blob: f55255c092e9236f42293924250cea65532a8abc [file] [log] [blame]
// 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.
import 'dart:async';
import 'dart:developer' as developer;
import 'dart:js_interop';
import 'package:ui/src/engine.dart';
import 'package:ui/ui.dart' as ui;
/// The mode the app is running in.
/// Keep these in sync with the same constants on the framework-side under foundation/constants.dart.
const bool kReleaseMode =
bool.fromEnvironment('dart.vm.product');
/// A constant that is true if the application was compiled in profile mode.
const bool kProfileMode =
bool.fromEnvironment('dart.vm.profile');
/// A constant that is true if the application was compiled in debug mode.
const bool kDebugMode = !kReleaseMode && !kProfileMode;
/// Returns mode of the app is running in as a string.
String get buildMode => kReleaseMode
? 'release'
: kProfileMode
? 'profile'
: 'debug';
/// A benchmark metric that includes frame-related computations prior to
/// submitting layer and picture operations to the underlying renderer, such as
/// HTML and CanvasKit. During this phase we compute transforms, clips, and
/// other information needed for rendering.
const String kProfilePrerollFrame = 'preroll_frame';
/// A benchmark metric that includes submitting layer and picture information
/// to the renderer.
const String kProfileApplyFrame = 'apply_frame';
final List<ui.VoidCallback> _hotRestartListeners = <ui.VoidCallback>[];
/// Requests that [listener] is called just before hot restarting the app.
void registerHotRestartListener(ui.VoidCallback listener) {
_hotRestartListeners.add(listener);
}
/// Pretends that hot restart is about to happen.
///
/// Useful in tests to check that the engine performs appropriate clean-ups,
/// such as removing static DOM listeners, prior to allowing the Dart runtime
/// to re-initialize the program.
void debugEmulateHotRestart() {
for (final ui.VoidCallback listener in _hotRestartListeners) {
listener();
}
}
/// Fully initializes the engine, including services and UI.
Future<void> initializeEngine({
AssetManager? assetManager,
}) async {
await initializeEngineServices(assetManager: assetManager);
await initializeEngineUi();
}
/// How far along the initialization process the engine is currently is.
///
/// The initialization process starts with [none] and proceeds in increasing
/// `index` number until [initialized].
enum DebugEngineInitializationState {
/// Initialization hasn't started yet.
uninitialized,
/// The engine is initializing its non-UI services.
initializingServices,
/// The engine has initialized its non-UI services, but hasn't started
/// initializing the UI.
initializedServices,
/// The engine started attaching UI surfaces to the web page.
initializingUi,
/// The engine has fully completed initialization.
///
/// At this point the framework can start using the engine for I/O, rendering,
/// etc.
///
/// This is the final state of the engine.
initialized,
}
/// The current initialization state of the engine.
///
/// See [DebugEngineInitializationState] for possible states.
DebugEngineInitializationState get initializationState => _initializationState;
DebugEngineInitializationState _initializationState = DebugEngineInitializationState.uninitialized;
/// Resets the state back to [DebugEngineInitializationState.uninitialized].
///
/// This is for testing only.
void debugResetEngineInitializationState() {
_initializationState = DebugEngineInitializationState.uninitialized;
}
/// Initializes non-UI engine services.
///
/// Does not put any UI onto the page. It is therefore safe to call this
/// function while the page is showing non-Flutter UI, such as a loading
/// indicator, a splash screen, or in an add-to-app scenario where the host page
/// is written using a different web framework.
///
/// See also:
///
/// * [initializeEngineUi], which is typically called after this function, and
/// puts UI elements on the page.
Future<void> initializeEngineServices({
AssetManager? assetManager,
JsFlutterConfiguration? jsConfiguration
}) async {
if (_initializationState != DebugEngineInitializationState.uninitialized) {
assert(() {
throw StateError(
'Invalid engine initialization state. `initializeEngineServices` was '
'called, but the engine has already started initialization and is '
'currently in state "$_initializationState".'
);
}());
return;
}
_initializationState = DebugEngineInitializationState.initializingServices;
// Store `jsConfiguration` so user settings are available to the engine.
configuration.setUserConfiguration(jsConfiguration);
// Setup the hook that allows users to customize URL strategy before running
// the app.
_addUrlStrategyListener();
// Called by the Web runtime just before hot restarting the app.
//
// This extension cleans up resources that are registered with browser's
// global singletons that Dart compiler is unable to clean-up automatically.
