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WIP Commits separated as follows: - Update lints in analysis_options files - Run `dart fix --apply` - Clean up leftover analysis issues - Run `dart format .` in the right places. Local analysis and testing passes. Checking CI now. Part of https://github.com/flutter/flutter/issues/178827 - Adoption of flutter_lints in examples/api coming in a separate change (cc @loic-sharma) ## Pre-launch Checklist - [ ] I read the [Contributor Guide] and followed the process outlined there for submitting PRs. - [ ] I read the [Tree Hygiene] wiki page, which explains my responsibilities. - [ ] I read and followed the [Flutter Style Guide], including [Features we expect every widget to implement]. - [ ] I signed the [CLA]. - [ ] I listed at least one issue that this PR fixes in the description above. - [ ] I updated/added relevant documentation (doc comments with `///`). - [ ] I added new tests to check the change I am making, or this PR is [test-exempt]. - [ ] I followed the [breaking change policy] and added [Data Driven Fixes] where supported. - [ ] All existing and new tests are passing. If you need help, consider asking for advice on the #hackers-new channel on [Discord]. **Note**: The Flutter team is currently trialing the use of [Gemini Code Assist for GitHub](https://developers.google.com/gemini-code-assist/docs/review-github-code). Comments from the `gemini-code-assist` bot should not be taken as authoritative feedback from the Flutter team. If you find its comments useful you can update your code accordingly, but if you are unsure or disagree with the feedback, please feel free to wait for a Flutter team member's review for guidance on which automated comments should be addressed. <!-- Links --> [Contributor Guide]: https://github.com/flutter/flutter/blob/main/docs/contributing/Tree-hygiene.md#overview [Tree Hygiene]: https://github.com/flutter/flutter/blob/main/docs/contributing/Tree-hygiene.md [test-exempt]: https://github.com/flutter/flutter/blob/main/docs/contributing/Tree-hygiene.md#tests [Flutter Style Guide]: https://github.com/flutter/flutter/blob/main/docs/contributing/Style-guide-for-Flutter-repo.md [Features we expect every widget to implement]: https://github.com/flutter/flutter/blob/main/docs/contributing/Style-guide-for-Flutter-repo.md#features-we-expect-every-widget-to-implement [CLA]: https://cla.developers.google.com/ [flutter/tests]: https://github.com/flutter/tests [breaking change policy]: https://github.com/flutter/flutter/blob/main/docs/contributing/Tree-hygiene.md#handling-breaking-changes [Discord]: https://github.com/flutter/flutter/blob/main/docs/contributing/Chat.md [Data Driven Fixes]: https://github.com/flutter/flutter/blob/main/docs/contributing/Data-driven-Fixes.md
123 lines
5.2 KiB
Dart
123 lines
5.2 KiB
Dart
// Copyright 2014 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 put some pixels on the screen using the raw
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// interface to the engine.
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import 'dart:typed_data';
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import 'dart:ui' as ui;
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// The FlutterView into which this example will draw; set in the main method.
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late final ui.FlutterView view;
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late ui.Color color;
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ui.Picture paint(ui.Rect paintBounds) {
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// First we create a PictureRecorder to record the commands we're going to
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// feed in the canvas. The PictureRecorder will eventually produce a Picture,
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// which is an immutable record of those commands.
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final recorder = ui.PictureRecorder();
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// Next, we create a canvas from the recorder. The canvas is an interface
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// which can receive drawing commands. The canvas interface is modeled after
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// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
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// for the canvas, which lets the implementation discard any commands that
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// are entirely outside this rectangle.
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final canvas = ui.Canvas(recorder, paintBounds);
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// The commands draw a circle in the center of the screen.
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final ui.Size size = paintBounds.size;
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canvas.drawCircle(
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size.center(ui.Offset.zero),
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size.shortestSide * 0.45,
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ui.Paint()..color = color,
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);
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// When we're done issuing painting commands, we end the recording an receive
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// a Picture, which is an immutable record of the commands we've issued. You
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// can draw a Picture into another canvas or include it as part of a
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// composited scene.
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return recorder.endRecording();
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}
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ui.Scene composite(ui.Picture picture, ui.Rect paintBounds) {
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// The device pixel ratio gives an approximate ratio of the size of pixels on
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// the device's screen to "normal" sized pixels. We commonly work in logical
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// pixels, which are then scaled by the device pixel ratio before being drawn
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// on the screen.
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final double devicePixelRatio = view.devicePixelRatio;
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// This transform scales the x and y coordinates by the devicePixelRatio.
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final deviceTransform = 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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// We build a very simple scene graph with two nodes. The root node is a
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// transform that scale its children by the device pixel ratio. This transform
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// lets us paint in "logical" pixels which are converted to device pixels by
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// this scaling operation.
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final sceneBuilder = 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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// When we're done recording the scene, we call build() to obtain an immutable
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// record of the scene we've recorded.
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return sceneBuilder.build();
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}
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void beginFrame(Duration timeStamp) {
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final ui.Rect paintBounds = ui.Offset.zero & (view.physicalSize / view.devicePixelRatio);
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// First, record a picture with our painting commands.
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final ui.Picture picture = paint(paintBounds);
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// Second, include that picture in a scene graph.
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final ui.Scene scene = composite(picture, paintBounds);
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// Third, instruct the engine to render that scene graph.
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view.render(scene);
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}
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void handlePointerDataPacket(ui.PointerDataPacket packet) {
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// The pointer packet contains a number of pointer movements, which we iterate
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// through and process.
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for (final ui.PointerData datum in packet.data) {
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if (datum.change == ui.PointerChange.down) {
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// If the pointer went down, we change the color of the circle to blue.
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color = const ui.Color(0xFF0000FF);
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// Rather than calling paint() synchronously, we ask the engine to
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// schedule a frame. The engine will call onBeginFrame when it is actually
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// time to produce the frame.
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ui.PlatformDispatcher.instance.scheduleFrame();
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} else if (datum.change == ui.PointerChange.up) {
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// Similarly, if the pointer went up, we change the color of the circle to
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// green and schedule a frame. It's harmless to call scheduleFrame many
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// times because the engine will ignore redundant requests up until the
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// point where the engine calls onBeginFrame, which signals the boundary
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// between one frame and another.
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color = const ui.Color(0xFF00FF00);
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ui.PlatformDispatcher.instance.scheduleFrame();
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}
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}
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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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// TODO(goderbauer): Create a window if embedder doesn't provide an implicit view to draw into.
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assert(ui.PlatformDispatcher.instance.implicitView != null);
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view = ui.PlatformDispatcher.instance.implicitView!;
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color = const ui.Color(0xFF00FF00);
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// The engine calls onBeginFrame whenever it wants us to produce a frame.
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ui.PlatformDispatcher.instance.onBeginFrame = beginFrame;
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// The engine calls onPointerDataPacket whenever it had updated information
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// about the pointers directed at our app.
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ui.PlatformDispatcher.instance.onPointerDataPacket = handlePointerDataPacket;
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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.PlatformDispatcher.instance.scheduleFrame();
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}
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