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This converts all remaining "## Sample code" segments into snippets, and fixes the snippet generator to handle multiple snippets in the same dartdoc block properly. I also generated, compiled, and ran each of the existing application samples, and fixed them up to be more useful and/or just run without errors. This PR fixes these problems with examples: 1. Switching tabs in a snippet now works if there is more than one snippet in a single dartdoc block. 2. Generation of snippet code now works if there is more than one snippet. 3. Contrast of text and links in the code sample block has been improved to recommended levels. 4. Added five new snippet templates, including a "freeform" template to make it possible to show examples that need to change the app instantiation. 5. Fixed several examples to run properly, a couple by adding the "Scaffold" widget to the template, a couple by just fixing their code. 6. Fixed visual look of some of the samples when they run by placing many samples inside of a Scaffold. 7. In order to make it easier to run locally, changed the sample analyzer to remove the contents of the supplied temp directory before running, since having files that hang around is problematic (only a problem when running locally with the `--temp` argument). 8. Added a `SampleCheckerException` class, and handle sample checking exceptions more gracefully. 9. Deprecated the old "## Sample code" designation, and added enforcement for the deprecation. 10. Removed unnecessary `new` from templates (although they never appeared in the samples thanks to dartfmt, but still). Fixes #26398 Fixes #27411
413 lines
14 KiB
Dart
413 lines
14 KiB
Dart
// 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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import 'dart:async';
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import 'dart:developer';
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import 'dart:typed_data';
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import 'package:flutter/foundation.dart';
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import 'package:flutter/gestures.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/semantics.dart';
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import 'package:flutter/services.dart';
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import 'box.dart';
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import 'debug.dart';
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import 'object.dart';
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import 'view.dart';
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export 'package:flutter/gestures.dart' show HitTestResult;
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// Examples can assume:
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// dynamic context;
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/// The glue between the render tree and the Flutter engine.
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mixin RendererBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, SemanticsBinding, HitTestable {
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@override
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void initInstances() {
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super.initInstances();
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_instance = this;
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_pipelineOwner = PipelineOwner(
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onNeedVisualUpdate: ensureVisualUpdate,
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onSemanticsOwnerCreated: _handleSemanticsOwnerCreated,
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onSemanticsOwnerDisposed: _handleSemanticsOwnerDisposed,
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);
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window
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..onMetricsChanged = handleMetricsChanged
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..onTextScaleFactorChanged = handleTextScaleFactorChanged
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..onPlatformBrightnessChanged = handlePlatformBrightnessChanged
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..onSemanticsEnabledChanged = _handleSemanticsEnabledChanged
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..onSemanticsAction = _handleSemanticsAction;
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initRenderView();
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_handleSemanticsEnabledChanged();
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assert(renderView != null);
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addPersistentFrameCallback(_handlePersistentFrameCallback);
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_mouseTracker = _createMouseTracker();
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}
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/// The current [RendererBinding], if one has been created.
