js: keep colour strings in JavaScript rather than in C

The drawing routines in JavaScript used to take pointers to a C string
containing a CSS colour name.  That meant that JavaScript had to create
a new JavaScript string on ever call to a drawing function, which seemed
ugly.

So now we instead pass colour numbers all the way down into JavaScript
and keep an array of JavaScript strings there that can be re-used.  The
conversion from RGB triples to strings is still done in C, though.

This doesn't seem to have fixed either of the bugs I hoped it would, but
it does measurably improve drawing performance so I think it's worth
doing.
This commit is contained in:
Ben Harris
2023-07-29 16:06:19 +01:00
parent 3e7a6adce5
commit 76da6ec140
3 changed files with 40 additions and 54 deletions

44
emcc.c
View File

@ -54,7 +54,7 @@ extern int js_add_preset_submenu(int menuid, const char *name);
extern int js_get_selected_preset(void); extern int js_get_selected_preset(void);
extern void js_select_preset(int n); extern void js_select_preset(int n);
extern void js_default_colour(float *output); extern void js_default_colour(float *output);
extern void js_set_background_colour(const char *bg); extern void js_set_colour(int colour_number, const char *colour_string);
extern void js_get_date_64(unsigned *p); extern void js_get_date_64(unsigned *p);
extern void js_update_permalinks(const char *desc, const char *seed); extern void js_update_permalinks(const char *desc, const char *seed);
extern void js_enable_undo_redo(bool undo, bool redo); extern void js_enable_undo_redo(bool undo, bool redo);
@ -64,21 +64,18 @@ extern void js_deactivate_timer(void);
extern void js_canvas_start_draw(void); extern void js_canvas_start_draw(void);
extern void js_canvas_draw_update(int x, int y, int w, int h); extern void js_canvas_draw_update(int x, int y, int w, int h);
extern void js_canvas_end_draw(void); extern void js_canvas_end_draw(void);
extern void js_canvas_draw_rect(int x, int y, int w, int h, extern void js_canvas_draw_rect(int x, int y, int w, int h, int colour);
const char *colour);
extern void js_canvas_clip_rect(int x, int y, int w, int h); extern void js_canvas_clip_rect(int x, int y, int w, int h);
extern void js_canvas_unclip(void); extern void js_canvas_unclip(void);
extern void js_canvas_draw_line(float x1, float y1, float x2, float y2, extern void js_canvas_draw_line(float x1, float y1, float x2, float y2,
int width, const char *colour); int width, int colour);
extern void js_canvas_draw_poly(const int *points, int npoints, extern void js_canvas_draw_poly(const int *points, int npoints,
const char *fillcolour, int fillcolour, int outlinecolour);
const char *outlinecolour);
extern void js_canvas_draw_circle(int x, int y, int r, extern void js_canvas_draw_circle(int x, int y, int r,
const char *fillcolour, int fillcolour, int outlinecolour);
const char *outlinecolour);
extern int js_canvas_find_font_midpoint(int height, bool monospaced); extern int js_canvas_find_font_midpoint(int height, bool monospaced);
extern void js_canvas_draw_text(int x, int y, int halign, extern void js_canvas_draw_text(int x, int y, int halign,
const char *colptr, int height, int colour, int height,
bool monospaced, const char *text); bool monospaced, const char *text);
extern int js_canvas_new_blitter(int w, int h); extern int js_canvas_new_blitter(int w, int h);
extern void js_canvas_free_blitter(int id); extern void js_canvas_free_blitter(int id);
