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// 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.
#ifndef FLUTTER_LIB_UI_PAINTING_SCENE_NODE_H_
#define FLUTTER_LIB_UI_PAINTING_SCENE_NODE_H_
#include <memory>
#include <string>
#include <vector>
#include "flutter/fml/memory/ref_ptr.h"
#include "flutter/lib/ui/dart_wrapper.h"
#include "flutter/lib/ui/painting/shader.h"
#include "third_party/tonic/dart_library_natives.h"
namespace flutter {
class SceneShader;
/// @brief A scene node, which may be a deserialized ipscene asset. This node
/// can be safely added as a child to multiple scene nodes, whether
/// they're in the same scene or a different scene. The deserialized
/// node itself is treated as immutable on the IO thread.
///
/// Internally, nodes may have an animation player, which is controlled
/// via the mutation log in the `DlSceneColorSource`, which is built by
/// `SceneShader`.
class SceneNode : public RefCountedDartWrappable<SceneNode> {
DEFINE_WRAPPERTYPEINFO();
FML_FRIEND_MAKE_REF_COUNTED(SceneShader);
public:
SceneNode();
~SceneNode() override;
static void Create(Dart_Handle wrapper);
std::string initFromAsset(const std::string& asset_name,
Dart_Handle completion_callback_handle);
void initFromTransform(const tonic::Float64List& matrix4);
void AddChild(Dart_Handle scene_node_handle);
void SetTransform(const tonic::Float64List& matrix4);
void SetAnimationState(const std::string& animation_name,
bool playing,
bool loop,
double weight,
double time_scale);
void SeekAnimation(const std::string& animation_name, double time);
fml::RefPtr<SceneNode> node(Dart_Handle shader);
private:
std::shared_ptr<impeller::scene::Node> node_;
std::vector<fml::RefPtr<SceneNode>> children_;
friend SceneShader;
};
} // namespace flutter
#endif // FLUTTER_LIB_UI_PAINTING_SCENE_NODE_H_