Adam Barth 839def55ba Teach the system to shutdown semantics (#4811)
We now stop updating semantics when there are no remaining clients.
2016-07-01 17:57:10 -07:00

2543 lines
96 KiB
Dart

// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:developer';
import 'dart:ui' as ui show ImageFilter, PictureRecorder;
import 'package:flutter/foundation.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/painting.dart';
import 'package:flutter/scheduler.dart';
import 'package:meta/meta.dart';
import 'package:mojo_services/mojo/gfx/composition/scene_token.mojom.dart' as mojom;
import 'package:vector_math/vector_math_64.dart';
import 'debug.dart';
import 'layer.dart';
import 'node.dart';
import 'semantics.dart';
import 'binding.dart';
export 'package:flutter/gestures.dart' show HitTestEntry, HitTestResult;
export 'package:flutter/painting.dart';
export 'package:flutter/foundation.dart' show FlutterError, InformationCollector;
/// Base class for data associated with a [RenderObject] by its parent.
///
/// Some render objects wish to store data on their children, such as their
/// input parameters to the parent's layout algorithm or their position relative
/// to other children.
class ParentData {
/// Called when the RenderObject is removed from the tree.
@protected
@mustCallSuper
void detach() { }
@override
String toString() => '<none>';
}
/// Signature for painting into a [PaintingContext].
///
/// The `offset` argument is the offset from the origin of the coordinate system
/// of the [PaintingContext.canvas] to the coordinate system of the callee.
typedef void PaintingContextCallback(PaintingContext context, Offset offset);
/// A place to paint.
///
/// Rather than holding a canvas directly, render objects paint using a painting
/// context. The painting context has a canvas, which receives the
/// individual draw operations, and also has functions for painting child
/// render objects.
///
/// When painting a child render object, the canvas held by the painting context
/// can change because the draw operations issued before and after painting the
/// child might be recorded in separate compositing layers. For this reason, do
/// not hold a reference to the canvas across operations that might paint
/// child render objects.
class PaintingContext {
PaintingContext._(this._containerLayer, this._paintBounds) {
assert(_containerLayer != null);
assert(_paintBounds != null);
}
final ContainerLayer _containerLayer;
final Rect _paintBounds;
/// Repaint the given render object.
///
/// The render object must have a composited layer and must be in need of
/// painting. The render object's layer is re-used, along with any layers in
/// the subtree that don't need to be repainted.
static void repaintCompositedChild(RenderObject child, { bool debugAlsoPaintedParent: false }) {
assert(child.isRepaintBoundary);
assert(child._needsPaint);
assert(() {
child.debugRegisterRepaintBoundaryPaint(includedParent: debugAlsoPaintedParent, includedChild: true);
return true;
});
child._layer ??= new OffsetLayer();
child._layer.removeAllChildren();
assert(() {
child._layer.debugCreator = child.debugCreator ?? child.runtimeType;
return true;
});
PaintingContext childContext = new PaintingContext._(child._layer, child.paintBounds);
child._paintWithContext(childContext, Offset.zero);
childContext._stopRecordingIfNeeded();
}
/// Paint a child render object.
///
/// If the child has its own composited layer, the child will be composited
/// into the layer subtree associated with this painting context. Otherwise,
/// the child will be painted into the current PictureLayer for this context.
void paintChild(RenderObject child, Offset offset) {
if (child.isRepaintBoundary) {
_stopRecordingIfNeeded();
_compositeChild(child, offset);
} else {
child._paintWithContext(this, offset);
}
}
void _compositeChild(RenderObject child, Offset offset) {
assert(!_isRecording);
assert(child.isRepaintBoundary);
assert(_canvas == null || _canvas.getSaveCount() == 1);
// Create a layer for our child, and paint the child into it.
if (child._needsPaint) {
repaintCompositedChild(child, debugAlsoPaintedParent: true);
} else {
assert(child._layer != null);
assert(() {
child.debugRegisterRepaintBoundaryPaint(includedParent: true, includedChild: false);
child._layer.debugCreator = child.debugCreator ?? child.runtimeType;
return true;
});
}
child._layer.offset = offset;
_appendLayer(child._layer);
}
void _appendLayer(Layer layer) {
assert(!_isRecording);
layer.detach();
_containerLayer.append(layer);
}
bool get _isRecording {
final bool hasCanvas = (_canvas != null);
assert(() {
if (hasCanvas) {
assert(_currentLayer != null);
assert(_recorder != null);
assert(_canvas != null);
} else {
assert(_currentLayer == null);
assert(_recorder == null);
assert(_canvas == null);
}
return true;
});
return hasCanvas;
}
// Recording state
PictureLayer _currentLayer;
ui.PictureRecorder _recorder;
Canvas _canvas;
/// The canvas on which to paint.
///
/// The current canvas can change whenever you paint a child using this
/// context, which means it's fragile to hold a reference to the canvas
/// returned by this getter.
Canvas get canvas {
if (_canvas == null)
_startRecording();
return _canvas;
}
void _startRecording() {
assert(!_isRecording);
_currentLayer = new PictureLayer();
_recorder = new ui.PictureRecorder();
_canvas = new Canvas(_recorder, _paintBounds);
_containerLayer.append(_currentLayer);
}
void _stopRecordingIfNeeded() {
if (!_isRecording)
return;
assert(() {
if (debugRepaintRainbowEnabled)
canvas.drawRect(_paintBounds, new Paint()..color = debugCurrentRepaintColor.toColor());
if (debugPaintLayerBordersEnabled) {
Paint paint = new Paint()
..style = PaintingStyle.stroke
..strokeWidth = 1.0
..color = debugPaintLayerBordersColor;
canvas.drawRect(_paintBounds, paint);
}
return true;
});
_currentLayer.picture = _recorder.endRecording();
_currentLayer = null;
_recorder = null;
_canvas = null;
}
static final Paint _disableAntialias = new Paint()..isAntiAlias = false;
/// Adds a performance overlay to the scene.
///
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `optionsMask` is a mask is created by shifting 1 by the index of the
/// specific [PerformanceOverlayOption] to enable.
/// * `rasterizerThreshold` is an integer specifying the number of frame
/// intervals that the rasterizer must miss before it decides that the frame
/// is suitable for capturing an SkPicture trace for further analysis.
/// * `size` is the size of the overlay to draw. The upper left corner of the
/// overlay will be placed at the origin of the caller's coodinate system.
///
/// Performance overlays are always composited because they display data that
/// isn't available until the compositing phase.
void pushPerformanceOverlay(Offset offset, int optionsMask, int rasterizerThreshold, Size size) {
_stopRecordingIfNeeded();
_appendLayer(new PerformanceOverlayLayer(
overlayRect: new Rect.fromLTWH(offset.dx, offset.dy, size.width, size.height),
optionsMask: optionsMask,
rasterizerThreshold: rasterizerThreshold
));
}
/// (mojo-only) Draws content from another process.
void pushChildScene(Offset offset, double devicePixelRatio, int physicalWidth, int physicalHeight, mojom.SceneToken sceneToken) {
_stopRecordingIfNeeded();
_appendLayer(new ChildSceneLayer(
offset: offset,
devicePixelRatio: devicePixelRatio,
physicalWidth: physicalWidth,
physicalHeight: physicalHeight,
sceneToken: sceneToken
));
}
/// Clip further painting using a rectangle.
///
/// * `needsCompositing` is whether the child needs compositing. Typically
/// matches the value of [RenderObject.needsCompositing] for the caller.
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `clipRect` is rectangle (in the caller's coodinate system) to use to
/// clip the painting done by [painter].
/// * `painter` is a callback that will paint with the [clipRect] applied. This
/// function calls the [painter] synchronously.
void pushClipRect(bool needsCompositing, Offset offset, Rect clipRect, PaintingContextCallback painter) {
Rect offsetClipRect = clipRect.shift(offset);
if (needsCompositing) {
_stopRecordingIfNeeded();
ClipRectLayer clipLayer = new ClipRectLayer(clipRect: offsetClipRect);
_appendLayer(clipLayer);
PaintingContext childContext = new PaintingContext._(clipLayer, offsetClipRect);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
} else {
canvas.save();
canvas.clipRect(clipRect.shift(offset));
painter(this, offset);
canvas.restore();
}
}
/// Clip further painting using a rounded rectangle.
///
/// * `needsCompositing` is whether the child needs compositing. Typically
/// matches the value of [RenderObject.needsCompositing] for the caller.
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `bounds` is the region of the canvas (in the caller's coodinate system)
/// into which `painter` will paint in.
/// * `clipRRect` is the rounded-rectangle (in the caller's coodinate system)
/// to use to clip the painting done by `painter`.
/// * `painter` is a callback that will paint with the `clipRRect` applied. This
/// function calls the `painter` synchronously.
void pushClipRRect(bool needsCompositing, Offset offset, Rect bounds, RRect clipRRect, PaintingContextCallback painter) {
Rect offsetBounds = bounds.shift(offset);
RRect offsetClipRRect = clipRRect.shift(offset);
if (needsCompositing) {
_stopRecordingIfNeeded();
ClipRRectLayer clipLayer = new ClipRRectLayer(clipRRect: offsetClipRRect);
_appendLayer(clipLayer);
PaintingContext childContext = new PaintingContext._(clipLayer, offsetBounds);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
} else {
canvas.saveLayer(offsetBounds, _disableAntialias);
canvas.clipRRect(offsetClipRRect);
painter(this, offset);
canvas.restore();
}
}
/// Clip further painting using a path.
///
/// * `needsCompositing` is whether the child needs compositing. Typically
/// matches the value of [RenderObject.needsCompositing] for the caller.
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `bounds` is the region of the canvas (in the caller's coodinate system)
/// into which `painter` will paint in.
/// * `clipPath` is the path (in the coodinate system of the caller) to use to
/// clip the painting done by `painter`.
/// * `painter` is a callback that will paint with the `clipPath` applied. This
/// function calls the `painter` synchronously.
void pushClipPath(bool needsCompositing, Offset offset, Rect bounds, Path clipPath, PaintingContextCallback painter) {
Rect offsetBounds = bounds.shift(offset);
Path offsetClipPath = clipPath.shift(offset);
if (needsCompositing) {
_stopRecordingIfNeeded();
ClipPathLayer clipLayer = new ClipPathLayer(clipPath: offsetClipPath);
_appendLayer(clipLayer);
PaintingContext childContext = new PaintingContext._(clipLayer, offsetBounds);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
} else {
canvas.saveLayer(bounds.shift(offset), _disableAntialias);
canvas.clipPath(clipPath.shift(offset));
painter(this, offset);
canvas.restore();
}
}
/// Transform further painting using a matrix.
