| // 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. |
| |
| import 'dart:async'; |
| import 'dart:collection'; |
| import 'dart:ui' as ui; |
| |
| import 'package:flutter/foundation.dart'; |
| import 'package:flutter/gestures.dart'; |
| import 'package:flutter/painting.dart'; |
| import 'package:vector_math/vector_math_64.dart'; |
| |
| import 'debug.dart'; |
| import 'mouse_tracking.dart'; |
| |
| /// Information collected for an annotation that is found in the layer tree. |
| /// |
| /// See also: |
| /// |
| /// * [Layer.findAnnotations], which create and use objects of this class. |
| @immutable |
| class AnnotationEntry<T> { |
| /// Create an entry of found annotation by providing the object and related |
| /// information. |
| const AnnotationEntry({ |
| @required this.annotation, |
| @required this.localPosition, |
| }) : assert(localPosition != null); |
| |
| /// The annotation object that is found. |
| final T annotation; |
| |
| /// The target location described by the local coordinate space of the |
| /// annotation object. |
| final Offset localPosition; |
| |
| @override |
| String toString() { |
| return '${objectRuntimeType(this, 'AnnotationEntry')}(annotation: $annotation, localPostion: $localPosition)'; |
| } |
| } |
| |
| /// Information collected about a list of annotations that are found in the |
| /// layer tree. |
| /// |
| /// See also: |
| /// |
| /// * [AnnotationEntry], which are members of this class. |
| /// * [Layer.findAllAnnotations], and [Layer.findAnnotations], which create and |
| /// use an object of this class. |
| class AnnotationResult<T> { |
| final List<AnnotationEntry<T>> _entries = <AnnotationEntry<T>>[]; |
| |
| /// Add a new entry to the end of the result. |
| /// |
| /// Usually, entries should be added in order from most specific to least |
| /// specific, typically during an upward walk of the tree. |
| void add(AnnotationEntry<T> entry) => _entries.add(entry); |
| |
| /// An unmodifiable list of [AnnotationEntry] objects recorded. |
| /// |
| /// The first entry is the most specific, typically the one at the leaf of |
| /// tree. |
| Iterable<AnnotationEntry<T>> get entries => _entries; |
| |
| /// An unmodifiable list of annotations recorded. |
| /// |
| /// The first entry is the most specific, typically the one at the leaf of |
| /// tree. |
| /// |
| /// It is similar to [entries] but does not contain other information. |
| Iterable<T> get annotations sync* { |
| for (final AnnotationEntry<T> entry in _entries) |
| yield entry.annotation; |
| } |
| } |
| |
| /// A composited layer. |
| /// |
| /// During painting, the render tree generates a tree of composited layers that |
| /// are uploaded into the engine and displayed by the compositor. This class is |
| /// the base class for all composited layers. |
| /// |
| /// Most layers can have their properties mutated, and layers can be moved to |
| /// different parents. The scene must be explicitly recomposited after such |
| /// changes are made; the layer tree does not maintain its own dirty state. |
| /// |
| /// To composite the tree, create a [SceneBuilder] object, pass it to the |
| /// root [Layer] object's [addToScene] method, and then call |
| /// [SceneBuilder.build] to obtain a [Scene]. A [Scene] can then be painted |
| /// using [Window.render]. |
| /// |
| /// See also: |
| /// |
| /// * [RenderView.compositeFrame], which implements this recomposition protocol |
| /// for painting [RenderObject] trees on the display. |
| abstract class Layer extends AbstractNode with DiagnosticableTreeMixin { |
| /// This layer's parent in the layer tree. |
| /// |
| /// The [parent] of the root node in the layer tree is null. |
| /// |
| /// Only subclasses of [ContainerLayer] can have children in the layer tree. |
| /// All other layer classes are used for leaves in the layer tree. |
| @override |
| ContainerLayer get parent => super.parent as ContainerLayer; |
| |
| // Whether this layer has any changes since its last call to [addToScene]. |
| // |
| // Initialized to true as a new layer has never called [addToScene], and is |
| // set to false after calling [addToScene]. The value can become true again |
| // if [markNeedsAddToScene] is called, or when [updateSubtreeNeedsAddToScene] |
| // is called on this layer or on an ancestor layer. |
| // |
| // The values of [_needsAddToScene] in a tree of layers are said to be |
| // _consistent_ if every layer in the tree satisfies the following: |
| // |
| // - If [alwaysNeedsAddToScene] is true, then [_needsAddToScene] is also true. |
| // - If [_needsAddToScene] is true and [parent] is not null, then |
| // `parent._needsAddToScene` is true. |
| // |
| // Typically, this value is set during the paint phase and during compositing. |
| // During the paint phase render objects create new layers and call |
| // [markNeedsAddToScene] on existing layers, causing this value to become |
| // true. After the paint phase the tree may be in an inconsistent state. |
| // During compositing [ContainerLayer.buildScene] first calls |
| // [updateSubtreeNeedsAddToScene] to bring this tree to a consistent state, |
| // then it calls [addToScene], and finally sets this field to false. |
| bool _needsAddToScene = true; |
| |
| /// Mark that this layer has changed and [addToScene] needs to be called. |
| @protected |
| @visibleForTesting |
| void markNeedsAddToScene() { |
| assert( |
| !alwaysNeedsAddToScene, |
| '$runtimeType with alwaysNeedsAddToScene set called markNeedsAddToScene.\n' |
| "The layer's alwaysNeedsAddToScene is set to true, and therefore it should not call markNeedsAddToScene.", |
| ); |
| |
| // Already marked. Short-circuit. |
| if (_needsAddToScene) { |
| return; |
| } |
| |
| _needsAddToScene = true; |
| } |
| |
| /// Mark that this layer is in sync with engine. |
| /// |
| /// This is for debugging and testing purposes only. In release builds |
| /// this method has no effect. |
| @visibleForTesting |
| void debugMarkClean() { |
| assert(() { |
| _needsAddToScene = false; |
| return true; |
| }()); |
| } |
| |
| /// Subclasses may override this to true to disable retained rendering. |
| @protected |
| bool get alwaysNeedsAddToScene => false; |
| |
| /// Whether this or any descendant layer in the subtree needs [addToScene]. |
| /// |
| /// This is for debug and test purpose only. It only becomes valid after |
| /// calling [updateSubtreeNeedsAddToScene]. |
| @visibleForTesting |
| bool get debugSubtreeNeedsAddToScene { |
| bool result; |
| assert(() { |
| result = _needsAddToScene; |
| return true; |
| }()); |
| return result; |
| } |
| |
| /// Stores the engine layer created for this layer in order to reuse engine |
| /// resources across frames for better app performance. |
| /// |
| /// This value may be passed to [ui.SceneBuilder.addRetained] to communicate |
| /// to the engine that nothing in this layer or any of its descendants |
| /// changed. The native engine could, for example, reuse the texture rendered |
| /// in a previous frame. The web engine could, for example, reuse the HTML |
| /// DOM nodes created for a previous frame. |
| /// |
| /// This value may be passed as `oldLayer` argument to a "push" method to |
| /// communicate to the engine that a layer is updating a previously rendered |
| /// layer. The web engine could, for example, update the properties of |
| /// previously rendered HTML DOM nodes rather than creating new nodes. |
| @protected |
| ui.EngineLayer get engineLayer => _engineLayer; |
| |
| /// Sets the engine layer used to render this layer. |
| /// |
| /// Typically this field is set to the value returned by [addToScene], which |
| /// in turn returns the engine layer produced by one of [ui.SceneBuilder]'s |
| /// "push" methods, such as [ui.SceneBuilder.pushOpacity]. |
| @protected |
| set engineLayer(ui.EngineLayer value) { |
| _engineLayer = value; |
| if (!alwaysNeedsAddToScene) { |
| // The parent must construct a new engine layer to add this layer to, and |
| // so we mark it as needing [addToScene]. |
| // |
| // This is designed to handle two situations: |
| // |
| // 1. When rendering the complete layer tree as normal. In this case we |
| // call child `addToScene` methods first, then we call `set engineLayer` |
| // for the parent. The children will call `markNeedsAddToScene` on the |
| // parent to signal that they produced new engine layers and therefore |
| // the parent needs to update. In this case, the parent is already adding |
| // itself to the scene via [addToScene], and so after it's done, its |
| // `set engineLayer` is called and it clears the `_needsAddToScene` flag. |
| // |
| // 2. When rendering an interior layer (e.g. `OffsetLayer.toImage`). In |
| // this case we call `addToScene` for one of the children but not the |
| // parent, i.e. we produce new engine layers for children but not for the |
| // parent. Here the children will mark the parent as needing |
| // `addToScene`, but the parent does not clear the flag until some future |
| // frame decides to render it, at which point the parent knows that it |
| // cannot retain its engine layer and will call `addToScene` again. |
| if (parent != null && !parent.alwaysNeedsAddToScene) { |
| parent.markNeedsAddToScene(); |
| } |
| } |
| } |
| ui.EngineLayer _engineLayer; |
| |
| /// Traverses the layer subtree starting from this layer and determines whether it needs [addToScene]. |
| /// |
| /// A layer needs [addToScene] if any of the following is true: |
| /// |
| /// - [alwaysNeedsAddToScene] is true. |
| /// - [markNeedsAddToScene] has been called. |
| /// - Any of its descendants need [addToScene]. |
| /// |
| /// [ContainerLayer] overrides this method to recursively call it on its children. |
| @protected |
| @visibleForTesting |
| void updateSubtreeNeedsAddToScene() { |
| _needsAddToScene = _needsAddToScene || alwaysNeedsAddToScene; |
| } |
| |
| /// This layer's next sibling in the parent layer's child list. |
| Layer get nextSibling => _nextSibling; |
| Layer _nextSibling; |
| |
| /// This layer's previous sibling in the parent layer's child list. |
| Layer get previousSibling => _previousSibling; |
| Layer _previousSibling; |
| |
| @override |
| void dropChild(AbstractNode child) { |
| if (!alwaysNeedsAddToScene) { |
| markNeedsAddToScene(); |
| } |
| super.dropChild(child); |
| } |
| |
| @override |
| void adoptChild(AbstractNode child) { |
| if (!alwaysNeedsAddToScene) { |
| markNeedsAddToScene(); |
| } |
| super.adoptChild(child); |
| } |
| |
| /// Removes this layer from its parent layer's child list. |
| /// |
| /// This has no effect if the layer's parent is already null. |
| @mustCallSuper |
| void remove() { |
| parent?._removeChild(this); |
| } |
| |
| /// Search this layer and its subtree for annotations of type `S` at the |
| /// location described by `localPosition`. |
| /// |
| /// This method is called by the default implementation of [find] and |
| /// [findAllAnnotations]. Override this method to customize how the layer |
| /// should search for annotations, or if the layer has its own annotations to |
