blob: 5d85ad6fb682ebf682ea26b4c59ae9b7e36a0848 [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.
import 'dart:math' as math;
import 'dart:sky' as sky;
import 'dart:sky' show Point, Offset, Size, Rect, Color, Paint, Path;
import 'package:sky/animation.dart';
import 'package:sky/src/rendering/debug.dart';
import 'package:sky/src/rendering/hit_test.dart';
import 'package:sky/src/rendering/layer.dart';
import 'package:sky/src/rendering/node.dart';
import 'package:vector_math/vector_math.dart';
export 'dart:sky' show Point, Offset, Size, Rect, Color, Paint, Path;
export 'package:sky/src/rendering/hit_test.dart' show EventDisposition, HitTestTarget, HitTestEntry, HitTestResult;
/// Base class for data associated with a [RenderObject] by its parent
///
/// Some render objects wish to store data on their children, such as their
/// input parameters to the parent's layout algorithm or their position relative
/// to other children.
class ParentData {
void detach() {
detachSiblings();
}
void detachSiblings() { } // workaround for lack of inter-class mixins in Dart
/// Override this function in subclasses to merge in data from other instance into this instance
void merge(ParentData other) {
assert(other.runtimeType == this.runtimeType);
}
String toString() => '<none>';
}
/// Obsolete class that will be removed eventually
class PaintingCanvas extends sky.Canvas {
PaintingCanvas(sky.PictureRecorder recorder, Rect bounds) : super(recorder, bounds);
// TODO(ianh): Just use sky.Canvas everywhere instead
}
/// A place to paint
///
/// Rather than holding a canvas directly, render objects paint using a painting
/// context. The painting context has a canvas, which receives the
/// individual draw operations, and also has functions for painting child
/// render objects.
///
/// When painting a child render object, the canvas held by the painting context
/// can change because the draw operations issued before and after painting the
/// child might be recorded in separate compositing layers. For this reason, do
/// not hold a reference to the canvas across operations that might paint
/// child render objects.
class PaintingContext {
/// Construct a painting context at a given offset with the given bounds
PaintingContext.withOffset(Offset offset, Rect paintBounds) {
_containerLayer = new ContainerLayer(offset: offset);
_startRecording(paintBounds);
}
/// Construct a painting context for paiting into the given layer with the given bounds
PaintingContext.withLayer(ContainerLayer containerLayer, Rect paintBounds) {
_containerLayer = containerLayer;
_startRecording(paintBounds);
}
/// A backdoor for testing that lets the test set a specific canvas
PaintingContext.forTesting(this._canvas);
ContainerLayer _containerLayer;
/// The layer contain all the composting layers that will be used for this context
ContainerLayer get containerLayer => _containerLayer;
PictureLayer _currentLayer;
sky.PictureRecorder _recorder;
PaintingCanvas _canvas;
/// The canvas on which to paint
///
/// This getter can return a different canvas object after painting child
/// render objects using this canvas because draw operations before and after
/// a child might need to be recorded in separate compositing layers.
PaintingCanvas get canvas => _canvas;
void _startRecording(Rect paintBounds) {
assert(_currentLayer == null);
assert(_recorder == null);
assert(_canvas == null);
_currentLayer = new PictureLayer(paintBounds: paintBounds);
_recorder = new sky.PictureRecorder();
_canvas = new PaintingCanvas(_recorder, paintBounds);
_containerLayer.add(_currentLayer);
}
/// Stop recording draw operations into the current compositing layer
void endRecording() {
assert(_currentLayer != null);
assert(_recorder != null);
assert(_canvas != null);
_currentLayer.picture = _recorder.endRecording();
_currentLayer = null;
_recorder = null;
_canvas = null;
}
/// Whether the canvas is in a state that permits drawing the given child
bool debugCanPaintChild(RenderObject child) {
// You need to use layers if you are applying transforms, clips,
// or similar, to a child. To do so, use the paintChildWith*()
// methods below.
// (commented out for now because we haven't ported everything yet)
assert(canvas.getSaveCount() == 1 || !child.needsCompositing);
return true;
}
/// Paint a child render object at the given position
///
/// If the child needs compositing, a new composited layer will be created
/// and inserted into the containerLayer. If the child does not require
/// compositing, the child will be painted into the current canvas.
///
/// Note: After calling this function, the current canvas might change.
void paintChild(RenderObject child, Point childPosition) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.hasLayer) {
insertChild(child, childOffset);
} else {
compositeChild(child, childOffset: childOffset, parentLayer: _containerLayer);
}
}
// Below we have various variants of the paintChild() method, which
// do additional work, such as clipping or transforming, at the same
// time as painting the children.
// If none of the descendants require compositing, then these don't
// need to use a new layer, because at no point will any of the
// children introduce a new layer of their own. In that case, we
// just use regular canvas commands to do the work.
// If at least one of the descendants requires compositing, though,
// we introduce a new layer to do the work, so that when the
// children are split into a new layer, the work (e.g. clip) is not
// lost, as it would if we didn't introduce a new layer.
static final Paint _disableAntialias = new Paint()..isAntiAlias = false;
/// Paint a child with a rectangular clip
///
/// If the child needs compositing, the clip will be applied by a
/// compositing layer. Otherwise, the clip will be applied by the canvas.
///
/// Note: clipRect is in the parent's coordinate space
void paintChildWithClipRect(RenderObject child, Point childPosition, Rect clipRect) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.save();
canvas.clipRect(clipRect);
insertChild(child, childOffset);
canvas.restore();
} else {
ClipRectLayer clipLayer = new ClipRectLayer(offset: childOffset, clipRect: clipRect);
_containerLayer.add(clipLayer);
compositeChild(child, parentLayer: clipLayer);
}
}
/// Paint a child with a rounded-rectangular clip
///
/// If the child needs compositing, the clip will be applied by a
/// compositing layer. Otherwise, the clip will be applied by the canvas.
