| // 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. |
| |
| 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. |
| @pragma('vm:entry-point') |
| class Scene extends NativeFieldWrapperClass2 { |
| /// This class is created by the engine, and should not be instantiated |
| /// or extended directly. |
| /// |
| /// To create a Scene object, use a [SceneBuilder]. |
| @pragma('vm:entry-point') |
| Scene._(); |
| |
| |
| /// Creates a raster image representation of the current state of the scene. |
| /// This is a slow operation that is performed on a background thread. |
| Future<Image> toImage(int width, int height) { |
| if (width <= 0 || height <= 0) |
| throw new Exception('Invalid image dimensions.'); |
| return _futurize( |
| (_Callback<Image> callback) => _toImage(width, height, callback) |
| ); |
| } |
| |
| String _toImage(int width, int height, _Callback<Image> callback) native 'Scene_toImage'; |
| |
| /// 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. |
| @pragma('vm:entry-point') |
| 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. |
| EngineLayer 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.'); |
| return _pushTransform(matrix4); |
| } |
| EngineLayer _pushTransform(Float64List matrix4) native 'SceneBuilder_pushTransform'; |
| |
| /// Pushes an offset operation onto the operation stack. |
| /// |
| /// This is equivalent to [pushTransform] with a matrix with only translation. |
| /// |
| /// See [pop] for details about the operation stack. |
| EngineLayer pushOffset(double dx, double dy) native 'SceneBuilder_pushOffset'; |
| |
| /// Pushes a rectangular clip operation onto the operation stack. |
| /// |
| /// Rasterization outside the given rectangle is discarded. |
| /// |
| /// See [pop] for details about the operation stack, and [Clip] for different clip modes. |
| /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). |
| EngineLayer pushClipRect(Rect rect, {Clip clipBehavior = Clip.antiAlias}) { |
| assert(clipBehavior != null); |
| assert(clipBehavior != Clip.none); |
| return _pushClipRect(rect.left, rect.right, rect.top, rect.bottom, clipBehavior.index); |
| } |
| EngineLayer _pushClipRect(double left, |
| double right, |
| double top, |
| double bottom, |
| int clipBehavior) 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, and [Clip] for different clip modes. |
| /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). |
| EngineLayer pushClipRRect(RRect rrect, {Clip clipBehavior = Clip.antiAlias}) { |
| assert(clipBehavior != null); |
| assert(clipBehavior != Clip.none); |
| return _pushClipRRect(rrect._value, clipBehavior.index); |
| } |
| EngineLayer _pushClipRRect(Float32List rrect, int clipBehavior) 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. See [Clip] for different clip modes. |
| /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). |
| EngineLayer pushClipPath(Path path, {Clip clipBehavior = Clip.antiAlias}) { |
| assert(clipBehavior != null); |
| assert(clipBehavior != Clip.none); |
| return _pushClipPath(path, clipBehavior.index); |
| } |
| EngineLayer _pushClipPath(Path path, int clipBehavior) 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. |
| EngineLayer pushOpacity(int alpha, {Offset offset = Offset.zero}) { |
| return _pushOpacity(alpha, offset.dx, offset.dy); |
| } |
| EngineLayer _pushOpacity(int alpha, double dx, double dy) 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. |
| EngineLayer pushColorFilter(Color color, BlendMode blendMode) { |
| return _pushColorFilter(color.value, blendMode.index); |
| } |
| EngineLayer _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. |
| EngineLayer 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. |
| EngineLayer pushShaderMask(Shader shader, Rect maskRect, BlendMode blendMode) { |
| return _pushShaderMask(shader, |
| maskRect.left, |
| maskRect.right, |
| maskRect.top, |
| maskRect.bottom, |
| blendMode.index); |
| } |
| EngineLayer _pushShaderMask(Shader shader, |
| double maskRectLeft, |
| double maskRectRight, |
| double maskRectTop, |
| double maskRectBottom, |
| int blendMode) native 'SceneBuilder_pushShaderMask'; |
| |
| /// Pushes a physical layer operation for an arbitrary shape onto the |
| /// operation stack. |
| /// |
| /// By default, the layer's content will not be clipped (clip = [Clip.none]). |
| /// If clip equals [Clip.hardEdge], [Clip.antiAlias], or [Clip.antiAliasWithSaveLayer], |
| /// then the content is clipped to the given shape defined by [path]. |
| /// |
| /// If [elevation] is greater than 0.0, then a shadow is drawn around the layer. |
| /// [shadowColor] defines the color of the shadow if present and [color] defines the |
| /// color of the layer background. |
| /// |
| /// See [pop] for details about the operation stack, and [Clip] for different clip modes. |
| // ignore: deprecated_member_use |
| EngineLayer pushPhysicalShape({ Path path, double elevation, Color color, Color shadowColor, Clip clipBehavior = Clip.none}) { |
| return _pushPhysicalShape(path, elevation, color.value, shadowColor?.value ?? 0xFF000000, clipBehavior.index); |
| } |