| /// add. |
| /// |
| /// The default implementation simply returns `false`, which means neither |
| /// the layer nor its children has annotations, and the annotation search |
| /// is not absorbed either (see below for explanation). |
| /// |
| /// ## About layer annotations |
| /// |
| /// {@template flutter.rendering.layer.findAnnotations.aboutAnnotations} |
| /// An annotation is an optional object of any type that can be carried with a |
| /// layer. An annotation can be found at a location as long as the owner layer |
| /// contains the location and is walked to. |
| /// |
| /// The annotations are searched by first visiting each child recursively, |
| /// then this layer, resulting in an order from visually front to back. |
| /// Annotations must meet the given restrictions, such as type and position. |
| /// |
| /// The common way for a value to be found here is by pushing an |
| /// [AnnotatedRegionLayer] into the layer tree, or by adding the desired |
| /// annotation by overriding [findAnnotations]. |
| /// {@endtemplate} |
| /// |
| /// ## Parameters and return value |
| /// |
| /// The [result] parameter is where the method outputs the resulting |
| /// annotations. New annotations found during the walk are added to the tail. |
| /// |
| /// The [onlyFirst] parameter indicates that, if true, the search will stop |
| /// when it finds the first qualified annotation; otherwise, it will walk the |
| /// entire subtree. |
| /// |
| /// The return value indicates the opacity of this layer and its subtree at |
| /// this position. If it returns true, then this layer's parent should skip |
| /// the children behind this layer. In other words, it is opaque to this type |
| /// of annotation and has absorbed the search so that its siblings behind it |
| /// are not aware of the search. If the return value is false, then the parent |
| /// might continue with other siblings. |
| /// |
| /// The return value does not affect whether the parent adds its own |
| /// annotations; in other words, if a layer is supposed to add an annotation, |
| /// it will always add it even if its children are opaque to this type of |
| /// annotation. However, the opacity that the parents return might be affected |
| /// by their children, hence making all of its ancestors opaque to this type |
| /// of annotation. |
| @protected |
| bool findAnnotations<S>( |
| AnnotationResult<S> result, |
| Offset localPosition, { |
| @required bool onlyFirst, |
| }) { |
| return false; |
| } |
| |
| /// Search this layer and its subtree for the first annotation of type `S` |
| /// under the point described by `localPosition`. |
| /// |
| /// Returns null if no matching annotations are found. |
| /// |
| /// By default this method simply calls [findAnnotations] with `onlyFirst: |
| /// true` and returns the annotation of the first result. Prefer overriding |
| /// [findAnnotations] instead of this method, because during an annotation |
| /// search, only [findAnnotations] is recursively called, while custom |
| /// behavior in this method is ignored. |
| /// |
| /// ## About layer annotations |
| /// |
| /// {@macro flutter.rendering.layer.findAnnotations.aboutAnnotations} |
| /// |
| /// See also: |
| /// |
| /// * [findAllAnnotations], which is similar but returns all annotations found |
| /// at the given position. |
| /// * [AnnotatedRegionLayer], for placing values in the layer tree. |
| S find<S>(Offset localPosition) { |
| final AnnotationResult<S> result = AnnotationResult<S>(); |
| findAnnotations<S>(result, localPosition, onlyFirst: true); |
| return result.entries.isEmpty ? null : result.entries.first.annotation; |
| } |
| |
| /// Search this layer and its subtree for all annotations of type `S` under |
| /// the point described by `localPosition`. |
| /// |
| /// Returns a result with empty entries if no matching annotations are found. |
| /// |
| /// By default this method simply calls [findAnnotations] with `onlyFirst: |
| /// false` and returns the annotations of its result. Prefer overriding |
| /// [findAnnotations] instead of this method, because during an annotation |
| /// search, only [findAnnotations] is recursively called, while custom |
| /// behavior in this method is ignored. |
| /// |
| /// ## About layer annotations |
| /// |
| /// {@macro flutter.rendering.layer.findAnnotations.aboutAnnotations} |
| /// |
| /// See also: |
| /// |
| /// * [find], which is similar but returns the first annotation found at the |
| /// given position. |
| /// * [findAllAnnotations], which is similar but returns an |
| /// [AnnotationResult], which contains more information, such as the local |
| /// position of the event related to each annotation, and is equally fast, |
| /// hence is preferred over [findAll]. |
| /// * [AnnotatedRegionLayer], for placing values in the layer tree. |
| @Deprecated( |
| 'Use findAllAnnotations(...).annotations instead. ' |
| 'This feature was deprecated after v1.10.14.' |
| ) |
| Iterable<S> findAll<S>(Offset localPosition) { |
| final AnnotationResult<S> result = findAllAnnotations(localPosition); |
| return result.entries.map((AnnotationEntry<S> entry) => entry.annotation); |
| } |
| |
| /// Search this layer and its subtree for all annotations of type `S` under |
| /// the point described by `localPosition`. |
| /// |
| /// Returns a result with empty entries if no matching annotations are found. |
| /// |
| /// By default this method simply calls [findAnnotations] with `onlyFirst: |
| /// false` and returns the annotations of its result. Prefer overriding |
| /// [findAnnotations] instead of this method, because during an annotation |
| /// search, only [findAnnotations] is recursively called, while custom |
| /// behavior in this method is ignored. |
| /// |
| /// ## About layer annotations |
| /// |
| /// {@macro flutter.rendering.layer.findAnnotations.aboutAnnotations} |
| /// |
| /// See also: |
| /// |
| /// * [find], which is similar but returns the first annotation found at the |
| /// given position. |
| /// * [AnnotatedRegionLayer], for placing values in the layer tree. |
| AnnotationResult<S> findAllAnnotations<S>(Offset localPosition) { |
| final AnnotationResult<S> result = AnnotationResult<S>(); |
| findAnnotations<S>(result, localPosition, onlyFirst: false); |
| return result; |
| } |
| |
| /// Override this method to upload this layer to the engine. |
| /// |
| /// Return the engine layer for retained rendering. When there's no |
| /// corresponding engine layer, null is returned. |
| @protected |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]); |
| |
| void _addToSceneWithRetainedRendering(ui.SceneBuilder builder) { |
| // There can't be a loop by adding a retained layer subtree whose |
| // _needsAddToScene is false. |
| // |
| // Proof by contradiction: |
| // |
| // If we introduce a loop, this retained layer must be appended to one of |
| // its descendant layers, say A. That means the child structure of A has |
| // changed so A's _needsAddToScene is true. This contradicts |
| // _needsAddToScene being false. |
| if (!_needsAddToScene && _engineLayer != null) { |
| builder.addRetained(_engineLayer); |
| return; |
| } |
| addToScene(builder); |
| // Clearing the flag _after_ calling `addToScene`, not _before_. This is |
| // because `addToScene` calls children's `addToScene` methods, which may |
| // mark this layer as dirty. |
| _needsAddToScene = false; |
| } |
| |
| /// The object responsible for creating this layer. |
| /// |
| /// Defaults to the value of [RenderObject.debugCreator] for the render object |
| /// that created this layer. Used in debug messages. |
| dynamic debugCreator; |
| |
| @override |
| String toStringShort() => '${super.toStringShort()}${ owner == null ? " DETACHED" : ""}'; |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Object>('owner', owner, level: parent != null ? DiagnosticLevel.hidden : DiagnosticLevel.info, defaultValue: null)); |
| properties.add(DiagnosticsProperty<dynamic>('creator', debugCreator, defaultValue: null, level: DiagnosticLevel.debug)); |
| properties.add(DiagnosticsProperty<String>('engine layer', describeIdentity(_engineLayer))); |
| } |
| } |
| |
| /// A composited layer containing a [Picture]. |
| /// |
| /// Picture layers are always leaves in the layer tree. |
| class PictureLayer extends Layer { |
| /// Creates a leaf layer for the layer tree. |
| PictureLayer(this.canvasBounds); |
| |
| /// The bounds that were used for the canvas that drew this layer's [picture]. |
| /// |
| /// This is purely advisory. It is included in the information dumped with |
| /// [debugDumpLayerTree] (which can be triggered by pressing "L" when using |
| /// "flutter run" at the console), which can help debug why certain drawing |
| /// commands are being culled. |
| final Rect canvasBounds; |
| |
| /// The picture recorded for this layer. |
| /// |
| /// The picture's coordinate system matches this layer's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| ui.Picture get picture => _picture; |
| ui.Picture _picture; |
| set picture(ui.Picture picture) { |
| markNeedsAddToScene(); |
| _picture = picture; |
| } |
| |
| /// Hints that the painting in this layer is complex and would benefit from |
| /// caching. |
| /// |
| /// If this hint is not set, the compositor will apply its own heuristics to |
| /// decide whether the this layer is complex enough to benefit from caching. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| bool get isComplexHint => _isComplexHint; |
| bool _isComplexHint = false; |
| set isComplexHint(bool value) { |
| if (value != _isComplexHint) { |
| _isComplexHint = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// Hints that the painting in this layer is likely to change next frame. |
| /// |
| /// This hint tells the compositor not to cache this layer because the cache |
| /// will not be used in the future. If this hint is not set, the compositor |
| /// will apply its own heuristics to decide whether this layer is likely to be |
| /// reused in the future. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| bool get willChangeHint => _willChangeHint; |
| bool _willChangeHint = false; |
| set willChangeHint(bool value) { |
| if (value != _willChangeHint) { |
| _willChangeHint = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| builder.addPicture(layerOffset, picture, isComplexHint: isComplexHint, willChangeHint: willChangeHint); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Rect>('paint bounds', canvasBounds)); |
| properties.add(DiagnosticsProperty<String>('picture', describeIdentity(_picture))); |
| properties.add(DiagnosticsProperty<String>( |
| 'raster cache hints', |
| 'isComplex = $isComplexHint, willChange = $willChangeHint'), |
| ); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| return false; |
| } |
| } |
| |
| /// A composited layer that maps a backend texture to a rectangle. |
| /// |
| /// Backend textures are images that can be applied (mapped) to an area of the |
| /// Flutter view. They are created, managed, and updated using a |