///
/// Note: clipRRect is in the parent's coordinate space
void paintChildWithClipRRect(RenderObject child, Point childPosition, Rect bounds, sky.RRect clipRRect) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.saveLayer(bounds, _disableAntialias);
canvas.clipRRect(clipRRect);
insertChild(child, childOffset);
canvas.restore();
} else {
ClipRRectLayer clipLayer = new ClipRRectLayer(offset: childOffset, bounds: bounds, clipRRect: clipRRect);
_containerLayer.add(clipLayer);
compositeChild(child, parentLayer: clipLayer);
}
}
/// Paint a child with a clip path
///
/// If the child needs compositing, the clip will be applied by a
/// compositing layer. Otherwise, the clip will be applied by the canvas.
///
/// Note: bounds and clipPath are in the parent's coordinate space
void paintChildWithClipPath(RenderObject child, Point childPosition, Rect bounds, Path clipPath) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.saveLayer(bounds, _disableAntialias);
canvas.clipPath(clipPath);
canvas.translate(childOffset.dx, childOffset.dy);
insertChild(child, Offset.zero);
canvas.restore();
} else {
ClipPathLayer clipLayer = new ClipPathLayer(offset: childOffset, bounds: bounds, clipPath: clipPath);
_containerLayer.add(clipLayer);
compositeChild(child, parentLayer: clipLayer);
}
}
/// Paint a child with a transform
///
/// If the child needs compositing, the transform will be applied by a
/// compositing layer. Otherwise, the transform will be applied by the canvas.
void paintChildWithTransform(RenderObject child, Point childPosition, Matrix4 transform) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.save();
canvas.translate(childOffset.dx, childOffset.dy);
canvas.concat(transform.storage);
insertChild(child, Offset.zero);
canvas.restore();
} else {
TransformLayer transformLayer = new TransformLayer(offset: childOffset, transform: transform);
_containerLayer.add(transformLayer);
compositeChild(child, parentLayer: transformLayer);
}
}
static Paint _getPaintForAlpha(int alpha) {
return new Paint()
..color = new Color.fromARGB(alpha, 0, 0, 0)
..setTransferMode(sky.TransferMode.srcOver)
..isAntiAlias = false;
}
/// Paint a child with an opacity
///
/// If the child needs compositing, the blending operation will be applied by
/// a compositing layer. Otherwise, the blending operation will be applied by
/// the canvas.
void paintChildWithOpacity(RenderObject child,
Point childPosition,
Rect bounds,
int alpha) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.saveLayer(bounds, _getPaintForAlpha(alpha));
canvas.translate(childOffset.dx, childOffset.dy);
insertChild(child, Offset.zero);
canvas.restore();
} else {
OpacityLayer paintLayer = new OpacityLayer(
offset: childOffset,
bounds: bounds,
alpha: alpha);
_containerLayer.add(paintLayer);
compositeChild(child, parentLayer: paintLayer);
}
}
static Paint _getPaintForColorFilter(Color color, sky.TransferMode transferMode) {
return new Paint()
..setColorFilter(new sky.ColorFilter.mode(color, transferMode))
..isAntiAlias = false;
}
/// Paint a child with a color filter
///
/// The color filter is constructed by combining the given color and the given
/// transfer mode, as if they were passed to the [ColorFilter.mode] constructor.
///
/// If the child needs compositing, the blending operation will be applied by
/// a compositing layer. Otherwise, the blending operation will be applied by
/// the canvas.
void paintChildWithColorFilter(RenderObject child,
Point childPosition,
Rect bounds,
Color color,
sky.TransferMode transferMode) {
assert(debugCanPaintChild(child));
final Offset childOffset = childPosition.toOffset();
if (!child.needsCompositing) {
canvas.saveLayer(bounds, _getPaintForColorFilter(color, transferMode));
canvas.translate(childOffset.dx, childOffset.dy);
insertChild(child, Offset.zero);
canvas.restore();
} else {
ColorFilterLayer paintLayer = new ColorFilterLayer(
offset: childOffset,
bounds: bounds,
color: color,
transferMode: transferMode);
_containerLayer.add(paintLayer);
compositeChild(child, parentLayer: paintLayer);
}
}
/// Instructs the child to draw itself onto this context at the given offset
///
/// Do not call directly. This function is visible so that it can be
/// overridden in tests.
void insertChild(RenderObject child, Offset offset) {
child._paintWithContext(this, offset);
}
/// Instructs the child to paint itself into a new composited layer using this context
///
/// Do not call directly. This function is visible so that it can be
/// overridden in tests.
void compositeChild(RenderObject child, { Offset childOffset: Offset.zero, ContainerLayer parentLayer }) {
// This ends the current layer and starts a new layer for the
// remainder of our rendering. It also creates a new layer for the
// child, and inserts that layer into the given parentLayer, which
// must either be our current layer's parent layer, or at least
// must have our current layer's parent layer as an ancestor.
final PictureLayer originalLayer = _currentLayer;
assert(() {
assert(parentLayer != null);
assert(originalLayer != null);
assert(originalLayer.parent != null);
ContainerLayer ancestor = parentLayer;
while (ancestor != null && ancestor != originalLayer.parent)
ancestor = ancestor.parent;
assert(ancestor == originalLayer.parent);
assert(originalLayer.parent == _containerLayer);
return true;
});
// End our current layer.
endRecording();
// Create a layer for our child, and paint the child into it.
if (child.needsPaint || !child.hasLayer) {
PaintingContext newContext = new PaintingContext.withOffset(childOffset, child.paintBounds);
child._layer = newContext.containerLayer;
child._paintWithContext(newContext, Offset.zero);
newContext.endRecording();
} else {
assert(child._layer != null);
child._layer.detach();
child._layer.offset = childOffset;
}
parentLayer.add(child._layer);
// Start a new layer for anything that remains of our own paint.
