blob: d9756a26b0e1867461460f992cbe3b4760ed2fa5 [file] [log] [blame]
// 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.
part of dart_ui;
/// An opaque object representing a composited scene.
///
/// To create a Scene object, use a [SceneBuilder].
///
/// Scene objects can be displayed on the screen using the
/// [Window.render] method.
class Scene extends NativeFieldWrapperClass2 {
/// Creates an uninitialized Scene object.
///
/// Calling the Scene constructor directly will not create a useable
/// object. To create a Scene object, use a [SceneBuilder].
Scene(); // (this constructor is here just so we can document it)
/// Releases the resources used by this scene.
///
/// After calling this function, the scene is cannot be used further.
void dispose() native "Scene_dispose";
}
/// Builds a [Scene] containing the given visuals.
///
/// A [Scene] can then be rendered using [Window.render].
///
/// To draw graphical operations onto a [Scene], first create a
/// [Picture] using a [PictureRecorder] and a [Canvas], and then add
/// it to the scene using [addPicture].
class SceneBuilder extends NativeFieldWrapperClass2 {
/// Creates an empty [SceneBuilder] object.
SceneBuilder() { _constructor(); }
void _constructor() native "SceneBuilder_constructor";
/// Pushes a transform operation onto the operation stack.
///
/// The objects are transformed by the given matrix before rasterization.
///
/// See [pop] for details about the operation stack.
void pushTransform(Float64List matrix4) {
if (matrix4 == null)
throw new ArgumentError("[matrix4] argument cannot be null");
if (matrix4.length != 16)
throw new ArgumentError("[matrix4] must have 16 entries.");
_pushTransform(matrix4);
}
void _pushTransform(Float64List matrix4) native "SceneBuilder_pushTransform";
/// Pushes a rectangular clip operation onto the operation stack.
///
/// Rasterization outside the given rectangle is discarded.
///
/// See [pop] for details about the operation stack.
void pushClipRect(Rect rect) {
_pushClipRect(rect.left, rect.right, rect.top, rect.bottom);
}
void _pushClipRect(double left,
double right,
double top,
double bottom) native "SceneBuilder_pushClipRect";
/// Pushes a rounded-rectangular clip operation onto the operation stack.
///
/// Rasterization outside the given rounded rectangle is discarded.
///
/// See [pop] for details about the operation stack.
void pushClipRRect(RRect rrect) => _pushClipRRect(rrect._value);
void _pushClipRRect(Float32List rrect) native "SceneBuilder_pushClipRRect";
/// Pushes a path clip operation onto the operation stack.
///
/// Rasterization outside the given path is discarded.
///
/// See [pop] for details about the operation stack.
void pushClipPath(Path path) native "SceneBuilder_pushClipPath";
/// Pushes an opacity operation onto the operation stack.
///
/// The given alpha value is blended into the alpha value of the objects'
/// rasterization. An alpha value of 0 makes the objects entirely invisible.
/// An alpha value of 255 has no effect (i.e., the objects retain the current
/// opacity).
///
/// See [pop] for details about the operation stack.
void pushOpacity(int alpha) native "SceneBuilder_pushOpacity";
/// Pushes a color filter operation onto the operation stack.
///
/// The given color is applied to the objects' rasterization using the given
/// blend mode.
///
/// See [pop] for details about the operation stack.
void pushColorFilter(Color color, BlendMode blendMode) {
_pushColorFilter(color.value, blendMode.index);
}
void _pushColorFilter(int color, int blendMode) native "SceneBuilder_pushColorFilter";
/// Pushes a backdrop filter operation onto the operation stack.
///
/// The given filter is applied to the current contents of the scene prior to
/// rasterizing the given objects.
///
/// See [pop] for details about the operation stack.
void pushBackdropFilter(ImageFilter filter) native "SceneBuilder_pushBackdropFilter";
/// Pushes a shader mask operation onto the operation stack.
///
/// The given shader is applied to the object's rasterization in the given
/// rectangle using the given blend mode.
///
/// See [pop] for details about the operation stack.
void pushShaderMask(Shader shader, Rect maskRect, BlendMode blendMode) {
_pushShaderMask(shader,
maskRect.left,
maskRect.right,
maskRect.top,
maskRect.bottom,
blendMode.index);
}
void _pushShaderMask(Shader shader,
double maskRectLeft,
double maskRectRight,
double maskRectTop,
double maskRectBottom,
int blendMode) native "SceneBuilder_pushShaderMask";
/// Ends the effect of the most recently pushed operation.