| /// platform-specific texture registry. This is typically done by a plugin |
| /// that integrates with host platform video player, camera, or OpenGL APIs, |
| /// or similar image sources. |
| /// |
| /// A texture layer refers to its backend texture using an integer ID. Texture |
| /// IDs are obtained from the texture registry and are scoped to the Flutter |
| /// view. Texture IDs may be reused after deregistration, at the discretion |
| /// of the registry. The use of texture IDs currently unknown to the registry |
| /// will silently result in a blank rectangle. |
| /// |
| /// Once inserted into the layer tree, texture layers are repainted autonomously |
| /// as dictated by the backend (e.g. on arrival of a video frame). Such |
| /// repainting generally does not involve executing Dart code. |
| /// |
| /// Texture layers are always leaves in the layer tree. |
| /// |
| /// See also: |
| /// |
| /// * <https://api.flutter.dev/javadoc/io/flutter/view/TextureRegistry.html> |
| /// for how to create and manage backend textures on Android. |
| /// * <https://api.flutter.dev/objcdoc/Protocols/FlutterTextureRegistry.html> |
| /// for how to create and manage backend textures on iOS. |
| class TextureLayer extends Layer { |
| /// Creates a texture layer bounded by [rect] and with backend texture |
| /// identified by [textureId], if [freeze] is true new texture frames will not be |
| /// populated to the texture. |
| TextureLayer({ |
| @required this.rect, |
| @required this.textureId, |
| this.freeze = false, |
| }) : assert(rect != null), |
| assert(textureId != null); |
| |
| /// Bounding rectangle of this layer. |
| final Rect rect; |
| |
| /// The identity of the backend texture. |
| final int textureId; |
| |
| /// When true the texture that will not be updated with new frames. |
| /// |
| /// This is used when resizing an embedded Android views: When resizing there |
| /// is a short period during which the framework cannot tell if the newest |
| /// texture frame has the previous or new size, to workaround this the |
| /// framework "freezes" the texture just before resizing the Android view and |
| /// un-freezes it when it is certain that a frame with the new size is ready. |
| final bool freeze; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| final Rect shiftedRect = layerOffset == Offset.zero ? rect : rect.shift(layerOffset); |
| builder.addTexture( |
| textureId, |
| offset: shiftedRect.topLeft, |
| width: shiftedRect.width, |
| height: shiftedRect.height, |
| freeze: freeze, |
| ); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| return false; |
| } |
| } |
| |
| /// A layer that shows an embedded [UIView](https://developer.apple.com/documentation/uikit/uiview) |
| /// on iOS. |
| class PlatformViewLayer extends Layer { |
| /// Creates a platform view layer. |
| /// |
| /// The `rect` and `viewId` parameters must not be null. |
| PlatformViewLayer({ |
| @required this.rect, |
| @required this.viewId, |
| this.hoverAnnotation, |
| }) : assert(rect != null), |
| assert(viewId != null); |
| |
| /// Bounding rectangle of this layer in the global coordinate space. |
| final Rect rect; |
| |
| /// The unique identifier of the UIView displayed on this layer. |
| /// |
| /// A UIView with this identifier must have been created by [PlatformViewsServices.initUiKitView]. |
| final int viewId; |
| |
| /// [MouseTrackerAnnotation] that handles mouse events for this layer. |
| /// |
| /// If [hoverAnnotation] is non-null, [PlatformViewLayer] will annotate the |
| /// region of this platform view such that annotation callbacks will receive |
| /// mouse events, including mouse enter, exit, and hover, but not including |
| /// mouse down, move, and up. The layer will be treated as opaque during an |
| /// annotation search, which will prevent layers behind it from receiving |
| /// these events. |
| /// |
| /// By default, [hoverAnnotation] is null, and [PlatformViewLayer] will not |
| /// receive mouse events, and will therefore appear translucent during the |
| /// annotation search. |
| /// |
| /// See also: |
| /// |
| /// * [MouseRegion], which explains more about the mouse events and opacity |
| /// during annotation search. |
| final MouseTrackerAnnotation hoverAnnotation; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| final Rect shiftedRect = layerOffset == Offset.zero ? rect : rect.shift(layerOffset); |
| builder.addPlatformView( |
| viewId, |
| offset: shiftedRect.topLeft, |
| width: shiftedRect.width, |
| height: shiftedRect.height, |
| ); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (hoverAnnotation == null || !rect.contains(localPosition)) { |
| return false; |
| } |
| if (S == MouseTrackerAnnotation) { |
| final Object untypedValue = hoverAnnotation; |
| final S typedValue = untypedValue as S; |
| result.add(AnnotationEntry<S>( |
| annotation: typedValue, |
| localPosition: localPosition, |
| )); |
| return true; |
| } |
| return false; |
| } |
| } |
| |
| /// A layer that indicates to the compositor that it should display |
| /// certain performance statistics within it. |
| /// |
| /// Performance overlay layers are always leaves in the layer tree. |
| class PerformanceOverlayLayer extends Layer { |
| /// Creates a layer that displays a performance overlay. |
| PerformanceOverlayLayer({ |
| @required Rect overlayRect, |
| @required this.optionsMask, |
| @required this.rasterizerThreshold, |
| @required this.checkerboardRasterCacheImages, |
| @required this.checkerboardOffscreenLayers, |
| }) : _overlayRect = overlayRect; |
| |
| /// The rectangle in this layer's coordinate system that the overlay should occupy. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Rect get overlayRect => _overlayRect; |
| Rect _overlayRect; |
| set overlayRect(Rect value) { |
| if (value != _overlayRect) { |
| _overlayRect = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The mask is created by shifting 1 by the index of the specific |
| /// [PerformanceOverlayOption] to enable. |
| final int optionsMask; |
| |
| /// The rasterizer threshold is an integer specifying the number of frame |
| /// intervals that the rasterizer must miss before it decides that the frame |
| /// is suitable for capturing an SkPicture trace for further analysis. |
| final int rasterizerThreshold; |
| |
| /// Whether the raster cache should checkerboard cached entries. |
| /// |
| /// The compositor can sometimes decide to cache certain portions of the |
| /// widget hierarchy. Such portions typically don't change often from frame to |
| /// frame and are expensive to render. This can speed up overall rendering. However, |
| /// there is certain upfront cost to constructing these cache entries. And, if |
| /// the cache entries are not used very often, this cost may not be worth the |
| /// speedup in rendering of subsequent frames. If the developer wants to be certain |
| /// that populating the raster cache is not causing stutters, this option can be |
| /// set. Depending on the observations made, hints can be provided to the compositor |
| /// that aid it in making better decisions about caching. |
| final bool checkerboardRasterCacheImages; |
| |
| /// Whether the compositor should checkerboard layers that are rendered to offscreen |
| /// bitmaps. This can be useful for debugging rendering performance. |
| /// |
| /// Render target switches are caused by using opacity layers (via a [FadeTransition] or |
| /// [Opacity] widget), clips, shader mask layers, etc. Selecting a new render target |
| /// and merging it with the rest of the scene has a performance cost. This can sometimes |
| /// be avoided by using equivalent widgets that do not require these layers (for example, |
| /// replacing an [Opacity] widget with an [widgets.Image] using a [BlendMode]). |
| final bool checkerboardOffscreenLayers; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(optionsMask != null); |
| final Rect shiftedOverlayRect = layerOffset == Offset.zero ? overlayRect : overlayRect.shift(layerOffset); |
| builder.addPerformanceOverlay(optionsMask, shiftedOverlayRect); |
| builder.setRasterizerTracingThreshold(rasterizerThreshold); |
| builder.setCheckerboardRasterCacheImages(checkerboardRasterCacheImages); |
| builder.setCheckerboardOffscreenLayers(checkerboardOffscreenLayers); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| return false; |
| } |
| } |
| |
| /// A composited layer that has a list of children. |
| /// |
| /// A [ContainerLayer] instance merely takes a list of children and inserts them |
| /// into the composited rendering in order. There are subclasses of |
| /// [ContainerLayer] which apply more elaborate effects in the process. |
| class ContainerLayer extends Layer { |
| /// The first composited layer in this layer's child list. |
| Layer get firstChild => _firstChild; |
| Layer _firstChild; |
| |
| /// The last composited layer in this layer's child list. |
| Layer get lastChild => _lastChild; |
| Layer _lastChild; |
| |
| /// Returns whether this layer has at least one child layer. |
| bool get hasChildren => _firstChild != null; |
| |
| /// Consider this layer as the root and build a scene (a tree of layers) |
| /// in the engine. |
| // The reason this method is in the `ContainerLayer` class rather than |
| // `PipelineOwner` or other singleton level is because this method can be used |
| // both to render the whole layer tree (e.g. a normal application frame) and |
| // to render a subtree (e.g. `OffsetLayer.toImage`). |
| ui.Scene buildScene(ui.SceneBuilder builder) { |
| List<PictureLayer> temporaryLayers; |
| assert(() { |
| if (debugCheckElevationsEnabled) { |
| temporaryLayers = _debugCheckElevations(); |
| } |
| return true; |
| }()); |
| updateSubtreeNeedsAddToScene(); |
| addToScene(builder); |
| // Clearing the flag _after_ calling `addToScene`, not _before_. This is |
| // because `addToScene` calls children's `addToScene` methods, which may |
| // mark this layer as dirty. |
| _needsAddToScene = false; |
| final ui.Scene scene = builder.build(); |
| assert(() { |
| // We should remove any layers that got added to highlight the incorrect |
| // PhysicalModelLayers. If we don't, we'll end up adding duplicate layers |
| // or continuing to render stale outlines. |
| if (temporaryLayers != null) { |
| for (final PictureLayer temporaryLayer in temporaryLayers) { |
| temporaryLayer.remove(); |
| } |
| } |
| return true; |
| }()); |
| return scene; |
| } |
| |
| bool _debugUltimatePreviousSiblingOf(Layer child, { Layer equals }) { |
| assert(child.attached == attached); |
| while (child.previousSibling != null) { |
| assert(child.previousSibling != child); |
| child = child.previousSibling; |
| assert(child.attached == attached); |
| } |
| return child == equals; |
| } |
| |
| bool _debugUltimateNextSiblingOf(Layer child, { Layer equals }) { |
| assert(child.attached == attached); |
| while (child._nextSibling != null) { |
| assert(child._nextSibling != child); |
| child = child._nextSibling; |
| assert(child.attached == attached); |
| } |
| return child == equals; |