_startRecording(originalLayer.paintBounds);
}
}
/// An abstract set of layout constraints
///
/// Concrete layout models (such as box) will create concrete subclasses to
/// communicate layout constraints between parents and children.
abstract class Constraints {
const Constraints();
/// Whether there is exactly one size possible given these constraints
bool get isTight;
}
typedef void RenderObjectVisitor(RenderObject child);
typedef void LayoutCallback(Constraints constraints);
typedef double DimensionCallback(Constraints constraints);
/// An object in the render tree
///
/// Render objects have a reference to their parent but do not commit to a model
/// for their children.
abstract class RenderObject extends AbstractNode implements HitTestTarget {
// LAYOUT
/// Data for use by the parent render object
///
/// The parent data is used by the render object that lays out this object
/// (typically this object's parent in the render tree) to store information
/// relevant to itself and to any other nodes who happen to know exactly what
/// the data means. The parent data is opaque to the child.
///
/// - The parent data object must inherit from [ParentData] (despite being
/// typed as `dynamic`).
/// - The parent data field must not be directly set, except by calling
/// [setupParentData] on the parent node.
/// - The parent data can be set before the child is added to the parent, by
/// calling [setupParentData] on the future parent node.
/// - The conventions for using the parent data depend on the layout protocol
/// used between the parent and child. For example, in box layout, the
/// parent data is completely opaque but in sector layout the child is
/// permitted to read some fields of the parent data.
dynamic parentData; // TODO(ianh): change the type of this back to ParentData once the analyzer is cleverer
/// Override to setup parent data correctly for your children
///
/// You can call this function to set up the parent data for child before the
/// child is added to the parent's child list.
void setupParentData(RenderObject child) {
assert(debugCanPerformMutations);
if (child.parentData is! ParentData)
child.parentData = new ParentData();
}
/// Called by subclases when they decide a render object is a child
///
/// Only for use by subclasses when changing their child lists. Calling this
/// in other cases will lead to an inconsistent tree and probably cause crashes.
void adoptChild(RenderObject child) {
assert(debugCanPerformMutations);
assert(child != null);
setupParentData(child);
super.adoptChild(child);
markNeedsLayout();
_markNeedsCompositingBitsUpdate();
}
/// Called by subclases when they decide a render object is no longer a child
///
/// Only for use by subclasses when changing their child lists. Calling this
/// in other cases will lead to an inconsistent tree and probably cause crashes.
void dropChild(RenderObject child) {
assert(debugCanPerformMutations);
assert(child != null);
assert(child.parentData != null);
child._cleanRelayoutSubtreeRoot();
child.parentData.detach();
super.dropChild(child);
markNeedsLayout();
_markNeedsCompositingBitsUpdate();
}
/// Calls visitor for each immediate child of this render object
///
/// Override in subclasses with children and call the visitor for each child
void visitChildren(RenderObjectVisitor visitor) { }
dynamic debugExceptionContext = '';
static dynamic _debugLastException;
bool _debugReportException(dynamic exception, String method) {
if (!inDebugBuild) {
print('Uncaught exception in ${method}():\n$exception');
return false;
}
if (!identical(exception, _debugLastException)) {
print('-- EXCEPTION --');
print('An exception was raised during ${method}().');
'The following RenderObject was being processed when the exception was fired:\n${this}'.split('\n').forEach(print);
if (debugExceptionContext != '')
'The RenderObject had the following exception context:\n${debugExceptionContext}'.split('\n').forEach(print);
_debugLastException = exception;
}
return true;
}
static bool _debugDoingLayout = false;
static bool get debugDoingLayout => _debugDoingLayout;
bool _debugDoingThisResize = false;
bool get debugDoingThisResize => _debugDoingThisResize;
bool _debugDoingThisLayout = false;
bool get debugDoingThisLayout => _debugDoingThisLayout;
static RenderObject _debugActiveLayout = null;
static RenderObject get debugActiveLayout => _debugActiveLayout;
bool _debugMutationsLocked = false;
bool _debugCanParentUseSize;
bool get debugCanParentUseSize => _debugCanParentUseSize;
bool get debugCanPerformMutations {
RenderObject node = this;
while (true) {
if (node._doingThisLayoutWithCallback)
return true;
if (node._debugMutationsLocked)
return false;
if (node.parent is! RenderObject)
return true;
node = node.parent;
}
}
static List<RenderObject> _nodesNeedingLayout = new List<RenderObject>();
bool _needsLayout = true;
/// Whether this render object's layout information is dirty
bool get needsLayout => _needsLayout;
RenderObject _relayoutSubtreeRoot;
bool _doingThisLayoutWithCallback = false;
Constraints _constraints;
/// The layout constraints most recently supplied by the parent
Constraints get constraints => _constraints;
/// Override this function in a subclass to verify that your state matches the constraints object
bool debugDoesMeetConstraints();
bool debugAncestorsAlreadyMarkedNeedsLayout() {
if (_relayoutSubtreeRoot == null)
return true; // we haven't yet done layout even once, so there's nothing for us to do
RenderObject node = this;
while (node != _relayoutSubtreeRoot) {
assert(node._relayoutSubtreeRoot == _relayoutSubtreeRoot);
assert(node.parent != null);
node = node.parent as RenderObject;
if ((!node._needsLayout) && (!node._debugDoingThisLayout))
return false;
}
assert(node._relayoutSubtreeRoot == node);
return true;
}
/// Mark this render object's layout information as dirty
///
/// Rather than eagerly updating layout information in response to writes into
/// this render object, we instead mark the layout information as dirty, which
/// schedules a visual update. As part of the visual update, the rendering
/// pipeline will update this render object's layout information.