@ -184,12 +181,6 @@ static int strnullcmp(const char *a, const char *b)
return strcmp(a, b); return strcmp(a, b);
} }
/*
* HTMLish names for the colours allocated by the puzzle.
*/
static char **colour_strings;
static int ncolours;
/* /*
* The global midend object. * The global midend object.
*/ */
@ -497,42 +488,38 @@ static void js_draw_text(void *handle, int x, int y, int fonttype,
else else
halign = 0; halign = 0;
js_canvas_draw_text(x, y, halign, colour_strings[colour], js_canvas_draw_text(x, y, halign, colour,
fontsize, fonttype == FONT_FIXED, text); fontsize, fonttype == FONT_FIXED, text);
} }
static void js_draw_rect(void *handle, int x, int y, int w, int h, int colour) static void js_draw_rect(void *handle, int x, int y, int w, int h, int colour)
{ {
js_canvas_draw_rect(x, y, w, h, colour_strings[colour]); js_canvas_draw_rect(x, y, w, h, colour);
} }
static void js_draw_line(void *handle, int x1, int y1, int x2, int y2, static void js_draw_line(void *handle, int x1, int y1, int x2, int y2,
int colour) int colour)
{ {
js_canvas_draw_line(x1, y1, x2, y2, 1, colour_strings[colour]); js_canvas_draw_line(x1, y1, x2, y2, 1, colour);
} }
static void js_draw_thick_line(void *handle, float thickness, static void js_draw_thick_line(void *handle, float thickness,
float x1, float y1, float x2, float y2, float x1, float y1, float x2, float y2,
int colour) int colour)
{ {
js_canvas_draw_line(x1, y1, x2, y2, thickness, colour_strings[colour]); js_canvas_draw_line(x1, y1, x2, y2, thickness, colour);
} }
static void js_draw_poly(void *handle, const int *coords, int npoints, static void js_draw_poly(void *handle, const int *coords, int npoints,
int fillcolour, int outlinecolour) int fillcolour, int outlinecolour)
{ {
js_canvas_draw_poly(coords, npoints, js_canvas_draw_poly(coords, npoints, fillcolour, outlinecolour);
fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
colour_strings[outlinecolour]);
} }
static void js_draw_circle(void *handle, int cx, int cy, int radius, static void js_draw_circle(void *handle, int cx, int cy, int radius,
int fillcolour, int outlinecolour) int fillcolour, int outlinecolour)
{ {
js_canvas_draw_circle(cx, cy, radius, js_canvas_draw_circle(cx, cy, radius, fillcolour, outlinecolour);
fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
colour_strings[outlinecolour]);
} }
struct blitter { struct blitter {
@ -1035,7 +1022,7 @@ int main(int argc, char **argv)
{ {
const char *param_err; const char *param_err;
float *colours; float *colours;
int i; int i, ncolours;
/* /*
* Initialise JavaScript event handlers. * Initialise JavaScript event handlers.
@ -1118,17 +1105,14 @@ int main(int argc, char **argv)
* hex ID strings. * hex ID strings.
*/ */
colours = midend_colours(me, &ncolours); colours = midend_colours(me, &ncolours);
colour_strings = snewn(ncolours, char *);
for (i = 0; i < ncolours; i++) { for (i = 0; i < ncolours; i++) {
char col[40]; char col[40];
sprintf(col, "#%02x%02x%02x", sprintf(col, "#%02x%02x%02x",
(unsigned)(0.5F + 255 * colours[i*3+0]), (unsigned)(0.5F + 255 * colours[i*3+0]),
(unsigned)(0.5F + 255 * colours[i*3+1]), (unsigned)(0.5F + 255 * colours[i*3+1]),
(unsigned)(0.5F + 255 * colours[i*3+2])); (unsigned)(0.5F + 255 * colours[i*3+2]));
colour_strings[i] = dupstr(col); js_set_colour(i, col);
} }
/* Put the background colour in a CSS variable. */
js_set_background_colour(colour_strings[0]);
/* /*
* Request notification when the game ids change (e.g. if the user * Request notification when the game ids change (e.g. if the user