///
/// * `needsCompositing` is whether the child needs compositing. Typically
/// matches the value of [RenderObject.needsCompositing] for the caller.
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `transform` is the matrix to apply to the paiting done by `painter`.
/// * `painter` is a callback that will paint with the `transform` applied. This
/// function calls the `painter` synchronously.
void pushTransform(bool needsCompositing, Offset offset, Matrix4 transform, PaintingContextCallback painter) {
if (needsCompositing) {
_stopRecordingIfNeeded();
TransformLayer transformLayer = new TransformLayer(offset: offset, transform: transform);
_appendLayer(transformLayer);
// TODO(abarth): We need to run _paintBounds through the inverse of transform.
PaintingContext childContext = new PaintingContext._(transformLayer, _paintBounds);
painter(childContext, Offset.zero);
childContext._stopRecordingIfNeeded();
} else {
Matrix4 offsetMatrix = new Matrix4.translationValues(offset.dx, offset.dy, 0.0);
Matrix4 transformWithOffset = offsetMatrix * transform;
canvas.save();
canvas.transform(transformWithOffset.storage);
painter(this, Offset.zero);
canvas.restore();
}
}
/// Blend further paiting with an alpha value.
///
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `alpha` is the alpha value to use when blending the painting done by
/// `painter`. An alpha value of 0 means the painting is fully transparent
/// and an alpha value of 255 means the painting is fully opaque.
/// * `painter` is a callback that will paint with the `alpha` applied. This
/// function calls the `painter` synchronously.
void pushOpacity(Offset offset, int alpha, PaintingContextCallback painter) {
_stopRecordingIfNeeded();
OpacityLayer opacityLayer = new OpacityLayer(alpha: alpha);
_appendLayer(opacityLayer);
PaintingContext childContext = new PaintingContext._(opacityLayer, _paintBounds);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
}
/// Apply a mask derived from a shader to further painting.
///
/// * `offset` is the offset from the origin of the canvas' coordinate system
/// to the origin of the caller's coordinate system.
/// * `shader` is the shader that will generate the mask. The shader operates
/// in the coordinate system of the caller.
/// * `maskRect` is the region of the canvas (in the coodinate system of the
/// caller) in which to apply the mask.
/// * `transferMode` is the [TransferMode] to use when applying the shader to
/// the painting done by `painter`.
/// * `painter` is a callback that will paint with the mask applied. This
/// function calls the `painter` synchronously.
void pushShaderMask(Offset offset, Shader shader, Rect maskRect, TransferMode transferMode, PaintingContextCallback painter) {
_stopRecordingIfNeeded();
ShaderMaskLayer shaderLayer = new ShaderMaskLayer(
shader: shader,
maskRect: maskRect,
transferMode: transferMode
);
_appendLayer(shaderLayer);
PaintingContext childContext = new PaintingContext._(shaderLayer, _paintBounds);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
}
/// Push a backdrop filter.
///
/// This function applies a filter to the existing painted content and then
/// synchronously calls the painter to paint on top of the filtered backdrop.
// TODO(abarth): I don't quite understand how this API is supposed to work.
void pushBackdropFilter(Offset offset, ui.ImageFilter filter, PaintingContextCallback painter) {
_stopRecordingIfNeeded();
BackdropFilterLayer backdropFilterLayer = new BackdropFilterLayer(filter: filter);
_appendLayer(backdropFilterLayer);
PaintingContext childContext = new PaintingContext._(backdropFilterLayer, _paintBounds);
painter(childContext, offset);
childContext._stopRecordingIfNeeded();
}
}
/// An abstract set of layout constraints.
///
/// Concrete layout models (such as box) will create concrete subclasses to
/// communicate layout constraints between parents and children.
abstract class Constraints {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const Constraints();
/// Whether there is exactly one size possible given these constraints
bool get isTight;
/// Whether the constraint is expressed in a consistent manner.
bool get isNormalized;
/// Asserts that the constraints are valid.
///
/// This might involve checks more detailed than [isNormalized].
///
/// For example, the [BoxConstraints] subclass verifies that the
/// constraints are not [NaN].
///
/// If the `isAppliedConstraint` argument is true, then even
/// stricter rules are enforced. This argument is set to true when
/// checking constraints that are about to be applied to a
/// [RenderObject] during layout, as opposed to constraints that may
/// be further affected by other constraints. For example, the
/// asserts for verifying the validity of
/// [RenderConstrainedBox.additionalConstraints] do not set this
/// argument, but the asserts for verifying the argument passed to
/// the [layout] method do.
///
/// The `informationCollector` argument takes an optional callback
/// which is called when an exception is to be thrown. The collected
/// information is then included in the message after the error
/// line.
///
/// Returns the same as [isNormalized] if asserts are disabled.
bool debugAssertIsValid({
bool isAppliedConstraint: false,
InformationCollector informationCollector
});
}
/// Signature for a function that is called for each [RenderObject].
typedef void RenderObjectVisitor(RenderObject child);
/// Signature for a function that is called during layout.
typedef void LayoutCallback(Constraints constraints);
class _SemanticsGeometry {
_SemanticsGeometry() : transform = new Matrix4.identity();
_SemanticsGeometry.withClipFrom(_SemanticsGeometry other) {
clipRect = other?.clipRect;
transform = new Matrix4.identity();
}
_SemanticsGeometry.copy(_SemanticsGeometry other) {
if (other != null) {
clipRect = other.clipRect;
transform = new Matrix4.copy(other.transform);
} else {
transform = new Matrix4.identity();
}
}
Rect clipRect;
Rect _intersectClipRect(Rect other) {
if (clipRect == null)
return other;
if (other == null)
return clipRect;
return clipRect.intersect(other);
}
Matrix4 transform;
void applyAncestorChain(List<RenderObject> ancestorChain) {
for (int index = ancestorChain.length-1; index > 0; index -= 1) {
RenderObject parent = ancestorChain[index];
RenderObject child = ancestorChain[index-1];
clipRect = _intersectClipRect(parent.describeApproximatePaintClip(child));
if (clipRect != null) {
if (clipRect.isEmpty) {
clipRect = Rect.zero;
} else {
Matrix4 clipTransform = new Matrix4.identity();
parent.applyPaintTransform(child, clipTransform);
clipRect = MatrixUtils.transformRect(clipRect, clipTransform);
}
}
parent.applyPaintTransform(child, transform);
}
}
void updateSemanticsNode({ RenderObject rendering, SemanticsNode semantics, SemanticsNode parentSemantics }) {
assert(rendering != null);
assert(semantics != null);
assert(parentSemantics.wasAffectedByClip != null);
semantics.transform = transform;
if (clipRect != null) {
semantics.rect = clipRect.intersect(rendering.semanticBounds);
semantics.wasAffectedByClip = true;
} else {
semantics.rect = rendering.semanticBounds;
semantics.wasAffectedByClip = parentSemantics?.wasAffectedByClip ?? false;
}
}
}
abstract class _SemanticsFragment {
_SemanticsFragment({
RenderObject renderObjectOwner,
Iterable<SemanticAnnotator> annotators,
List<_SemanticsFragment> children
}) {
assert(renderObjectOwner != null);
_ancestorChain = <RenderObject>[renderObjectOwner];
if (annotators != null)
addAnnotators(annotators);
assert(() {
if (children == null)
return true;
Set<_SemanticsFragment> seenChildren = new Set<_SemanticsFragment>();
for (_SemanticsFragment child in children)
assert(seenChildren.add(child)); // check for duplicate adds
return true;
});
_children = children ?? const <_SemanticsFragment>[];
}
List<RenderObject> _ancestorChain;
void addAncestor(RenderObject ancestor) {
_ancestorChain.add(ancestor);
}
RenderObject get renderObjectOwner => _ancestorChain.first;
List<SemanticAnnotator> _annotators;
void addAnnotators(Iterable<SemanticAnnotator> moreAnnotators) {
if (_annotators == null)
_annotators = moreAnnotators is List<SemanticAnnotator> ? moreAnnotators : moreAnnotators.toList();
else
_annotators.addAll(moreAnnotators);
}
List<_SemanticsFragment> _children;
bool _debugCompiled = false;
Iterable<SemanticsNode> compile({ _SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics });
@override
String toString() => '$runtimeType($hashCode)';
}
/// Represents a subtree that doesn't need updating, it already has a
/// SemanticsNode and isn't dirty. (We still update the matrix, since
/// that comes from the (dirty) ancestors.)