///
/// This mechanism batches the layout work so that multiple sequential writes
/// are coalesced, removing redundant computation.
///
/// Causes [needsLayout] to return true for this render object. If the parent
/// render object indicated that it uses the size of this render object in
/// computing its layout information, this function will also mark the parent
/// as needing layout.
void markNeedsLayout() {
assert(debugCanPerformMutations);
if (_needsLayout) {
assert(debugAncestorsAlreadyMarkedNeedsLayout());
return;
}
_needsLayout = true;
assert(_relayoutSubtreeRoot != null);
if (_relayoutSubtreeRoot != this) {
final parent = this.parent; // TODO(ianh): Remove this once the analyzer is cleverer
assert(parent is RenderObject);
if (!_doingThisLayoutWithCallback) {
parent.markNeedsLayout();
} else {
assert(parent._debugDoingThisLayout);
}
assert(parent == this.parent); // TODO(ianh): Remove this once the analyzer is cleverer
} else {
_nodesNeedingLayout.add(this);
scheduler.ensureVisualUpdate();
}
}
void _cleanRelayoutSubtreeRoot() {
if (_relayoutSubtreeRoot != this) {
_relayoutSubtreeRoot = null;
_needsLayout = true;
visitChildren((RenderObject child) {
child._cleanRelayoutSubtreeRoot();
});
}
}
/// Bootstrap the rendering pipeline by scheduling the very first layout
///
/// Requires this render object to be attached and that this render object
/// is the root of the render tree.
///
/// See [RenderView] for an example of how this function is used.
void scheduleInitialLayout() {
assert(attached);
assert(parent is! RenderObject);
assert(!_debugDoingLayout);
assert(_relayoutSubtreeRoot == null);
_relayoutSubtreeRoot = this;
assert(() {
_debugCanParentUseSize = false;
return true;
});
_nodesNeedingLayout.add(this);
}
/// Update the layout information for all dirty render objects
///
/// This function is one of the core stages of the rendering pipeline. Layout
/// information is cleaned prior to painting so that render objects will
/// appear on screen in their up-to-date locations.
///
/// See [SkyBinding] for an example of how this function is used.
static void flushLayout() {
sky.tracing.begin('RenderObject.flushLayout');
_debugDoingLayout = true;
try {
// TODO(ianh): assert that we're not allowing previously dirty nodes to redirty themeselves
while(_nodesNeedingLayout.isNotEmpty) {
List<RenderObject> dirtyNodes = _nodesNeedingLayout;
_nodesNeedingLayout = new List<RenderObject>();
dirtyNodes..sort((a, b) => a.depth - b.depth)..forEach((node) {
if (node._needsLayout && node.attached)
node._layoutWithoutResize();
});
}
} finally {
_debugDoingLayout = false;
sky.tracing.end('RenderObject.flushLayout');
}
}
void _layoutWithoutResize() {
try {
assert(_relayoutSubtreeRoot == this);
RenderObject debugPreviousActiveLayout;
assert(!_debugMutationsLocked);
assert(!_doingThisLayoutWithCallback);
assert(_debugCanParentUseSize != null);
assert(() {
_debugMutationsLocked = true;
_debugDoingThisLayout = true;
debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = this;
return true;
});
performLayout();
assert(() {
_debugActiveLayout = debugPreviousActiveLayout;
_debugDoingThisLayout = false;
_debugMutationsLocked = false;
return true;
});
} catch (e) {
if (_debugReportException(e, 'layoutWithoutResize'))
rethrow;
}
_needsLayout = false;
markNeedsPaint();
}
/// Compute the layout for this render object
///
/// This function is the main entry point for parents to ask their children to
/// update their layout information. The parent passes a constraints object,
/// which informs the child as which layouts are permissible. The child is
/// required to obey the given constraints.
///
/// If the parent reads information computed during the child's layout, the
/// parent must pass true for parentUsesSize. In that case, the parent will be
/// marked as needing layout whenever the child is marked as needing layout
/// because the parent's layout information depends on the child's layout
/// information. If the parent uses the default value (false) for
/// parentUsesSize, the child can change its layout information (subject to
/// the given constraints) without informing the parent.
///
/// Subclasses should not override layout directly. Instead, they should
/// override performResize and/or performLayout.