View File

@ -181,14 +181,15 @@ mergeInto(LibraryManager.library, {
}, },
/* /*
* void js_set_background_colour(const char *bg); * void js_set_colour(int colour_number, char const *colour_string);
* *
* Record the puzzle background colour in a CSS variable so * Record a colour string used by the puzzle.
* the style sheet can use it if it wants.
*/ */
js_set_background_colour: function(bgptr) { js_set_colour: function(colour_number, colour_string) {
document.documentElement.style.setProperty("--puzzle-background", colours[colour_number] = UTF8ToString(colour_string);
UTF8ToString(bgptr)); if (colour_number == 0)
document.documentElement.style.setProperty("--puzzle-background",
colours[colour_number]);
}, },
/* /*
@ -332,13 +333,12 @@ mergeInto(LibraryManager.library, {
}, },
/* /*
* void js_canvas_draw_rect(int x, int y, int w, int h, * void js_canvas_draw_rect(int x, int y, int w, int h, int colour);
* const char *colour);
* *
* Draw a rectangle. * Draw a rectangle.
*/ */
js_canvas_draw_rect: function(x, y, w, h, colptr) { js_canvas_draw_rect: function(x, y, w, h, colour) {
ctx.fillStyle = UTF8ToString(colptr); ctx.fillStyle = colours[colour];
ctx.fillRect(x, y, w, h); ctx.fillRect(x, y, w, h);
}, },
@ -365,7 +365,7 @@ mergeInto(LibraryManager.library, {
/* /*
* void js_canvas_draw_line(float x1, float y1, float x2, float y2, * void js_canvas_draw_line(float x1, float y1, float x2, float y2,
* int width, const char *colour); * int width, int colour);
* *
* Draw a line. We must adjust the coordinates by 0.5 because * Draw a line. We must adjust the coordinates by 0.5 because
* Javascript's canvas coordinates appear to be pixel corners, * Javascript's canvas coordinates appear to be pixel corners,
@ -375,7 +375,7 @@ mergeInto(LibraryManager.library, {
* Postscriptish drawing frameworks). * Postscriptish drawing frameworks).
*/ */
js_canvas_draw_line: function(x1, y1, x2, y2, width, colour) { js_canvas_draw_line: function(x1, y1, x2, y2, width, colour) {
colour = UTF8ToString(colour); colour = colours[colour];
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(x1 + 0.5, y1 + 0.5); ctx.moveTo(x1 + 0.5, y1 + 0.5);
@ -392,8 +392,7 @@ mergeInto(LibraryManager.library, {
/* /*
* void js_canvas_draw_poly(int *points, int npoints, * void js_canvas_draw_poly(int *points, int npoints,
* const char *fillcolour, * int fillcolour, int outlinecolour);
* const char *outlinecolour);
* *
* Draw a polygon. * Draw a polygon.
*/ */
@ -405,35 +404,34 @@ mergeInto(LibraryManager.library, {
ctx.lineTo(getValue(pointptr+8*i , 'i32') + 0.5, ctx.lineTo(getValue(pointptr+8*i , 'i32') + 0.5,
getValue(pointptr+8*i+4, 'i32') + 0.5); getValue(pointptr+8*i+4, 'i32') + 0.5);
ctx.closePath(); ctx.closePath();
if (fill != 0) { if (fill >= 0) {
ctx.fillStyle = UTF8ToString(fill); ctx.fillStyle = colours[fill];
ctx.fill(); ctx.fill();
} }
ctx.lineWidth = '1'; ctx.lineWidth = '1';
ctx.lineCap = 'round'; ctx.lineCap = 'round';
ctx.lineJoin = 'round'; ctx.lineJoin = 'round';
ctx.strokeStyle = UTF8ToString(outline); ctx.strokeStyle = colours[outline];
ctx.stroke(); ctx.stroke();
}, },
/* /*
* void js_canvas_draw_circle(int x, int y, int r, * void js_canvas_draw_circle(int x, int y, int r,
* const char *fillcolour, * int fillcolour, int outlinecolour);
* const char *outlinecolour);
* *
* Draw a circle. * Draw a circle.
*/ */
js_canvas_draw_circle: function(x, y, r, fill, outline) { js_canvas_draw_circle: function(x, y, r, fill, outline) {
ctx.beginPath(); ctx.beginPath();
ctx.arc(x + 0.5, y + 0.5, r, 0, 2*Math.PI); ctx.arc(x + 0.5, y + 0.5, r, 0, 2*Math.PI);
if (fill != 0) { if (fill >= 0) {
ctx.fillStyle = UTF8ToString(fill); ctx.fillStyle = colours[fill];
ctx.fill(); ctx.fill();
} }
ctx.lineWidth = '1'; ctx.lineWidth = '1';
ctx.lineCap = 'round'; ctx.lineCap = 'round';
ctx.lineJoin = 'round'; ctx.lineJoin = 'round';
ctx.strokeStyle = UTF8ToString(outline); ctx.strokeStyle = colours[outline];
ctx.stroke(); ctx.stroke();
}, },
@ -518,10 +516,10 @@ mergeInto(LibraryManager.library, {
* alignment is handled here, since we can get the canvas draw * alignment is handled here, since we can get the canvas draw
* function to do it for us with almost no extra effort. * function to do it for us with almost no extra effort.
*/ */
js_canvas_draw_text: function(x, y, halign, colptr, fontsize, monospaced, js_canvas_draw_text: function(x, y, halign, colour, fontsize, monospaced,
text) { text) {
canvas_set_font(ctx, fontsize, monospaced); canvas_set_font(ctx, fontsize, monospaced);
ctx.fillStyle = UTF8ToString(colptr); ctx.fillStyle = colours[colour];
ctx.textAlign = (halign == 0 ? 'left' : ctx.textAlign = (halign == 0 ? 'left' :
halign == 1 ? 'center' : 'right'); halign == 1 ? 'center' : 'right');
ctx.textBaseline = 'alphabetic'; ctx.textBaseline = 'alphabetic';

View File

@ -41,6 +41,10 @@ var ctx;
// by js_canvas_end_draw. // by js_canvas_end_draw.
var update_xmin, update_xmax, update_ymin, update_ymax; var update_xmin, update_xmax, update_ymin, update_ymax;
// Colour strings to use when drawing, to save converting them from C
// every time.
var colours = [];
// Module object for Emscripten. We fill in these parameters to ensure // Module object for Emscripten. We fill in these parameters to ensure
// that when main() returns nothing will get cleaned up so we remain // that when main() returns nothing will get cleaned up so we remain
// able to call the puzzle's various callbacks. // able to call the puzzle's various callbacks.