|  | // 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. | 
|  |  | 
|  | // 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; | 
|  |  | 
|  | 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 = new 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 = new 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.Point.origin), | 
|  | size.shortestSide * 0.45, | 
|  | new 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 scalled 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 = new 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 = new 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.Point.origin & (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 (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.window.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.window.onBeginFrame = beginFrame; | 
|  | // The engine calls onPointerDataPacket whenever it had updated information | 
|  | // about the pointers directed at our app. | 
|  | ui.window.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.window.scheduleFrame(); | 
|  | } |