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It should return void as SceneBuilder::addRetained is returning void. Thanks yjbanov@ for finding this typo!
410 lines
18 KiB
Dart
410 lines
18 KiB
Dart
// 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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part of dart.ui;
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/// An opaque object representing a composited scene.
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///
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/// To create a Scene object, use a [SceneBuilder].
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///
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/// Scene objects can be displayed on the screen using the
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/// [Window.render] method.
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@pragma('vm:entry-point')
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class Scene extends NativeFieldWrapperClass2 {
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/// This class is created by the engine, and should not be instantiated
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/// or extended directly.
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///
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/// To create a Scene object, use a [SceneBuilder].
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@pragma('vm:entry-point')
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Scene._();
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/// Creates a raster image representation of the current state of the scene.
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/// This is a slow operation that is performed on a background thread.
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Future<Image> toImage(int width, int height) {
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if (width <= 0 || height <= 0)
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throw Exception('Invalid image dimensions.');
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return _futurize(
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(_Callback<Image> callback) => _toImage(width, height, callback)
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);
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}
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String _toImage(int width, int height, _Callback<Image> callback) native 'Scene_toImage';
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/// Releases the resources used by this scene.
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///
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/// After calling this function, the scene is cannot be used further.
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void dispose() native 'Scene_dispose';
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}
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/// Builds a [Scene] containing the given visuals.
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///
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/// A [Scene] can then be rendered using [Window.render].
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///
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/// To draw graphical operations onto a [Scene], first create a
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/// [Picture] using a [PictureRecorder] and a [Canvas], and then add
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/// it to the scene using [addPicture].
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class SceneBuilder extends NativeFieldWrapperClass2 {
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/// Creates an empty [SceneBuilder] object.
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@pragma('vm:entry-point')
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SceneBuilder() { _constructor(); }
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void _constructor() native 'SceneBuilder_constructor';
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/// Pushes a transform operation onto the operation stack.
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///
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/// The objects are transformed by the given matrix before rasterization.
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushTransform(Float64List matrix4) {
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assert(_matrix4IsValid(matrix4));
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return _pushTransform(matrix4);
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}
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EngineLayer _pushTransform(Float64List matrix4) native 'SceneBuilder_pushTransform';
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/// Pushes an offset operation onto the operation stack.
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///
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/// This is equivalent to [pushTransform] with a matrix with only translation.
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushOffset(double dx, double dy) native 'SceneBuilder_pushOffset';
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/// Pushes a rectangular clip operation onto the operation stack.
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///
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/// Rasterization outside the given rectangle is discarded.
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///
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/// See [pop] for details about the operation stack, and [Clip] for different clip modes.
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/// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]).
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EngineLayer pushClipRect(Rect rect, {Clip clipBehavior = Clip.antiAlias}) {
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assert(clipBehavior != null);
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assert(clipBehavior != Clip.none);
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return _pushClipRect(rect.left, rect.right, rect.top, rect.bottom, clipBehavior.index);
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}
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EngineLayer _pushClipRect(double left,
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double right,
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double top,
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double bottom,
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int clipBehavior) native 'SceneBuilder_pushClipRect';
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/// Pushes a rounded-rectangular clip operation onto the operation stack.
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///
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/// Rasterization outside the given rounded rectangle is discarded.
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///
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/// See [pop] for details about the operation stack, and [Clip] for different clip modes.
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/// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]).
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EngineLayer pushClipRRect(RRect rrect, {Clip clipBehavior = Clip.antiAlias}) {
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assert(clipBehavior != null);
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assert(clipBehavior != Clip.none);
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return _pushClipRRect(rrect._value32, clipBehavior.index);
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}
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EngineLayer _pushClipRRect(Float32List rrect, int clipBehavior) native 'SceneBuilder_pushClipRRect';
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/// Pushes a path clip operation onto the operation stack.
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///
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/// Rasterization outside the given path is discarded.
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///
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/// See [pop] for details about the operation stack. See [Clip] for different clip modes.
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/// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]).
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EngineLayer pushClipPath(Path path, {Clip clipBehavior = Clip.antiAlias}) {
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assert(clipBehavior != null);
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assert(clipBehavior != Clip.none);
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return _pushClipPath(path, clipBehavior.index);
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}
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EngineLayer _pushClipPath(Path path, int clipBehavior) native 'SceneBuilder_pushClipPath';
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/// Pushes an opacity operation onto the operation stack.