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static RendererBinding get instance => _instance;
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static RendererBinding _instance;
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@override
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void initServiceExtensions() {
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super.initServiceExtensions();
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assert(() {
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// these service extensions only work in debug mode
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registerBoolServiceExtension(
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name: 'debugPaint',
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getter: () async => debugPaintSizeEnabled,
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setter: (bool value) {
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if (debugPaintSizeEnabled == value)
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return Future<void>.value();
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debugPaintSizeEnabled = value;
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return _forceRepaint();
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},
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);
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registerBoolServiceExtension(
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name: 'debugPaintBaselinesEnabled',
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getter: () async => debugPaintBaselinesEnabled,
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setter: (bool value) {
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if (debugPaintBaselinesEnabled == value)
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return Future<void>.value();
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debugPaintBaselinesEnabled = value;
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return _forceRepaint();
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},
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);
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registerBoolServiceExtension(
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name: 'repaintRainbow',
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getter: () async => debugRepaintRainbowEnabled,
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setter: (bool value) {
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final bool repaint = debugRepaintRainbowEnabled && !value;
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debugRepaintRainbowEnabled = value;
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if (repaint)
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return _forceRepaint();
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return Future<void>.value();
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},
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);
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registerSignalServiceExtension(
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name: 'debugDumpLayerTree',
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callback: () {
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debugDumpLayerTree();
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return debugPrintDone;
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},
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);
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return true;
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}());
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if (!kReleaseMode) {
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// these service extensions work in debug or profile mode
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registerSignalServiceExtension(
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name: 'debugDumpRenderTree',
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callback: () {
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debugDumpRenderTree();
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return debugPrintDone;
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},
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);
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registerSignalServiceExtension(
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name: 'debugDumpSemanticsTreeInTraversalOrder',
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callback: () {
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debugDumpSemanticsTree(DebugSemanticsDumpOrder.traversalOrder);
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return debugPrintDone;
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},
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);
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registerSignalServiceExtension(
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name: 'debugDumpSemanticsTreeInInverseHitTestOrder',
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callback: () {
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debugDumpSemanticsTree(DebugSemanticsDumpOrder.inverseHitTest);
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return debugPrintDone;
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},
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);
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}
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}
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/// Creates a [RenderView] object to be the root of the
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/// [RenderObject] rendering tree, and initializes it so that it
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/// will be rendered when the engine is next ready to display a
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/// frame.
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///
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/// Called automatically when the binding is created.
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void initRenderView() {
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assert(renderView == null);
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renderView = RenderView(configuration: createViewConfiguration(), window: window);
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renderView.scheduleInitialFrame();
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}
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/// The object that manages state about currently connected mice, for hover
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/// notification.
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MouseTracker get mouseTracker => _mouseTracker;
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MouseTracker _mouseTracker;
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/// The render tree's owner, which maintains dirty state for layout,
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/// composite, paint, and accessibility semantics
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PipelineOwner get pipelineOwner => _pipelineOwner;
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PipelineOwner _pipelineOwner;
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/// The render tree that's attached to the output surface.
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RenderView get renderView => _pipelineOwner.rootNode;
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/// Sets the given [RenderView] object (which must not be null), and its tree, to
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/// be the new render tree to display. The previous tree, if any, is detached.
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set renderView(RenderView value) {
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assert(value != null);
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_pipelineOwner.rootNode = value;
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}
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/// Called when the system metrics change.
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///
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/// See [Window.onMetricsChanged].
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@protected
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void handleMetricsChanged() {
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assert(renderView != null);
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renderView.configuration = createViewConfiguration();
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scheduleForcedFrame();
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}
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/// Called when the platform text scale factor changes.
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///
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/// See [Window.onTextScaleFactorChanged].
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@protected
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void handleTextScaleFactorChanged() { }
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/// {@template on_platform_brightness_change}
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/// Called when the platform brightness changes.
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///
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/// The current platform brightness can be queried either from a Flutter
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/// binding, or from a [MediaQuery] widget.
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///
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/// {@tool sample}
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/// Querying [Window.platformBrightness].
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///
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/// ```dart
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/// final Brightness brightness = WidgetsBinding.instance.window.platformBrightness;
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/// ```
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/// {@end-tool}
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///
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/// {@tool sample}
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/// Querying [MediaQuery] directly.
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///
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/// ```dart
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/// final Brightness brightness = MediaQuery.platformBrightnessOf(context);
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/// ```
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/// {@end-tool}
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///
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/// {@tool sample}
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/// Querying [MediaQueryData].
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///
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/// ```dart
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/// final MediaQueryData mediaQueryData = MediaQuery.of(context);
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/// final Brightness brightness = mediaQueryData.platformBrightness;
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/// ```
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/// {@end-tool}
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///
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/// See [Window.onPlatformBrightnessChanged].
