- 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.
Sadly, box.dart has grown much longer than 1000 lines. This patch splits it up
into several files based on the class hierarchy. Fortunately, many of these
classes are loosely coupled to each other.
We now fold the width and height properties into the constraints and try to
find a size for the image that perserves the image's intrinsict aspect ratio
while fitting within the given constraints.
- 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
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.
We were marking the parent *Widget's* render object as needing layout, but
we actually need to walk up the component tree until we find the parent
*RenderObjectWrapper* so we can mark actually mark the parent render object as
needing layout.
Fixes#408
Rather than using a microtask to schedule component build functions, instead
use the scheduler. We now tread building just like layout and painting as a
visual update.