class _CleanSemanticsFragment extends _SemanticsFragment {
_CleanSemanticsFragment({
RenderObject renderObjectOwner
}) : super(renderObjectOwner: renderObjectOwner) {
assert(renderObjectOwner._semantics != null);
}
@override
Iterable<SemanticsNode> compile({ _SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics }) sync* {
assert(!_debugCompiled);
assert(() { _debugCompiled = true; return true; });
SemanticsNode node = renderObjectOwner._semantics;
assert(node != null);
if (geometry != null) {
geometry.applyAncestorChain(_ancestorChain);
geometry.updateSemanticsNode(rendering: renderObjectOwner, semantics: node, parentSemantics: parentSemantics);
} else {
assert(_ancestorChain.length == 1);
}
yield node;
}
}
abstract class _InterestingSemanticsFragment extends _SemanticsFragment {
_InterestingSemanticsFragment({
RenderObject renderObjectOwner,
Iterable<SemanticAnnotator> annotators,
Iterable<_SemanticsFragment> children
}) : super(renderObjectOwner: renderObjectOwner, annotators: annotators, children: children);
bool get haveConcreteNode => true;
@override
Iterable<SemanticsNode> compile({ _SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics }) sync* {
assert(!_debugCompiled);
assert(() { _debugCompiled = true; return true; });
SemanticsNode node = establishSemanticsNode(geometry, currentSemantics, parentSemantics);
for (SemanticAnnotator annotator in _annotators)
annotator(node);
for (_SemanticsFragment child in _children) {
assert(child._ancestorChain.last == renderObjectOwner);
node.addChildren(child.compile(
geometry: createSemanticsGeometryForChild(geometry),
currentSemantics: _children.length > 1 ? null : node,
parentSemantics: node
));
}
if (haveConcreteNode) {
node.finalizeChildren();
yield node;
}
}
SemanticsNode establishSemanticsNode(_SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics);
_SemanticsGeometry createSemanticsGeometryForChild(_SemanticsGeometry geometry);
}
class _RootSemanticsFragment extends _InterestingSemanticsFragment {
_RootSemanticsFragment({
RenderObject renderObjectOwner,
Iterable<SemanticAnnotator> annotators,
Iterable<_SemanticsFragment> children
}) : super(renderObjectOwner: renderObjectOwner, annotators: annotators, children: children);
@override
SemanticsNode establishSemanticsNode(_SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics) {
assert(_ancestorChain.length == 1);
assert(geometry == null);
assert(currentSemantics == null);
assert(parentSemantics == null);
renderObjectOwner._semantics ??= new SemanticsNode.root(
handler: renderObjectOwner is SemanticActionHandler ? renderObjectOwner as dynamic : null,
owner: renderObjectOwner.owner.semanticsOwner
);
SemanticsNode node = renderObjectOwner._semantics;
assert(MatrixUtils.matrixEquals(node.transform, new Matrix4.identity()));
assert(!node.wasAffectedByClip);
node.rect = renderObjectOwner.semanticBounds;
return node;
}
@override
_SemanticsGeometry createSemanticsGeometryForChild(_SemanticsGeometry geometry) {
return new _SemanticsGeometry();
}
}
class _ConcreteSemanticsFragment extends _InterestingSemanticsFragment {
_ConcreteSemanticsFragment({
RenderObject renderObjectOwner,
Iterable<SemanticAnnotator> annotators,
Iterable<_SemanticsFragment> children
}) : super(renderObjectOwner: renderObjectOwner, annotators: annotators, children: children);
@override
SemanticsNode establishSemanticsNode(_SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics) {
renderObjectOwner._semantics ??= new SemanticsNode(
handler: renderObjectOwner is SemanticActionHandler ? renderObjectOwner as dynamic : null
);
SemanticsNode node = renderObjectOwner._semantics;
if (geometry != null) {
geometry.applyAncestorChain(_ancestorChain);
geometry.updateSemanticsNode(rendering: renderObjectOwner, semantics: node, parentSemantics: parentSemantics);
} else {
assert(_ancestorChain.length == 1);
}
return node;
}
@override
_SemanticsGeometry createSemanticsGeometryForChild(_SemanticsGeometry geometry) {
return new _SemanticsGeometry.withClipFrom(geometry);
}
}
class _ImplicitSemanticsFragment extends _InterestingSemanticsFragment {
_ImplicitSemanticsFragment({
RenderObject renderObjectOwner,
Iterable<SemanticAnnotator> annotators,
Iterable<_SemanticsFragment> children
}) : super(renderObjectOwner: renderObjectOwner, annotators: annotators, children: children);
@override
bool get haveConcreteNode => _haveConcreteNode;
bool _haveConcreteNode;
@override
SemanticsNode establishSemanticsNode(_SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics) {
SemanticsNode node;
assert(_haveConcreteNode == null);
_haveConcreteNode = currentSemantics == null && _annotators.isNotEmpty;
if (haveConcreteNode) {
renderObjectOwner._semantics ??= new SemanticsNode(
handler: renderObjectOwner is SemanticActionHandler ? renderObjectOwner as dynamic : null
);
node = renderObjectOwner._semantics;
} else {
renderObjectOwner._semantics = null;
node = currentSemantics;
}
if (geometry != null) {
geometry.applyAncestorChain(_ancestorChain);
if (haveConcreteNode)
geometry.updateSemanticsNode(rendering: renderObjectOwner, semantics: node, parentSemantics: parentSemantics);
} else {
assert(_ancestorChain.length == 1);
}
return node;
}
@override
_SemanticsGeometry createSemanticsGeometryForChild(_SemanticsGeometry geometry) {
if (haveConcreteNode)
return new _SemanticsGeometry.withClipFrom(geometry);
return new _SemanticsGeometry.copy(geometry);
}
}
class _ForkingSemanticsFragment extends _SemanticsFragment {
_ForkingSemanticsFragment({
RenderObject renderObjectOwner,
Iterable<_SemanticsFragment> children
}) : super(renderObjectOwner: renderObjectOwner, children: children) {
assert(children != null);
assert(children.length > 1);
}
@override
Iterable<SemanticsNode> compile({ _SemanticsGeometry geometry, SemanticsNode currentSemantics, SemanticsNode parentSemantics }) sync* {
assert(!_debugCompiled);
assert(() { _debugCompiled = true; return true; });
assert(geometry != null);
geometry.applyAncestorChain(_ancestorChain);
for (_SemanticsFragment child in _children) {
assert(child._ancestorChain.last == renderObjectOwner);
yield* child.compile(
geometry: new _SemanticsGeometry.copy(geometry),
currentSemantics: null,
parentSemantics: parentSemantics
);
}
}
}
/// The pipeline owner manages the rendering pipeline.
///
/// The pipeline owner provides an interface for driving the rendering pipeline
/// and stores the state about which render objects have requested to be visited
/// in each stage of the pipeline. To flush the pipeline, call the following
/// functions in order:
///
/// 1. [flushLayout] updates any render objects that need to compute their
/// layout. During this phase, the size and position of each render
/// object is calculated. Render objects might dirty their painting or
/// compositing state during this phase.
/// 2. [flushCompositingBits] updates any render objects that have dirty
/// compositing bits. During this phase, each render object learns whether
/// any of its children require compositing. This information is used during
/// the painting phase when selecting how to implement visual effects such as
/// clipping. If a render object has a composited child, its needs to use a
/// [Layer] to create the clip in order for the clip to apply to the
/// composited child (which will be painted into its own [Layer]).
/// 3. [flushPaint] visites any render objects that need to paint. During this
/// phase, render objects get a chance to record painting commands into
/// [PictureLayer]s and construct other composited [Layer]s.
/// 4. Finally, if [SemanticsNode.hasListeners] is true, [flushSemantics] will
/// compile the semantics for the render objects. This semantic information
/// is used by assistive technology to improve the accessibility of the
/// render tree.
///
/// The [RendererBinding] holds the pipeline owner for the render objects that
/// are visible on screen. You can create other pipeline owners to manage
/// off-screen objects, which can flush their pipelines independently of the
/// on-screen render objects.
class PipelineOwner {
/// Creates a pipeline owner.
///
/// Typically created by the binding (e.g., [RendererBinding]), but can be
/// created separately from the binding to drive off-screen render objects
/// through the rendering pipeline.
PipelineOwner({ this.onNeedVisualUpdate });
/// Called when a render object associated with this pipeline owner wishes to
/// update its visual appearance.
///
/// Typical implementations of this function will schedule a task to flush the
/// various stages of the pipeline. This function might be called multiple
/// times in quick succession. Implementations should take care to discard
/// duplicate calls quickly.
final VoidCallback onNeedVisualUpdate;
/// Calls [onNeedVisualUpdate] if [onNeedVisualUpdate] is not null.
///
/// Used to notify the pipeline owner that an associated render object wishes
/// to update its visual appearance.
void requestVisualUpdate() {
if (onNeedVisualUpdate != null)
onNeedVisualUpdate();
}
/// The unique render object managed by this pipeline that has no parent.
RenderObject get rootRenderObject => _rootRenderObject;
RenderObject _rootRenderObject;
set rootRenderObject(RenderObject value) {
if (_rootRenderObject == value)
return;
_rootRenderObject?.detach();
_rootRenderObject = value;
_rootRenderObject?.attach(this);
}
/// Calls the given listener whenever the semantics of the render tree change.
///
/// Creates [semanticsOwner] if necessary.
SemanticsOwner addSemanticsListener(SemanticsListener listener) {
if (_semanticsOwner == null) {
_semanticsOwner = new SemanticsOwner(
initialListener: listener,
onLastListenerRemoved: _handleLastSemanticsListenerRemoved
);
_rootRenderObject.scheduleInitialSemantics();
} else {
_semanticsOwner.addListener(listener);
}
assert(_semanticsOwner != null);
return _semanticsOwner;
}
void _handleLastSemanticsListenerRemoved() {
assert(!_debugDoingSemantics);
rootRenderObject._clearSemantics();
_semanticsOwner.dispose();
_semanticsOwner = null;
}
List<RenderObject> _nodesNeedingLayout = <RenderObject>[];
/// Whether this pipeline is currently in the layout phase.
///
/// Specifically, whether [flushLayout] is currently running.
///
/// Only valid when asserts are enabled.
bool get debugDoingLayout => _debugDoingLayout;
bool _debugDoingLayout = false;
/// Update the layout information for all dirty render objects.
///
/// This function is one of the core stages of the rendering pipeline. Layout
/// information is cleaned prior to painting so that render objects will
/// appear on screen in their up-to-date locations.
///
/// See [RendererBinding] for an example of how this function is used.
void flushLayout() {
Timeline.startSync('Layout');
_debugDoingLayout = true;
try {
// TODO(ianh): assert that we're not allowing previously dirty nodes to redirty themeselves
while (_nodesNeedingLayout.isNotEmpty) {
List<RenderObject> dirtyNodes = _nodesNeedingLayout;
_nodesNeedingLayout = <RenderObject>[];
for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => a.depth - b.depth)) {
if (node._needsLayout && node.owner == this)
node._layoutWithoutResize();
}
}
} finally {
_debugDoingLayout = false;
Timeline.finishSync();
}
}
List<RenderObject> _nodesNeedingCompositingBitsUpdate = <RenderObject>[];
/// Updates the [needsCompositing] bits.
///
/// Called as part of the rendering pipeline after [flushLayout] and before
/// [flushPaint].
void flushCompositingBits() {
Timeline.startSync('Compositing bits');
_nodesNeedingCompositingBitsUpdate.sort((RenderObject a, RenderObject b) => a.depth - b.depth);
for (RenderObject node in _nodesNeedingCompositingBitsUpdate) {
if (node._needsCompositingBitsUpdate && node.owner == this)
node._updateCompositingBits();
}
_nodesNeedingCompositingBitsUpdate.clear();
Timeline.finishSync();
}
List<RenderObject> _nodesNeedingPaint = <RenderObject>[];
/// Whether this pipeline is currently in the paint phase.
///
/// Specifically, whether [flushPaint] is currently running.
///
/// Only valid when asserts are enabled.
bool get debugDoingPaint => _debugDoingPaint;
bool _debugDoingPaint = false;
/// Update the display lists for all render objects.