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/// {@endtemplate}
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@protected
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void handlePlatformBrightnessChanged() { }
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/// Returns a [ViewConfiguration] configured for the [RenderView] based on the
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/// current environment.
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///
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/// This is called during construction and also in response to changes to the
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/// system metrics.
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///
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/// Bindings can override this method to change what size or device pixel
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/// ratio the [RenderView] will use. For example, the testing framework uses
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/// this to force the display into 800x600 when a test is run on the device
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/// using `flutter run`.
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ViewConfiguration createViewConfiguration() {
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final double devicePixelRatio = window.devicePixelRatio;
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return ViewConfiguration(
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size: window.physicalSize / devicePixelRatio,
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devicePixelRatio: devicePixelRatio,
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);
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}
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SemanticsHandle _semanticsHandle;
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// Creates a [MouseTracker] which manages state about currently connected
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// mice, for hover notification.
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MouseTracker _createMouseTracker() {
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return MouseTracker(pointerRouter, (Offset offset) {
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// Layer hit testing is done using device pixels, so we have to convert
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// the logical coordinates of the event location back to device pixels
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// here.
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return renderView.layer
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.find<MouseTrackerAnnotation>(offset * window.devicePixelRatio);
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});
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}
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void _handleSemanticsEnabledChanged() {
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setSemanticsEnabled(window.semanticsEnabled);
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}
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/// Whether the render tree associated with this binding should produce a tree
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/// of [SemanticsNode] objects.
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void setSemanticsEnabled(bool enabled) {
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if (enabled) {
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_semanticsHandle ??= _pipelineOwner.ensureSemantics();
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} else {
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_semanticsHandle?.dispose();
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_semanticsHandle = null;
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}
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}
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void _handleSemanticsAction(int id, SemanticsAction action, ByteData args) {
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_pipelineOwner.semanticsOwner?.performAction(
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id,
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action,
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args != null ? const StandardMessageCodec().decodeMessage(args) : null,
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);
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}
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void _handleSemanticsOwnerCreated() {
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renderView.scheduleInitialSemantics();
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}
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void _handleSemanticsOwnerDisposed() {
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renderView.clearSemantics();
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}
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void _handlePersistentFrameCallback(Duration timeStamp) {
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drawFrame();
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}
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/// Pump the rendering pipeline to generate a frame.
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///
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/// This method is called by [handleDrawFrame], which itself is called
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/// automatically by the engine when it is time to lay out and paint a frame.
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///
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/// Each frame consists of the following phases:
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///
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/// 1. The animation phase: The [handleBeginFrame] method, which is registered
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/// with [Window.onBeginFrame], invokes all the transient frame callbacks
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/// registered with [scheduleFrameCallback], in registration order. This
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/// includes all the [Ticker] instances that are driving [AnimationController]
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/// objects, which means all of the active [Animation] objects tick at this
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/// point.
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///
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/// 2. Microtasks: After [handleBeginFrame] returns, any microtasks that got
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/// scheduled by transient frame callbacks get to run. This typically includes
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/// callbacks for futures from [Ticker]s and [AnimationController]s that
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/// completed this frame.
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///
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/// After [handleBeginFrame], [handleDrawFrame], which is registered with
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/// [Window.onDrawFrame], is called, which invokes all the persistent frame
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/// callbacks, of which the most notable is this method, [drawFrame], which
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/// proceeds as follows:
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///
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/// 3. The layout phase: All the dirty [RenderObject]s in the system are laid
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/// out (see [RenderObject.performLayout]). See [RenderObject.markNeedsLayout]
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/// for further details on marking an object dirty for layout.
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///
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/// 4. The compositing bits phase: The compositing bits on any dirty
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/// [RenderObject] objects are updated. See
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/// [RenderObject.markNeedsCompositingBitsUpdate].
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///
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/// 5. The paint phase: All the dirty [RenderObject]s in the system are
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/// repainted (see [RenderObject.paint]). This generates the [Layer] tree. See
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/// [RenderObject.markNeedsPaint] for further details on marking an object
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/// dirty for paint.