| } |
| |
| PictureLayer _highlightConflictingLayer(PhysicalModelLayer child) { |
| final ui.PictureRecorder recorder = ui.PictureRecorder(); |
| final Canvas canvas = Canvas(recorder); |
| canvas.drawPath( |
| child.clipPath, |
| Paint() |
| ..color = const Color(0xFFAA0000) |
| ..style = PaintingStyle.stroke |
| // The elevation may be 0 or otherwise too small to notice. |
| // Adding 10 to it makes it more visually obvious. |
| ..strokeWidth = child.elevation + 10.0, |
| ); |
| final PictureLayer pictureLayer = PictureLayer(child.clipPath.getBounds()) |
| ..picture = recorder.endRecording() |
| ..debugCreator = child; |
| child.append(pictureLayer); |
| return pictureLayer; |
| } |
| |
| List<PictureLayer> _processConflictingPhysicalLayers(PhysicalModelLayer predecessor, PhysicalModelLayer child) { |
| FlutterError.reportError(FlutterErrorDetails( |
| exception: FlutterError('Painting order is out of order with respect to elevation.\n' |
| 'See https://api.flutter.dev/flutter/rendering/debugCheckElevationsEnabled.html ' |
| 'for more details.'), |
| library: 'rendering library', |
| context: ErrorDescription('during compositing'), |
| informationCollector: () { |
| return <DiagnosticsNode>[ |
| child.toDiagnosticsNode(name: 'Attempted to composite layer', style: DiagnosticsTreeStyle.errorProperty), |
| predecessor.toDiagnosticsNode(name: 'after layer', style: DiagnosticsTreeStyle.errorProperty), |
| ErrorDescription('which occupies the same area at a higher elevation.'), |
| ]; |
| }, |
| )); |
| return <PictureLayer>[ |
| _highlightConflictingLayer(predecessor), |
| _highlightConflictingLayer(child), |
| ]; |
| } |
| |
| /// Checks that no [PhysicalModelLayer] would paint after another overlapping |
| /// [PhysicalModelLayer] that has a higher elevation. |
| /// |
| /// Returns a list of [PictureLayer] objects it added to the tree to highlight |
| /// bad nodes. These layers should be removed from the tree after building the |
| /// [Scene]. |
| List<PictureLayer> _debugCheckElevations() { |
| final List<PhysicalModelLayer> physicalModelLayers = depthFirstIterateChildren().whereType<PhysicalModelLayer>().toList(); |
| final List<PictureLayer> addedLayers = <PictureLayer>[]; |
| |
| for (int i = 0; i < physicalModelLayers.length; i++) { |
| final PhysicalModelLayer physicalModelLayer = physicalModelLayers[i]; |
| assert( |
| physicalModelLayer.lastChild?.debugCreator != physicalModelLayer, |
| 'debugCheckElevations has either already visited this layer or failed ' |
| 'to remove the added picture from it.', |
| ); |
| double accumulatedElevation = physicalModelLayer.elevation; |
| Layer ancestor = physicalModelLayer.parent; |
| while (ancestor != null) { |
| if (ancestor is PhysicalModelLayer) { |
| accumulatedElevation += ancestor.elevation; |
| } |
| ancestor = ancestor.parent; |
| } |
| for (int j = 0; j <= i; j++) { |
| final PhysicalModelLayer predecessor = physicalModelLayers[j]; |
| double predecessorAccumulatedElevation = predecessor.elevation; |
| ancestor = predecessor.parent; |
| while (ancestor != null) { |
| if (ancestor == predecessor) { |
| continue; |
| } |
| if (ancestor is PhysicalModelLayer) { |
| predecessorAccumulatedElevation += ancestor.elevation; |
| } |
| ancestor = ancestor.parent; |
| } |
| if (predecessorAccumulatedElevation <= accumulatedElevation) { |
| continue; |
| } |
| final Path intersection = Path.combine( |
| PathOperation.intersect, |
| predecessor._debugTransformedClipPath, |
| physicalModelLayer._debugTransformedClipPath, |
| ); |
| if (intersection != null && intersection.computeMetrics().any((ui.PathMetric metric) => metric.length > 0)) { |
| addedLayers.addAll(_processConflictingPhysicalLayers(predecessor, physicalModelLayer)); |
| } |
| } |
| } |
| return addedLayers; |
| } |
| |
| @override |
| void updateSubtreeNeedsAddToScene() { |
| super.updateSubtreeNeedsAddToScene(); |
| Layer child = firstChild; |
| while (child != null) { |
| child.updateSubtreeNeedsAddToScene(); |
| _needsAddToScene = _needsAddToScene || child._needsAddToScene; |
| child = child.nextSibling; |
| } |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| for (Layer child = lastChild; child != null; child = child.previousSibling) { |
| final bool isAbsorbed = child.findAnnotations<S>(result, localPosition, onlyFirst: onlyFirst); |
| if (isAbsorbed) |
| return true; |
| if (onlyFirst && result.entries.isNotEmpty) |
| return isAbsorbed; |
| } |
| return false; |
| } |
| |
| @override |
| void attach(Object owner) { |
| super.attach(owner); |
| Layer child = firstChild; |
| while (child != null) { |
| child.attach(owner); |
| child = child.nextSibling; |
| } |
| } |
| |
| @override |
| void detach() { |
| super.detach(); |
| Layer child = firstChild; |
| while (child != null) { |
| child.detach(); |
| child = child.nextSibling; |
| } |
| } |
| |
| /// Adds the given layer to the end of this layer's child list. |
| void append(Layer child) { |
| assert(child != this); |
| assert(child != firstChild); |
| assert(child != lastChild); |
| assert(child.parent == null); |
| assert(!child.attached); |
| assert(child.nextSibling == null); |
| assert(child.previousSibling == null); |
| assert(() { |
| Layer node = this; |
| while (node.parent != null) |
| node = node.parent; |
| assert(node != child); // indicates we are about to create a cycle |
| return true; |
| }()); |
| adoptChild(child); |
| child._previousSibling = lastChild; |
| if (lastChild != null) |
| lastChild._nextSibling = child; |
| _lastChild = child; |
| _firstChild ??= child; |
| assert(child.attached == attached); |
| } |
| |
| // Implementation of [Layer.remove]. |
| void _removeChild(Layer child) { |
| assert(child.parent == this); |
| assert(child.attached == attached); |
| assert(_debugUltimatePreviousSiblingOf(child, equals: firstChild)); |
| assert(_debugUltimateNextSiblingOf(child, equals: lastChild)); |
| if (child._previousSibling == null) { |
| assert(_firstChild == child); |
| _firstChild = child._nextSibling; |
| } else { |
| child._previousSibling._nextSibling = child.nextSibling; |
| } |
| if (child._nextSibling == null) { |
| assert(lastChild == child); |
| _lastChild = child.previousSibling; |
| } else { |
| child.nextSibling._previousSibling = child.previousSibling; |
| } |
| assert((firstChild == null) == (lastChild == null)); |
| assert(firstChild == null || firstChild.attached == attached); |
| assert(lastChild == null || lastChild.attached == attached); |
| assert(firstChild == null || _debugUltimateNextSiblingOf(firstChild, equals: lastChild)); |
| assert(lastChild == null || _debugUltimatePreviousSiblingOf(lastChild, equals: firstChild)); |
| child._previousSibling = null; |
| child._nextSibling = null; |
| dropChild(child); |
| assert(!child.attached); |
| } |
| |
| /// Removes all of this layer's children from its child list. |
| void removeAllChildren() { |
| Layer child = firstChild; |
| while (child != null) { |
| final Layer next = child.nextSibling; |
| child._previousSibling = null; |
| child._nextSibling = null; |
| assert(child.attached == attached); |
| dropChild(child); |
| child = next; |
| } |
| _firstChild = null; |
| _lastChild = null; |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| addChildrenToScene(builder, layerOffset); |
| } |
| |
| /// Uploads all of this layer's children to the engine. |
| /// |
| /// This method is typically used by [addToScene] to insert the children into |
| /// the scene. Subclasses of [ContainerLayer] typically override [addToScene] |
| /// to apply effects to the scene using the [SceneBuilder] API, then insert |
| /// their children using [addChildrenToScene], then reverse the aforementioned |
| /// effects before returning from [addToScene]. |
| void addChildrenToScene(ui.SceneBuilder builder, [ Offset childOffset = Offset.zero ]) { |
| Layer child = firstChild; |
| while (child != null) { |
| if (childOffset == Offset.zero) { |
| child._addToSceneWithRetainedRendering(builder); |
| } else { |
| child.addToScene(builder, childOffset); |
| } |
| child = child.nextSibling; |
| } |
| } |
| |
| /// Applies the transform that would be applied when compositing the given |
| /// child to the given matrix. |
| /// |
| /// Specifically, this should apply the transform that is applied to child's |
| /// _origin_. When using [applyTransform] with a chain of layers, results will |
| /// be unreliable unless the deepest layer in the chain collapses the |
| /// `layerOffset` in [addToScene] to zero, meaning that it passes |
| /// [Offset.zero] to its children, and bakes any incoming `layerOffset` into |
| /// the [SceneBuilder] as (for instance) a transform (which is then also |
| /// included in the transformation applied by [applyTransform]). |
| /// |
| /// For example, if [addToScene] applies the `layerOffset` and then |
| /// passes [Offset.zero] to the children, then it should be included in the |
| /// transform applied here, whereas if [addToScene] just passes the |
| /// `layerOffset` to the child, then it should not be included in the |
| /// transform applied here. |
| /// |
| /// This method is only valid immediately after [addToScene] has been called, |
| /// before any of the properties have been changed. |
| /// |
| /// The default implementation does nothing, since [ContainerLayer], by |
| /// default, composites its children at the origin of the [ContainerLayer] |
| /// itself. |
| /// |
| /// The `child` argument should generally not be null, since in principle a |
| /// layer could transform each child independently. However, certain layers |
| /// may explicitly allow null as a value, for example if they know that they |
| /// transform all their children identically. |
| /// |
| /// The `transform` argument must not be null. |
| /// |
| /// Used by [FollowerLayer] to transform its child to a [LeaderLayer]'s |
| /// position. |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| } |
| |
| /// Returns the descendants of this layer in depth first order. |
| @visibleForTesting |
| List<Layer> depthFirstIterateChildren() { |
| if (firstChild == null) |
| return <Layer>[]; |
| final List<Layer> children = <Layer>[]; |
| Layer child = firstChild; |
| while(child != null) { |
| children.add(child); |
| if (child is ContainerLayer) { |
| children.addAll(child.depthFirstIterateChildren()); |
| } |
| child = child.nextSibling; |
| } |
| return children; |
| } |
| |
| @override |
| List<DiagnosticsNode> debugDescribeChildren() { |
| final List<DiagnosticsNode> children = <DiagnosticsNode>[]; |
| if (firstChild == null) |
| return children; |
| Layer child = firstChild; |
| int count = 1; |
| while (true) { |
| children.add(child.toDiagnosticsNode(name: 'child $count')); |
| if (child == lastChild) |
| break; |
| count += 1; |
| child = child.nextSibling; |
| } |
| return children; |
| } |
| } |
| |
| /// A layer that is displayed at an offset from its parent layer. |
| /// |
| /// Offset layers are key to efficient repainting because they are created by |
| /// repaint boundaries in the [RenderObject] tree (see |