///
/// This function is one of the core stages of the rendering pipeline.
/// Painting occurs after layout and before the scene is recomposited so that
/// scene is composited with up-to-date display lists for every render object.
///
/// See [RendererBinding] for an example of how this function is used.
void flushPaint() {
Timeline.startSync('Paint');
_debugDoingPaint = true;
try {
List<RenderObject> dirtyNodes = _nodesNeedingPaint;
_nodesNeedingPaint = <RenderObject>[];
// Sort the dirty nodes in reverse order (deepest first).
for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => b.depth - a.depth)) {
if (node._needsPaint && node.owner == this)
PaintingContext.repaintCompositedChild(node);
}
assert(_nodesNeedingPaint.length == 0);
} finally {
_debugDoingPaint = false;
Timeline.finishSync();
}
}
SemanticsOwner get semanticsOwner => _semanticsOwner;
SemanticsOwner _semanticsOwner;
bool _debugDoingSemantics = false;
final List<RenderObject> _nodesNeedingSemantics = <RenderObject>[];
/// Update the semantics for all render objects.
///
/// This function is one of the core stages of the rendering pipeline. The
/// semantics are compiled after painting and only after
/// [RenderObject.scheduleInitialSemantics] has been called.
///
/// See [RendererBinding] for an example of how this function is used.
void flushSemantics() {
if (_semanticsOwner == null)
return;
Timeline.startSync('Semantics');
assert(_semanticsOwner != null);
assert(() { _debugDoingSemantics = true; return true; });
try {
_nodesNeedingSemantics.sort((RenderObject a, RenderObject b) => a.depth - b.depth);
for (RenderObject node in _nodesNeedingSemantics) {
if (node._needsSemanticsUpdate && node.owner == this)
node._updateSemantics();
}
} finally {
_nodesNeedingSemantics.clear();
assert(() { _debugDoingSemantics = false; return true; });
Timeline.finishSync();
}
_semanticsOwner.sendSemanticsTree();
}
/// Cause the entire render tree rooted at [rootRenderObject] to be entirely
/// reprocessed. This is used by development tools when the application code
/// has changed, to cause the rendering tree to pick up any changed
/// implementations.
///
/// This is expensive and should not be called except during development.
void reassemble() {
_rootRenderObject?._reassemble();
}
}
// See _performLayout.
void _doNothing() { }
/// An object in the render tree.
///
/// The [RenderObject] class hierarchy is the core of the rendering
/// library's reason for being.
///
/// [RenderObject]s have a [parent], and have a slot called
/// [parentData] in which the parent [RenderObject] can store
/// child-specific data, for example, the child position. The
/// [RenderObject] class also implements the basic layout and paint
/// protocols.
///
/// The [RenderObject] class, however, does not define a child model
/// (e.g. whether a node has zero, one, or more children). It also
/// doesn't define a coordinate system (e.g. whether children are
/// positioned in cartesian coordinates, in polar coordinates, etc) or
/// a specific layout protocol (e.g. whether the layout is
/// width-in-height-out, or constraint-in-size-out, or whether the
/// parent sets the size and position of the child before or after the
/// child lays out, etc; or indeed whether the children are allowed to
/// read their parent's [parentData] slot).
///
/// The [RenderBox] subclass introduces the opinion that the layout
/// system uses cartesian coordinates.
abstract class RenderObject extends AbstractNode implements HitTestTarget {
/// Initializes internal fields for subclasses.
RenderObject() {
_needsCompositing = isRepaintBoundary || alwaysNeedsCompositing;
_performLayout = performLayout;
}
void _reassemble() {
_performLayout = performLayout;
markNeedsLayout();
markNeedsCompositingBitsUpdate();
markNeedsPaint();
markNeedsSemanticsUpdate();
visitChildren((RenderObject child) {
child._reassemble();
});
}
// LAYOUT
/// Data for use by the parent render object.
///
/// The parent data is used by the render object that lays out this object
/// (typically this object's parent in the render tree) to store information
/// relevant to itself and to any other nodes who happen to know exactly what
/// the data means. The parent data is opaque to the child.
///
/// - The parent data field must not be directly set, except by calling
/// [setupParentData] on the parent node.
/// - The parent data can be set before the child is added to the parent, by
/// calling [setupParentData] on the future parent node.
/// - The conventions for using the parent data depend on the layout protocol
/// used between the parent and child. For example, in box layout, the
/// parent data is completely opaque but in sector layout the child is
/// permitted to read some fields of the parent data.
ParentData parentData;
/// Override to setup parent data correctly for your children.
///
/// You can call this function to set up the parent data for child before the
/// child is added to the parent's child list.
void setupParentData(RenderObject child) {
assert(_debugCanPerformMutations);
if (child.parentData is! ParentData)
child.parentData = new ParentData();
}
/// Called by subclasses when they decide a render object is a child.
///
/// Only for use by subclasses when changing their child lists. Calling this
/// in other cases will lead to an inconsistent tree and probably cause crashes.
@override
void adoptChild(RenderObject child) {
assert(_debugCanPerformMutations);
assert(child != null);
setupParentData(child);
super.adoptChild(child);
markNeedsLayout();
markNeedsCompositingBitsUpdate();
}
/// Called by subclasses when they decide a render object is no longer a child.
///
/// Only for use by subclasses when changing their child lists. Calling this
/// in other cases will lead to an inconsistent tree and probably cause crashes.
@override
void dropChild(RenderObject child) {
assert(_debugCanPerformMutations);
assert(child != null);
assert(child.parentData != null);
child._cleanRelayoutBoundary();
child.parentData.detach();
child.parentData = null;
super.dropChild(child);
markNeedsLayout();
markNeedsCompositingBitsUpdate();
}
/// Calls visitor for each immediate child of this render object.
///
/// Override in subclasses with children and call the visitor for each child
void visitChildren(RenderObjectVisitor visitor) { }
/// The object responsible for creating this render object.
///
/// Used in debug messages.
dynamic debugCreator;
void _debugReportException(String method, dynamic exception, StackTrace stack) {
FlutterError.reportError(new FlutterErrorDetailsForRendering(
exception: exception,
stack: stack,
library: 'rendering library',
context: 'during $method()',
renderObject: this,
informationCollector: (StringBuffer information) {
information.writeln('The following RenderObject was being processed when the exception was fired:\n $this');
if (debugCreator != null)
information.writeln('This RenderObject had the following creator information:\n $debugCreator');
List<String> descendants = <String>[];
const int maxDepth = 5;
int depth = 0;
const int maxLines = 25;
int lines = 0;
void visitor(RenderObject child) {
if (lines < maxLines) {
depth += 1;
descendants.add('${" " * depth}$child');
if (depth < maxDepth)
child.visitChildren(visitor);
depth -= 1;
} else if (lines == maxLines) {
descendants.add(' ...(descendants list truncated after $lines lines)');
}
lines += 1;
}
visitChildren(visitor);
if (lines > 1) {
information.writeln('This RenderObject had the following descendants (showing up to depth $maxDepth):');
} else if (descendants.length == 1) {
information.writeln('This RenderObject had the following child:');
} else {
information.writeln('This RenderObject has no descendants.');
}
information.writeAll(descendants, '\n');
}
));
}
/// Whether [performResize] for this render object is currently running.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// false.
bool get debugDoingThisResize => _debugDoingThisResize;
bool _debugDoingThisResize = false;
/// Whether [performLayout] for this render object is currently running.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// false.
bool get debugDoingThisLayout => _debugDoingThisLayout;
bool _debugDoingThisLayout = false;
/// The render object that is actively computing layout.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// null.
static RenderObject get debugActiveLayout => _debugActiveLayout;
static RenderObject _debugActiveLayout;
/// Whether the parent render object is permitted to use this render object's
/// size.
///
/// Determined by the `parentUsesSize` parameter to [layout].
///
/// Only valid when asserts are enabled. In release builds, always returns
/// null.
bool get debugCanParentUseSize => _debugCanParentUseSize;
bool _debugCanParentUseSize;
bool _debugMutationsLocked = false;
/// Whether tree mutations are currently permitted.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// null.
bool get _debugCanPerformMutations {
bool result;
assert(() {
RenderObject node = this;
while (true) {
if (node._doingThisLayoutWithCallback) {
result = true;
break;
}
if (node._debugMutationsLocked) {
result = false;
break;
}
if (node.parent is! RenderObject) {
result = true;
break;
}
node = node.parent;
}
return true;
});
return result;
}
@override
PipelineOwner get owner => super.owner;
@override
void attach(PipelineOwner owner) {
super.attach(owner);
// If the node was dirtied in some way while unattached, make sure to add
// it to the appropriate dirty list now that an owner is available
if (_needsLayout && _relayoutBoundary != null) {
// Don't enter this block if we've never laid out at all;
// scheduleInitialLayout() will handle it
_needsLayout = false;
markNeedsLayout();
}
if (_needsCompositingBitsUpdate) {
_needsCompositingBitsUpdate = false;
markNeedsCompositingBitsUpdate();
}
if (_needsPaint && _layer != null) {
// Don't enter this block if we've never painted at all;
// scheduleInitialPaint() will handle it
_needsPaint = false;
markNeedsPaint();
}
if (_needsSemanticsUpdate && hasSemantics) {
// Don't enter this block if we've never updated semantics at all;
// scheduleInitialSemantics() will handle it
_needsSemanticsUpdate = false;
markNeedsSemanticsUpdate();
}
}
/// Whether this render object's layout information is dirty.
bool get needsLayout => _needsLayout;
bool _needsLayout = true;
RenderObject _relayoutBoundary;
bool _doingThisLayoutWithCallback = false;
/// The layout constraints most recently supplied by the parent.
@protected
Constraints get constraints => _constraints;
Constraints _constraints;
/// Verify that the object's constraints are being met. Override
/// this function in a subclass to verify that your state matches
/// the constraints object. This function is only called in checked
/// mode and only when needsLayout is false. If the constraints are
/// not met, it should assert or throw an exception.
@protected
void debugAssertDoesMeetConstraints();
/// When true, debugAssertDoesMeetConstraints() is currently
/// executing asserts for verifying the consistent behavior of
/// intrinsic dimensions methods.