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///
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/// The given alpha value is blended into the alpha value of the objects'
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/// rasterization. An alpha value of 0 makes the objects entirely invisible.
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/// An alpha value of 255 has no effect (i.e., the objects retain the current
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/// opacity).
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushOpacity(int alpha, {Offset offset = Offset.zero}) {
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return _pushOpacity(alpha, offset.dx, offset.dy);
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}
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EngineLayer _pushOpacity(int alpha, double dx, double dy) native 'SceneBuilder_pushOpacity';
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/// Pushes a color filter operation onto the operation stack.
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///
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/// The given color is applied to the objects' rasterization using the given
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/// blend mode.
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushColorFilter(Color color, BlendMode blendMode) {
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return _pushColorFilter(color.value, blendMode.index);
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}
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EngineLayer _pushColorFilter(int color, int blendMode) native 'SceneBuilder_pushColorFilter';
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/// Pushes a backdrop filter operation onto the operation stack.
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///
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/// The given filter is applied to the current contents of the scene prior to
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/// rasterizing the given objects.
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushBackdropFilter(ImageFilter filter) native 'SceneBuilder_pushBackdropFilter';
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/// Pushes a shader mask operation onto the operation stack.
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///
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/// The given shader is applied to the object's rasterization in the given
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/// rectangle using the given blend mode.
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///
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/// See [pop] for details about the operation stack.
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EngineLayer pushShaderMask(Shader shader, Rect maskRect, BlendMode blendMode) {
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return _pushShaderMask(shader,
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maskRect.left,
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maskRect.right,
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maskRect.top,
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maskRect.bottom,
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blendMode.index);
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}
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EngineLayer _pushShaderMask(Shader shader,
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double maskRectLeft,
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double maskRectRight,
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double maskRectTop,
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double maskRectBottom,
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int blendMode) native 'SceneBuilder_pushShaderMask';
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/// Pushes a physical layer operation for an arbitrary shape onto the
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/// operation stack.
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///
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/// By default, the layer's content will not be clipped (clip = [Clip.none]).
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/// If clip equals [Clip.hardEdge], [Clip.antiAlias], or [Clip.antiAliasWithSaveLayer],
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/// then the content is clipped to the given shape defined by [path].
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///
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/// If [elevation] is greater than 0.0, then a shadow is drawn around the layer.
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/// [shadowColor] defines the color of the shadow if present and [color] defines the
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/// color of the layer background.
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///
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/// See [pop] for details about the operation stack, and [Clip] for different clip modes.
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// ignore: deprecated_member_use
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EngineLayer pushPhysicalShape({ Path path, double elevation, Color color, Color shadowColor, Clip clipBehavior = Clip.none}) {
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return _pushPhysicalShape(path, elevation, color.value, shadowColor?.value ?? 0xFF000000, clipBehavior.index);
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}
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EngineLayer _pushPhysicalShape(Path path, double elevation, int color, int shadowColor, int clipBehavior) native
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'SceneBuilder_pushPhysicalShape';
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/// Ends the effect of the most recently pushed operation.
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///
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/// Internally the scene builder maintains a stack of operations. Each of the
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/// operations in the stack applies to each of the objects added to the scene.
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/// Calling this function removes the most recently added operation from the
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/// stack.
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void pop() native 'SceneBuilder_pop';
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/// Add a retained engine layer subtree from previous frames.
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///
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/// All the engine layers that are in the subtree of the retained layer will
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/// be automatically appended to the current engine layer tree.
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///
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/// Therefore, when implementing a subclass of the [Layer] concept defined in
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/// the rendering layer of Flutter's framework, once this is called, there's
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/// no need to call [addToScene] for its children layers.
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void addRetained(EngineLayer retainedLayer) native 'SceneBuilder_addRetained';
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/// Adds an object to the scene that displays performance statistics.
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///
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/// Useful during development to assess the performance of the application.
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/// The enabledOptions controls which statistics are displayed. The bounds
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/// controls where the statistics are displayed.