| /// [RenderObject.isRepaintBoundary]). When a render object that is a repaint |
| /// boundary is asked to paint at given offset in a [PaintingContext], the |
| /// render object first checks whether it needs to repaint itself. If not, it |
| /// reuses its existing [OffsetLayer] (and its entire subtree) by mutating its |
| /// [offset] property, cutting off the paint walk. |
| class OffsetLayer extends ContainerLayer { |
| /// Creates an offset layer. |
| /// |
| /// By default, [offset] is zero. It must be non-null before the compositing |
| /// phase of the pipeline. |
| OffsetLayer({ Offset offset = Offset.zero }) : _offset = offset; |
| |
| /// Offset from parent in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// The [offset] property must be non-null before the compositing phase of the |
| /// pipeline. |
| Offset get offset => _offset; |
| Offset _offset; |
| set offset(Offset value) { |
| if (value != _offset) { |
| markNeedsAddToScene(); |
| } |
| _offset = value; |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| return super.findAnnotations<S>(result, localPosition - offset, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| transform.multiply(Matrix4.translationValues(offset.dx, offset.dy, 0.0)); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| // Skia has a fast path for concatenating scale/translation only matrices. |
| // Hence pushing a translation-only transform layer should be fast. For |
| // retained rendering, we don't want to push the offset down to each leaf |
| // node. Otherwise, changing an offset layer on the very high level could |
| // cascade the change to too many leaves. |
| engineLayer = builder.pushOffset( |
| layerOffset.dx + offset.dx, |
| layerOffset.dy + offset.dy, |
| oldLayer: _engineLayer as ui.OffsetEngineLayer, |
| ); |
| addChildrenToScene(builder); |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Offset>('offset', offset)); |
| } |
| |
| /// Capture an image of the current state of this layer and its children. |
| /// |
| /// The returned [ui.Image] has uncompressed raw RGBA bytes, will be offset |
| /// by the top-left corner of [bounds], and have dimensions equal to the size |
| /// of [bounds] multiplied by [pixelRatio]. |
| /// |
| /// The [pixelRatio] describes the scale between the logical pixels and the |
| /// size of the output image. It is independent of the |
| /// [window.devicePixelRatio] for the device, so specifying 1.0 (the default) |
| /// will give you a 1:1 mapping between logical pixels and the output pixels |
| /// in the image. |
| /// |
| /// See also: |
| /// |
| /// * [RenderRepaintBoundary.toImage] for a similar API at the render object level. |
| /// * [dart:ui.Scene.toImage] for more information about the image returned. |
| Future<ui.Image> toImage(Rect bounds, { double pixelRatio = 1.0 }) async { |
| assert(bounds != null); |
| assert(pixelRatio != null); |
| final ui.SceneBuilder builder = ui.SceneBuilder(); |
| final Matrix4 transform = Matrix4.translationValues( |
| (-bounds.left - offset.dx) * pixelRatio, |
| (-bounds.top - offset.dy) * pixelRatio, |
| 0.0, |
| ); |
| transform.scale(pixelRatio, pixelRatio); |
| builder.pushTransform(transform.storage); |
| final ui.Scene scene = buildScene(builder); |
| |
| try { |
| // Size is rounded up to the next pixel to make sure we don't clip off |
| // anything. |
| return await scene.toImage( |
| (pixelRatio * bounds.width).ceil(), |
| (pixelRatio * bounds.height).ceil(), |
| ); |
| } finally { |
| scene.dispose(); |
| } |
| } |
| } |
| |
| /// A composite layer that clips its children using a rectangle. |
| /// |
| /// When debugging, setting [debugDisableClipLayers] to true will cause this |
| /// layer to be skipped (directly replaced by its children). This can be helpful |
| /// to track down the cause of performance problems. |
| class ClipRectLayer extends ContainerLayer { |
| /// Creates a layer with a rectangular clip. |
| /// |
| /// The [clipRect] argument must not be null before the compositing phase of |
| /// the pipeline. |
| /// |
| /// The [clipBehavior] argument must not be null, and must not be [Clip.none]. |
| ClipRectLayer({ |
| Rect clipRect, |
| Clip clipBehavior = Clip.hardEdge, |
| }) : _clipRect = clipRect, |
| _clipBehavior = clipBehavior, |
| assert(clipBehavior != null), |
| assert(clipBehavior != Clip.none); |
| |
| /// The rectangle to clip in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Rect get clipRect => _clipRect; |
| Rect _clipRect; |
| set clipRect(Rect value) { |
| if (value != _clipRect) { |
| _clipRect = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// {@template flutter.clipper.clipBehavior} |
| /// Controls how to clip. |
| /// |
| /// Must not be set to null or [Clip.none]. |
| /// {@endtemplate} |
| /// |
| /// Defaults to [Clip.hardEdge]. |
| Clip get clipBehavior => _clipBehavior; |
| Clip _clipBehavior; |
| set clipBehavior(Clip value) { |
| assert(value != null); |
| assert(value != Clip.none); |
| if (value != _clipBehavior) { |
| _clipBehavior = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (!clipRect.contains(localPosition)) |
| return false; |
| return super.findAnnotations<S>(result, localPosition, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(clipRect != null); |
| assert(clipBehavior != null); |
| bool enabled = true; |
| assert(() { |
| enabled = !debugDisableClipLayers; |
| return true; |
| }()); |
| if (enabled) { |
| final Rect shiftedClipRect = layerOffset == Offset.zero ? clipRect : clipRect.shift(layerOffset); |
| engineLayer = builder.pushClipRect( |
| shiftedClipRect, |
| clipBehavior: clipBehavior, |
| oldLayer: _engineLayer as ui.ClipRectEngineLayer, |
| ); |
| } else { |
| engineLayer = null; |
| } |
| addChildrenToScene(builder, layerOffset); |
| if (enabled) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Rect>('clipRect', clipRect)); |
| properties.add(DiagnosticsProperty<Clip>('clipBehavior', clipBehavior)); |
| } |
| } |
| |
| /// A composite layer that clips its children using a rounded rectangle. |
| /// |
| /// When debugging, setting [debugDisableClipLayers] to true will cause this |
| /// layer to be skipped (directly replaced by its children). This can be helpful |
| /// to track down the cause of performance problems. |
| class ClipRRectLayer extends ContainerLayer { |
| /// Creates a layer with a rounded-rectangular clip. |
| /// |
| /// The [clipRRect] and [clipBehavior] properties must be non-null before the |
| /// compositing phase of the pipeline. |
| ClipRRectLayer({ |
| RRect clipRRect, |
| Clip clipBehavior = Clip.antiAlias, |
| }) : _clipRRect = clipRRect, |
| _clipBehavior = clipBehavior, |
| assert(clipBehavior != null), |
| assert(clipBehavior != Clip.none); |
| |
| /// The rounded-rect to clip in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| RRect get clipRRect => _clipRRect; |
| RRect _clipRRect; |
| set clipRRect(RRect value) { |
| if (value != _clipRRect) { |
| _clipRRect = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// {@macro flutter.clipper.clipBehavior} |
| /// |
| /// Defaults to [Clip.antiAlias]. |
| Clip get clipBehavior => _clipBehavior; |
| Clip _clipBehavior; |
| set clipBehavior(Clip value) { |
| assert(value != null); |
| assert(value != Clip.none); |
| if (value != _clipBehavior) { |
| _clipBehavior = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (!clipRRect.contains(localPosition)) |
| return false; |
| return super.findAnnotations<S>(result, localPosition, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(clipRRect != null); |
| assert(clipBehavior != null); |
| bool enabled = true; |
| assert(() { |
| enabled = !debugDisableClipLayers; |
| return true; |
| }()); |
| if (enabled) { |
| final RRect shiftedClipRRect = layerOffset == Offset.zero ? clipRRect : clipRRect.shift(layerOffset); |
| engineLayer = builder.pushClipRRect( |
| shiftedClipRRect, |
| clipBehavior: clipBehavior, |
| oldLayer: _engineLayer as ui.ClipRRectEngineLayer, |
| ); |
| } else { |
| engineLayer = null; |
| } |
| addChildrenToScene(builder, layerOffset); |
| if (enabled) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<RRect>('clipRRect', clipRRect)); |
| properties.add(DiagnosticsProperty<Clip>('clipBehavior', clipBehavior)); |
| } |
| } |
| |
| /// A composite layer that clips its children using a path. |
| /// |
| /// When debugging, setting [debugDisableClipLayers] to true will cause this |
| /// layer to be skipped (directly replaced by its children). This can be helpful |
| /// to track down the cause of performance problems. |
| class ClipPathLayer extends ContainerLayer { |
| /// Creates a layer with a path-based clip. |
| /// |
| /// The [clipPath] and [clipBehavior] properties must be non-null before the |
| /// compositing phase of the pipeline. |
| ClipPathLayer({ |
| Path clipPath, |
| Clip clipBehavior = Clip.antiAlias, |
| }) : _clipPath = clipPath, |
| _clipBehavior = clipBehavior, |
| assert(clipBehavior != null), |
| assert(clipBehavior != Clip.none); |
| |
| /// The path to clip in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Path get clipPath => _clipPath; |
| Path _clipPath; |
| set clipPath(Path value) { |
| if (value != _clipPath) { |
| _clipPath = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// {@macro flutter.clipper.clipBehavior} |
| /// |
| /// Defaults to [Clip.antiAlias]. |
| Clip get clipBehavior => _clipBehavior; |
| Clip _clipBehavior; |
| set clipBehavior(Clip value) { |
| assert(value != null); |
| assert(value != Clip.none); |
| if (value != _clipBehavior) { |
| _clipBehavior = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (!clipPath.contains(localPosition)) |
| return false; |
| return super.findAnnotations<S>(result, localPosition, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(clipPath != null); |
| assert(clipBehavior != null); |
| bool enabled = true; |
| assert(() { |
| enabled = !debugDisableClipLayers; |
| return true; |
| }()); |
| if (enabled) { |
| final Path shiftedPath = layerOffset == Offset.zero ? clipPath : clipPath.shift(layerOffset); |
| engineLayer = builder.pushClipPath( |
| shiftedPath, |
| clipBehavior: clipBehavior, |
| oldLayer: _engineLayer as ui.ClipPathEngineLayer, |
| ); |
| } else { |
| engineLayer = null; |
| } |
| addChildrenToScene(builder, layerOffset); |
| if (enabled) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Clip>('clipBehavior', clipBehavior)); |
| } |
| } |
| |
| /// A composite layer that applies a [ColorFilter] to its children. |
| class ColorFilterLayer extends ContainerLayer { |
| /// Creates a layer that applies a [ColorFilter] to its children. |
| /// |
| /// The [colorFilter] property must be non-null before the compositing phase |
| /// of the pipeline. |
| ColorFilterLayer({ |
| ColorFilter colorFilter, |
| }) : _colorFilter = colorFilter; |
| |
| /// The color filter to apply to children. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| ColorFilter get colorFilter => _colorFilter; |
| ColorFilter _colorFilter; |
| set colorFilter(ColorFilter value) { |
| assert(value != null); |
| if (value != _colorFilter) { |