///
/// Internally the scene builder maintains a stack of operations. Each of the
/// operations in the stack applies to each of the objects added to the scene.
/// Calling this function removes the most recently added operation from the
/// stack.
void pop() native "SceneBuilder_pop";
/// Adds an object to the scene that displays performance statistics.
///
/// Useful during development to assess the performance of the application.
/// The enabledOptions controls which statistics are displayed. The bounds
/// controls where the statistics are displayed.
///
/// enabledOptions is a bit field with the following bits defined:
/// - 0x01: displayRasterizerStatistics - show GPU thread frame time
/// - 0x02: visualizeRasterizerStatistics - graph GPU thread frame times
/// - 0x04: displayEngineStatistics - show UI thread frame time
/// - 0x08: visualizeEngineStatistics - graph UI thread frame times
/// Set enabledOptions to 0x0F to enable all the currently defined features.
///
/// The "UI thread" is the thread that includes all the execution of
/// the main Dart isolate (the isolate that can call
/// [Window.render]). The UI thread frame time is the total time
/// spent executing the [Window.onBeginFrame] callback. The "GPU
/// thread" is the thread (running on the CPU) that subsequently
/// processes the [Scene] provided by the Dart code to turn it into
/// GPU commands and send it to the GPU.
///
/// See also the [PerformanceOverlayOption] enum in the rendering library.
/// for more details.
// Values above must match constants in //engine/src/sky/compositor/performance_overlay_layer.h
void addPerformanceOverlay(int enabledOptions, Rect bounds) {
_addPerformanceOverlay(enabledOptions,
bounds.left,
bounds.right,
bounds.top,
bounds.bottom);
}
void _addPerformanceOverlay(int enabledOptions,
double left,
double right,
double top,
double bottom) native "SceneBuilder_addPerformanceOverlay";
/// Adds a [Picture] to the scene.
///
/// The picture is rasterized at the given offset.
void addPicture(Offset offset, Picture picture, { bool isComplexHint: false, bool willChangeHint: false }) {
int hints = 0;
if (isComplexHint)
hints |= 1;
if (willChangeHint)
hints |= 2;
_addPicture(offset.dx, offset.dy, picture, hints);
}
void _addPicture(double dx, double dy, Picture picture, int hints) native "SceneBuilder_addPicture";
/// (Fuchsia-only) Adds a scene rendered by another application to the scene
/// for this application.
///
/// Applications typically obtain scene tokens when embedding other views via
/// the Fuchsia view manager, but this function is agnostic as to the source
/// of scene token.
void addChildScene({
Offset offset: Offset.zero,
double devicePixelRatio: 1.0,
int physicalWidth: 0,
int physicalHeight: 0,
int sceneToken,
bool hitTestable: true
}) {
_addChildScene(offset.dx,
offset.dy,
devicePixelRatio,
physicalWidth,
physicalHeight,
sceneToken,
hitTestable);
}
void _addChildScene(double dx,
double dy,
double devicePixelRatio,
int physicalWidth,
int physicalHeight,
int sceneToken,
bool hitTestable) native "SceneBuilder_addChildScene";
/// Sets a threshold after which additional debugging information should be recorded.
///
/// Currently this interface is difficult to use by end-developers. If you're
/// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev).
/// We'll hopefully be able to figure out how to make this feature more useful
/// to you.
void setRasterizerTracingThreshold(int frameInterval) native "SceneBuilder_setRasterizerTracingThreshold";
/// Sets whether the raster cache should checkerboard cached entries. This is
/// only useful for debugging purposes.
///
/// The compositor can sometimes decide to cache certain portions of the
/// widget hierarchy. Such portions typically don't change often from frame to
/// frame and are expensive to render. This can speed up overall rendering. However,
/// there is certain upfront cost to constructing these cache entries. And, if
/// the cache entries are not used very often, this cost may not be worth the
/// speedup in rendering of subsequent frames. If the developer wants to be certain
/// that populating the raster cache is not causing stutters, this option can be
/// set. Depending on the observations made, hints can be provided to the compositor
/// that aid it in making better decisions about caching.
///
/// Currently this interface is difficult to use by end-developers. If you're
/// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev).
void setCheckerboardRasterCacheImages(bool checkerboard) native "SceneBuilder_setCheckerboardRasterCacheImages";
/// Finishes building the scene.
///
/// Returns a [Scene] containing the objects that have been added to
/// this scene builder. The [Scene] can then be displayed on the
/// screen with [Window.render].
///
/// After calling this function, the scene builder object is invalid and
/// cannot be used further.
Scene build() native "SceneBuilder_build";
}