| // 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 perform a simple animation using the raw interface |
| // to the engine. |
| |
| import 'dart:math' as math; |
| import 'dart:typed_data'; |
| import 'dart:ui' as ui; |
| |
| void beginFrame(Duration timeStamp) { |
| // The timeStamp argument to beginFrame indicates the timing information we |
| // should use to clock our animations. It's important to use timeStamp rather |
| // than reading the system time because we want all the parts of the system to |
| // coordinate the timings of their animations. If each component read the |
| // system clock independently, the animations that we processed later would be |
| // slightly ahead of the animations we processed earlier. |
| |
| // PAINT |
| |
| final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio); |
| final ui.PictureRecorder recorder = ui.PictureRecorder(); |
| final ui.Canvas canvas = ui.Canvas(recorder, paintBounds); |
| canvas.translate(paintBounds.width / 2.0, paintBounds.height / 2.0); |
| |
| // Here we determine the rotation according to the timeStamp given to us by |
| // the engine. |
| final double t = timeStamp.inMicroseconds / Duration.microsecondsPerMillisecond / 1800.0; |
| canvas.rotate(math.pi * (t % 1.0)); |
| |
| canvas.drawRect(const ui.Rect.fromLTRB(-100.0, -100.0, 100.0, 100.0), |
| ui.Paint()..color = const ui.Color.fromARGB(255, 0, 255, 0)); |
| final ui.Picture picture = recorder.endRecording(); |
| |
| // COMPOSITE |
| |
| final double devicePixelRatio = ui.window.devicePixelRatio; |
| final Float64List deviceTransform = Float64List(16) |
| ..[0] = devicePixelRatio |
| ..[5] = devicePixelRatio |
| ..[10] = 1.0 |
| ..[15] = 1.0; |
| final ui.SceneBuilder sceneBuilder = ui.SceneBuilder() |
| ..pushTransform(deviceTransform) |
| ..addPicture(ui.Offset.zero, picture) |
| ..pop(); |
| ui.window.render(sceneBuilder.build()); |
| |
| // After rendering the current frame of the animation, we ask the engine to |
| // schedule another frame. The engine will call beginFrame again when its time |
| // to produce the next frame. |
| ui.window.scheduleFrame(); |
| } |
| |
| void main() { |
| ui.window.onBeginFrame = beginFrame; |
| ui.window.scheduleFrame(); |
| } |