| // Copyright 2015 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| import 'dart:async'; |
| import 'dart:collection'; |
| import 'dart:ui' as ui show Image, ImageFilter, Picture, Scene, SceneBuilder; |
| import 'dart:ui' show Offset; |
| |
| import 'package:flutter/foundation.dart'; |
| import 'package:flutter/painting.dart'; |
| import 'package:vector_math/vector_math_64.dart'; |
| |
| import 'debug.dart'; |
| |
| /// 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; |
| |
| /// 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; |
| |
| /// Removes this layer from its parent layer's child list. |
| @mustCallSuper |
| void remove() { |
| parent?._removeChild(this); |
| } |
| |
| /// Replaces this layer with the given layer in the parent layer's child list. |
| void replaceWith(Layer newLayer) { |
| assert(parent != null); |
| assert(attached == parent.attached); |
| assert(newLayer.parent == null); |
| assert(newLayer._nextSibling == null); |
| assert(newLayer._previousSibling == null); |
| assert(!newLayer.attached); |
| newLayer._nextSibling = nextSibling; |
| if (_nextSibling != null) |
| _nextSibling._previousSibling = newLayer; |
| newLayer._previousSibling = previousSibling; |
| if (_previousSibling != null) |
| _previousSibling._nextSibling = newLayer; |
| assert(() { |
| Layer node = this; |
| while (node.parent != null) |
| node = node.parent; |
| assert(node != newLayer); // indicates we are about to create a cycle |
| return true; |
| }()); |
| parent.adoptChild(newLayer); |
| assert(newLayer.attached == parent.attached); |
| if (parent.firstChild == this) |
| parent._firstChild = newLayer; |
| if (parent.lastChild == this) |
| parent._lastChild = newLayer; |
| _nextSibling = null; |
| _previousSibling = null; |
| parent.dropChild(this); |
| assert(!attached); |
| } |
| |
| /// Override this method to upload this layer to the engine. |
| /// |
| /// The `layerOffset` is the accumulated offset of this layer's parent from the |
| /// origin of the builder's coordinate system. |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset); |
| |
| /// 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(new DiagnosticsProperty<Object>('owner', owner, level: parent != null ? DiagnosticLevel.hidden : DiagnosticLevel.info, defaultValue: null)); |
| properties.add(new DiagnosticsProperty<dynamic>('creator', debugCreator, defaultValue: null, level: DiagnosticLevel.debug)); |
| } |
| } |
| |
| /// 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 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 isComplexHint = false; |
| |
| /// 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 willChangeHint = false; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| builder.addPicture(layerOffset, picture, isComplexHint: isComplexHint, willChangeHint: willChangeHint); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DiagnosticsProperty<Rect>('paint bounds', canvasBounds)); |
| } |
| } |
| |
| /// 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://docs.flutter.io/javadoc/io/flutter/view/TextureRegistry.html> |
| /// for how to create and manage backend textures on Android. |
| /// * <https://docs.flutter.io/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]. |
| TextureLayer({ |
| @required this.rect, |
| @required this.textureId, |
| }): assert(rect != null), assert(textureId != null); |
| |
| /// Bounding rectangle of this layer. |
| final Rect rect; |
| |
| /// The identity of the backend texture. |
| final int textureId; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| final Rect shiftedRect = rect.shift(layerOffset); |
| builder.addTexture( |
| textureId, |
| offset: shiftedRect.topLeft, |
| width: shiftedRect.width, |
| height: shiftedRect.height, |
| ); |
| } |
| } |
| |
| /// 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 this.overlayRect, |
| @required this.optionsMask, |
| @required this.rasterizerThreshold, |
| @required this.checkerboardRasterCacheImages, |
| @required this.checkerboardOffscreenLayers, |
| }); |
| |
| /// 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 overlayRect; |
| |
| /// 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) { |
| assert(optionsMask != null); |
| builder.addPerformanceOverlay(optionsMask, overlayRect.shift(layerOffset)); |
| builder.setRasterizerTracingThreshold(rasterizerThreshold); |
| builder.setCheckerboardRasterCacheImages(checkerboardRasterCacheImages); |
| builder.setCheckerboardOffscreenLayers(checkerboardOffscreenLayers); |
| } |
| } |
| |
| /// 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; |
| |
| 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; |
| } |
| |
| @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) { |
| 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) { |
