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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.
47 lines
1.4 KiB
C++
47 lines
1.4 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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#include "flutter/flow/layers/transform_layer.h"
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#if defined(OS_FUCHSIA)
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#include "apps/mozart/lib/skia/type_converters.h"
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#include "apps/mozart/services/composition/nodes.fidl.h"
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#endif // defined(OS_FUCHSIA)
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namespace flow {
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TransformLayer::TransformLayer() {}
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TransformLayer::~TransformLayer() {}
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void TransformLayer::Preroll(PrerollContext* context, const SkMatrix& matrix) {
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SkMatrix childMatrix;
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childMatrix.setConcat(matrix, transform_);
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PrerollChildren(context, childMatrix);
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transform_.mapRect(&context->child_paint_bounds);
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set_paint_bounds(context->child_paint_bounds);
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}
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#if defined(OS_FUCHSIA)
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void TransformLayer::UpdateScene(SceneUpdateContext& context,
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mozart::Node* container) {
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auto node = mozart::Node::New();
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node->content_transform = mozart::Transform::From(transform_);
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UpdateSceneChildrenInsideNode(context, container, std::move(node));
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}
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#endif // defined(OS_FUCHSIA)
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void TransformLayer::Paint(PaintContext& context) {
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TRACE_EVENT0("flutter", "TransformLayer::Paint");
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FTL_DCHECK(!needs_system_composite());
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SkAutoCanvasRestore save(&context.canvas, true);
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context.canvas.concat(transform_);
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PaintChildren(context);
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}
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} // namespace flow
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