7167956a76
* Stop using ffprobe to read GIF delay * Default image delay to 0
70 lines
No EOL
2.1 KiB
C++
70 lines
No EOL
2.1 KiB
C++
#include <napi.h>
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#include <list>
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#include <Magick++.h>
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using namespace std;
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using namespace Magick;
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class SpeedWorker : public Napi::AsyncWorker {
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public:
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SpeedWorker(Napi::Function& callback, string in_path, bool slow, string type, int delay)
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: Napi::AsyncWorker(callback), in_path(in_path), slow(slow), type(type), delay(delay) {}
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~SpeedWorker() {}
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void Execute() {
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list <Image> frames;
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readImages(&frames, in_path);
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int old_delay = 0;
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// if passed a delay, use that. otherwise use the average frame delay.
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// GIFs can have a variable framerate, and the frameskipping logic here doesn't handle that.
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// TODO: revisit?
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if (delay == 0) {
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for (Image &image : frames) {
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old_delay += image.animationDelay();
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}
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old_delay /= frames.size();
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} else {
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old_delay = delay;
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}
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int new_delay = slow ? old_delay * 2 : old_delay / 2;
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if (new_delay <= 1) {
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new_delay = old_delay;
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auto it = frames.begin();
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while(it != frames.end() && ++it != frames.end()) it = frames.erase(it);
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} else {
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for_each(frames.begin(), frames.end(), animationDelayImage(new_delay));
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}
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for_each(frames.begin(), frames.end(), magickImage(type));
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writeImages(frames.begin(), frames.end(), &blob);
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}
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void OnOK() {
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Callback().Call({Env().Undefined(), Napi::Buffer<char>::Copy(Env(), (char *)blob.data(), blob.length())});
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}
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private:
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string in_path, type;
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int delay, amount;
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Blob blob;
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bool slow;
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};
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Napi::Value Speed(const Napi::CallbackInfo &info)
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{
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Napi::Env env = info.Env();
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Napi::Object obj = info[0].As<Napi::Object>();
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Napi::Function cb = info[1].As<Napi::Function>();
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string path = obj.Get("path").As<Napi::String>().Utf8Value();
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bool slow = obj.Has("slow") ? obj.Get("slow").As<Napi::Boolean>().Value() : false;
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string type = obj.Get("type").As<Napi::String>().Utf8Value();
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int delay = obj.Has("delay") ? obj.Get("delay").As<Napi::Number>().Int32Value() : 0;
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SpeedWorker* explodeWorker = new SpeedWorker(cb, path, slow, type, delay);
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explodeWorker->Queue();
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return env.Undefined();
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} |