mrmBot-Matrix/natives/speed.cc

70 lines
No EOL
2.1 KiB
C++

#include <napi.h>
#include <list>
#include <Magick++.h>
using namespace std;
using namespace Magick;
class SpeedWorker : public Napi::AsyncWorker {
public:
SpeedWorker(Napi::Function& callback, string in_path, bool slow, string type, int delay)
: Napi::AsyncWorker(callback), in_path(in_path), slow(slow), type(type), delay(delay) {}
~SpeedWorker() {}
void Execute() {
list <Image> frames;
readImages(&frames, in_path);
int old_delay = 0;
// if passed a delay, use that. otherwise use the average frame delay.
// GIFs can have a variable framerate, and the frameskipping logic here doesn't handle that.
// TODO: revisit?
if (delay == 0) {
for (Image &image : frames) {
old_delay += image.animationDelay();
}
old_delay /= frames.size();
} else {
old_delay = delay;
}
int new_delay = slow ? old_delay * 2 : old_delay / 2;
if (!slow && new_delay <= 1) {
new_delay = old_delay;
auto it = frames.begin();
while(it != frames.end() && ++it != frames.end()) it = frames.erase(it);
} else {
for_each(frames.begin(), frames.end(), animationDelayImage(new_delay));
}
for_each(frames.begin(), frames.end(), magickImage(type));
writeImages(frames.begin(), frames.end(), &blob);
}
void OnOK() {
Callback().Call({Env().Undefined(), Napi::Buffer<char>::Copy(Env(), (char *)blob.data(), blob.length()), Napi::String::From(Env(), type)});
}
private:
bool slow;
string in_path, type;
int delay, amount;
Blob blob;
};
Napi::Value Speed(const Napi::CallbackInfo &info)
{
Napi::Env env = info.Env();
Napi::Object obj = info[0].As<Napi::Object>();
Napi::Function cb = info[1].As<Napi::Function>();
string path = obj.Get("path").As<Napi::String>().Utf8Value();
bool slow = obj.Has("slow") ? obj.Get("slow").As<Napi::Boolean>().Value() : false;
string type = obj.Get("type").As<Napi::String>().Utf8Value();
int delay = obj.Has("delay") ? obj.Get("delay").As<Napi::Number>().Int32Value() : 0;
SpeedWorker* explodeWorker = new SpeedWorker(cb, path, slow, type, delay);
explodeWorker->Queue();
return env.Undefined();
}