///
/// This should only be set by debugAssertDoesMeetConstraints()
/// implementations. It is used by tests to selectively ignore
/// custom layout callbacks. It should not be set outside of
/// debugAssertDoesMeetConstraints(), and should not be checked in
/// release mode (where it will always be false).
static bool debugCheckingIntrinsics = false;
bool _debugSubtreeRelayoutRootAlreadyMarkedNeedsLayout() {
if (_relayoutBoundary == null)
return true; // we haven't yet done layout even once, so there's nothing for us to do
RenderObject node = this;
while (node != _relayoutBoundary) {
assert(node._relayoutBoundary == _relayoutBoundary);
assert(node.parent != null);
node = node.parent;
if ((!node._needsLayout) && (!node._debugDoingThisLayout))
return false;
}
assert(node._relayoutBoundary == node);
return true;
}
/// Mark this render object's layout information as dirty, and either register
/// this object with its [PipelineOwner], or defer to the parent, depending on
/// whether this object is a relayout boundary or not respectively.
///
/// ## Background
///
/// Rather than eagerly updating layout information in response to writes into
/// a render object, we instead mark the layout information as dirty, which
/// schedules a visual update. As part of the visual update, the rendering
/// pipeline updates the render object's layout information.
///
/// This mechanism batches the layout work so that multiple sequential writes
/// are coalesced, removing redundant computation.
///
/// If a render object's parent indicates that it uses the size of one of its
/// render object children when computing its layout information, this
/// function, when called for the child, will also mark the parent as needing
/// layout. In that case, since both the parent and the child need to have
/// their layout recomputed, the pipeline owner is only notified about the
/// parent; when the parent is laid out, it will call the child's [layout]
/// method and thus the child will be laid out as well.
///
/// Once [markNeedsLayout] has been called on a render object, [needsLayout]
/// returns true for that render object until just after the pipeline owner
/// has called [layout] on the render object.
///
/// ## Special cases
///
/// Some subclasses of [RenderObject], notably [RenderBox], have other
/// situations in which the parent needs to be notified if the child is
/// dirtied. Such subclasses override markNeedsLayout and either call
/// `super.markNeedsLayout()`, in the normal case, or call
/// [markParentNeedsLayout], in the case where the parent neds to be laid out
/// as well as the child.
void markNeedsLayout() {
assert(_debugCanPerformMutations);
if (_needsLayout) {
assert(_debugSubtreeRelayoutRootAlreadyMarkedNeedsLayout());
return;
}
assert(_relayoutBoundary != null);
if (_relayoutBoundary != this) {
markParentNeedsLayout();
} else {
_needsLayout = true;
if (owner != null) {
assert(() {
if (debugPrintMarkNeedsLayoutStacks)
debugPrintStack();
return true;
});
owner._nodesNeedingLayout.add(this);
owner.requestVisualUpdate();
}
}
}
/// Mark this render object's layout information as dirty, and then defer to
/// the parent.
///
/// This function should only be called from [markNeedsLayout] implementations
/// of subclasses that introduce more reasons for deferring the handling of
/// dirty layout to the parent. See [markNeedsLayout] for details.
///
/// Only call this if [parent] is not null.
@protected
void markParentNeedsLayout() {
_needsLayout = true;
final RenderObject parent = this.parent;
if (!_doingThisLayoutWithCallback) {
parent.markNeedsLayout();
} else {
assert(parent._debugDoingThisLayout);
}
assert(parent == this.parent);
}
void _cleanRelayoutBoundary() {
if (_relayoutBoundary != this) {
_relayoutBoundary = null;
_needsLayout = true;
visitChildren((RenderObject child) {
child._cleanRelayoutBoundary();
});
}
}
/// Bootstrap the rendering pipeline by scheduling the very first layout.
///
/// Requires this render object to be attached and that this render object
/// is the root of the render tree.
///
/// See [RenderView] for an example of how this function is used.
void scheduleInitialLayout() {
assert(attached);
assert(parent is! RenderObject);
assert(!owner._debugDoingLayout);
assert(_relayoutBoundary == null);
_relayoutBoundary = this;
assert(() {
_debugCanParentUseSize = false;
return true;
});
owner._nodesNeedingLayout.add(this);
}
void _layoutWithoutResize() {
assert(_relayoutBoundary == this);
RenderObject debugPreviousActiveLayout;
assert(!_debugMutationsLocked);
assert(!_doingThisLayoutWithCallback);
assert(_debugCanParentUseSize != null);
assert(() {
_debugMutationsLocked = true;
_debugDoingThisLayout = true;
debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = this;
return true;
});
try {
_performLayout();
markNeedsSemanticsUpdate();
} catch (e, stack) {
_debugReportException('performLayout', e, stack);
}
assert(() {
_debugActiveLayout = debugPreviousActiveLayout;
_debugDoingThisLayout = false;
_debugMutationsLocked = false;
return true;
});
_needsLayout = false;
markNeedsPaint();
}
/// Compute the layout for this render object.
///
/// This function is the main entry point for parents to ask their children to
/// update their layout information. The parent passes a constraints object,
/// which informs the child as which layouts are permissible. The child is
/// required to obey the given constraints.
///
/// If the parent reads information computed during the child's layout, the
/// parent must pass true for parentUsesSize. In that case, the parent will be
/// marked as needing layout whenever the child is marked as needing layout
/// because the parent's layout information depends on the child's layout
/// information. If the parent uses the default value (false) for
/// parentUsesSize, the child can change its layout information (subject to
/// the given constraints) without informing the parent.
///
/// Subclasses should not override layout directly. Instead, they should
/// override performResize and/or performLayout.
///
/// The parent's performLayout method should call the layout of all its
/// children unconditionally. It is the layout function's responsibility (as
/// implemented here) to return early if the child does not need to do any
/// work to update its layout information.
void layout(Constraints constraints, { bool parentUsesSize: false }) {
assert(constraints != null);
assert(constraints.debugAssertIsValid(
isAppliedConstraint: true,
informationCollector: (StringBuffer information) {
List<String> stack = StackTrace.current.toString().split('\n');
int targetFrame;
Pattern layoutFramePattern = new RegExp(r'^#[0-9]+ +RenderObject.layout \(');
for (int i = 0; i < stack.length; i += 1) {
if (layoutFramePattern.matchAsPrefix(stack[i]) != null) {
targetFrame = i + 1;
break;
}
}
if (targetFrame != null && targetFrame < stack.length) {
information.writeln(
'These invalid constraints were provided to $runtimeType\'s layout() '
'function by the following function, which probably computed the '
'invalid constraints in question:'
);
Pattern targetFramePattern = new RegExp(r'^#[0-9]+ +(.+)$');
Match targetFrameMatch = targetFramePattern.matchAsPrefix(stack[targetFrame]);
if (targetFrameMatch != null && targetFrameMatch.groupCount > 0) {
information.writeln(' ${targetFrameMatch.group(1)}');
} else {
information.writeln(stack[targetFrame]);
}
}
}
));
assert(!_debugDoingThisResize);
assert(!_debugDoingThisLayout);
final RenderObject parent = this.parent;
RenderObject relayoutBoundary;
if (!parentUsesSize || sizedByParent || constraints.isTight || parent is! RenderObject)
relayoutBoundary = this;
else
relayoutBoundary = parent._relayoutBoundary;
assert(parent == this.parent);
assert(() {
_debugCanParentUseSize = parentUsesSize;
return true;
});
if (!needsLayout && constraints == _constraints && relayoutBoundary == _relayoutBoundary) {
assert(() {
// in case parentUsesSize changed since the last invocation, set size
// to itself, so it has the right internal debug values.
_debugDoingThisResize = sizedByParent;
_debugDoingThisLayout = !sizedByParent;
RenderObject debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = this;
debugResetSize();
_debugActiveLayout = debugPreviousActiveLayout;
_debugDoingThisLayout = false;
_debugDoingThisResize = false;
return true;
});
return;
}
_constraints = constraints;
_relayoutBoundary = relayoutBoundary;
assert(!_debugMutationsLocked);
assert(!_doingThisLayoutWithCallback);
assert(() {
_debugMutationsLocked = true;
return true;
});
if (sizedByParent) {
assert(() { _debugDoingThisResize = true; return true; });
try {
performResize();
assert(() { debugAssertDoesMeetConstraints(); return true; });
} catch (e, stack) {
_debugReportException('performResize', e, stack);
}
assert(() { _debugDoingThisResize = false; return true; });
}
RenderObject debugPreviousActiveLayout;
assert(() {
_debugDoingThisLayout = true;
debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = this;
return true;
});
try {
_performLayout();
markNeedsSemanticsUpdate();
assert(() { debugAssertDoesMeetConstraints(); return true; });
} catch (e, stack) {
_debugReportException('performLayout', e, stack);
}
assert(() {
_debugActiveLayout = debugPreviousActiveLayout;
_debugDoingThisLayout = false;
_debugMutationsLocked = false;
return true;
});
_needsLayout = false;
markNeedsPaint();
assert(parent == this.parent);
}
/// If a subclass has a "size" (the state controlled by "parentUsesSize",
/// whatever it is in the subclass, e.g. the actual "size" property of
/// RenderBox), and the subclass verifies that in checked mode this "size"
/// property isn't used when debugCanParentUseSize isn't set, then that
/// subclass should override debugResetSize() to reapply the current values of
/// debugCanParentUseSize to that state.
@protected
void debugResetSize() { }
/// Whether the constraints are the only input to the sizing algorithm (in
/// particular, child nodes have no impact).
///
/// Returning false is always correct, but returning true can be more
/// efficient when computing the size of this render object because we don't
/// need to recompute the size if the constraints don't change.
@protected
bool get sizedByParent => false;
/// Updates the render objects size using only the constraints.
///
/// Do not call this function directly: call [layout] instead. This function
/// is called by [layout] when there is actually work to be done by this
/// render object during layout. The layout constraints provided by your
/// parent are available via the [constraints] getter.
///
/// Subclasses that set [sizedByParent] to true should override this function
/// to compute their size.
///
/// This function is called only if [sizedByParent] is true.
@protected
void performResize();
/// Do the work of computing the layout for this render object.
///
/// Do not call this function directly: call [layout] instead. This function
/// is called by [layout] when there is actually work to be done by this
/// render object during layout. The layout constraints provided by your
/// parent are available via the [constraints] getter.
///
/// If [sizedByParent] is true, then this function should not actually change
/// the dimensions of this render object. Instead, that work should be done by
/// [performResize]. If [sizedByParent] is false, then this function should
/// both change the dimensions of this render object and instruct its children
/// to layout.
