mirror of
https://github.com/flutter/flutter.git
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This allows the scheduler library to depend on the services library and the painting library to depend on the scheduler library without the services library having to depend on the scheduler library. While I was at it I also cleaned up some of the binding logic: the licenses logic can now be overridden (and the test library does so), and the image cache can now be overridden as well.
360 lines
13 KiB
Dart
360 lines
13 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:ui' as ui show window;
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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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/// The glue between the render tree and the Flutter engine.
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abstract class RendererBinding extends BindingBase with ServicesBinding, SchedulerBinding, HitTestable {
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// This class is intended to be used as a mixin, and should not be
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// extended directly.
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factory RendererBinding._() => null;
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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 = new 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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ui.window
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..onMetricsChanged = handleMetricsChanged
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..onTextScaleFactorChanged = handleTextScaleFactorChanged
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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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}
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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 checked 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 new Future<Null>.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 new Future<Null>.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 new Future<Null>.value();
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}
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);
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return true;
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}());
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registerSignalServiceExtension(
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name: 'debugDumpRenderTree',
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callback: () { debugDumpRenderTree(); return debugPrintDone; }
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);
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registerSignalServiceExtension(
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name: 'debugDumpLayerTree',
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callback: () { debugDumpLayerTree(); return debugPrintDone; }
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);
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registerSignalServiceExtension(
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name: 'debugDumpSemanticsTreeInTraversalOrder',
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callback: () { debugDumpSemanticsTree(DebugSemanticsDumpOrder.traversal); return debugPrintDone; }
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);
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registerSignalServiceExtension(
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name: 'debugDumpSemanticsTreeInInverseHitTestOrder',
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callback: () { debugDumpSemanticsTree(DebugSemanticsDumpOrder.inverseHitTest); return debugPrintDone; }
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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 = new RenderView(configuration: createViewConfiguration());
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renderView.scheduleInitialFrame();
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}
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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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void handleMetricsChanged() {
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assert(renderView != null);
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renderView.configuration = createViewConfiguration();
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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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void handleTextScaleFactorChanged() { }
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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 = ui.window.devicePixelRatio;
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return new ViewConfiguration(
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size: ui.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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void _handleSemanticsEnabledChanged() {
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setSemanticsEnabled(ui.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) {
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_pipelineOwner.semanticsOwner?.performAction(id, action);
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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 when it is time to lay out and paint a
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/// 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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/// Schedule a frame to run as soon as possible, rather than waiting for
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/// the engine to request a frame.
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///
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/// This is used during application startup so that the first frame (which is
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/// likely to be quite expensive) gets a few extra milliseconds to run.
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void scheduleWarmUpFrame() {
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// We use timers here to ensure that microtasks flush in between.
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//
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// We call resetEpoch after this frame so that, in the hot reload case, the
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// very next frame pretends to have occurred immediately after this warm-up
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// frame. The warm-up frame's timestamp will typically be far in the past
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// (the time of the last real frame), so if we didn't reset the epoch we
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// would see a sudden jump from the old time in the warm-up frame to the new
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// time in the "real" frame. The biggest problem with this is that implicit
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// animations end up being triggered at the old time and then skipping every
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// frame and finishing in the new time.
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Timer.run(() { handleBeginFrame(null); });
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Timer.run(() { handleDrawFrame(); resetEpoch(); });
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}
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@override
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Future<Null> 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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// This super call is safe since it will be bound to a mixed-in declaration.
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super.hitTest(result, position); // ignore: abstract_super_member_reference
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}
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Future<Null> _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, 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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