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///
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/// 6. The compositing phase: The layer tree is turned into a [Scene] and
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/// sent to the GPU.
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///
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/// 7. The semantics phase: All the dirty [RenderObject]s in the system have
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/// their semantics updated (see [RenderObject.semanticsAnnotator]). This
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/// generates the [SemanticsNode] tree. See
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/// [RenderObject.markNeedsSemanticsUpdate] for further details on marking an
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/// object dirty for semantics.
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///
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/// For more details on steps 3-7, see [PipelineOwner].
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///
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/// 8. The finalization phase: After [drawFrame] returns, [handleDrawFrame]
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/// then invokes post-frame callbacks (registered with [addPostFrameCallback]).
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///
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/// Some bindings (for example, the [WidgetsBinding]) add extra steps to this
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/// list (for example, see [WidgetsBinding.drawFrame]).
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//
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// When editing the above, also update widgets/binding.dart's copy.
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@protected
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void drawFrame() {
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assert(renderView != null);
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pipelineOwner.flushLayout();
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pipelineOwner.flushCompositingBits();
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pipelineOwner.flushPaint();
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renderView.compositeFrame(); // this sends the bits to the GPU
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pipelineOwner.flushSemantics(); // this also sends the semantics to the OS.
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}
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@override
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Future<void> performReassemble() async {
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await super.performReassemble();
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Timeline.startSync('Dirty Render Tree', arguments: timelineWhitelistArguments);
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try {
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renderView.reassemble();
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} finally {
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Timeline.finishSync();
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}
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scheduleWarmUpFrame();
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await endOfFrame;
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}
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@override
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void hitTest(HitTestResult result, Offset position) {
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assert(renderView != null);
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renderView.hitTest(result, position: position);
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super.hitTest(result, position);
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}
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Future<void> _forceRepaint() {
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RenderObjectVisitor visitor;
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visitor = (RenderObject child) {
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child.markNeedsPaint();
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child.visitChildren(visitor);
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};
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instance?.renderView?.visitChildren(visitor);
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return endOfFrame;
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}
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}
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/// Prints a textual representation of the entire render tree.
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void debugDumpRenderTree() {
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debugPrint(RendererBinding.instance?.renderView?.toStringDeep() ?? 'Render tree unavailable.');
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}
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/// Prints a textual representation of the entire layer tree.
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void debugDumpLayerTree() {
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debugPrint(RendererBinding.instance?.renderView?.debugLayer?.toStringDeep() ?? 'Layer tree unavailable.');
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}
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/// Prints a textual representation of the entire semantics tree.
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/// This will only work if there is a semantics client attached.
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/// Otherwise, a notice that no semantics are available will be printed.
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///
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/// The order in which the children of a [SemanticsNode] will be printed is
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/// controlled by the [childOrder] parameter.
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void debugDumpSemanticsTree(DebugSemanticsDumpOrder childOrder) {
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debugPrint(RendererBinding.instance?.renderView?.debugSemantics?.toStringDeep(childOrder: childOrder) ?? 'Semantics not collected.');
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}
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/// A concrete binding for applications that use the Rendering framework
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/// directly. This is the glue that binds the framework to the Flutter engine.
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///
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/// You would only use this binding if you are writing to the
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/// rendering layer directly. If you are writing to a higher-level
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/// library, such as the Flutter Widgets library, then you would use
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/// that layer's binding.
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///
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/// See also [BindingBase].
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class RenderingFlutterBinding extends BindingBase with GestureBinding, ServicesBinding, SchedulerBinding, SemanticsBinding, RendererBinding {
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/// Creates a binding for the rendering layer.
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///
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/// The `root` render box is attached directly to the [renderView] and is
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/// given constraints that require it to fill the window.
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RenderingFlutterBinding({ RenderBox root }) {
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assert(renderView != null);
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renderView.child = root;
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}
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}
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