#include #include #include using namespace std; using namespace Magick; class TileWorker : public Napi::AsyncWorker { public: TileWorker(Napi::Function& callback, string in_path, string type, int delay) : Napi::AsyncWorker(callback), in_path(in_path), type(type), delay(delay) {} ~TileWorker() {} void Execute() { list frames; list coalesced; list mid; list result; readImages(&frames, in_path); coalesceImages(&coalesced, frames.begin(), frames.end()); for (Image &image : coalesced) { list duplicated; Image appended; list montage; Image frame; image.magick(type); for (int i = 0; i < 5; ++i) { duplicated.push_back(image); } appendImages(&appended, duplicated.begin(), duplicated.end()); for (int i = 0; i < 5; ++i) { montage.push_back(appended); } appendImages(&frame, montage.begin(), montage.end(), true); frame.scale(Geometry("800x800>")); mid.push_back(frame); } 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 Tile(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(); TileWorker* flopWorker = new TileWorker(cb, in_path, type, delay); flopWorker->Queue(); return env.Undefined(); }