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We push a bit up the tree during preroll to learn whether there system composited layers below each layer. During update scene, we squash down to paint tasks, which we execute after publishing the new scene.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
// Copyright 2015 The Chromium 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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#ifndef FLUTTER_FLOW_LAYERS_CONTAINER_LAYER_H_
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#define FLUTTER_FLOW_LAYERS_CONTAINER_LAYER_H_
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#include <vector>
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#include "flutter/flow/layers/layer.h"
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namespace flow {
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class ContainerLayer : public Layer {
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public:
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ContainerLayer();
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~ContainerLayer() override;
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void Add(std::unique_ptr<Layer> layer);
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void Preroll(PrerollContext* context, const SkMatrix& matrix) override;
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void PrerollChildren(PrerollContext* context, const SkMatrix& matrix);
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void PaintChildren(PaintContext& context) const;
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#if defined(OS_FUCHSIA)
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void UpdateScene(SceneUpdateContext& context,
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mozart::Node* container) override;
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void UpdateSceneChildrenInsideNode(SceneUpdateContext& context,
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mozart::Node* container,
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mozart::NodePtr node);
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void UpdateSceneChildren(SceneUpdateContext& context,
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mozart::Node* container);
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#endif // defined(OS_FUCHSIA)
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const std::vector<std::unique_ptr<Layer>>& layers() const { return layers_; }
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protected:
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// Valid only after preroll when needs_system_composite() is true.
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const SkMatrix& ctm() const { return ctm_; }
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private:
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std::vector<std::unique_ptr<Layer>> layers_;
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SkMatrix ctm_;
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FTL_DISALLOW_COPY_AND_ASSIGN(ContainerLayer);
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};
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} // namespace flow
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#endif // FLUTTER_FLOW_LAYERS_CONTAINER_LAYER_H_
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