#include #include #include using namespace std; using namespace Magick; Napi::Value Freeze(const Napi::CallbackInfo &info) { Napi::Env env = info.Env(); try { Napi::Object obj = info[0].As(); string path = obj.Get("path").As().Utf8Value(); bool loop = obj.Has("loop") ? obj.Get("loop").As().Value() : false; string type = obj.Get("type").As().Utf8Value(); int delay = obj.Has("delay") ? obj.Get("delay").As().Int32Value() : 0; int frame = obj.Has("frame") ? obj.Get("frame").As().Int32Value() : -1; Blob blob; list frames; readImages(&frames, path); if (frame >= 0 && !loop) { size_t frameSize = frames.size(); int framePos = clamp(frame, 0, (int)frameSize); frames.resize(framePos + 1); } for_each(frames.begin(), frames.end(), animationIterationsImage(loop ? 0 : 1)); for_each(frames.begin(), frames.end(), magickImage(type)); if (delay != 0) for_each(frames.begin(), frames.end(), animationDelayImage(delay)); writeImages(frames.begin(), frames.end(), &blob); Napi::Object result = Napi::Object::New(env); result.Set("data", Napi::Buffer::Copy(env, (char *)blob.data(), blob.length())); result.Set("type", type); return result; } catch (std::exception const &err) { throw Napi::Error::New(env, err.what()); } }