///
/// In implementing this function, you must call [layout] on each of your
/// children, passing true for parentUsesSize if your layout information is
/// dependent on your child's layout information. Passing true for
/// parentUsesSize ensures that this render object will undergo layout if the
/// child undergoes layout. Otherwise, the child can changes its layout
/// information without informing this render object.
@protected
void performLayout();
// We cache a closure to performLayout so that the callsite is monomorphic.
// Initializing this field with _buildNothing helps the compiler prove that
// this field always holds a closure.
VoidCallback _performLayout = _doNothing;
/// Allows this render object to mutate its child list during layout and
/// calls callback.
@protected
void invokeLayoutCallback(LayoutCallback callback) {
assert(_debugMutationsLocked);
assert(_debugDoingThisLayout);
assert(!_doingThisLayoutWithCallback);
_doingThisLayoutWithCallback = true;
try {
callback(constraints);
} finally {
_doingThisLayoutWithCallback = false;
}
}
/// Rotate this render object (not yet implemented).
void rotate({
int oldAngle, // 0..3
int newAngle, // 0..3
Duration time
}) { }
// when the parent has rotated (e.g. when the screen has been turned
// 90 degrees), immediately prior to layout() being called for the
// new dimensions, rotate() is called with the old and new angles.
// The next time paint() is called, the coordinate space will have
// been rotated N quarter-turns clockwise, where:
// N = newAngle-oldAngle
// ...but the rendering is expected to remain the same, pixel for
// pixel, on the output device. Then, the layout() method or
// equivalent will be called.
// PAINTING
/// Whether [paint] for this render object is currently running.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// false.
bool get debugDoingThisPaint => _debugDoingThisPaint;
bool _debugDoingThisPaint = false;
/// The render object that is actively painting.
///
/// Only valid when asserts are enabled. In release builds, always returns
/// null.
static RenderObject get debugActivePaint => _debugActivePaint;
static RenderObject _debugActivePaint;
/// Whether this render object repaints separately from its parent.
///
/// Override this in subclasses to indicate that instances of your class ought
/// to repaint independently. For example, render objects that repaint
/// frequently might want to repaint themselves without requiring their parent
/// to repaint.
///
/// Warning: This getter must not change value over the lifetime of this object.
bool get isRepaintBoundary => false;
/// Called, in checked mode, if [isRepaintBoundary] is true, when either the
/// this render object or its parent attempt to paint.
///
/// This can be used to record metrics about whether the node should actually
/// be a repaint boundary.
void debugRegisterRepaintBoundaryPaint({ bool includedParent: true, bool includedChild: false }) { }
/// Whether this render object always needs compositing.
///
/// Override this in subclasses to indicate that your paint function always
/// creates at least one composited layer. For example, videos should return
/// true if they use hardware decoders.
///
/// You must call markNeedsCompositingBitsUpdate() if the value of this
/// getter changes.
@protected
bool get alwaysNeedsCompositing => false;
OffsetLayer _layer;
/// The compositing layer that this render object uses to repaint.
///
/// Call only when [isRepaintBoundary] is true.
OffsetLayer get layer {
assert(isRepaintBoundary);
assert(!_needsPaint);
return _layer;
}
bool _needsCompositingBitsUpdate = false; // set to true when a child is added
/// Mark the compositing state for this render object as dirty.
///
/// When the subtree is mutated, we need to recompute our
/// [needsCompositing] bit, and some of our ancestors need to do the
/// same (in case ours changed in a way that will change theirs). To
/// this end, [adoptChild] and [dropChild] call this method, and, as
/// necessary, this method calls the parent's, etc, walking up the
/// tree to mark all the nodes that need updating.
///
/// This method does not schedule a rendering frame, because since
/// it cannot be the case that _only_ the compositing bits changed,
/// something else will have scheduled a frame for us.
void markNeedsCompositingBitsUpdate() {
if (_needsCompositingBitsUpdate)
return;
_needsCompositingBitsUpdate = true;
if (parent is RenderObject) {
final RenderObject parent = this.parent;
if (parent._needsCompositingBitsUpdate)
return;
if (!isRepaintBoundary && !parent.isRepaintBoundary) {
parent.markNeedsCompositingBitsUpdate();
return;
}
}
assert(() {
final AbstractNode parent = this.parent;
if (parent is RenderObject)
return parent._needsCompositing;
return true;
});
// parent is fine (or there isn't one), but we are dirty
if (owner != null)
owner._nodesNeedingCompositingBitsUpdate.add(this);
}
bool _needsCompositing; // initialised in the constructor
/// Whether we or one of our descendants has a compositing layer.
///
/// Only legal to call after [flushLayout] and [flushCompositingBits] have
/// been called.
bool get needsCompositing {
assert(!_needsCompositingBitsUpdate); // make sure we don't use this bit when it is dirty
return _needsCompositing;
}
void _updateCompositingBits() {
if (!_needsCompositingBitsUpdate)
return;
bool oldNeedsCompositing = _needsCompositing;
visitChildren((RenderObject child) {
child._updateCompositingBits();
if (child.needsCompositing)
_needsCompositing = true;
});
if (isRepaintBoundary || alwaysNeedsCompositing)
_needsCompositing = true;
if (oldNeedsCompositing != _needsCompositing)
markNeedsPaint();
_needsCompositingBitsUpdate = false;
}
bool _needsPaint = true;
/// Mark this render object as having changed its visual appearance.
///
/// Rather than eagerly updating this render object's display list
/// in response to writes, we instead mark the the render object as needing to
/// paint, which schedules a visual update. As part of the visual update, the
/// rendering pipeline will give this render object an opportunity to update
/// its display list.
///
/// This mechanism batches the painting work so that multiple sequential
/// writes are coalesced, removing redundant computation.
void markNeedsPaint() {
assert(owner == null || !owner.debugDoingPaint);
if (_needsPaint)
return;
_needsPaint = true;
if (isRepaintBoundary) {
assert(() {
if (debugPrintMarkNeedsPaintStacks)
debugPrintStack();
return true;
});
// If we always have our own layer, then we can just repaint
// ourselves without involving any other nodes.
assert(_layer != null);
if (owner != null) {
owner._nodesNeedingPaint.add(this);
owner.requestVisualUpdate();
}
} else if (parent is RenderObject) {
// We don't have our own layer; one of our ancestors will take
// care of updating the layer we're in and when they do that
// we'll get our paint() method called.
assert(_layer == null);
final RenderObject parent = this.parent;
parent.markNeedsPaint();
assert(parent == this.parent);
} else {
// If we're the root of the render tree (probably a RenderView),
// then we have to paint ourselves, since nobody else can paint
// us. We don't add ourselves to _nodesNeedingPaint in this
// case, because the root is always told to paint regardless.
if (owner != null)
owner.requestVisualUpdate();
}
}
/// Bootstrap the rendering pipeline by scheduling the very first paint.
///
/// Requires that this render object is attached, is the root of the render
/// tree, and has a composited layer.
///
/// See [RenderView] for an example of how this function is used.
void scheduleInitialPaint(ContainerLayer rootLayer) {
assert(attached);
assert(parent is! RenderObject);
assert(!owner._debugDoingPaint);
assert(isRepaintBoundary);
assert(_layer == null);
_layer = rootLayer;
assert(_needsPaint);
owner._nodesNeedingPaint.add(this);
}
/// Replace the layer. This is only valid for the root of a render
/// object subtree (whatever object [scheduleInitialPaint] was
/// called on).
///
/// This might be called if, e.g., the device pixel ratio changed.
void replaceRootLayer(OffsetLayer rootLayer) {
assert(attached);
assert(parent is! RenderObject);
assert(!owner._debugDoingPaint);
assert(isRepaintBoundary);
assert(_layer != null); // use scheduleInitialPaint the first time
_layer = rootLayer;
markNeedsPaint();
}
void _paintWithContext(PaintingContext context, Offset offset) {
assert(!_debugDoingThisPaint);
assert(!_needsLayout);
assert(!_needsCompositingBitsUpdate);
RenderObject debugLastActivePaint;
assert(() {
_debugDoingThisPaint = true;
debugLastActivePaint = _debugActivePaint;
_debugActivePaint = this;
assert(!isRepaintBoundary || _layer != null);
return true;
});
_needsPaint = false;
try {
paint(context, offset);
assert(!_needsLayout); // check that the paint() method didn't mark us dirty again
assert(!_needsPaint); // check that the paint() method didn't mark us dirty again
} catch (e, stack) {
_debugReportException('paint', e, stack);
}
assert(() {
debugPaint(context, offset);
_debugActivePaint = debugLastActivePaint;
_debugDoingThisPaint = false;
return true;
});
}
/// The bounds within which this render object will paint.
///
/// A render object is permitted to paint outside the region it occupies
/// during layout but is not permitted to paint outside these paints bounds.
/// These paint bounds are used to construct memory-efficient composited
/// layers, which means attempting to paint outside these bounds can attempt
/// to write to pixels that do not exist in this render object's composited
/// layer.
Rect get paintBounds;
/// Override this function to paint debugging information.
@protected
void debugPaint(PaintingContext context, Offset offset) { }
/// Paint this render object into the given context at the given offset.
///
/// Subclasses should override this function to provide a visual appearance
/// for themselves. The render object's local coordinate system is
/// axis-aligned with the coordinate system of the context's canvas and the
/// render object's local origin (i.e, x=0 and y=0) is placed at the given
/// offset in the context's canvas.
///
/// Do not call this function directly. If you wish to paint yourself, call
/// [markNeedsPaint] instead to schedule a call to this function. If you wish
/// to paint one of your children, call one of the paint child functions on
/// the given context, such as [paintChild] or [paintChildWithClipRect].
///
/// When painting one of your children (via a paint child function on the
/// given context), the current canvas held by the context might change
/// because draw operations before and after painting children might need to
/// be recorded on separate compositing layers.
void paint(PaintingContext context, Offset offset) { }
/// Applies the transform that would be applied when painting the given child
/// to the given matrix.
///
/// Used by coordinate conversion functions to translate coordinates local to
/// one render object into coordinates local to another render object.
void applyPaintTransform(RenderObject child, Matrix4 transform) {
assert(child.parent == this);
}
/// Returns a rect in this object's coordinate system that describes
/// the approximate bounding box of the clip rect that would be
/// applied to the given child during the paint phase, if any.
///
/// Returns `null` if the child would not be clipped.
///
/// This is used in the semantics phase to avoid including children
/// that are not physically visible.