///
/// The parent's performLayout method should call the layout of all its
/// children unconditionally. It is the layout functions's responsibility (as
/// implemented here) to return early if the child does not need to do any
/// work to update its layout information.
void layout(Constraints constraints, { bool parentUsesSize: false }) {
final parent = this.parent; // TODO(ianh): Remove this once the analyzer is cleverer
RenderObject relayoutSubtreeRoot;
if (!parentUsesSize || sizedByParent || constraints.isTight || parent is! RenderObject)
relayoutSubtreeRoot = this;
else
relayoutSubtreeRoot = parent._relayoutSubtreeRoot;
assert(parent == this.parent); // TODO(ianh): Remove this once the analyzer is cleverer
if (!needsLayout && constraints == _constraints && relayoutSubtreeRoot == _relayoutSubtreeRoot)
return;
_constraints = constraints;
_relayoutSubtreeRoot = relayoutSubtreeRoot;
assert(!_debugMutationsLocked);
assert(!_doingThisLayoutWithCallback);
assert(() {
_debugMutationsLocked = true;
_debugCanParentUseSize = parentUsesSize;
return true;
});
if (sizedByParent) {
assert(() { _debugDoingThisResize = true; return true; });
performResize();
assert(() { _debugDoingThisResize = false; return true; });
}
RenderObject debugPreviousActiveLayout;
assert(() {
_debugDoingThisLayout = true;
debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = this;
return true;
});
try {
performLayout();
assert(() {
_debugActiveLayout = debugPreviousActiveLayout;
_debugDoingThisLayout = false;
_debugMutationsLocked = false;
return true;
});
assert(debugDoesMeetConstraints());
} catch (e) {
if (_debugReportException(e, 'layout'))
rethrow;
}
_needsLayout = false;
markNeedsPaint();
assert(parent == this.parent); // TODO(ianh): Remove this once the analyzer is cleverer
}
/// Whether the constraints are the only input to the sizing algorithm (in
/// particular, child nodes have no impact)
///
/// Returning false is always correct, but returning true can be more
/// efficient when computing the size of this render object because we don't
/// need to recompute the size if the constraints don't change.
bool get sizedByParent => false;
/// Updates the render objects size using only the constraints
///
/// Do not call this function directly: call [layout] instead. This function
/// is called by [layout] when there is actually work to be done by this
/// render object during layout. The layout constraints provided by your
/// parent are available via the [constraints] getter.
///
/// Subclasses that set [sizedByParent] to true should override this function
/// to compute their size.
///
/// Note: This function is called only if [sizedByParent] is true.
void performResize();
/// Do the work of computing the layout for this render object
///
/// Do not call this function directly: call [layout] instead. This function
/// is called by [layout] when there is actually work to be done by this
/// render object during layout. The layout constraints provided by your
/// parent are available via the [constraints] getter.
///
/// If [sizedByParent] is true, then this function should not actually change
/// the dimensions of this render object. Instead, that work should be done by
/// [performResize]. If [sizedByParent] is false, then this function should
/// both change the dimensions of this render object and instruct its children
/// to layout.
///
/// In implementing this function, you must call [layout] on each of your
/// children, passing true for parentUsesSize if your layout information is
/// dependent on your child's layout information. Passing true for
/// parentUsesSize ensures that this render object will undergo layout if the
/// child undergoes layout. Otherwise, the child can changes its layout
/// information without informing this render object.
void performLayout();
/// Allows this render object to mutation its child list during layout and
/// invokes callback
void invokeLayoutCallback(LayoutCallback callback) {
assert(_debugMutationsLocked);
assert(_debugDoingThisLayout);
assert(!_doingThisLayoutWithCallback);
_doingThisLayoutWithCallback = true;
try {
callback(constraints);
} finally {
_doingThisLayoutWithCallback = false;
}
}
/// Rotate this render object (not yet implemented)
void rotate({
int oldAngle, // 0..3
int newAngle, // 0..3
Duration time
}) { }
// when the parent has rotated (e.g. when the screen has been turned
// 90 degrees), immediately prior to layout() being called for the
// new dimensions, rotate() is called with the old and new angles.
// The next time paint() is called, the coordinate space will have
// been rotated N quarter-turns clockwise, where:
// N = newAngle-oldAngle
// ...but the rendering is expected to remain the same, pixel for
// pixel, on the output device. Then, the layout() method or
// equivalent will be invoked.
// PAINTING
static bool _debugDoingPaint = false;
static bool get debugDoingPaint => _debugDoingPaint;
static void set debugDoingPaint(bool value) {
_debugDoingPaint = value;
}
bool _debugDoingThisPaint = false;
bool get debugDoingThisPaint => _debugDoingThisPaint;
static RenderObject _debugActivePaint = null;
static RenderObject get debugActivePaint => _debugActivePaint;
static List<RenderObject> _nodesNeedingPaint = new List<RenderObject>();
/// Whether this render object paints using a composited layer
///
/// Override this in subclasses to indicate that instances of your class need
/// to have their own compositing layer. For example, videos should return
/// true if they use hardware decoders.
///
/// Note: This getter must not change value over the lifetime of this object.
bool get hasLayer => false;
ContainerLayer _layer;
/// The compositing layer that this render object uses to paint
///
/// Call only when [hasLayer] is true.
ContainerLayer get layer {
assert(hasLayer);
assert(!_needsPaint);
return _layer;
}
bool _needsCompositingBitsUpdate = true;
/// Mark the compositing state for this render object as dirty
///
/// When the subtree is mutated, we need to recompute our [needsCompositing]
/// bit, and our ancestors need to do the same (in case ours changed).
