flutter_flutter/lib/ui/compositing/scene_builder.cc
liyuqian 8ff631f3df
Rename flow namespace to flutter (#8615)
This follows our namespace change from shell to flutter: https://github.com/flutter/engine/pull/8520.
2019-04-17 14:38:45 -07:00

334 lines
12 KiB
C++

// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/lib/ui/compositing/scene_builder.h"
#include "flutter/flow/layers/backdrop_filter_layer.h"
#include "flutter/flow/layers/clip_path_layer.h"
#include "flutter/flow/layers/clip_rect_layer.h"
#include "flutter/flow/layers/clip_rrect_layer.h"
#include "flutter/flow/layers/color_filter_layer.h"
#include "flutter/flow/layers/container_layer.h"
#include "flutter/flow/layers/layer.h"
#include "flutter/flow/layers/layer_tree.h"
#include "flutter/flow/layers/opacity_layer.h"
#include "flutter/flow/layers/performance_overlay_layer.h"
#include "flutter/flow/layers/physical_shape_layer.h"
#include "flutter/flow/layers/picture_layer.h"
#include "flutter/flow/layers/platform_view_layer.h"
#include "flutter/flow/layers/shader_mask_layer.h"
#include "flutter/flow/layers/texture_layer.h"
#include "flutter/flow/layers/transform_layer.h"
#include "flutter/fml/build_config.h"
#include "flutter/lib/ui/painting/matrix.h"
#include "flutter/lib/ui/painting/shader.h"
#include "flutter/lib/ui/ui_dart_state.h"
#include "flutter/lib/ui/window/window.h"
#include "third_party/skia/include/core/SkColorFilter.h"
#include "third_party/tonic/converter/dart_converter.h"
#include "third_party/tonic/dart_args.h"
#include "third_party/tonic/dart_binding_macros.h"
#include "third_party/tonic/dart_library_natives.h"
#if defined(OS_FUCHSIA)
#include "flutter/flow/layers/child_scene_layer.h"
#endif
namespace flutter {
static void SceneBuilder_constructor(Dart_NativeArguments args) {
DartCallConstructor(&SceneBuilder::create, args);
}
IMPLEMENT_WRAPPERTYPEINFO(ui, SceneBuilder);
#define FOR_EACH_BINDING(V) \
V(SceneBuilder, pushOffset) \
V(SceneBuilder, pushTransform) \
V(SceneBuilder, pushClipRect) \
V(SceneBuilder, pushClipRRect) \
V(SceneBuilder, pushClipPath) \
V(SceneBuilder, pushOpacity) \
V(SceneBuilder, pushColorFilter) \
V(SceneBuilder, pushBackdropFilter) \
V(SceneBuilder, pushShaderMask) \
V(SceneBuilder, pushPhysicalShape) \
V(SceneBuilder, pop) \
V(SceneBuilder, addPlatformView) \
V(SceneBuilder, addRetained) \
V(SceneBuilder, addPicture) \
V(SceneBuilder, addTexture) \
V(SceneBuilder, addPerformanceOverlay) \
V(SceneBuilder, setRasterizerTracingThreshold) \
V(SceneBuilder, setCheckerboardOffscreenLayers) \
V(SceneBuilder, setCheckerboardRasterCacheImages) \
V(SceneBuilder, build)
FOR_EACH_BINDING(DART_NATIVE_CALLBACK)
#if defined(OS_FUCHSIA)
DART_NATIVE_CALLBACK(SceneBuilder, addChildScene)
#endif
void SceneBuilder::RegisterNatives(tonic::DartLibraryNatives* natives) {
natives->Register({
{"SceneBuilder_constructor", SceneBuilder_constructor, 1, true},
FOR_EACH_BINDING(DART_REGISTER_NATIVE)
#if defined(OS_FUCHSIA)
DART_REGISTER_NATIVE(SceneBuilder, addChildScene)
#endif
});
}
SceneBuilder::SceneBuilder() = default;
SceneBuilder::~SceneBuilder() = default;
fml::RefPtr<EngineLayer> SceneBuilder::pushTransform(
tonic::Float64List& matrix4) {
SkMatrix sk_matrix = ToSkMatrix(matrix4);
auto layer = std::make_shared<flutter::TransformLayer>();
layer->set_transform(sk_matrix);