| Layer child = firstChild; |
| while (child != null) { |
| 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); |
| } |
| |
| @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({ this.offset: Offset.zero }); |
| |
| /// 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; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| addChildrenToScene(builder, offset + layerOffset); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new 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 = new ui.SceneBuilder(); |
| final Matrix4 transform = new Matrix4.translationValues(bounds.left - offset.dx, bounds.top - offset.dy, 0.0); |
| transform.scale(pixelRatio, pixelRatio); |
| builder.pushTransform(transform.storage); |
| addToScene(builder, Offset.zero); |
| final ui.Scene scene = builder.build(); |
| 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. |
| class ClipRectLayer extends ContainerLayer { |
| /// Creates a layer with a rectangular clip. |
| /// |
| /// The [clipRect] property must be non-null before the compositing phase of |
| /// the pipeline. |
| ClipRectLayer({ this.clipRect }); |
| |
| /// 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 clipRect; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| if (!debugDisableClipLayers) |
| builder.pushClipRect(clipRect.shift(layerOffset)); |
| addChildrenToScene(builder, layerOffset); |
| if (!debugDisableClipLayers) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DiagnosticsProperty<Rect>('clipRect', clipRect)); |
| } |
| } |
| |
| /// A composite layer that clips its children using a rounded rectangle. |
| class ClipRRectLayer extends ContainerLayer { |
| /// Creates a layer with a rounded-rectangular clip. |
| /// |
| /// The [clipRRect] property must be non-null before the compositing phase of |
| /// the pipeline. |
| ClipRRectLayer({ this.clipRRect }); |
| |
| /// 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 clipRRect; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| if (!debugDisableClipLayers) |
| builder.pushClipRRect(clipRRect.shift(layerOffset)); |
| addChildrenToScene(builder, layerOffset); |
| if (!debugDisableClipLayers) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DiagnosticsProperty<RRect>('clipRRect', clipRRect)); |
| } |
| } |
| |
| /// A composite layer that clips its children using a path. |
| class ClipPathLayer extends ContainerLayer { |
| /// Creates a layer with a path-based clip. |
| /// |
| /// The [clipPath] property must be non-null before the compositing phase of |
| /// the pipeline. |
| ClipPathLayer({ this.clipPath }); |
| |
| /// 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 clipPath; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| if (!debugDisableClipLayers) |
| builder.pushClipPath(clipPath.shift(layerOffset)); |
| addChildrenToScene(builder, layerOffset); |
| if (!debugDisableClipLayers) |
| builder.pop(); |
| } |
| } |
| |
| /// 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({ this.transform, Offset offset: Offset.zero }) : 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 transform; |
| |
| Matrix4 _lastEffectiveTransform; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| _lastEffectiveTransform = transform; |
| final Offset totalOffset = offset + layerOffset; |
| if (totalOffset != Offset.zero) { |
| _lastEffectiveTransform = new Matrix4.translationValues(totalOffset.dx, totalOffset.dy, 0.0) |
| ..multiply(_lastEffectiveTransform); |
| } |
| builder.pushTransform(_lastEffectiveTransform.storage); |
| addChildrenToScene(builder, Offset.zero); |
| builder.pop(); |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| transform.multiply(_lastEffectiveTransform); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new TransformProperty('transform', transform)); |
| } |
| } |
| |
| /// A composited layer that makes its children partially transparent. |
| class OpacityLayer extends ContainerLayer { |
| /// Creates an opacity layer. |
| /// |
| /// The [alpha] property must be non-null before the compositing phase of |
| /// the pipeline. |
| OpacityLayer({ this.alpha }); |
| |
| /// 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 alpha; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| if (!debugDisableOpacityLayers) |
| builder.pushOpacity(alpha); |
| addChildrenToScene(builder, layerOffset); |
| if (!debugDisableOpacityLayers) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new IntProperty('alpha', alpha)); |
| } |
| } |
| |
| /// A composited layer that applies a shader to its children. |
| 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({ this.shader, this.maskRect, this.blendMode }); |
| |
| /// The shader to apply to the children. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Shader shader; |