| _colorFilter = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(colorFilter != null); |
| engineLayer = builder.pushColorFilter( |
| colorFilter, |
| oldLayer: _engineLayer as ui.ColorFilterEngineLayer, |
| ); |
| addChildrenToScene(builder, layerOffset); |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<ColorFilter>('colorFilter', colorFilter)); |
| } |
| } |
| |
| /// A composite layer that applies an [ImageFilter] to its children. |
| class ImageFilterLayer extends ContainerLayer { |
| /// Creates a layer that applies an [ImageFilter] to its children. |
| /// |
| /// The [imageFilter] property must be non-null before the compositing phase |
| /// of the pipeline. |
| ImageFilterLayer({ |
| ui.ImageFilter imageFilter, |
| }) : _imageFilter = imageFilter; |
| |
| /// The image filter to apply to children. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| ui.ImageFilter get imageFilter => _imageFilter; |
| ui.ImageFilter _imageFilter; |
| set imageFilter(ui.ImageFilter value) { |
| assert(value != null); |
| if (value != _imageFilter) { |
| _imageFilter = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(imageFilter != null); |
| engineLayer = builder.pushImageFilter( |
| imageFilter, |
| oldLayer: _engineLayer as ui.ImageFilterEngineLayer, |
| ); |
| addChildrenToScene(builder, layerOffset); |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<ui.ImageFilter>('imageFilter', imageFilter)); |
| } |
| } |
| |
| /// A composited layer that applies a given transformation matrix to its |
| /// children. |
| /// |
| /// This class inherits from [OffsetLayer] to make it one of the layers that |
| /// can be used at the root of a [RenderObject] hierarchy. |
| class TransformLayer extends OffsetLayer { |
| /// Creates a transform layer. |
| /// |
| /// The [transform] and [offset] properties must be non-null before the |
| /// compositing phase of the pipeline. |
| TransformLayer({ Matrix4 transform, Offset offset = Offset.zero }) |
| : _transform = transform, |
| super(offset: offset); |
| |
| /// The matrix to apply. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// This transform is applied before [offset], if both are set. |
| /// |
| /// The [transform] property must be non-null before the compositing phase of |
| /// the pipeline. |
| Matrix4 get transform => _transform; |
| Matrix4 _transform; |
| set transform(Matrix4 value) { |
| assert(value != null); |
| assert(value.storage.every((double component) => component.isFinite)); |
| if (value == _transform) |
| return; |
| _transform = value; |
| _inverseDirty = true; |
| markNeedsAddToScene(); |
| } |
| |
| Matrix4 _lastEffectiveTransform; |
| Matrix4 _invertedTransform; |
| bool _inverseDirty = true; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(transform != null); |
| _lastEffectiveTransform = transform; |
| final Offset totalOffset = offset + layerOffset; |
| if (totalOffset != Offset.zero) { |
| _lastEffectiveTransform = Matrix4.translationValues(totalOffset.dx, totalOffset.dy, 0.0) |
| ..multiply(_lastEffectiveTransform); |
| } |
| engineLayer = builder.pushTransform( |
| _lastEffectiveTransform.storage, |
| oldLayer: _engineLayer as ui.TransformEngineLayer, |
| ); |
| addChildrenToScene(builder); |
| builder.pop(); |
| } |
| |
| Offset _transformOffset(Offset localPosition) { |
| if (_inverseDirty) { |
| _invertedTransform = Matrix4.tryInvert( |
| PointerEvent.removePerspectiveTransform(transform) |
| ); |
| _inverseDirty = false; |
| } |
| if (_invertedTransform == null) |
| return null; |
| |
| return MatrixUtils.transformPoint(_invertedTransform, localPosition); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| final Offset transformedOffset = _transformOffset(localPosition); |
| if (transformedOffset == null) |
| return false; |
| return super.findAnnotations<S>(result, transformedOffset, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| assert(_lastEffectiveTransform != null || this.transform != null); |
| if (_lastEffectiveTransform == null) { |
| transform.multiply(this.transform); |
| } else { |
| transform.multiply(_lastEffectiveTransform); |
| } |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(TransformProperty('transform', transform)); |
| } |
| } |
| |
| /// A composited layer that makes its children partially transparent. |
| /// |
| /// When debugging, setting [debugDisableOpacityLayers] to true will cause this |
| /// layer to be skipped (directly replaced by its children). This can be helpful |
| /// to track down the cause of performance problems. |
| /// |
| /// Try to avoid an [OpacityLayer] with no children. Remove that layer if |
| /// possible to save some tree walks. |
| class OpacityLayer extends ContainerLayer { |
| /// Creates an opacity layer. |
| /// |
| /// The [alpha] property must be non-null before the compositing phase of |
| /// the pipeline. |
| OpacityLayer({ |
| int alpha, |
| Offset offset = Offset.zero, |
| }) : _alpha = alpha, |
| _offset = offset; |
| |
| /// The amount to multiply into the alpha channel. |
| /// |
| /// The opacity is expressed as an integer from 0 to 255, where 0 is fully |
| /// transparent and 255 is fully opaque. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| int get alpha => _alpha; |
| int _alpha; |
| set alpha(int value) { |
| assert(value != null); |
| if (value != _alpha) { |
| _alpha = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// Offset from parent in the parent's coordinate system. |
| Offset get offset => _offset; |
| Offset _offset; |
| set offset(Offset value) { |
| if (value != _offset) { |
| _offset = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| transform.translate(offset.dx, offset.dy); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(alpha != null); |
| bool enabled = firstChild != null; // don't add this layer if there's no child |
| assert(() { |
| enabled = enabled && !debugDisableOpacityLayers; |
| return true; |
| }()); |
| |
| if (enabled) |
| engineLayer = builder.pushOpacity( |
| alpha, |
| offset: offset + layerOffset, |
| oldLayer: _engineLayer as ui.OpacityEngineLayer, |
| ); |
| else |
| engineLayer = null; |
| addChildrenToScene(builder); |
| if (enabled) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(IntProperty('alpha', alpha)); |
| properties.add(DiagnosticsProperty<Offset>('offset', offset)); |
| } |
| } |
| |
| /// A composited layer that applies a shader to its children. |
| /// |
| /// The shader is only applied inside the given [maskRect]. The shader itself |
| /// uses the top left of the [maskRect] as its origin. |
| /// |
| /// The [maskRect] does not affect the positions of any child layers. |
| class ShaderMaskLayer extends ContainerLayer { |
| /// Creates a shader mask layer. |
| /// |
| /// The [shader], [maskRect], and [blendMode] properties must be non-null |
| /// before the compositing phase of the pipeline. |
| ShaderMaskLayer({ |
| Shader shader, |
| Rect maskRect, |
| BlendMode blendMode, |
| }) : _shader = shader, |
| _maskRect = maskRect, |
| _blendMode = blendMode; |
| |
| /// The shader to apply to the children. |
| /// |
| /// The origin of the shader (e.g. of the coordinate system used by the `from` |
| /// and `to` arguments to [ui.Gradient.linear]) is at the top left of the |
| /// [maskRect]. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// See also: |
| /// |
| /// * [ui.Gradient] and [ui.ImageShader], two shader types that can be used. |
| Shader get shader => _shader; |
| Shader _shader; |
| set shader(Shader value) { |
| if (value != _shader) { |
| _shader = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The position and size of the shader. |
| /// |
| /// The [shader] is only rendered inside this rectangle, using the top left of |
| /// the rectangle as its origin. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Rect get maskRect => _maskRect; |
| Rect _maskRect; |
| set maskRect(Rect value) { |
| if (value != _maskRect) { |
| _maskRect = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The blend mode to apply when blending the shader with the children. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| BlendMode get blendMode => _blendMode; |
| BlendMode _blendMode; |
| set blendMode(BlendMode value) { |
| if (value != _blendMode) { |
| _blendMode = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(shader != null); |
| assert(maskRect != null); |
| assert(blendMode != null); |
| assert(layerOffset != null); |
| final Rect shiftedMaskRect = layerOffset == Offset.zero ? maskRect : maskRect.shift(layerOffset); |
| engineLayer = builder.pushShaderMask( |
| shader, |
| shiftedMaskRect, |
| blendMode, |
| oldLayer: _engineLayer as ui.ShaderMaskEngineLayer, |
| ); |
| addChildrenToScene(builder, layerOffset); |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Shader>('shader', shader)); |
| properties.add(DiagnosticsProperty<Rect>('maskRect', maskRect)); |
| properties.add(DiagnosticsProperty<BlendMode>('blendMode', blendMode)); |
| } |
| } |
| |
| /// A composited layer that applies a filter to the existing contents of the scene. |
| class BackdropFilterLayer extends ContainerLayer { |
| /// Creates a backdrop filter layer. |
| /// |
| /// The [filter] property must be non-null before the compositing phase of the |
| /// pipeline. |
| BackdropFilterLayer({ ui.ImageFilter filter }) : _filter = filter; |
| |
| /// The filter to apply to the existing contents of the scene. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| ui.ImageFilter get filter => _filter; |
| ui.ImageFilter _filter; |
| set filter(ui.ImageFilter value) { |
| if (value != _filter) { |
| _filter = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(filter != null); |
| engineLayer = builder.pushBackdropFilter( |
| filter, |
| oldLayer: _engineLayer as ui.BackdropFilterEngineLayer, |
| ); |
| addChildrenToScene(builder, layerOffset); |
| builder.pop(); |
| } |
| } |
| |
| /// A composited layer that uses a physical model to producing lighting effects. |
| /// |
| /// For example, the layer casts a shadow according to its geometry and the |
| /// relative position of lights and other physically modeled objects in the |
| /// scene. |
| /// |
| /// When debugging, setting [debugDisablePhysicalShapeLayers] to true will cause this |
| /// layer to be skipped (directly replaced by its children). This can be helpful |
| /// to track down the cause of performance problems. |
| class PhysicalModelLayer extends ContainerLayer { |
| /// Creates a composited layer that uses a physical model to producing |
| /// lighting effects. |
| /// |
| /// The [clipPath], [clipBehavior], [elevation], [color], and [shadowColor] |
| /// arguments must be non-null before the compositing phase of the pipeline. |
| PhysicalModelLayer({ |
| Path clipPath, |
| Clip clipBehavior = Clip.none, |
| double elevation, |
| Color color, |
| Color shadowColor, |
| }) : _clipPath = clipPath, |
| _clipBehavior = clipBehavior, |
| _elevation = elevation, |
| _color = color, |
| _shadowColor = shadowColor; |
| |
| /// The path to clip in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Path get clipPath => _clipPath; |
