#include #include #include using namespace std; using namespace Magick; class GamexplainWorker : public Napi::AsyncWorker { public: GamexplainWorker(Napi::Function& callback, string in_path, string type, int delay) : Napi::AsyncWorker(callback), in_path(in_path), type(type), delay(delay) {} ~GamexplainWorker() {} void Execute() { list frames; list coalesced; list mid; list result; Image watermark; readImages(&frames, in_path); watermark.read("./assets/images/gamexplain.png"); coalesceImages(&coalesced, frames.begin(), frames.end()); for (Image &image : coalesced) { image.backgroundColor("white"); image.scale(Geometry("1181x571!")); image.extent(Geometry("1200x675-10-92")); image.composite(watermark, Geometry("+0+0"), Magick::OverCompositeOp); image.magick(type); mid.push_back(image); } optimizeImageLayers(&result, mid.begin(), mid.end()); if (delay != 0) for_each(result.begin(), result.end(), animationDelayImage(delay)); writeImages(result.begin(), result.end(), &blob); } void OnOK() { Callback().Call({Env().Undefined(), Napi::Buffer::Copy(Env(), (char *)blob.data(), blob.length())}); } private: string in_path, type; int delay; Blob blob; }; Napi::Value Gamexplain(const Napi::CallbackInfo &info) { Napi::Env env = info.Env(); string in_path = info[0].As().Utf8Value(); string type = info[1].As().Utf8Value(); int delay = info[2].As().Int32Value(); Napi::Function cb = info[3].As(); GamexplainWorker* blurWorker = new GamexplainWorker(cb, in_path, type, delay); blurWorker->Queue(); return env.Undefined(); }