PushLayer(layer);
// matrix4 has to be released before we can return another Dart object
matrix4.Release();
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushOffset(double dx, double dy) {
SkMatrix sk_matrix = SkMatrix::MakeTrans(dx, dy);
auto layer = std::make_shared<flutter::TransformLayer>();
layer->set_transform(sk_matrix);
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushClipRect(double left,
double right,
double top,
double bottom,
int clipBehavior) {
SkRect clipRect = SkRect::MakeLTRB(left, top, right, bottom);
flutter::Clip clip_behavior = static_cast<flutter::Clip>(clipBehavior);
auto layer = std::make_shared<flutter::ClipRectLayer>(clip_behavior);
layer->set_clip_rect(clipRect);
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushClipRRect(const RRect& rrect,
int clipBehavior) {
flutter::Clip clip_behavior = static_cast<flutter::Clip>(clipBehavior);
auto layer = std::make_shared<flutter::ClipRRectLayer>(clip_behavior);
layer->set_clip_rrect(rrect.sk_rrect);
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushClipPath(const CanvasPath* path,
int clipBehavior) {
flutter::Clip clip_behavior = static_cast<flutter::Clip>(clipBehavior);
FML_DCHECK(clip_behavior != flutter::Clip::none);
auto layer = std::make_shared<flutter::ClipPathLayer>(clip_behavior);
layer->set_clip_path(path->path());
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushOpacity(int alpha,
double dx,
double dy) {
auto layer = std::make_shared<flutter::OpacityLayer>();
layer->set_alpha(alpha);
layer->set_offset(SkPoint::Make(dx, dy));
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushColorFilter(int color,
int blendMode) {
auto layer = std::make_shared<flutter::ColorFilterLayer>();
layer->set_color(static_cast<SkColor>(color));
layer->set_blend_mode(static_cast<SkBlendMode>(blendMode));
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushBackdropFilter(ImageFilter* filter) {
auto layer = std::make_shared<flutter::BackdropFilterLayer>();
layer->set_filter(filter->filter());
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushShaderMask(Shader* shader,
double maskRectLeft,
double maskRectRight,
double maskRectTop,
double maskRectBottom,
int blendMode) {
SkRect rect = SkRect::MakeLTRB(maskRectLeft, maskRectTop, maskRectRight,
maskRectBottom);
auto layer = std::make_shared<flutter::ShaderMaskLayer>();
layer->set_shader(shader->shader());
layer->set_mask_rect(rect);
layer->set_blend_mode(static_cast<SkBlendMode>(blendMode));
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
fml::RefPtr<EngineLayer> SceneBuilder::pushPhysicalShape(const CanvasPath* path,
double elevation,
int color,
int shadow_color,
int clipBehavior) {
const SkPath& sk_path = path->path();
flutter::Clip clip_behavior = static_cast<flutter::Clip>(clipBehavior);
auto layer = std::make_shared<flutter::PhysicalShapeLayer>(clip_behavior);
layer->set_path(sk_path);
layer->set_elevation(elevation);
layer->set_color(static_cast<SkColor>(color));
layer->set_shadow_color(static_cast<SkColor>(shadow_color));
layer->set_device_pixel_ratio(
UIDartState::Current()->window()->viewport_metrics().device_pixel_ratio);
layer->set_viewport_depth(
UIDartState::Current()->window()->viewport_metrics().physical_depth);
PushLayer(layer);
return EngineLayer::MakeRetained(layer);