| Path _clipPath; |
| set clipPath(Path value) { |
| if (value != _clipPath) { |
| _clipPath = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| Path get _debugTransformedClipPath { |
| ContainerLayer ancestor = parent; |
| final Matrix4 matrix = Matrix4.identity(); |
| while (ancestor != null && ancestor.parent != null) { |
| ancestor.applyTransform(this, matrix); |
| ancestor = ancestor.parent; |
| } |
| return clipPath.transform(matrix.storage); |
| } |
| |
| /// {@macro flutter.widgets.Clip} |
| Clip get clipBehavior => _clipBehavior; |
| Clip _clipBehavior; |
| set clipBehavior(Clip value) { |
| assert(value != null); |
| if (value != _clipBehavior) { |
| _clipBehavior = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The z-coordinate at which to place this physical object. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// In tests, the [debugDisableShadows] flag is set to true by default. |
| /// Several widgets and render objects force all elevations to zero when this |
| /// flag is set. For this reason, this property will often be set to zero in |
| /// tests even if the layer should be raised. To verify the actual value, |
| /// consider setting [debugDisableShadows] to false in your test. |
| double get elevation => _elevation; |
| double _elevation; |
| set elevation(double value) { |
| if (value != _elevation) { |
| _elevation = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The background color. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Color get color => _color; |
| Color _color; |
| set color(Color value) { |
| if (value != _color) { |
| _color = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| /// The shadow color. |
| Color get shadowColor => _shadowColor; |
| Color _shadowColor; |
| set shadowColor(Color value) { |
| if (value != _shadowColor) { |
| _shadowColor = value; |
| markNeedsAddToScene(); |
| } |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (!clipPath.contains(localPosition)) |
| return false; |
| return super.findAnnotations<S>(result, localPosition, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(clipPath != null); |
| assert(clipBehavior != null); |
| assert(elevation != null); |
| assert(color != null); |
| assert(shadowColor != null); |
| |
| bool enabled = true; |
| assert(() { |
| enabled = !debugDisablePhysicalShapeLayers; |
| return true; |
| }()); |
| if (enabled) { |
| engineLayer = builder.pushPhysicalShape( |
| path: layerOffset == Offset.zero ? clipPath : clipPath.shift(layerOffset), |
| elevation: elevation, |
| color: color, |
| shadowColor: shadowColor, |
| clipBehavior: clipBehavior, |
| oldLayer: _engineLayer as ui.PhysicalShapeEngineLayer, |
| ); |
| } else { |
| engineLayer = null; |
| } |
| addChildrenToScene(builder, layerOffset); |
| if (enabled) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DoubleProperty('elevation', elevation)); |
| properties.add(ColorProperty('color', color)); |
| } |
| } |
| |
| /// An object that a [LeaderLayer] can register with. |
| /// |
| /// An instance of this class should be provided as the [LeaderLayer.link] and |
| /// the [FollowerLayer.link] properties to cause the [FollowerLayer] to follow |
| /// the [LeaderLayer]. |
| /// |
| /// See also: |
| /// |
| /// * [CompositedTransformTarget], the widget that creates a [LeaderLayer]. |
| /// * [CompositedTransformFollower], the widget that creates a [FollowerLayer]. |
| /// * [RenderLeaderLayer] and [RenderFollowerLayer], the corresponding |
| /// render objects. |
| class LayerLink { |
| /// The currently-registered [LeaderLayer], if any. |
| LeaderLayer get leader => _leader; |
| LeaderLayer _leader; |
| |
| @override |
| String toString() => '${describeIdentity(this)}(${ _leader != null ? "<linked>" : "<dangling>" })'; |
| } |
| |
| /// A composited layer that can be followed by a [FollowerLayer]. |
| /// |
| /// This layer collapses the accumulated offset into a transform and passes |
| /// [Offset.zero] to its child layers in the [addToScene]/[addChildrenToScene] |
| /// methods, so that [applyTransform] will work reliably. |
| class LeaderLayer extends ContainerLayer { |
| /// Creates a leader layer. |
| /// |
| /// The [link] property must not be null, and must not have been provided to |
| /// any other [LeaderLayer] layers that are [attached] to the layer tree at |
| /// the same time. |
| /// |
| /// The [offset] property must be non-null before the compositing phase of the |
| /// pipeline. |
| LeaderLayer({ @required LayerLink link, this.offset = Offset.zero }) : assert(link != null), _link = link; |
| |
| /// The object with which this layer should register. |
| /// |
| /// The link will be established when this layer is [attach]ed, and will be |
| /// cleared when this layer is [detach]ed. |
| LayerLink get link => _link; |
| set link(LayerLink value) { |
| assert(value != null); |
| _link = value; |
| } |
| LayerLink _link; |
| |
| /// Offset from parent in the parent's coordinate system. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// The [offset] property must be non-null before the compositing phase of the |
| /// pipeline. |
| Offset offset; |
| |
| /// {@macro flutter.leaderFollower.alwaysNeedsAddToScene} |
| @override |
| bool get alwaysNeedsAddToScene => true; |
| |
| @override |
| void attach(Object owner) { |
| super.attach(owner); |
| assert(link.leader == null); |
| _lastOffset = null; |
| link._leader = this; |
| } |
| |
| @override |
| void detach() { |
| assert(link.leader == this); |
| link._leader = null; |
| _lastOffset = null; |
| super.detach(); |
| } |
| |
| /// The offset the last time this layer was composited. |
| /// |
| /// This is reset to null when the layer is attached or detached, to help |
| /// catch cases where the follower layer ends up before the leader layer, but |
| /// not every case can be detected. |
| Offset _lastOffset; |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| return super.findAnnotations<S>(result, localPosition - offset, onlyFirst: onlyFirst); |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(offset != null); |
| _lastOffset = offset + layerOffset; |
| if (_lastOffset != Offset.zero) |
| engineLayer = builder.pushTransform( |
| Matrix4.translationValues(_lastOffset.dx, _lastOffset.dy, 0.0).storage, |
| oldLayer: _engineLayer as ui.TransformEngineLayer, |
| ); |
| addChildrenToScene(builder); |
| if (_lastOffset != Offset.zero) |
| builder.pop(); |
| } |
| |
| /// Applies the transform that would be applied when compositing the given |
| /// child to the given matrix. |
| /// |
| /// See [ContainerLayer.applyTransform] for details. |
| /// |
| /// The `child` argument may be null, as the same transform is applied to all |
| /// children. |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(_lastOffset != null); |
| if (_lastOffset != Offset.zero) |
| transform.translate(_lastOffset.dx, _lastOffset.dy); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<Offset>('offset', offset)); |
| properties.add(DiagnosticsProperty<LayerLink>('link', link)); |
| } |
| } |
| |
| /// A composited layer that applies a transformation matrix to its children such |
| /// that they are positioned to match a [LeaderLayer]. |
| /// |
| /// If any of the ancestors of this layer have a degenerate matrix (e.g. scaling |
| /// by zero), then the [FollowerLayer] will not be able to transform its child |
| /// to the coordinate space of the [LeaderLayer]. |
| /// |
| /// A [linkedOffset] property can be provided to further offset the child layer |
| /// from the leader layer, for example if the child is to follow the linked |
| /// layer at a distance rather than directly overlapping it. |
| class FollowerLayer extends ContainerLayer { |
| /// Creates a follower layer. |
| /// |
| /// The [link] property must not be null. |
| /// |
| /// The [unlinkedOffset], [linkedOffset], and [showWhenUnlinked] properties |
| /// must be non-null before the compositing phase of the pipeline. |
| FollowerLayer({ |
| @required LayerLink link, |
| this.showWhenUnlinked = true, |
| this.unlinkedOffset = Offset.zero, |
| this.linkedOffset = Offset.zero, |
| }) : assert(link != null), _link = link; |
| |
| /// The link to the [LeaderLayer]. |
| /// |
| /// The same object should be provided to a [LeaderLayer] that is earlier in |
| /// the layer tree. When this layer is composited, it will apply a transform |
| /// that moves its children to match the position of the [LeaderLayer]. |
| LayerLink get link => _link; |
| set link(LayerLink value) { |
| assert(value != null); |
| _link = value; |
| } |
| LayerLink _link; |
| |
| /// Whether to show the layer's contents when the [link] does not point to a |
| /// [LeaderLayer]. |
| /// |
| /// When the layer is linked, children layers are positioned such that they |
| /// have the same global position as the linked [LeaderLayer]. |
| /// |
| /// When the layer is not linked, then: if [showWhenUnlinked] is true, |
| /// children are positioned as if the [FollowerLayer] was a [ContainerLayer]; |
| /// if it is false, then children are hidden. |
| /// |
| /// The [showWhenUnlinked] property must be non-null before the compositing |
| /// phase of the pipeline. |
| bool showWhenUnlinked; |
| |
| /// Offset from parent in the parent's coordinate system, used when the layer |
| /// is not linked to a [LeaderLayer]. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// The [unlinkedOffset] property must be non-null before the compositing |
| /// phase of the pipeline. |
| /// |
| /// See also: |
| /// |
| /// * [linkedOffset], for when the layers are linked. |
| Offset unlinkedOffset; |
| |
| /// Offset from the origin of the leader layer to the origin of the child |
| /// layers, used when the layer is linked to a [LeaderLayer]. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| /// |
| /// The [linkedOffset] property must be non-null before the compositing phase |
| /// of the pipeline. |
| /// |
| /// See also: |
| /// |
| /// * [unlinkedOffset], for when the layer is not linked. |
| Offset linkedOffset; |
| |
| Offset _lastOffset; |
| Matrix4 _lastTransform; |
| Matrix4 _invertedTransform; |
| bool _inverseDirty = true; |
| |
| Offset _transformOffset<S>(Offset localPosition) { |
| if (_inverseDirty) { |
| _invertedTransform = Matrix4.tryInvert(getLastTransform()); |
| _inverseDirty = false; |
| } |
| if (_invertedTransform == null) |
| return null; |
| final Vector4 vector = Vector4(localPosition.dx, localPosition.dy, 0.0, 1.0); |
| final Vector4 result = _invertedTransform.transform(vector); |
| return Offset(result[0] - linkedOffset.dx, result[1] - linkedOffset.dy); |
| } |
| |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| if (link.leader == null) { |
| if (showWhenUnlinked) { |
| return super.findAnnotations(result, localPosition - unlinkedOffset, onlyFirst: onlyFirst); |
| } |
| return false; |
| } |
| final Offset transformedOffset = _transformOffset<S>(localPosition); |
| if (transformedOffset == null) { |
| return false; |
| } |