//
// This extension does not need to clean-up Dart statics. Those are cleaned
// up by the compiler.
developer.registerExtension('ext.flutter.disassemble', (_, __) {
for (final ui.VoidCallback listener in _hotRestartListeners) {
listener();
}
return Future<developer.ServiceExtensionResponse>.value(
developer.ServiceExtensionResponse.result('OK'));
});
if (Profiler.isBenchmarkMode) {
Profiler.ensureInitialized();
}
bool waitingForAnimation = false;
scheduleFrameCallback = () {
// We're asked to schedule a frame and call `frameHandler` when the frame
// fires.
if (!waitingForAnimation) {
waitingForAnimation = true;
domWindow.requestAnimationFrame((JSNumber highResTime) {
frameTimingsOnVsync();
// Reset immediately, because `frameHandler` can schedule more frames.
waitingForAnimation = false;
// We have to convert high-resolution time to `int` so we can construct
// a `Duration` out of it. However, high-res time is supplied in
// milliseconds as a double value, with sub-millisecond information
// hidden in the fraction. So we first multiply it by 1000 to uncover
// microsecond precision, and only then convert to `int`.
final int highResTimeMicroseconds = (1000 * highResTime.toDart).toInt();
// In Flutter terminology "building a frame" consists of "beginning
// frame" and "drawing frame".
//
// We do not call `frameTimingsOnBuildFinish` from here because
// part of the rasterization process, particularly in the HTML
// renderer, takes place in the `SceneBuilder.build()`.
frameTimingsOnBuildStart();
if (EnginePlatformDispatcher.instance.onBeginFrame != null) {
EnginePlatformDispatcher.instance.invokeOnBeginFrame(
Duration(microseconds: highResTimeMicroseconds));
}
if (EnginePlatformDispatcher.instance.onDrawFrame != null) {
// TODO(yjbanov): technically Flutter flushes microtasks between
// onBeginFrame and onDrawFrame. We don't, which hasn't
// been an issue yet, but eventually we'll have to
// implement it properly.
EnginePlatformDispatcher.instance.invokeOnDrawFrame();
}
});
}
};
assetManager ??= AssetManager(assetBase: configuration.assetBase);
_setAssetManager(assetManager);
Future<void> initializeRendererCallback () async => renderer.initialize();
await Future.wait<void>(<Future<void>>[initializeRendererCallback(), _downloadAssetFonts()]);
renderer.fontCollection.registerDownloadedFonts();
_initializationState = DebugEngineInitializationState.initializedServices;
}
/// Initializes the UI surfaces for the Flutter framework to render to.
///
/// Must be called after [initializeEngineServices].
///
/// This function will start altering the HTML structure of the page. If used
/// in an add-to-app scenario, the host page is expected to prepare for Flutter
/// UI appearing on screen prior to calling this function.
Future<void> initializeEngineUi() async {
if (_initializationState != DebugEngineInitializationState.initializedServices) {
assert(() {
throw StateError(
'Invalid engine initialization state. `initializeEngineUi` was '
'called while the engine initialization state was '
'"$_initializationState". `initializeEngineUi` can only be called '
'when the engine is in state '
'"${DebugEngineInitializationState.initializedServices}".'
);
}());
return;
}
_initializationState = DebugEngineInitializationState.initializingUi;
initializeAccessibilityAnnouncements();
RawKeyboard.initialize(onMacOs: operatingSystem == OperatingSystem.macOs);
MouseCursor.initialize();
ensureFlutterViewEmbedderInitialized();
_initializationState = DebugEngineInitializationState.initialized;
}
AssetManager get assetManager => _assetManager!;
AssetManager? _assetManager;
void _setAssetManager(AssetManager assetManager) {
if (assetManager == _assetManager) {
return;
}
_assetManager = assetManager;
}
Future<void> _downloadAssetFonts() async {
renderer.fontCollection.clear();
if (_assetManager != null) {
await renderer.fontCollection.downloadAssetFonts(_assetManager!);
}
if (ui.debugEmulateFlutterTesterEnvironment) {
await renderer.fontCollection.debugDownloadTestFonts();
}
}
void _addUrlStrategyListener() {
jsSetUrlStrategy = allowInterop((JsUrlStrategy? jsStrategy) {
if (jsStrategy == null) {
customUrlStrategy = null;
} else {
// Because `JSStrategy` could be anything, we check for the
// `addPopStateListener` property and throw if it is missing.
if (!hasJsProperty(jsStrategy, 'addPopStateListener')) {
throw StateError(
'Unexpected JsUrlStrategy: $jsStrategy is missing '
'`addPopStateListener` property');
}
customUrlStrategy = CustomUrlStrategy.fromJs(jsStrategy);
}
});
registerHotRestartListener(() {
jsSetUrlStrategy = null;
});
}
/// Whether to disable the font fallback system.
///
/// We need to disable font fallbacks for some framework tests because
/// Flutter error messages may contain an arrow symbol which is not
/// covered by ASCII fonts. This causes us to try to download the
/// Noto Sans Symbols font, which kicks off a `Timer` which doesn't
/// complete before the Widget tree is disposed (this is by design).
bool get debugDisableFontFallbacks => _debugDisableFontFallbacks;
set debugDisableFontFallbacks(bool value) {
_debugDisableFontFallbacks = value;
}
bool _debugDisableFontFallbacks = false;
/// The shared instance of PlatformViewManager shared across the engine to handle
/// rendering of PlatformViews into the web app.
// TODO(dit): How to make this overridable from tests?
final PlatformViewManager platformViewManager = PlatformViewManager();