String _toImage(int width, int height, _Callback <Image> callback)
 {
     // create image and send via callback
     // only send string if an error occurs.
     return(this.ToImage(width, height, callback));
     // [DONE] native 'Scene_toImage';
 }
Example #2
0
        String _toImage(int width, int height, _Callback <Image> callback)
        {
            // create image and send via callback
            // only send string if an error occurs.

            // native 'Scene_toImage';
            return(string.Empty); // Tmp to resolve build
        }
Example #3
0
        public static Future _futurize(Action <_Callback> callback)
        {
            // Question, why is this so complicated for running a new Task.
            // Could be a Dart -> C# translation issue

            var resolve = new _Callback(() => { });

            return(new Future(() => {  }));
        }
Example #4
0
        public static Future <T> _futurize <T>(Action <_Callback <T> > callback)
        {
            // Question, why is this so complicated for running a new Task.
            // Could be a Dart -> C# translation issue

            var result = default(T);

            var resolve = new _Callback <T>((t) => { result = t; });

            return(new Future <T>(() => { return result; }));
        }
Example #5
0
        public string ToImage(int width,
                              int height,
                              _Callback <SKImage> raw_image_callback)
        {
            if (raw_image_callback == null)
            {
                return("Image callback was invalid");
            }

            if (m_layerTree == null)
            {
                return("Scene did not contain a layer tree.");
            }

            if (width == 0 || height == 0)
            {
                return("Image dimensions for scene were invalid.");
            }

            // We can't create an image on this task runner because we don't have a
            // graphics context. Even if we did, it would be slow anyway. Also, this
            // thread owns the sole reference to the layer tree. So we flatten the layer
            // tree into a picture and use that as the thread transport mechanism.

            var picture = m_layerTree.Flatten(new SKRect(0, 0, width, height));

            if (picture == null)
            {
                // Already in Dart scope.
                return("Could not flatten scene into a layer tree.");
            }

            var image = SKImage.FromPicture(picture, new SKSizeI(width, height));

            raw_image_callback(image);

            return(string.Empty);
        }
Example #6
0
 public static string InstantiateImageCodec(List <int> list, _Callback <SKCodec> callback, _ImageInfo imageInfo, double decodedCacheRatioCap)
 {
     return(null);
 }