| return super.findAnnotations<S>(result, transformedOffset, onlyFirst: onlyFirst); |
| } |
| |
| /// The transform that was used during the last composition phase. |
| /// |
| /// If the [link] was not linked to a [LeaderLayer], or if this layer has |
| /// a degenerate matrix applied, then this will be null. |
| /// |
| /// This method returns a new [Matrix4] instance each time it is invoked. |
| Matrix4 getLastTransform() { |
| if (_lastTransform == null) |
| return null; |
| final Matrix4 result = Matrix4.translationValues(-_lastOffset.dx, -_lastOffset.dy, 0.0); |
| result.multiply(_lastTransform); |
| return result; |
| } |
| |
| /// Call [applyTransform] for each layer in the provided list. |
| /// |
| /// The list is in reverse order (deepest first). The first layer will be |
| /// treated as the child of the second, and so forth. The first layer in the |
| /// list won't have [applyTransform] called on it. The first layer may be |
| /// null. |
| Matrix4 _collectTransformForLayerChain(List<ContainerLayer> layers) { |
| // Initialize our result matrix. |
| final Matrix4 result = Matrix4.identity(); |
| // Apply each layer to the matrix in turn, starting from the last layer, |
| // and providing the previous layer as the child. |
| for (int index = layers.length - 1; index > 0; index -= 1) |
| layers[index].applyTransform(layers[index - 1], result); |
| return result; |
| } |
| |
| /// Populate [_lastTransform] given the current state of the tree. |
| void _establishTransform() { |
| assert(link != null); |
| _lastTransform = null; |
| // Check to see if we are linked. |
| if (link.leader == null) |
| return; |
| // If we're linked, check the link is valid. |
| assert(link.leader.owner == owner, 'Linked LeaderLayer anchor is not in the same layer tree as the FollowerLayer.'); |
| assert(link.leader._lastOffset != null, 'LeaderLayer anchor must come before FollowerLayer in paint order, but the reverse was true.'); |
| // Collect all our ancestors into a Set so we can recognize them. |
| final Set<Layer> ancestors = HashSet<Layer>(); |
| Layer ancestor = parent; |
| while (ancestor != null) { |
| ancestors.add(ancestor); |
| ancestor = ancestor.parent; |
| } |
| // Collect all the layers from a hypothetical child (null) of the target |
| // layer up to the common ancestor layer. |
| ContainerLayer layer = link.leader; |
| final List<ContainerLayer> forwardLayers = <ContainerLayer>[null, layer]; |
| do { |
| layer = layer.parent; |
| forwardLayers.add(layer); |
| } while (!ancestors.contains(layer)); |
| ancestor = layer; |
| // Collect all the layers from this layer up to the common ancestor layer. |
| layer = this; |
| final List<ContainerLayer> inverseLayers = <ContainerLayer>[layer]; |
| do { |
| layer = layer.parent; |
| inverseLayers.add(layer); |
| } while (layer != ancestor); |
| // Establish the forward and backward matrices given these lists of layers. |
| final Matrix4 forwardTransform = _collectTransformForLayerChain(forwardLayers); |
| final Matrix4 inverseTransform = _collectTransformForLayerChain(inverseLayers); |
| if (inverseTransform.invert() == 0.0) { |
| // We are in a degenerate transform, so there's not much we can do. |
| return; |
| } |
| // Combine the matrices and store the result. |
| inverseTransform.multiply(forwardTransform); |
| inverseTransform.translate(linkedOffset.dx, linkedOffset.dy); |
| _lastTransform = inverseTransform; |
| _inverseDirty = true; |
| } |
| |
| /// {@template flutter.leaderFollower.alwaysNeedsAddToScene} |
| /// This disables retained rendering. |
| /// |
| /// A [FollowerLayer] copies changes from a [LeaderLayer] that could be anywhere |
| /// in the Layer tree, and that leader layer could change without notifying the |
| /// follower layer. Therefore we have to always call a follower layer's |
| /// [addToScene]. In order to call follower layer's [addToScene], leader layer's |
| /// [addToScene] must be called first so leader layer must also be considered |
| /// as [alwaysNeedsAddToScene]. |
| /// {@endtemplate} |
| @override |
| bool get alwaysNeedsAddToScene => true; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) { |
| assert(link != null); |
| assert(showWhenUnlinked != null); |
| if (link.leader == null && !showWhenUnlinked) { |
| _lastTransform = null; |
| _lastOffset = null; |
| _inverseDirty = true; |
| engineLayer = null; |
| return; |
| } |
| _establishTransform(); |
| if (_lastTransform != null) { |
| engineLayer = builder.pushTransform( |
| _lastTransform.storage, |
| oldLayer: _engineLayer as ui.TransformEngineLayer, |
| ); |
| addChildrenToScene(builder); |
| builder.pop(); |
| _lastOffset = unlinkedOffset + layerOffset; |
| } else { |
| _lastOffset = null; |
| final Matrix4 matrix = Matrix4.translationValues(unlinkedOffset.dx, unlinkedOffset.dy, .0); |
| engineLayer = builder.pushTransform( |
| matrix.storage, |
| oldLayer: _engineLayer as ui.TransformEngineLayer, |
| ); |
| addChildrenToScene(builder); |
| builder.pop(); |
| } |
| _inverseDirty = true; |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| if (_lastTransform != null) { |
| transform.multiply(_lastTransform); |
| } else { |
| transform.multiply(Matrix4.translationValues(unlinkedOffset.dx, unlinkedOffset.dy, .0)); |
| } |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<LayerLink>('link', link)); |
| properties.add(TransformProperty('transform', getLastTransform(), defaultValue: null)); |
| } |
| } |
| |
| /// A composited layer which annotates its children with a value. Pushing this |
| /// layer to the tree is the common way of adding an annotation. |
| /// |
| /// An annotation is an optional object of any type that, when attached with a |
| /// layer, can be retrieved using [Layer.find] or [Layer.findAllAnnotations] |
| /// with a position. The search process is done recursively, controlled by a |
| /// concept of being opaque to a type of annotation, explained in the document |
| /// of [Layer.findAnnotations]. |
| /// |
| /// When an annotation search arrives, this layer defers the same search to each |
| /// of this layer's children, respecting their opacity. Then it adds this |
| /// layer's [annotation] if all of the following restrictions are met: |
| /// |
| /// {@template flutter.rendering.annotatedRegionLayer.restrictions} |
| /// * The target type must be identical to the annotated type `T`. |
| /// * If [size] is provided, the target position must be contained within the |
| /// rectangle formed by [size] and [offset]. |
| /// {@endtemplate} |
| /// |
| /// This layer is opaque to a type of annotation if any child is also opaque, or |
| /// if [opaque] is true and the layer's annotation is added. |
| class AnnotatedRegionLayer<T> extends ContainerLayer { |
| /// Creates a new layer that annotates its children with [value]. |
| /// |
| /// The [value] provided cannot be null. |
| AnnotatedRegionLayer( |
| this.value, { |
| this.size, |
| Offset offset, |
| this.opaque = false, |
| }) : assert(value != null), |
| assert(opaque != null), |
| offset = offset ?? Offset.zero; |
| |
| /// The annotated object, which is added to the result if all restrictions are |
| /// met. |
| final T value; |
| |
| /// The size of the annotated object. |
| /// |
| /// If [size] is provided, then the annotation is found only if the target |
| /// position is contained by the rectangle formed by [size] and [offset]. |
| /// Otherwise no such restriction is applied, and clipping can only be done by |
| /// the ancestor layers. |
| final Size size; |
| |
| /// The position of the annotated object. |
| /// |
| /// The [offset] defaults to [Offset.zero] if not provided, and is ignored if |
| /// [size] is not set. |
| /// |
| /// The [offset] only offsets the clipping rectangle, and does not affect |
| /// how the painting or annotation search is propagated to its children. |
| final Offset offset; |
| |
| /// Whether the annotation of this layer should be opaque during an annotation |
| /// search of type `T`, preventing siblings visually behind it from being |
| /// searched. |
| /// |
| /// If [opaque] is true, and this layer does add its annotation [value], |
| /// then the layer will always be opaque during the search. |
| /// |
| /// If [opaque] is false, or if this layer does not add its annotation, |
| /// then the opacity of this layer will be the one returned by the children, |
| /// meaning that it will be opaque if any child is opaque. |
| /// |
| /// The [opaque] defaults to false. |
| /// |
| /// The [opaque] is effectively useless during [Layer.find] (more |
| /// specifically, [Layer.findAnnotations] with `onlyFirst: true`), since the |
| /// search process then skips the remaining tree after finding the first |
| /// annotation. |
| /// |
| /// See also: |
| /// |
| /// * [Layer.findAnnotations], which explains the concept of being opaque |
| /// to a type of annotation as the return value. |
| /// * [HitTestBehavior], which controls similar logic when hit-testing in the |
| /// render tree. |
| final bool opaque; |
| |
| /// Searches the subtree for annotations of type `S` at the location |
| /// `localPosition`, then adds the annotation [value] if applicable. |
| /// |
| /// This method always searches its children, and if any child returns `true`, |
| /// the remaining children are skipped. Regardless of what the children |
| /// return, this method then adds this layer's annotation if all of the |
| /// following restrictions are met: |
| /// |
| /// {@macro flutter.rendering.annotatedRegionLayer.restrictions} |
| /// |
| /// This search process respects `onlyFirst`, meaning that when `onlyFirst` is |
| /// true, the search will stop when it finds the first annotation from the |
| /// children, and the layer's own annotation is checked only when none is |
| /// given by the children. |
| /// |
| /// The return value is true if any child returns `true`, or if [opaque] is |
| /// true and the layer's annotation is added. |
| /// |
| /// For explanation of layer annotations, parameters and return value, refer |
| /// to [Layer.findAnnotations]. |
| @override |
| @protected |
| bool findAnnotations<S>(AnnotationResult<S> result, Offset localPosition, { @required bool onlyFirst }) { |
| bool isAbsorbed = super.findAnnotations(result, localPosition, onlyFirst: onlyFirst); |
| if (result.entries.isNotEmpty && onlyFirst) |
| return isAbsorbed; |
| if (size != null && !(offset & size).contains(localPosition)) { |
| return isAbsorbed; |
| } |
| if (T == S) { |
| isAbsorbed = isAbsorbed || opaque; |
| final Object untypedValue = value; |
| final S typedValue = untypedValue as S; |
| result.add(AnnotationEntry<S>( |
| annotation: typedValue, |
| localPosition: localPosition - offset, |
| )); |
| } |
| return isAbsorbed; |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(DiagnosticsProperty<T>('value', value)); |
| properties.add(DiagnosticsProperty<Size>('size', size, defaultValue: null)); |
| properties.add(DiagnosticsProperty<Offset>('offset', offset, defaultValue: null)); |
| properties.add(DiagnosticsProperty<bool>('opaque', opaque, defaultValue: false)); |
| } |
| } |