/// Therefore, [adoptChild] and [dropChild] call
/// [markNeedsCompositingBitsUpdate].
void _markNeedsCompositingBitsUpdate() {
if (_needsCompositingBitsUpdate)
return;
_needsCompositingBitsUpdate = true;
final AbstractNode parent = this.parent; // TODO(ianh): remove the once the analyzer is cleverer
if (parent is RenderObject)
parent._markNeedsCompositingBitsUpdate();
}
bool _needsCompositing = false;
/// Whether we or one of our descendants has a compositing layer
///
/// Only legal to call after [flushLayout] and [updateCompositingBits] have
/// been called.
bool get needsCompositing {
assert(!_needsCompositingBitsUpdate); // make sure we don't use this bit when it is dirty
return _needsCompositing;
}
/// Updates the [needsCompositing] bits
///
/// Called as part of the rendering pipeline after [flushLayout] and before
/// [flushPaint].
void updateCompositingBits() {
if (!_needsCompositingBitsUpdate)
return;
bool didHaveCompositedDescendant = _needsCompositing;
visitChildren((RenderObject child) {
child.updateCompositingBits();
if (child.needsCompositing)
_needsCompositing = true;
});
if (hasLayer)
_needsCompositing = true;
if (didHaveCompositedDescendant != _needsCompositing)
markNeedsPaint();
_needsCompositingBitsUpdate = false;
}
bool _needsPaint = true;
/// The visual appearance of this render object has changed since it last painted
bool get needsPaint => _needsPaint;
/// Mark this render object as having changed its visual appearance
///
/// Rather than eagerly updating this render object's display list
/// in response to writes, we instead mark the the render object as needing to
/// paint, which schedules a visual update. As part of the visual update, the
/// rendering pipeline will give this render object an opportunity to update
/// its display list.
///
/// This mechanism batches the painting work so that multiple sequential
/// writes are coalesced, removing redundant computation.
void markNeedsPaint() {
assert(!debugDoingPaint);
if (!attached) return; // Don't try painting things that aren't in the hierarchy
if (_needsPaint) return;
if (hasLayer) {
// If we always have our own layer, then we can just repaint
// ourselves without involving any other nodes.
assert(_layer != null);
_needsPaint = true;
_nodesNeedingPaint.add(this);
scheduler.ensureVisualUpdate();
} else if (parent is RenderObject) {
// We don't have our own layer; one of our ancestors will take
// care of updating the layer we're in and when they do that
// we'll get our paint() method called.
assert(_layer == null);
(parent as RenderObject).markNeedsPaint(); // TODO(ianh): remove the cast once the analyzer is cleverer
} else {
// If we're the root of the render tree (probably a RenderView),
// then we have to paint ourselves, since nobody else can paint
// us. We don't add ourselves to _nodesNeedingPaint in this
// case, because the root is always told to paint regardless.
_needsPaint = true;
scheduler.ensureVisualUpdate();
}
}
/// Update the display lists for all render objects
///
/// This function is one of the core stages of the rendering pipeline.
/// Painting occurs after layout and before the scene is recomposited so that
/// scene is composited with up-to-date display lists for every render object.
///
/// See [SkyBinding] for an example of how this function is used.
static void flushPaint() {
sky.tracing.begin('RenderObject.flushPaint');
_debugDoingPaint = true;
try {
List<RenderObject> dirtyNodes = _nodesNeedingPaint;
_nodesNeedingPaint = new List<RenderObject>();
// Sort the dirty nodes in reverse order (deepest first).
for (RenderObject node in dirtyNodes..sort((a, b) => b.depth - a.depth)) {
assert(node._needsPaint);
if (node.attached)
node._repaint();
};
assert(_nodesNeedingPaint.length == 0);
} finally {
_debugDoingPaint = false;
sky.tracing.end('RenderObject.flushPaint');
}
}
/// Bootstrap the rendering pipeline by scheduling the very first paint
///
/// Requires that this render object is attached, is the root of the render
/// tree, and has a composited layer.
///
/// See [RenderView] for an example of how this function is used.
void scheduleInitialPaint(ContainerLayer rootLayer) {
assert(attached);
assert(parent is! RenderObject);
assert(!_debugDoingPaint);
assert(hasLayer);
assert(_layer == null);
_layer = rootLayer;
assert(_needsPaint);
_nodesNeedingPaint.add(this);
}
void _repaint() {
assert(hasLayer);
assert(_layer != null);
_layer.removeAllChildren();
PaintingContext context = new PaintingContext.withLayer(_layer, paintBounds);
_layer = context._containerLayer;
try {
_paintWithContext(context, Offset.zero);
context.endRecording();
} catch (e) {
if (_debugReportException(e, '_repaint'))
rethrow;
}
}
void _paintWithContext(PaintingContext context, Offset offset) {
assert(!_debugDoingThisPaint);
assert(!_needsLayout);
assert(!_needsCompositingBitsUpdate);
RenderObject debugLastActivePaint;
assert(() {
_debugDoingThisPaint = true;
debugLastActivePaint = _debugActivePaint;
_debugActivePaint = this;
debugPaint(context, offset);
if (debugPaintBoundsEnabled) {
context.canvas.save();
context.canvas.clipRect(paintBounds.shift(offset));
}
assert(!hasLayer || _layer != null);
return true;
});
_needsPaint = false;
paint(context, offset);
assert(!_needsLayout); // check that the paint() method didn't mark us dirty again
assert(!_needsPaint); // check that the paint() method didn't mark us dirty again
assert(() {
if (debugPaintBoundsEnabled)
context.canvas.restore();
_debugActivePaint = debugLastActivePaint;
_debugDoingThisPaint = false;
return true;
});
}
/// The bounds within which this render object will paint
///
/// A render object is permitted to paint outside the region it occupies
/// during layout but is not permitted to paint outside these paints bounds.
/// These paint bounds are used to construct memory-efficient composited
/// layers, which means attempting to paint outside these bounds can attempt
/// to write to pixels that do not exist in this render object's composited
/// layer.
Rect get paintBounds;
/// Override this function to paint debugging information
void debugPaint(PaintingContext context, Offset offset) { }
/// Paint this render object into the given context at the given offset
///
/// Subclasses should override this function to provide a visual appearance
/// for themselves. The render object's local coordinate system is
/// axis-aligned with the coordinate system of the context's canvas and the
/// render object's local origin (i.e, x=0 and y=0) is placed at the given
/// offset in the context's canvas.
