These have to be empty to be prepared for the next render call.
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assert(!callback);
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assert(!image);
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if (img) {
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v8::Local<v8::Object> result = v8::Object::New();
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result->Set(NanNew("width"), NanNew(img->width));
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result->Set(NanNew("height"), NanNew(img->height));
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v8::Local<v8::Object> pixels = NanNewBufferHandle(
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reinterpret_cast<char *>(img->pixels.get()),
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size_t(img->width) * size_t(img->height) * sizeof(mbgl::StillImage::Pixel),
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// Retain the StillImage object until the buffer is deleted.
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[](char *, void *hint) {
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delete reinterpret_cast<std::unique_ptr<const mbgl::StillImage> *>(hint);
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},
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new std::unique_ptr<const mbgl::StillImage>(std::move(img))
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);
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result->Set(NanNew("pixels"), pixels);
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v8::Local<v8::Value> argv[] = {
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NanNull(),
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result,
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};
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cb->Call(2, argv);
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} else {
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v8::Local<v8::Value> argv[] = {
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NanError("Didn't get an image")
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};
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cb->Call(1, argv);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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// Instance
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@@ -165,21 +280,24 @@ std::shared_ptr<mbgl::HeadlessDisplay> sharedDisplay() {
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NodeMap::NodeMap(v8::Handle<v8::Object> source_) :
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view(sharedDisplay()),
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fs(*ObjectWrap::Unwrap<NodeFileSource>(source_)),
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map(view, fs) {
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map(view, fs, mbgl::Map::RenderMode::Still),
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async(new uv_async_t) {
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source = v8::Persistent<v8::Object>::New(source_);
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async->data = this;
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uv_async_init(uv_default_loop(), async, [](uv_async_t *as, int) {
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reinterpret_cast<NodeMap *>(as->data)->renderFinished();
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});
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// Make sure the async handle doesn't keep the loop alive.
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uv_unref(reinterpret_cast<uv_handle_t *>(async));
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}
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NodeMap::~NodeMap() {
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source.Dispose();
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}
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void NodeMap::processNext() {
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assert(!queue_.empty());
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queue_.pop();
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if (!queue_.empty()) {
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// When the queue was empty, there was no action in progress, so we can start a new one.
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NanAsyncQueueWorker(queue_.front().release());
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}
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uv_close(reinterpret_cast<uv_handle_t *>(async), [] (uv_handle_t *handle) {
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delete reinterpret_cast<uv_async_t *>(handle);
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});
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}
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}
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