Previously, if you used a layout callback, you could not have a parent
that did parentUsesSize, or if you did, you had to be marked
sizedByParent. With this patch, we allow the parent to depend on your
layout, even if you modify your child list during your layout using a
layout callback, by checking that the parent is still actively being
laid out in this scenario.
- Catch exceptions closer to the source.
- Factor out exception printing code.
- Have widget library hand the rendering library some context when syncing RenderObjectWrappers to aid with debugging.
- Fix a bug in flex.dart whereby _overflow was compared when null.
- Introduce some new Layer classes.
- Introduce paintChildWith* methods.
- Convert paint() methods to use paintChildWith* where appropriate.
- Fix paintBounds logic in Layer world.
- Introduce Layer.replaceWith(), so that it's clearer what's going on.
- Make RenderObjects have a ContainerLayer, not a PictureLayer.
- Introduce a PaintingContext.replacingLayer() constructor to highlight
where we are creating a layer just to replace an older one.
- Rename some layer-related methods and fields for clarity:
requiresCompositing -> hasLayer
hasCompositedDescendant -> needsCompositing
updateCompositing -> updateCompositingBits
_needsCompositingUpdate -> _needsCompositingBitsUpdate
markNeedsCompositingUpdate -> markNeedsCompositingBitsUpdate
- After updating compositing bits, if we find that the bit changed, we
now call markNeedsPaint().
- Reorder markNeedsPaint() logic for clarity.
- Make flushPaint() start at the deepest node.
- Make _compositeChild() avoid repainting children with hasLayer that
aren't dirty, instead it just reuses their existing layer.
- Made RenderView reuse the RenderObject layer instead of having its own.
- Made RenderView have hasLayer set to true.
- Add various asserts and comments.
- Add Canvas.getSaveCount()
- Make RenderClipRect call context.paintChildWithClip instead of doing the clipping itself
- Make ClipLayer take a Rect instead of a Size
- Make PaintingContext.canvas read-only
- Add PaintingContext.paintChildWithClip()
- Minor rearrangings of code and style tweaks
We need to compute whether a RenderObject has a composited descendant so that
we can decide whether to use canvas.saveLayer or to create a new composited
layer while walking down the tree during painting.
The compositing update walks the tree from the root only to places where the
tree's structure has been mutated. In the common case during an animation loop,
we won't need to visit any render object beyond the root.
Separating these notions makes them easier to work with because offset is
relative to the parent layer whereas size is intrinsic to the layer itself.
This patch fixes the underpainting bugs when compositing the stocks example.
Now we have the ability to draw multiple PictureLayers. We still squash all the
pictures together into a single SkPicture for simplicity. In the future, we'll
submit them to C++ separately and composite them on the GPU thread.
This patch prepares for introducing the compositing system by repurposing the
relevant parts of the createsNewDisplayList system. This patch also removes the
no-longer-relevant parts of that system.
This introduces the notion of event disposition and allows event
targets (widgets and render objects) to consume events that should not
be processed further. This is needed by the Switch component in the
Drawer in the stocks example. The Switch is embedded in a DrawerItem.
The Switch handles the gesture tap event to toggle its state and should
handle pointer events to allow swiping and draw its own radial
reaction. The DrawerItem also handles gesture taps to allow toggling
the switch value when tapping anywhere on the drawer and to draw its
own ink splash. When tapping on the switch, both the switch's render
object and the DrawerItem's listener are in the event dispatch path.
The Switch needs to signal in some fashion that it consumed the event
so the DrawerItem does not also try to toggle the switch's state.
If your constraints are tight when you get laid out, you don't get a
relayout subtree root.
If you don't have a relayout subtree root, and you get marked dirty,
you go through layoutWithoutResize() rather than layout(), so we don't
get a parentUsesSize.
If you're not dirty and your constraints didn't change, layout() skips
your layout.
So then if your initial layout had parentUsesSize:true, and then you
got marked dirty directly, you would set your size with
parentCanUseSize=false, and then later if your parent tried to lay you
out then read your size, it would crash because your size wasn't set
up to allow you to get your size.
The fix is to actually remember the last setting of parentUsesSize,
even in the case of the constraints being tight and you later being
marked as needing layout directly.