///
/// Do not call this function directly. If you wish to paint yourself, call
/// [markNeedsPaint] instead to schedule a call to this function. If you wish
/// to paint one of your children, call one of the paint child functions on
/// the given context, such as [paintChild] or [paintChildWithClipRect].
///
/// When painting one of your children (via a paint child function on the
/// given context), the current canvas held by the context might change
/// because draw operations before and after painting children might need to
/// be recorded on separate compositing layers.
void paint(PaintingContext context, Offset offset) { }
/// If this render object applies a transform before painting, apply that
/// transform to the given matrix
///
/// Used by coordinate conversion functions to translate coordiantes local to
/// one render object into coordinates local to another render object.
void applyPaintTransform(Matrix4 transform) { }
// EVENTS
/// Override this function to handle events that hit this render object
EventDisposition handleEvent(sky.Event event, HitTestEntry entry) {
return EventDisposition.ignored;
}
// HIT TESTING
// RenderObject subclasses are expected to have a method like the
// following (with the signature being whatever passes for coordinates
// for this particular class):
// bool hitTest(HitTestResult result, { Point position }) {
// // If (x,y) is not inside this node, then return false. (You
// // can assume that the given coordinate is inside your
// // dimensions. You only need to check this if you're an
// // irregular shape, e.g. if you have a hole.)
// // Otherwise:
// // For each child that intersects x,y, in z-order starting from the top,
// // call hitTest() for that child, passing it /result/, and the coordinates
// // converted to the child's coordinate origin, and stop at the first child
// // that returns true.
// // Then, add yourself to /result/, and return true.
// }
// You must not add yourself to /result/ if you return false.
String toString([String prefix = '']) {
RenderObject debugPreviousActiveLayout = _debugActiveLayout;
_debugActiveLayout = null;
String header = toStringName();
prefix += ' ';
String result = '${header}\n${debugDescribeSettings(prefix)}${debugDescribeChildren(prefix)}';
_debugActiveLayout = debugPreviousActiveLayout;
return result;
}
/// Returns a human understandable name
String toStringName() {
String header = '${runtimeType}';
if (_relayoutSubtreeRoot != null && _relayoutSubtreeRoot != this) {
int count = 1;
RenderObject target = parent;
while (target != null && target != _relayoutSubtreeRoot) {
target = target.parent as RenderObject;
count += 1;
}
header += ' relayoutSubtreeRoot=up$count';
}
if (_needsLayout)
header += ' NEEDS-LAYOUT';
if (!attached)
header += ' DETACHED';
return header;
}
String debugDescribeSettings(String prefix) => '${prefix}parentData: ${parentData}\n${prefix}constraints: ${constraints}\n';
String debugDescribeChildren(String prefix) => '';
}
/// Obsolete function that will be removed eventually
double clamp({ double min: 0.0, double value: 0.0, double max: double.INFINITY }) {
assert(min != null);
assert(value != null);
assert(max != null);
return math.max(min, math.min(max, value));
}
/// Generic mixin for render objects with one child
///
/// Provides a child model for a render object subclass that has a unique child
abstract class RenderObjectWithChildMixin<ChildType extends RenderObject> implements RenderObject {
ChildType _child;
/// The render object's unique child
ChildType get child => _child;
void set child (ChildType value) {
if (_child != null)
dropChild(_child);
_child = value;
if (_child != null)
adoptChild(_child);
}
void attachChildren() {
if (_child != null)
_child.attach();
}
void detachChildren() {
if (_child != null)
_child.detach();
}
void visitChildren(RenderObjectVisitor visitor) {
if (_child != null)
visitor(_child);
}
String debugDescribeChildren(String prefix) {
if (child != null)
return '${prefix}child: ${child.toString(prefix)}';
return '';
}
}
/// Parent data to support a doubly-linked list of children
abstract class ContainerParentDataMixin<ChildType extends RenderObject> {
/// The previous sibling in the parent's child list
ChildType previousSibling;
/// The next sibling in the parent's child list
ChildType nextSibling;
/// Clear the sibling pointers.
void detachSiblings() {
if (previousSibling != null) {
assert(previousSibling.parentData is ContainerParentDataMixin<ChildType>);
assert(previousSibling != this);
assert(previousSibling.parentData.nextSibling == this);
previousSibling.parentData.nextSibling = nextSibling;
}
if (nextSibling != null) {
assert(nextSibling.parentData is ContainerParentDataMixin<ChildType>);
assert(nextSibling != this);
assert(nextSibling.parentData.previousSibling == this);
nextSibling.parentData.previousSibling = previousSibling;
}
previousSibling = null;
nextSibling = null;
}
}
/// Generic mixin for render objects with a list of children
///
/// Provides a child model for a render object subclass that has a doubly-linked
/// list of children.