| |
| /// The size of the shader. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Rect maskRect; |
| |
| /// 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 blendMode; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| builder.pushShaderMask(shader, maskRect.shift(layerOffset), blendMode); |
| addChildrenToScene(builder, layerOffset); |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DiagnosticsProperty<Shader>('shader', shader)); |
| properties.add(new DiagnosticsProperty<Rect>('maskRect', maskRect)); |
| properties.add(new 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({ this.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 filter; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| builder.pushBackdropFilter(filter); |
| 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 modelled objects in the |
| /// scene. |
| class PhysicalModelLayer extends ContainerLayer { |
| /// Creates a composited layer that uses a physical model to producing |
| /// lighting effects. |
| /// |
| /// The [clipPath], [elevation], and [color] arguments must not be null. |
| PhysicalModelLayer({ |
| @required this.clipPath, |
| @required this.elevation, |
| @required this.color, |
| @required this.shadowColor, |
| }) : assert(clipPath != null), |
| assert(elevation != null), |
| assert(color != null), |
| assert(shadowColor != null); |
| |
| /// 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 clipPath; |
| |
| /// 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]). |
| double elevation; |
| |
| /// The background color. |
| /// |
| /// The scene must be explicitly recomposited after this property is changed |
| /// (as described at [Layer]). |
| Color color; |
| |
| /// The shadow color. |
| Color shadowColor; |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| if (!debugDisablePhysicalShapeLayers) |
| builder.pushPhysicalShape( |
| path: clipPath.shift(layerOffset), |
| elevation: elevation, |
| color: color, |
| shadowColor: shadowColor, |
| ); |
| addChildrenToScene(builder, layerOffset); |
| if (!debugDisablePhysicalShapeLayers) |
| builder.pop(); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DoubleProperty('elevation', elevation)); |
| properties.add(new DiagnosticsProperty<Color>('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 this.link, this.offset: Offset.zero }) : assert(link != null); |
| |
| /// 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. |
| final 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; |
| |
| @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 |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| assert(offset != null); |
| _lastOffset = offset + layerOffset; |
| if (_lastOffset != Offset.zero) |
| builder.pushTransform(new Matrix4.translationValues(_lastOffset.dx, _lastOffset.dy, 0.0).storage); |
| addChildrenToScene(builder, Offset.zero); |
| 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(new DiagnosticsProperty<Offset>('offset', offset)); |
| properties.add(new 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 this.link, |
| this.showWhenUnlinked: true, |
| this.unlinkedOffset: Offset.zero, |
| this.linkedOffset: Offset.zero, |
| }) : assert(link != null); |
| |
| /// 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]. |
| final 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; |
| |
| /// 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 = new 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 = new 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 = new 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; |
| } |
| |
| @override |
| void addToScene(ui.SceneBuilder builder, Offset layerOffset) { |
| assert(link != null); |
| assert(showWhenUnlinked != null); |
| if (link.leader == null && !showWhenUnlinked) { |
| _lastTransform = null; |
| _lastOffset = null; |
| return; |
| } |
| _establishTransform(); |
| if (_lastTransform != null) { |
| builder.pushTransform(_lastTransform.storage); |
| addChildrenToScene(builder, Offset.zero); |
| builder.pop(); |
| _lastOffset = unlinkedOffset + layerOffset; |
| } else { |
| _lastOffset = null; |
| addChildrenToScene(builder, unlinkedOffset + layerOffset); |
| } |
| } |
| |
| @override |
| void applyTransform(Layer child, Matrix4 transform) { |
| assert(child != null); |
| assert(transform != null); |
| if (_lastTransform != null) |
| transform.multiply(_lastTransform); |
| } |
| |
| @override |
| void debugFillProperties(DiagnosticPropertiesBuilder properties) { |
| super.debugFillProperties(properties); |
| properties.add(new DiagnosticsProperty<LayerLink>('link', link)); |
| properties.add(new TransformProperty('transform', getLastTransform(), defaultValue: null)); |
| } |
| } |