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Remove unused examples targets. (flutter/engine#6882)
These target are no longer built or referenced in either the Flutter or Fuchsia buildroots. Similar examples are present in the examples/ directory in the framework.
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# Copyright 2013 The Flutter Authors. All rights reserved.
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# Use of this source code is governed by a BSD-style license that can be
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# found in the LICENSE file.
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group("examples") {
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deps = [
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"hello_flutter",
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"hello_flutter:hello_flutter_aot",
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"spinning_square",
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]
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}
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// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// This example shows how to show the text 'Hello, world.' using the raw
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// interface to the engine.
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import 'dart:ui' as ui;
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void beginFrame(Duration timeStamp) {
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final double devicePixelRatio = ui.window.devicePixelRatio;
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final ui.Size physicalSize = ui.window.physicalSize;
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final ui.Size logicalSize = physicalSize / devicePixelRatio;
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final ui.ParagraphBuilder paragraphBuilder = new ui.ParagraphBuilder(new ui.ParagraphStyle())
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..addText('Hello, world.');
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final ui.Paragraph paragraph = paragraphBuilder.build()
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..layout(new ui.ParagraphConstraints(width: logicalSize.width));
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final ui.Rect physicalBounds = ui.Offset.zero & physicalSize;
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final ui.PictureRecorder recorder = new ui.PictureRecorder();
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final ui.Canvas canvas = new ui.Canvas(recorder, physicalBounds);
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canvas.scale(devicePixelRatio, devicePixelRatio);
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canvas.drawRect(ui.Offset.zero & logicalSize, new ui.Paint()..color = const ui.Color(0xFF0000FF));
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canvas.drawParagraph(paragraph, new ui.Offset(
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(logicalSize.width - paragraph.maxIntrinsicWidth) / 2.0,
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(logicalSize.height - paragraph.height) / 2.0
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));
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final ui.Picture picture = recorder.endRecording();
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final ui.SceneBuilder sceneBuilder = new ui.SceneBuilder()
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// TODO(abarth): We should be able to add a picture without pushing a
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// container layer first.
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..pushClipRect(physicalBounds)
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..addPicture(ui.Offset.zero, picture)
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..pop();
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ui.window.render(sceneBuilder.build());
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}
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// This function is the primary entry point to your application. The engine
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// calls main() as soon as it has loaded your code.
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void main() {
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// The engine calls onBeginFrame whenever it wants us to produce a frame.
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ui.window.onBeginFrame = beginFrame;
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// Here we kick off the whole process by asking the engine to schedule a new
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// frame. The engine will eventually call onBeginFrame when it is time for us
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// to actually produce the frame.
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ui.window.scheduleFrame();
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}
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# Copyright 2013 The Flutter Authors. All rights reserved.
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# Use of this source code is governed by a BSD-style license that can be
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# found in the LICENSE file.
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@ -1,60 +0,0 @@
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// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// This example shows how to perform a simple animation using the raw interface
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// to the engine.
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import 'dart:math' as math;
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import 'dart:typed_data';
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import 'dart:ui' as ui;
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void beginFrame(Duration timeStamp) {
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// The timeStamp argument to beginFrame indicates the timing information we
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// should use to clock our animations. It's important to use timeStamp rather
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// than reading the system time because we want all the parts of the system to
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// coordinate the timings of their animations. If each component read the
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// system clock independently, the animations that we processed later would be
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// slightly ahead of the animations we processed earlier.
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final double devicePixelRatio = ui.window.devicePixelRatio;
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// PAINT
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final ui.Size logicalSize = ui.window.physicalSize / devicePixelRatio;
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final ui.Rect paintBounds = ui.Offset.zero & logicalSize;
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final ui.PictureRecorder recorder = new ui.PictureRecorder();
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final ui.Canvas canvas = new ui.Canvas(recorder, paintBounds);
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canvas.translate(paintBounds.width / 2.0, paintBounds.height / 2.0);
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// Here we determine the rotation according to the timeStamp given to us by
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// the engine.
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final double t = timeStamp.inMicroseconds / Duration.MICROSECONDS_PER_MILLISECOND / 1800.0;
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canvas.rotate(math.PI * (t % 1.0));
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canvas.drawRect(new ui.Rect.fromLTRB(-100.0, -100.0, 100.0, 100.0),
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new ui.Paint()..color = const ui.Color.fromARGB(255, 0, 255, 0));
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final ui.Picture picture = recorder.endRecording();
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// COMPOSITE
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final Float64List deviceTransform = new Float64List(16)
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..[0] = devicePixelRatio
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..[5] = devicePixelRatio
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..[10] = 1.0
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..[15] = 1.0;
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final ui.SceneBuilder sceneBuilder = new ui.SceneBuilder()
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..pushTransform(deviceTransform)
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..addPicture(ui.Offset.zero, picture)
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..pop();
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ui.window.render(sceneBuilder.build());
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// After rendering the current frame of the animation, we ask the engine to
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// schedule another frame. The engine will call beginFrame again when its time
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// to produce the next frame.
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ui.window.scheduleFrame();
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}
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void main() {
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ui.window.onBeginFrame = beginFrame;
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ui.window.scheduleFrame();
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}
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@ -1,3 +0,0 @@
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# Copyright 2013 The Flutter Authors. All rights reserved.
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# Use of this source code is governed by a BSD-style license that can be
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# found in the LICENSE file.
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