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///
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/// enabledOptions is a bit field with the following bits defined:
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/// - 0x01: displayRasterizerStatistics - show GPU thread frame time
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/// - 0x02: visualizeRasterizerStatistics - graph GPU thread frame times
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/// - 0x04: displayEngineStatistics - show UI thread frame time
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/// - 0x08: visualizeEngineStatistics - graph UI thread frame times
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/// Set enabledOptions to 0x0F to enable all the currently defined features.
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///
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/// The "UI thread" is the thread that includes all the execution of
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/// the main Dart isolate (the isolate that can call
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/// [Window.render]). The UI thread frame time is the total time
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/// spent executing the [Window.onBeginFrame] callback. The "GPU
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/// thread" is the thread (running on the CPU) that subsequently
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/// processes the [Scene] provided by the Dart code to turn it into
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/// GPU commands and send it to the GPU.
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///
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/// See also the [PerformanceOverlayOption] enum in the rendering library.
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/// for more details.
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// Values above must match constants in //engine/src/sky/compositor/performance_overlay_layer.h
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void addPerformanceOverlay(int enabledOptions, Rect bounds) {
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_addPerformanceOverlay(enabledOptions,
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bounds.left,
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bounds.right,
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bounds.top,
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bounds.bottom);
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}
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void _addPerformanceOverlay(int enabledOptions,
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double left,
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double right,
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double top,
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double bottom) native 'SceneBuilder_addPerformanceOverlay';
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/// Adds a [Picture] to the scene.
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///
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/// The picture is rasterized at the given offset.
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void addPicture(Offset offset, Picture picture, { bool isComplexHint = false, bool willChangeHint = false }) {
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int hints = 0;
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if (isComplexHint)
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hints |= 1;
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if (willChangeHint)
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hints |= 2;
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_addPicture(offset.dx, offset.dy, picture, hints);
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}
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void _addPicture(double dx, double dy, Picture picture, int hints) native 'SceneBuilder_addPicture';
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/// Adds a backend texture to the scene.
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///
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/// The texture is scaled to the given size and rasterized at the given offset.
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///
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/// If `freeze` is true the texture that is added to the scene will not
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/// be updated with new frames. `freeze` is used when resizing an embedded
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/// Android view: When resizing an Android view there is a short period during
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/// which the framework cannot tell if the newest texture frame has the
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/// previous or new size, to workaround this the framework "freezes" the
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/// texture just before resizing the Android view and un-freezes it when it is
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/// certain that a frame with the new size is ready.
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void addTexture(int textureId, { Offset offset = Offset.zero, double width = 0.0, double height = 0.0 , bool freeze = false}) {
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assert(offset != null, 'Offset argument was null');
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_addTexture(offset.dx, offset.dy, width, height, textureId, freeze);
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}
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void _addTexture(double dx, double dy, double width, double height, int textureId, bool freeze) native 'SceneBuilder_addTexture';
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/// Adds a platform view (e.g an iOS UIView) to the scene.
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///
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/// Only supported on iOS, this is currently a no-op on other platforms.
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///
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/// On iOS this layer splits the current output surface into two surfaces, one for the scene nodes
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/// preceding the platform view, and one for the scene nodes following the platform view.
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///
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/// ## Performance impact
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///
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/// Adding an additional surface doubles the amount of graphics memory directly used by Flutter
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/// for output buffers. Quartz might allocated extra buffers for compositing the Flutter surfaces
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/// and the platform view.
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///
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/// With a platform view in the scene, Quartz has to composite the two Flutter surfaces and the
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/// embedded UIView. In addition to that, on iOS versions greater than 9, the Flutter frames are
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/// synchronized with the UIView frames adding additional performance overhead.
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void addPlatformView(int viewId, { Offset offset = Offset.zero, double width = 0.0, double height = 0.0}) {
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assert(offset != null, 'Offset argument was null');
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_addPlatformView(offset.dx, offset.dy, width, height, viewId);
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}
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void _addPlatformView(double dx, double dy, double width, double height, int viewId) native 'SceneBuilder_addPlatformView';
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/// (Fuchsia-only) Adds a scene rendered by another application to the scene
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/// for this application.
