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// 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.
#include "flutter/lib/ui/compositing/scene_builder.h"
#include "flutter/flow/layers/backdrop_filter_layer.h"
#include "flutter/flow/layers/child_scene_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/opacity_layer.h"
#include "flutter/flow/layers/performance_overlay_layer.h"
#include "flutter/flow/layers/picture_layer.h"
#include "flutter/flow/layers/shader_mask_layer.h"
#include "flutter/flow/layers/transform_layer.h"
#include "flutter/lib/ui/painting/matrix.h"
#include "flutter/lib/ui/painting/shader.h"
#include "lib/tonic/dart_args.h"
#include "lib/tonic/dart_binding_macros.h"
#include "lib/tonic/converter/dart_converter.h"
#include "lib/tonic/dart_library_natives.h"
#include "third_party/skia/include/core/SkColorFilter.h"
namespace blink {
static void SceneBuilder_constructor(Dart_NativeArguments args) {
DartCallConstructor(&SceneBuilder::create, args);
}
IMPLEMENT_WRAPPERTYPEINFO(ui, SceneBuilder);
#define FOR_EACH_BINDING(V) \
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, pop) \
V(SceneBuilder, addPicture) \
V(SceneBuilder, addChildScene) \
V(SceneBuilder, addPerformanceOverlay) \
V(SceneBuilder, setRasterizerTracingThreshold) \
V(SceneBuilder, build)
FOR_EACH_BINDING(DART_NATIVE_CALLBACK)
void SceneBuilder::RegisterNatives(tonic::DartLibraryNatives* natives) {
natives->Register(
{{"SceneBuilder_constructor", SceneBuilder_constructor, 1, true},
FOR_EACH_BINDING(DART_REGISTER_NATIVE)});
}
SceneBuilder::SceneBuilder()
: m_currentLayer(nullptr), m_currentRasterizerTracingThreshold(0) {}
SceneBuilder::~SceneBuilder() {}
void SceneBuilder::pushTransform(const tonic::Float64List& matrix4) {
SkMatrix sk_matrix = ToSkMatrix(matrix4);
std::unique_ptr<flow::TransformLayer> layer(new flow::TransformLayer());
layer->set_transform(sk_matrix);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRect(double left,
double right,
double top,
double bottom) {
std::unique_ptr<flow::ClipRectLayer> layer(new flow::ClipRectLayer());
layer->set_clip_rect(SkRect::MakeLTRB(left, top, right, bottom));
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRRect(const RRect& rrect) {
std::unique_ptr<flow::ClipRRectLayer> layer(new flow::ClipRRectLayer());
layer->set_clip_rrect(rrect.sk_rrect);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipPath(const CanvasPath* path) {
std::unique_ptr<flow::ClipPathLayer> layer(new flow::ClipPathLayer());
layer->set_clip_path(path->path());
addLayer(std::move(layer));
}
void SceneBuilder::pushOpacity(int alpha) {
std::unique_ptr<flow::OpacityLayer> layer(new flow::OpacityLayer());
layer->set_alpha(alpha);
addLayer(std::move(layer));
}
void SceneBuilder::pushColorFilter(int color, int transferMode) {
std::unique_ptr<flow::ColorFilterLayer> layer(new flow::ColorFilterLayer());
layer->set_color(static_cast<SkColor>(color));
layer->set_transfer_mode(static_cast<SkXfermode::Mode>(transferMode));
addLayer(std::move(layer));
}
void SceneBuilder::pushBackdropFilter(ImageFilter* filter) {
std::unique_ptr<flow::BackdropFilterLayer> layer(
new flow::BackdropFilterLayer());
layer->set_filter(filter->filter());
addLayer(std::move(layer));
}
void SceneBuilder::pushShaderMask(Shader* shader,
double maskRectLeft,
double maskRectRight,
double maskRectTop,
double maskRectBottom,
int transferMode) {
std::unique_ptr<flow::ShaderMaskLayer> layer(new flow::ShaderMaskLayer());
layer->set_shader(shader->shader());
layer->set_mask_rect(SkRect::MakeLTRB(maskRectLeft, maskRectTop,
maskRectRight, maskRectBottom));
layer->set_transfer_mode(static_cast<SkXfermode::Mode>(transferMode));
addLayer(std::move(layer));
}
void SceneBuilder::addLayer(std::unique_ptr<flow::ContainerLayer> layer) {
DCHECK(layer);
if (!m_rootLayer) {
DCHECK(!m_currentLayer);
m_rootLayer = std::move(layer);
m_currentLayer = m_rootLayer.get();
return;
}
if (!m_currentLayer)
return;
flow::ContainerLayer* newLayer = layer.get();
m_currentLayer->Add(std::move(layer));
m_currentLayer = newLayer;
}
void SceneBuilder::pop() {
if (!m_currentLayer)
return;
m_currentLayer = m_currentLayer->parent();
}
void SceneBuilder::addPicture(double dx,
double dy,
Picture* picture,
int hints) {
if (!m_currentLayer)
return;
std::unique_ptr<flow::PictureLayer> layer(new flow::PictureLayer());
layer->set_offset(SkPoint::Make(dx, dy));
layer->set_picture(picture->picture());
layer->set_is_complex(!!(hints & 1));
layer->set_will_change(!!(hints & 2));
m_currentLayer->Add(std::move(layer));
}
void SceneBuilder::addChildScene(double dx,
double dy,
double devicePixelRatio,
int physicalWidth,
int physicalHeight,
uint32_t sceneToken) {
if (!m_currentLayer)
return;
std::unique_ptr<flow::ChildSceneLayer> layer(new flow::ChildSceneLayer());
layer->set_offset(SkPoint::Make(dx, dy));
layer->set_device_pixel_ratio(devicePixelRatio);
layer->set_physical_size(SkISize::Make(physicalWidth, physicalHeight));
mojo::gfx::composition::SceneTokenPtr token =
mojo::gfx::composition::SceneToken::New();
token->value = sceneToken;
layer->set_scene_token(token.Pass());
m_currentLayer->Add(std::move(layer));
}
void SceneBuilder::addPerformanceOverlay(uint64_t enabledOptions,
double left,
double right,
double top,
double bottom) {
if (!m_currentLayer)
return;
std::unique_ptr<flow::PerformanceOverlayLayer> layer(
new flow::PerformanceOverlayLayer(enabledOptions));
layer->set_paint_bounds(SkRect::MakeLTRB(left, top, right, bottom));
m_currentLayer->Add(std::move(layer));
}
void SceneBuilder::setRasterizerTracingThreshold(uint32_t frameInterval) {
m_currentRasterizerTracingThreshold = frameInterval;
}
ftl::RefPtr<Scene> SceneBuilder::build() {
m_currentLayer = nullptr;
int32_t threshold = m_currentRasterizerTracingThreshold;
m_currentRasterizerTracingThreshold = 0;
ftl::RefPtr<Scene> scene = Scene::create(std::move(m_rootLayer), threshold);
ClearDartWrapper();
return scene;
}
} // namespace blink