Rect describeApproximatePaintClip(RenderObject child) => null;
// SEMANTICS
/// Bootstrap the semantics reporting mechanism by marking this node
/// as needing a semantics update.
///
/// Requires that this render object is attached, and is the root of
/// the render tree.
///
/// See [RendererBinding] for an example of how this function is used.
void scheduleInitialSemantics() {
assert(attached);
assert(parent is! RenderObject);
assert(!owner._debugDoingSemantics);
assert(_semantics == null);
assert(_needsSemanticsUpdate);
assert(owner._semanticsOwner != null);
owner._nodesNeedingSemantics.add(this);
owner.requestVisualUpdate();
}
/// Whether this RenderObject introduces a new box for accessibility purposes.
bool get hasSemantics => false;
/// The bounding box, in the local coordinate system, of this
/// object, for accessibility purposes.
Rect get semanticBounds;
bool _needsSemanticsUpdate = true;
bool _needsSemanticsGeometryUpdate = true;
SemanticsNode _semantics;
/// The semantics of this render object.
///
/// Exposed only for testing and debugging. To learn about the semantics of
/// render objects in production, register as a listener using
/// [SemanticsNode.addListener].
///
/// Only valid when asserts are enabled. In release builds, always returns
/// null.
SemanticsNode get debugSemantics {
SemanticsNode result;
assert(() {
result = _semantics;
return true;
});
return result;
}
/// Removes all semantics from this render object and its descendants.
void _clearSemantics() {
_needsSemanticsUpdate = true;
_needsSemanticsGeometryUpdate = true;
_semantics = null;
visitChildren((RenderObject child) {
child._clearSemantics();
});
}
/// Mark this node as needing an update to its semantics
/// description.
///
/// If the change did not involve a removal or addition of
/// semantics, only the change of semantics (e.g. isChecked changing
/// from true to false, as opposed to isChecked changing from being
/// true to not being changed at all), then you can pass the
/// onlyChanges argument with the value true to reduce the cost. If
/// semantics are being added or removed, more work needs to be done
/// to update the semantics tree. If you pass 'onlyChanges: true'
/// but this node, which previously had a SemanticsNode, no longer
/// has one, or previously did not set any semantics, but now does,
/// or previously had a child that returned annotators, but no
/// longer does, or other such combinations, then you will either
/// assert during the subsequent call to [flushSemantics()] or you
/// will have out-of-date information in the semantics tree.
///
/// If the geometry might have changed in any way, then again, more
/// work needs to be done to update the semantics tree (to deal with
/// clips). You can pass the noGeometry argument to avoid this work
/// in the case where only the labels or flags changed. If you pass
/// 'noGeometry: true' when the geometry did change, the semantic
/// tree will be out of date.
void markNeedsSemanticsUpdate({ bool onlyChanges: false, bool noGeometry: false }) {
assert(!attached || !owner._debugDoingSemantics);
if ((attached && owner._semanticsOwner == null) || (_needsSemanticsUpdate && onlyChanges && (_needsSemanticsGeometryUpdate || noGeometry)))
return;
if (!noGeometry && (_semantics == null || (_semantics.hasChildren && _semantics.wasAffectedByClip))) {
// Since the geometry might have changed, we need to make sure to reapply any clips.
_needsSemanticsGeometryUpdate = true;
}
if (onlyChanges) {
// The shape of the tree didn't change, but the details did.
// If we have our own SemanticsNode (our _semantics isn't null)
// then mark ourselves dirty. If we don't then we are using an
// ancestor's; mark all the nodes up to that one dirty.
RenderObject node = this;
while (node._semantics == null && node.parent is RenderObject) {
if (node._needsSemanticsUpdate)
return;
node._needsSemanticsUpdate = true;
node = node.parent;
}
if (!node._needsSemanticsUpdate) {
node._needsSemanticsUpdate = true;
if (owner != null)
owner._nodesNeedingSemantics.add(node);
}
} else {
// The shape of the semantics tree around us may have changed.
// The worst case is that we may have removed a branch of the
// semantics tree, because when that happens we have to go up
// and dirty the nearest _semantics-laden ancestor of the
// affected node to rebuild the tree.
RenderObject node = this;
do {
if (node.parent is! RenderObject)
break;
node._needsSemanticsUpdate = true;
node._semantics?.reset();
node = node.parent;
} while (node._semantics == null);
node._semantics?.reset();
if (!node._needsSemanticsUpdate) {
node._needsSemanticsUpdate = true;
if (owner != null)
owner._nodesNeedingSemantics.add(node);
}
}
}
void _updateSemantics() {
try {
assert(_needsSemanticsUpdate);
assert(_semantics != null || parent is! RenderObject);
_SemanticsFragment fragment = _getSemanticsFragment();
assert(fragment is _InterestingSemanticsFragment);
SemanticsNode node = fragment.compile(parentSemantics: _semantics?.parent).single;
assert(node != null);
assert(node == _semantics);
} catch (e, stack) {
_debugReportException('_updateSemantics', e, stack);
}
}
_SemanticsFragment _getSemanticsFragment() {
// early-exit if we're not dirty and have our own semantics
if (!_needsSemanticsUpdate && hasSemantics) {
assert(_semantics != null);
return new _CleanSemanticsFragment(renderObjectOwner: this);
}
List<_SemanticsFragment> children;
visitChildrenForSemantics((RenderObject child) {
if (_needsSemanticsGeometryUpdate) {
// If our geometry changed, make sure the child also does a
// full update so that any changes to the clip are fully
// applied.
child._needsSemanticsUpdate = true;
child._needsSemanticsGeometryUpdate = true;
}
_SemanticsFragment fragment = child._getSemanticsFragment();
if (fragment != null) {
fragment.addAncestor(this);
children ??= <_SemanticsFragment>[];
assert(!children.contains(fragment));
children.add(fragment);
}
});
_needsSemanticsUpdate = false;
_needsSemanticsGeometryUpdate = false;
Iterable<SemanticAnnotator> annotators = getSemanticAnnotators();
if (parent is! RenderObject)
return new _RootSemanticsFragment(renderObjectOwner: this, annotators: annotators, children: children);
if (hasSemantics)
return new _ConcreteSemanticsFragment(renderObjectOwner: this, annotators: annotators, children: children);
if (annotators.isNotEmpty)
return new _ImplicitSemanticsFragment(renderObjectOwner: this, annotators: annotators, children: children);
_semantics = null;
if (children == null)
return null;
if (children.length > 1)
return new _ForkingSemanticsFragment(renderObjectOwner: this, children: children);
assert(children.length == 1);
return children.single;
}
/// Called when collecting the semantics of this node. Subclasses
/// that have children that are not semantically relevant (e.g.
/// because they are invisible) should skip those children here.
///
/// The default implementation mirrors the behavior of
/// [visitChildren()] (which is supposed to walk all the children).
void visitChildrenForSemantics(RenderObjectVisitor visitor) {
visitChildren(visitor);
}
/// Returns functions that will annotate a SemanticsNode with the
/// semantics of this RenderObject.
///
/// To annotate a SemanticsNode for this node, return all the
/// annotators provided by the superclass, plus an annotator that
/// adds the annotations. When the behavior of the annotators would
/// change (e.g. the box is now checked rather than unchecked), call
/// [markNeedsSemanticsUpdate()] to indicate to the rendering system
/// that the semantics tree needs to be rebuilt.
///
/// To introduce a new SemanticsNode, set hasSemantics to true for
/// this object. The functions returned by this function will be used
/// to annotate the SemanticsNode for this object.
///
/// Semantic annotations are persistent. Values set in one pass will
/// still be set in the next pass. Therefore it is important to
/// explicitly set fields to false once they are no longer true --
/// setting them to true when they are to be enabled, and not
/// setting them at all when they are not, will mean they remain set
/// once enabled once and will never get unset.
///
/// If the number of annotators you return will change from zero to
/// non-zero, and hasSemantics isn't true, then the associated call
/// to markNeedsSemanticsUpdate() must not have 'onlyChanges' set, as
/// it is possible that the node should be entirely removed.
Iterable<SemanticAnnotator> getSemanticAnnotators() sync* { }
// EVENTS
/// Override this function to handle pointer events that hit this render object.
@override
void handleEvent(PointerEvent event, HitTestEntry entry) { }
// HIT TESTING
// RenderObject subclasses are expected to have a method like the
// following (with the signature being whatever passes for coordinates
// for this particular class):
// bool hitTest(HitTestResult result, { Point position }) {
// // If (x,y) is not inside this node, then return false. (You
// // can assume that the given coordinate is inside your
// // dimensions. You only need to check this if you're an
// // irregular shape, e.g. if you have a hole.)
// // Otherwise:
// // For each child that intersects x,y, in z-order starting from the top,
// // call hitTest() for that child, passing it /result/, and the coordinates
// // converted to the child's coordinate origin, and stop at the first child
// // that returns true.
// // Then, add yourself to /result/, and return true.
// }
// You must not add yourself to /result/ if you return false.
/// Returns a human understandable name.
@override
String toString() {
String header = '$runtimeType';
if (_relayoutBoundary != null && _relayoutBoundary != this) {
int count = 1;
RenderObject target = parent;
while (target != null && target != _relayoutBoundary) {
target = target.parent;
count += 1;
}
header += ' relayoutBoundary=up$count';
}
if (_needsLayout)
header += ' NEEDS-LAYOUT';
if (!attached)
header += ' DETACHED';
return header;
}
/// Returns a description of the tree rooted at this node.
/// If the prefix argument is provided, then every line in the output
/// will be prefixed by that string.
String toStringDeep([String prefixLineOne = '', String prefixOtherLines = '']) {
RenderObject debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = null;
String result = '$prefixLineOne$this\n';
final String childrenDescription = debugDescribeChildren(prefixOtherLines);
final String descriptionPrefix = childrenDescription != '' ? '$prefixOtherLines \u2502 ' : '$prefixOtherLines ';
List<String> description = <String>[];
debugFillDescription(description);
result += description.map((String description) => "$descriptionPrefix$description\n").join();
if (childrenDescription == '')
result += '$prefixOtherLines\n';
result += childrenDescription;
_debugActiveLayout = debugPreviousActiveLayout;
return result;
}
/// Returns a one-line detailed description of the render object.
/// This description is often somewhat long.
///
/// This includes the same information for this RenderObject as given by
/// [toStringDeep], but does not recurse to any children.