}
void SceneBuilder::addRetained(fml::RefPtr<EngineLayer> retainedLayer) {
if (!current_layer_) {
return;
}
current_layer_->Add(retainedLayer->Layer());
}
void SceneBuilder::pop() {
if (!current_layer_) {
return;
}
current_layer_ = current_layer_->parent();
}
void SceneBuilder::addPicture(double dx,
double dy,
Picture* picture,
int hints) {
if (!current_layer_) {
return;
}
SkPoint offset = SkPoint::Make(dx, dy);
SkRect pictureRect = picture->picture()->cullRect();
pictureRect.offset(offset.x(), offset.y());
auto layer = std::make_unique<flutter::PictureLayer>();
layer->set_offset(offset);
layer->set_picture(UIDartState::CreateGPUObject(picture->picture()));
layer->set_is_complex(!!(hints & 1));
layer->set_will_change(!!(hints & 2));
current_layer_->Add(std::move(layer));
}
void SceneBuilder::addTexture(double dx,
double dy,
double width,
double height,
int64_t textureId,
bool freeze) {
if (!current_layer_) {
return;
}
auto layer = std::make_unique<flutter::TextureLayer>();
layer->set_offset(SkPoint::Make(dx, dy));
layer->set_size(SkSize::Make(width, height));
layer->set_texture_id(textureId);
layer->set_freeze(freeze);
current_layer_->Add(std::move(layer));
}
void SceneBuilder::addPlatformView(double dx,
double dy,
double width,
double height,
int64_t viewId) {
if (!current_layer_) {
return;
}
auto layer = std::make_unique<flutter::PlatformViewLayer>();
layer->set_offset(SkPoint::Make(dx, dy));
layer->set_size(SkSize::Make(width, height));
layer->set_view_id(viewId);
current_layer_->Add(std::move(layer));
}
#if defined(OS_FUCHSIA)
void SceneBuilder::addChildScene(double dx,
double dy,
double width,
double height,
SceneHost* sceneHost,
bool hitTestable) {
if (!current_layer_) {
return;
}
auto layer = std::make_unique<flutter::ChildSceneLayer>(
sceneHost->id(), sceneHost->use_view_holder(), SkPoint::Make(dx, dy),
SkSize::Make(width, height), hitTestable);
current_layer_->Add(std::move(layer));
}
#endif // defined(OS_FUCHSIA)
void SceneBuilder::addPerformanceOverlay(uint64_t enabledOptions,
double left,
double right,
double top,
double bottom) {
if (!current_layer_) {
return;
}
SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
auto layer =
std::make_unique<flutter::PerformanceOverlayLayer>(enabledOptions);
layer->set_paint_bounds(rect);
current_layer_->Add(std::move(layer));
}
void SceneBuilder::setRasterizerTracingThreshold(uint32_t frameInterval) {
rasterizer_tracing_threshold_ = frameInterval;
}
void SceneBuilder::setCheckerboardRasterCacheImages(bool checkerboard) {
checkerboard_raster_cache_images_ = checkerboard;
}
void SceneBuilder::setCheckerboardOffscreenLayers(bool checkerboard) {
checkerboard_offscreen_layers_ = checkerboard;
}
fml::RefPtr<Scene> SceneBuilder::build() {
fml::RefPtr<Scene> scene = Scene::create(
std::move(root_layer_), rasterizer_tracing_threshold_,
checkerboard_raster_cache_images_, checkerboard_offscreen_layers_);
ClearDartWrapper();
return scene;
}
void SceneBuilder::PushLayer(std::shared_ptr<flutter::ContainerLayer> layer) {
FML_DCHECK(layer);
if (!root_layer_) {
root_layer_ = std::move(layer);
current_layer_ = root_layer_.get();
return;
}
if (!current_layer_) {
return;
}
flutter::ContainerLayer* newLayer = layer.get();
current_layer_->Add(std::move(layer));
current_layer_ = newLayer;
}
} // namespace flutter