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void addChildScene({
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Offset offset = Offset.zero,
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double width = 0.0,
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double height = 0.0,
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SceneHost sceneHost,
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bool hitTestable = true
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}) {
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_addChildScene(offset.dx,
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offset.dy,
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width,
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height,
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sceneHost,
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hitTestable);
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}
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void _addChildScene(double dx,
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double dy,
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double width,
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double height,
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SceneHost sceneHost,
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bool hitTestable) native 'SceneBuilder_addChildScene';
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/// Sets a threshold after which additional debugging information should be recorded.
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///
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/// Currently this interface is difficult to use by end-developers. If you're
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/// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev).
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/// We'll hopefully be able to figure out how to make this feature more useful
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/// to you.
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void setRasterizerTracingThreshold(int frameInterval) native 'SceneBuilder_setRasterizerTracingThreshold';
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/// Sets whether the raster cache should checkerboard cached entries. This is
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/// only useful for debugging purposes.
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///
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/// The compositor can sometimes decide to cache certain portions of the
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/// widget hierarchy. Such portions typically don't change often from frame to
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/// frame and are expensive to render. This can speed up overall rendering. However,
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/// there is certain upfront cost to constructing these cache entries. And, if
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/// the cache entries are not used very often, this cost may not be worth the
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/// speedup in rendering of subsequent frames. If the developer wants to be certain
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/// that populating the raster cache is not causing stutters, this option can be
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/// set. Depending on the observations made, hints can be provided to the compositor
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/// that aid it in making better decisions about caching.
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///
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/// Currently this interface is difficult to use by end-developers. If you're
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/// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev).
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void setCheckerboardRasterCacheImages(bool checkerboard) native 'SceneBuilder_setCheckerboardRasterCacheImages';
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/// Sets whether the compositor should checkerboard layers that are rendered
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/// to offscreen bitmaps.
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///
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/// This is only useful for debugging purposes.
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void setCheckerboardOffscreenLayers(bool checkerboard) native 'SceneBuilder_setCheckerboardOffscreenLayers';
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/// Finishes building the scene.
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///
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/// Returns a [Scene] containing the objects that have been added to
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/// this scene builder. The [Scene] can then be displayed on the
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/// screen with [Window.render].
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///
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/// After calling this function, the scene builder object is invalid and
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/// cannot be used further.
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Scene build() native 'SceneBuilder_build';
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}
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/// (Fuchsia-only) Hosts content provided by another application.
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class SceneHost extends NativeFieldWrapperClass2 {
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/// Creates a host for a child scene.
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///
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/// The export token is bound to a scene graph node which acts as a container
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/// for the child's content. The creator of the scene host is responsible for
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/// sending the corresponding import token (the other endpoint of the event pair)
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/// to the child.
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///
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/// The export token is a dart:zircon Handle, but that type isn't
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/// available here. This is called by ChildViewConnection in
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/// //topaz/public/dart/fuchsia_scenic_flutter/.
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///
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/// The scene host takes ownership of the provided export token handle.
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SceneHost(dynamic exportTokenHandle) {
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_constructor(exportTokenHandle);
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}
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SceneHost.fromViewHolderToken(
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dynamic viewHolderTokenHandle,
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void Function() viewConnectedCallback,
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void Function() viewDisconnectedCallback,
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void Function(bool) viewStateChangedCallback) {
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_constructorViewHolderToken(viewHolderTokenHandle, viewConnectedCallback,
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viewDisconnectedCallback, viewStateChangedCallback);
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}
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void _constructor(dynamic exportTokenHandle) native 'SceneHost_constructor';
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void
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_constructorViewHolderToken(
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dynamic viewHolderTokenHandle,
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void Function() viewConnectedCallback,
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void Function() viewDisconnectedCallback,
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void Function(bool) viewStateChangedCallback)
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native 'SceneHost_constructorViewHolderToken';
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/// Releases the resources associated with the child scene host.
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///
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/// After calling this function, the child scene host cannot be used further.
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void dispose() native 'SceneHost_dispose';
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/// Set properties on the linked scene. These properties include its bounds,
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/// as well as whether it can be the target of focus events or not.
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void setProperties(
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double width,
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double height,
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double insetTop,
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double insetRight,
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double insetBottom,
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double insetLeft,
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bool focusable) native 'SceneHost_setProperties';
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}
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