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// Copyright 2014 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.
// This example shows how to put some pixels on the screen using the raw
// interface to the engine.
import 'dart:typed_data';
import 'dart:ui' as ui;
late ui.Color color;
ui.Picture paint(ui.Rect paintBounds) {
// First we create a PictureRecorder to record the commands we're going to
// feed in the canvas. The PictureRecorder will eventually produce a Picture,
// which is an immutable record of those commands.
final ui.PictureRecorder recorder = ui.PictureRecorder();
// Next, we create a canvas from the recorder. The canvas is an interface
// which can receive drawing commands. The canvas interface is modeled after
// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
// for the canvas, which lets the implementation discard any commands that
// are entirely outside this rectangle.
final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
// The commands draw a circle in the center of the screen.
final ui.Size size = paintBounds.size;
canvas.drawCircle(
size.center(ui.Offset.zero),
size.shortestSide * 0.45,
ui.Paint()..color = color,
);
// When we're done issuing painting commands, we end the recording an receive
// a Picture, which is an immutable record of the commands we've issued. You
// can draw a Picture into another canvas or include it as part of a
// composited scene.
return recorder.endRecording();
}
ui.Scene composite(ui.Picture picture, ui.Rect paintBounds) {
// The device pixel ratio gives an approximate ratio of the size of pixels on
// the device's screen to "normal" sized pixels. We commonly work in logical
// pixels, which are then scaled by the device pixel ratio before being drawn
// on the screen.
final double devicePixelRatio = ui.window.devicePixelRatio;
// This transform scales the x and y coordinates by the devicePixelRatio.
final Float64List deviceTransform = Float64List(16)
..[0] = devicePixelRatio
..[5] = devicePixelRatio
..[10] = 1.0
..[15] = 1.0;
// We build a very simple scene graph with two nodes. The root node is a
// transform that scale its children by the device pixel ratio. This transform
// lets us paint in "logical" pixels which are converted to device pixels by
// this scaling operation.
final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
..pushTransform(deviceTransform)
..addPicture(ui.Offset.zero, picture)
..pop();
// When we're done recording the scene, we call build() to obtain an immutable
// record of the scene we've recorded.
return sceneBuilder.build();
}
void beginFrame(Duration timeStamp) {
final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
// First, record a picture with our painting commands.
final ui.Picture picture = paint(paintBounds);
// Second, include that picture in a scene graph.
final ui.Scene scene = composite(picture, paintBounds);
// Third, instruct the engine to render that scene graph.
ui.window.render(scene);
}
void handlePointerDataPacket(ui.PointerDataPacket packet) {
// The pointer packet contains a number of pointer movements, which we iterate
// through and process.
for (final ui.PointerData datum in packet.data) {
if (datum.change == ui.PointerChange.down) {
// If the pointer went down, we change the color of the circle to blue.
color = const ui.Color(0xFF0000FF);
// Rather than calling paint() synchronously, we ask the engine to
// schedule a frame. The engine will call onBeginFrame when it is actually
// time to produce the frame.
ui.window.scheduleFrame();
} else if (datum.change == ui.PointerChange.up) {
// Similarly, if the pointer went up, we change the color of the circle to
// green and schedule a frame. It's harmless to call scheduleFrame many
// times because the engine will ignore redundant requests up until the
// point where the engine calls onBeginFrame, which signals the boundary
// between one frame and another.
color = const ui.Color(0xFF00FF00);
ui.PlatformDispatcher.instance.scheduleFrame();
}
}
}
// This function is the primary entry point to your application. The engine
// calls main() as soon as it has loaded your code.
void main() {
color = const ui.Color(0xFF00FF00);
// The engine calls onBeginFrame whenever it wants us to produce a frame.
ui.PlatformDispatcher.instance.onBeginFrame = beginFrame;
// The engine calls onPointerDataPacket whenever it had updated information
// about the pointers directed at our app.
ui.PlatformDispatcher.instance.onPointerDataPacket = handlePointerDataPacket;
// Here we kick off the whole process by asking the engine to schedule a new
// frame. The engine will eventually call onBeginFrame when it is time for us
// to actually produce the frame.
ui.PlatformDispatcher.instance.scheduleFrame();
}