abstract class ContainerRenderObjectMixin<ChildType extends RenderObject, ParentDataType extends ContainerParentDataMixin<ChildType>> implements RenderObject {
bool _debugUltimatePreviousSiblingOf(ChildType child, { ChildType equals }) {
assert(child.parentData is ParentDataType);
while (child.parentData.previousSibling != null) {
assert(child.parentData.previousSibling != child);
child = child.parentData.previousSibling;
assert(child.parentData is ParentDataType);
}
return child == equals;
}
bool _debugUltimateNextSiblingOf(ChildType child, { ChildType equals }) {
assert(child.parentData is ParentDataType);
while (child.parentData.nextSibling != null) {
assert(child.parentData.nextSibling != child);
child = child.parentData.nextSibling;
assert(child.parentData is ParentDataType);
}
return child == equals;
}
int _childCount = 0;
/// The number of children
int get childCount => _childCount;
ChildType _firstChild;
ChildType _lastChild;
void _addToChildList(ChildType child, { ChildType before }) {
assert(child.parentData is ParentDataType);
assert(child.parentData.nextSibling == null);
assert(child.parentData.previousSibling == null);
_childCount += 1;
assert(_childCount > 0);
if (before == null) {
// append at the end (_lastChild)
child.parentData.previousSibling = _lastChild;
if (_lastChild != null) {
assert(_lastChild.parentData is ParentDataType);
_lastChild.parentData.nextSibling = child;
}
_lastChild = child;
if (_firstChild == null)
_firstChild = child;
} else {
assert(_firstChild != null);
assert(_lastChild != null);
assert(_debugUltimatePreviousSiblingOf(before, equals: _firstChild));
assert(_debugUltimateNextSiblingOf(before, equals: _lastChild));
assert(before.parentData is ParentDataType);
if (before.parentData.previousSibling == null) {
// insert at the start (_firstChild); we'll end up with two or more children
assert(before == _firstChild);
child.parentData.nextSibling = before;
before.parentData.previousSibling = child;
_firstChild = child;
} else {
// insert in the middle; we'll end up with three or more children
// set up links from child to siblings
child.parentData.previousSibling = before.parentData.previousSibling;
child.parentData.nextSibling = before;
// set up links from siblings to child
assert(child.parentData.previousSibling.parentData is ParentDataType);
assert(child.parentData.nextSibling.parentData is ParentDataType);
child.parentData.previousSibling.parentData.nextSibling = child;
child.parentData.nextSibling.parentData.previousSibling = child;
assert(before.parentData.previousSibling == child);
}
}
}
/// Insert child into this render object's child list before the given child
///
/// To insert a child at the end of the child list, omit the before parameter.
void add(ChildType child, { ChildType before }) {
assert(child != this);
assert(before != this);
assert(child != before);
assert(child != _firstChild);
assert(child != _lastChild);
adoptChild(child);
_addToChildList(child, before: before);
}
/// Add all the children to the end of this render object's child list
void addAll(List<ChildType> children) {
if (children != null)
for (ChildType child in children)
add(child);
}
void _removeFromChildList(ChildType child) {
assert(child.parentData is ParentDataType);
assert(_debugUltimatePreviousSiblingOf(child, equals: _firstChild));
assert(_debugUltimateNextSiblingOf(child, equals: _lastChild));
assert(_childCount >= 0);
if (child.parentData.previousSibling == null) {
assert(_firstChild == child);
_firstChild = child.parentData.nextSibling;
} else {
assert(child.parentData.previousSibling.parentData is ParentDataType);
child.parentData.previousSibling.parentData.nextSibling = child.parentData.nextSibling;
}
if (child.parentData.nextSibling == null) {
assert(_lastChild == child);
_lastChild = child.parentData.previousSibling;
} else {
assert(child.parentData.nextSibling.parentData is ParentDataType);
child.parentData.nextSibling.parentData.previousSibling = child.parentData.previousSibling;
}
child.parentData.previousSibling = null;
child.parentData.nextSibling = null;
_childCount -= 1;
}
/// Remove this child from the child list
///
/// Requires the child to be present in the child list.
void remove(ChildType child) {
_removeFromChildList(child);
dropChild(child);
}
/// Remove all their children from this render object's child list
///
/// More efficient than removing them individually.
void removeAll() {
ChildType child = _firstChild;
while (child != null) {
assert(child.parentData is ParentDataType);
ChildType next = child.parentData.nextSibling;
child.parentData.previousSibling = null;
child.parentData.nextSibling = null;
dropChild(child);
child = next;
}
_firstChild = null;
_lastChild = null;
_childCount = 0;
}
/// Move this child in the child list to be before the given child
///
/// More efficient than removing and re-adding the child. Requires the child
/// to already be in the child list at some position. Pass null for before to
/// move the child to the end of the child list.
void move(ChildType child, { ChildType before }) {
assert(child != this);
assert(before != this);
assert(child != before);
assert(child.parent == this);
assert(child.parentData is ParentDataType);
if (child.parentData.nextSibling == before)
return;
_removeFromChildList(child);
_addToChildList(child, before: before);
}
void redepthChildren() {
ChildType child = _firstChild;
while (child != null) {
redepthChild(child);
assert(child.parentData is ParentDataType);
child = child.parentData.nextSibling;
}
}
void attachChildren() {
ChildType child = _firstChild;
while (child != null) {
child.attach();
assert(child.parentData is ParentDataType);
child = child.parentData.nextSibling;
}
}
void detachChildren() {
ChildType child = _firstChild;
while (child != null) {
child.detach();
assert(child.parentData is ParentDataType);
child = child.parentData.nextSibling;
}
}
void visitChildren(RenderObjectVisitor visitor) {
ChildType child = _firstChild;
while (child != null) {
visitor(child);
assert(child.parentData is ParentDataType);
child = child.parentData.nextSibling;
}
}
/// The first child in the child list
ChildType get firstChild => _firstChild;
/// The last child in the child list
ChildType get lastChild => _lastChild;
/// The next child after the given child in the child list
ChildType childAfter(ChildType child) {
assert(child.parentData is ParentDataType);
return child.parentData.nextSibling;
}
String debugDescribeChildren(String prefix) {
String result = '';
int count = 1;
ChildType child = _firstChild;
while (child != null) {
result += '${prefix}child ${count}: ${child.toString(prefix)}';
count += 1;
child = child.parentData.nextSibling;
}
return result;
}
}