String toStringShallow() {
RenderObject debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = null;
StringBuffer result = new StringBuffer();
result.write('$this; ');
List<String> description = <String>[];
debugFillDescription(description);
result.write(description.join('; '));
_debugActiveLayout = debugPreviousActiveLayout;
return result.toString();
}
/// Accumulates a list of strings describing the current node's fields, one
/// field per string. Subclasses should override this to have their
/// information included in [toStringDeep].
@protected
void debugFillDescription(List<String> description) {
if (debugCreator != null)
description.add('creator: $debugCreator');
description.add('parentData: $parentData');
description.add('constraints: $constraints');
}
/// Returns a string describing the current node's descendants. Each line of
/// the subtree in the output should be indented by the prefix argument.
@protected
String debugDescribeChildren(String prefix) => '';
}
/// Generic mixin for render objects with one child.
///
/// Provides a child model for a render object subclass that has a unique child.
abstract class RenderObjectWithChildMixin<ChildType extends RenderObject> implements RenderObject {
ChildType _child;
/// The render object's unique child
ChildType get child => _child;
set child (ChildType value) {
if (_child != null)
dropChild(_child);
_child = value;
if (_child != null)
adoptChild(_child);
}
@override
void attach(PipelineOwner owner) {
super.attach(owner);
if (_child != null)
_child.attach(owner);
}
@override
void detach() {
super.detach();
if (_child != null)
_child.detach();
}
@override
void visitChildren(RenderObjectVisitor visitor) {
if (_child != null)
visitor(_child);
}
@override
String debugDescribeChildren(String prefix) {
if (child != null)
return '$prefix \u2502\n${child.toStringDeep('$prefix \u2514\u2500child: ', '$prefix ')}';
return '';
}
}
/// Parent data to support a doubly-linked list of children.
abstract class ContainerParentDataMixin<ChildType extends RenderObject> implements ParentData {
/// The previous sibling in the parent's child list.
ChildType previousSibling;
/// The next sibling in the parent's child list.
ChildType nextSibling;
/// Clear the sibling pointers.
@override
void detach() {
super.detach();
if (previousSibling != null) {
final ContainerParentDataMixin<ChildType> previousSiblingParentData = previousSibling.parentData;
assert(previousSibling != this);
assert(previousSiblingParentData.nextSibling == this);
previousSiblingParentData.nextSibling = nextSibling;
}
if (nextSibling != null) {
final ContainerParentDataMixin<ChildType> nextSiblingParentData = nextSibling.parentData;
assert(nextSibling != this);
assert(nextSiblingParentData.previousSibling == this);
nextSiblingParentData.previousSibling = previousSibling;
}
previousSibling = null;
nextSibling = null;
}
}
/// Generic mixin for render objects with a list of children.
///
/// Provides a child model for a render object subclass that has a doubly-linked
/// list of children.
abstract class ContainerRenderObjectMixin<ChildType extends RenderObject, ParentDataType extends ContainerParentDataMixin<ChildType>> implements RenderObject {
bool _debugUltimatePreviousSiblingOf(ChildType child, { ChildType equals }) {
ParentDataType childParentData = child.parentData;
while (childParentData.previousSibling != null) {
assert(childParentData.previousSibling != child);
child = childParentData.previousSibling;
childParentData = child.parentData;
}
return child == equals;
}
bool _debugUltimateNextSiblingOf(ChildType child, { ChildType equals }) {
ParentDataType childParentData = child.parentData;
while (childParentData.nextSibling != null) {
assert(childParentData.nextSibling != child);
child = childParentData.nextSibling;
childParentData = child.parentData;
}
return child == equals;
}
int _childCount = 0;
/// The number of children.
int get childCount => _childCount;
ChildType _firstChild;
ChildType _lastChild;
void _insertIntoChildList(ChildType child, { ChildType after }) {
final ParentDataType childParentData = child.parentData;
assert(childParentData.nextSibling == null);
assert(childParentData.previousSibling == null);
_childCount += 1;
assert(_childCount > 0);
if (after == null) {
// insert at the start (_firstChild)
childParentData.nextSibling = _firstChild;
if (_firstChild != null) {
final ParentDataType _firstChildParentData = _firstChild.parentData;
_firstChildParentData.previousSibling = child;
}
_firstChild = child;
if (_lastChild == null)
_lastChild = child;
} else {
assert(_firstChild != null);
assert(_lastChild != null);
assert(_debugUltimatePreviousSiblingOf(after, equals: _firstChild));
assert(_debugUltimateNextSiblingOf(after, equals: _lastChild));
final ParentDataType afterParentData = after.parentData;
if (afterParentData.nextSibling == null) {
// insert at the end (_lastChild); we'll end up with two or more children
assert(after == _lastChild);
childParentData.previousSibling = after;
afterParentData.nextSibling = child;
_lastChild = child;
} else {
// insert in the middle; we'll end up with three or more children
// set up links from child to siblings
childParentData.nextSibling = afterParentData.nextSibling;
childParentData.previousSibling = after;
// set up links from siblings to child
final ParentDataType childPreviousSiblingParentData = childParentData.previousSibling.parentData;
final ParentDataType childNextSiblingParentData = childParentData.nextSibling.parentData;
childPreviousSiblingParentData.nextSibling = child;
childNextSiblingParentData.previousSibling = child;
assert(afterParentData.nextSibling == child);
}
}
}
/// Insert child into this render object's child list after the given child.
void insert(ChildType child, { ChildType after }) {
assert(child != this);
assert(after != this);
assert(child != after);
assert(child != _firstChild);
assert(child != _lastChild);
adoptChild(child);
_insertIntoChildList(child, after: after);
}
/// Append child to the end of this render object's child list.
void add(ChildType child) {
insert(child, after: _lastChild);
}
/// Add all the children to the end of this render object's child list.
void addAll(List<ChildType> children) {
if (children != null)
for (ChildType child in children)
add(child);
}
void _removeFromChildList(ChildType child) {
final ParentDataType childParentData = child.parentData;
assert(_debugUltimatePreviousSiblingOf(child, equals: _firstChild));
assert(_debugUltimateNextSiblingOf(child, equals: _lastChild));
assert(_childCount >= 0);
if (childParentData.previousSibling == null) {
assert(_firstChild == child);
_firstChild = childParentData.nextSibling;
} else {
final ParentDataType childPreviousSiblingParentData = childParentData.previousSibling.parentData;
childPreviousSiblingParentData.nextSibling = childParentData.nextSibling;
}
if (childParentData.nextSibling == null) {
assert(_lastChild == child);
_lastChild = childParentData.previousSibling;
} else {
final ParentDataType childNextSiblingParentData = childParentData.nextSibling.parentData;
childNextSiblingParentData.previousSibling = childParentData.previousSibling;
}
childParentData.previousSibling = null;
childParentData.nextSibling = null;
_childCount -= 1;
}
/// Remove this child from the child list.
///
/// Requires the child to be present in the child list.
void remove(ChildType child) {
_removeFromChildList(child);
dropChild(child);
}
/// Remove all their children from this render object's child list.
///
/// More efficient than removing them individually.
void removeAll() {
ChildType child = _firstChild;
while (child != null) {
final ParentDataType childParentData = child.parentData;
ChildType next = childParentData.nextSibling;
childParentData.previousSibling = null;
childParentData.nextSibling = null;
dropChild(child);
child = next;
}
_firstChild = null;
_lastChild = null;
_childCount = 0;
}
/// Move this child in the child list to be before the given child.
///
/// More efficient than removing and re-adding the child. Requires the child
/// to already be in the child list at some position. Pass null for before to
/// move the child to the end of the child list.
void move(ChildType child, { ChildType after }) {
assert(child != this);
assert(after != this);
assert(child != after);
assert(child.parent == this);
final ParentDataType childParentData = child.parentData;
if (childParentData.previousSibling == after)
return;
_removeFromChildList(child);
_insertIntoChildList(child, after: after);
markNeedsLayout();
}
@override
void attach(PipelineOwner owner) {
super.attach(owner);
ChildType child = _firstChild;
while (child != null) {
child.attach(owner);
final ParentDataType childParentData = child.parentData;
child = childParentData.nextSibling;
}
}
@override
void detach() {
super.detach();
ChildType child = _firstChild;
while (child != null) {
child.detach();
final ParentDataType childParentData = child.parentData;
child = childParentData.nextSibling;
}
}
@override
void redepthChildren() {
ChildType child = _firstChild;
while (child != null) {
redepthChild(child);
final ParentDataType childParentData = child.parentData;
child = childParentData.nextSibling;
}
}
@override
void visitChildren(RenderObjectVisitor visitor) {
ChildType child = _firstChild;
while (child != null) {
visitor(child);
final ParentDataType childParentData = child.parentData;
child = childParentData.nextSibling;
}
}
/// The first child in the child list.
ChildType get firstChild => _firstChild;
/// The last child in the child list.
ChildType get lastChild => _lastChild;
/// The next child after the given child in the child list.
ChildType childAfter(ChildType child) {
final ParentDataType childParentData = child.parentData;
return childParentData.nextSibling;
}
@override
String debugDescribeChildren(String prefix) {
String result = '$prefix \u2502\n';
if (_firstChild != null) {
ChildType child = _firstChild;
int count = 1;
while (child != _lastChild) {
result += '${child.toStringDeep("$prefix \u251C\u2500child $count: ", "$prefix \u2502")}';
count += 1;
final ParentDataType childParentData = child.parentData;
child = childParentData.nextSibling;
}
if (child != null) {
assert(child == _lastChild);
result += '${child.toStringDeep("$prefix \u2514\u2500child $count: ", "$prefix ")}';
}
}
return result;
}
}
/// Variant of [FlutterErrorDetails] with extra fields for the rendering
/// library.
class FlutterErrorDetailsForRendering extends FlutterErrorDetails {
/// Creates a [FlutterErrorDetailsForRendering] object with the given
/// arguments setting the object's properties.
///
/// The rendering library calls this constructor when catching an exception
/// that will subsequently be reported using [FlutterError.onError].
const FlutterErrorDetailsForRendering({
dynamic exception,
StackTrace stack,
String library,
String context,
this.renderObject,
InformationCollector informationCollector,
bool silent: false
}) : super(
exception: exception,
stack: stack,
library: library,
context: context,
informationCollector: informationCollector,
silent: silent
);
/// The RenderObject that was being processed when the exception was caught.
final RenderObject renderObject;
}