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* Add back launch screen view until first frame on iOS * improvements * Move callback plumbing from ios surfaces to the gpu rasterizer. Didn’t wire java JNI yet. * Android JNI * Fix ios reference count and let android engine manage a view on top with launch screen * Hook up Android activity and view * review notes * review notes * Move thread switching upstream. Use weak references for callbacks. * Some clean up
46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SHELL_COMMON_RASTERIZER_H_
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#define SHELL_COMMON_RASTERIZER_H_
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#include <memory>
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#include "flutter/flow/layers/layer_tree.h"
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#include "flutter/shell/common/surface.h"
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#include "flutter/synchronization/pipeline.h"
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#include "lib/ftl/functional/closure.h"
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#include "lib/ftl/memory/weak_ptr.h"
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#include "lib/ftl/synchronization/waitable_event.h"
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namespace shell {
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class Rasterizer {
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public:
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virtual ~Rasterizer();
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virtual void Setup(std::unique_ptr<Surface> surface_or_null,
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ftl::Closure rasterizer_continuation,
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ftl::AutoResetWaitableEvent* setup_completion_event) = 0;
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virtual void Teardown(
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ftl::AutoResetWaitableEvent* teardown_completion_event) = 0;
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virtual void Clear(SkColor color, const SkISize& size) = 0;
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virtual ftl::WeakPtr<Rasterizer> GetWeakRasterizerPtr() = 0;
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virtual flow::LayerTree* GetLastLayerTree() = 0;
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virtual void Draw(
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ftl::RefPtr<flutter::Pipeline<flow::LayerTree>> pipeline) = 0;
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// Set a callback to be called once when the next frame is drawn.
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virtual void AddNextFrameCallback(ftl::Closure nextFrameCallback) = 0;
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};
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} // namespace shell
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#endif // SHELL_COMMON_RASTERIZER_H_
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