| EngineLayer _pushPhysicalShape(Path path, double elevation, int color, int shadowColor, int clipBehavior) native |
| 'SceneBuilder_pushPhysicalShape'; |
| |
| /// 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'; |
| |
| /// Add a retained engine layer subtree from previous frames. |
| /// |
| /// All the engine layers that are in the subtree of the retained layer will |
| /// be automatically appended to the current engine layer tree. |
| /// |
| /// Therefore, when implementing a subclass of the [Layer] concept defined in |
| /// the rendering layer of Flutter's framework, once this is called, there's |
| /// no need to call [addToScene] for its children layers. |
| EngineLayer addRetained(EngineLayer retainedLayer) native 'SceneBuilder_addRetained'; |
| |
| /// 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'; |
| |
| /// Adds a backend texture to the scene. |
| /// |
| /// The texture is scaled to the given size and rasterized at the given offset. |
| /// |
| /// If `freeze` is true the texture that is added to the scene will not |
| /// be updated with new frames. `freeze` is used when resizing an embedded |
| /// Android view: When resizing an Android view there is a short period during |
| /// which the framework cannot tell if the newest texture frame has the |
| /// previous or new size, to workaround this the framework "freezes" the |
| /// texture just before resizing the Android view and unfreezes it when it is |
| /// certain that a frame with the new size is ready. |
| void addTexture(int textureId, { Offset offset: Offset.zero, double width: 0.0, double height: 0.0 , bool freeze: false}) { |
| assert(offset != null, 'Offset argument was null'); |
| _addTexture(offset.dx, offset.dy, width, height, textureId, freeze); |
| } |
| void _addTexture(double dx, double dy, double width, double height, int textureId, bool freeze) native 'SceneBuilder_addTexture'; |
| |
| /// Adds a platform view (e.g an iOS UIView) to the scene. |
| /// |
| /// Only supported on iOS, this is currently a no-op on other platforms. |
| /// |
| /// On iOS this layer splits the current output surface into two surfaces, one for the scene nodes |
| /// preceding the platform view, and one for the scene nodes following the platform view. |
| /// |
| /// ## Performance impact |
| /// |
| /// Adding an additional surface doubles the amount of graphics memory directly used by Flutter |
| /// for output buffers. Quartz might allocated extra buffers for compositing the Flutter surfaces |
| /// and the platform view. |
| /// |
| /// With a platform view in the scene, Quartz has to composite the two Flutter surfaces and the |
| /// embedded UIView. In addition to that, on iOS versions greater than 9, the Flutter frames are |
| /// synchronized with the UIView frames adding additional performance overhead. |
| void addPlatformView(int viewId, { Offset offset: Offset.zero, double width: 0.0, double height: 0.0}) { |
| assert(offset != null, 'Offset argument was null'); |
| _addPlatformView(offset.dx, offset.dy, width, height, viewId); |
| } |
| void _addPlatformView(double dx, double dy, double width, double height, int viewId) native 'SceneBuilder_addPlatformView'; |
| |
| /// (Fuchsia-only) Adds a scene rendered by another application to the scene |
| /// for this application. |
| void addChildScene({ |
| Offset offset: Offset.zero, |
| double width: 0.0, |
| double height: 0.0, |
| SceneHost sceneHost, |
| bool hitTestable: true |
| }) { |
| _addChildScene(offset.dx, |
| offset.dy, |
| width, |
| height, |
| sceneHost, |
| hitTestable); |
| } |
| void _addChildScene(double dx, |
| double dy, |
| double width, |
| double height, |
| SceneHost sceneHost, |
| 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'; |
| |
| /// Sets whether the compositor should checkerboard layers that are rendered |
| /// to offscreen bitmaps. |
| /// |
| /// This is only useful for debugging purposes. |
| void setCheckerboardOffscreenLayers(bool checkerboard) native 'SceneBuilder_setCheckerboardOffscreenLayers'; |
| |
| /// 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'; |
| } |
| |
| /// (Fuchsia-only) Hosts content provided by another application. |
| class SceneHost extends NativeFieldWrapperClass2 { |
| /// Creates a host for a child scene. |
| /// |
| /// The export token is bound to a scene graph node which acts as a container |
| /// for the child's content. The creator of the scene host is responsible for |
| /// sending the corresponding import token (the other endpoint of the event pair) |
| /// to the child. |
| /// |
| /// The export token is a dart:zircon Handle, but that type isn't |
| /// available here. This is called by ChildViewConnection in |
| /// //topaz/public/lib/ui/flutter/. |
| /// |
| /// The scene host takes ownership of the provided export token handle. |
| SceneHost(dynamic exportTokenHandle) { |
| _constructor(exportTokenHandle); |
| } |
| void _constructor(dynamic exportTokenHandle) native 'SceneHost_constructor'; |
| |
| /// Releases the resources associated with the child scene host. |
| /// |
| /// After calling this function, the child scene host cannot be used further. |
| void dispose() native 'SceneHost_dispose'; |
| } |