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// Copyright 2018 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:ui';
import 'package:flutter/foundation.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/services.dart';
import 'box.dart';
import 'layer.dart';
import 'object.dart';
/// How an embedded platform view behave during hit tests.
enum PlatformViewHitTestBehavior {
/// Opaque targets can be hit by hit tests, causing them to both receive
/// events within their bounds and prevent targets visually behind them from
/// also receiving events.
opaque,
/// Translucent targets both receive events within their bounds and permit
/// targets visually behind them to also receive events.
translucent,
/// Transparent targets don't receive events within their bounds and permit
/// targets visually behind them to receive events.
transparent,
}
enum _PlatformViewState {
uninitialized,
resizing,
ready,
}
/// A render object for an Android view.
///
/// Requires Android API level 20 or greater.
///
/// [RenderAndroidView] is responsible for sizing, displaying and passing touch events to an
/// Android [View](https://developer.android.com/reference/android/view/View).
///
/// The render object's layout behavior is to fill all available space, the parent of this object must
/// provide bounded layout constraints.
///
/// RenderAndroidView participates in Flutter's [GestureArena]s, and dispatches touch events to the
/// Android view iff it won the arena. Specific gestures that should be dispatched to the Android
/// view can be specified in [RenderAndroidView.gestureRecognizers]. If
/// [RenderAndroidView.gestureRecognizers] is empty, the gesture will be dispatched to the Android
/// view iff it was not claimed by any other gesture recognizer.
///
/// See also:
/// * [AndroidView] which is a widget that is used to show an Android view.
/// * [PlatformViewsService] which is a service for controlling platform views.
class RenderAndroidView extends RenderBox {
/// Creates a render object for an Android view.
RenderAndroidView({
@required AndroidViewController viewController,
@required this.hitTestBehavior,
List<OneSequenceGestureRecognizer> gestureRecognizers = const <OneSequenceGestureRecognizer> [],
}) : assert(viewController != null),
assert(hitTestBehavior != null),
assert(gestureRecognizers != null),
_viewController = viewController
{
_motionEventsDispatcher = _MotionEventsDispatcher(globalToLocal, viewController);
this.gestureRecognizers = gestureRecognizers;
}
_PlatformViewState _state = _PlatformViewState.uninitialized;
/// The Android view controller for the Android view associated with this render object.
AndroidViewController get viewcontroller => _viewController;
AndroidViewController _viewController;
/// Sets a new Android view controller.
///
/// `viewController` must not be null.
set viewController(AndroidViewController viewController) {
assert(_viewController != null);
if (_viewController == viewController)
return;
_viewController = viewController;
_sizePlatformView();
}
/// How to behave during hit testing.
// The implicit setter is enough here as changing this value will just affect
// any newly arriving events there's nothing we need to invalidate.
PlatformViewHitTestBehavior hitTestBehavior;
/// Which gestures should be forwarded to the Android view.
///
/// The gesture recognizers on this list participate in the gesture arena for each pointer
/// that was put down on the render box. If any of the recognizers on this list wins the
/// gesture arena, the entire pointer event sequence starting from the pointer down event
/// will be dispatched to the Android view.
set gestureRecognizers(List<OneSequenceGestureRecognizer> recognizers) {
assert(recognizers != null);
if (recognizers == _gestureRecognizer?.gestureRecognizers) {
return;
}
_gestureRecognizer?.dispose();
_gestureRecognizer = _AndroidViewGestureRecognizer(_motionEventsDispatcher, recognizers);
}
@override
bool get sizedByParent => true;
@override
bool get alwaysNeedsCompositing => true;
@override
bool get isRepaintBoundary => true;
_MotionEventsDispatcher _motionEventsDispatcher;
_AndroidViewGestureRecognizer _gestureRecognizer;
@override
void performResize() {
size = constraints.biggest;
_sizePlatformView();
}
Size _currentAndroidViewSize;
Future<Null> _sizePlatformView() async {
// Android virtual displays cannot have a zero size.
// Trying to size it to 0 crashes the app, which was happening when starting the app
// with a locked screen (see: https://github.com/flutter/flutter/issues/20456).
if (_state == _PlatformViewState.resizing || size.isEmpty) {
return;
}
_state = _PlatformViewState.resizing;
markNeedsPaint();
Size targetSize;
do {
targetSize = size;
await _viewController.setSize(targetSize);
_currentAndroidViewSize = targetSize;
// We've resized the platform view to targetSize, but it is possible that
// while we were resizing the render object's size was changed again.
// In that case we will resize the platform view again.
} while (size != targetSize);
_state = _PlatformViewState.ready;
markNeedsPaint();
}
@override
void paint(PaintingContext context, Offset offset) {
if (_viewController.textureId == null)
return;
// Clip the texture if it's going to paint out of the bounds of the renter box
// (see comment in _paintTexture for an explanation of when this happens).
if (size.width < _currentAndroidViewSize.width || size.height < _currentAndroidViewSize.height) {
context.pushClipRect(true, offset, offset & size, _paintTexture);
return;
}
_paintTexture(context, offset);
}
void _paintTexture(PaintingContext context, Offset offset) {
// As resizing the Android view happens asynchronously we don't know exactly when is a
// texture frame with the new size is ready for consumption.
// TextureLayer is unaware of the texture frame's size and always maps it to the
// specified rect. If the rect we provide has a different size from the current texture frame's
// size the texture frame will be scaled.
// To prevent unwanted scaling artifacts while resizing we freeze the texture frame, until
// we know that a frame with the new size is in the buffer.
// This guarantees that the size of the texture frame we're painting is always
// _currentAndroidViewSize.
context.addLayer(TextureLayer(
rect: offset & _currentAndroidViewSize,
textureId: _viewController.textureId,
freeze: _state == _PlatformViewState.resizing,
));
}
@override
bool hitTest(HitTestResult result, { Offset position }) {
if (hitTestBehavior == PlatformViewHitTestBehavior.transparent || !size.contains(position))
return false;
result.add(BoxHitTestEntry(this, position));
return hitTestBehavior == PlatformViewHitTestBehavior.opaque;
}
@override
bool hitTestSelf(Offset position) => hitTestBehavior != PlatformViewHitTestBehavior.transparent;
@override
void handleEvent(PointerEvent event, HitTestEntry entry) {
if (event is PointerDownEvent) {
_gestureRecognizer.addPointer(event);
}
}
@override
void detach() {
_gestureRecognizer.reset();
super.detach();
}
}
class _AndroidViewGestureRecognizer extends OneSequenceGestureRecognizer {
_AndroidViewGestureRecognizer(this.dispatcher, List<OneSequenceGestureRecognizer> gestureRecognizers) {
this.gestureRecognizers = gestureRecognizers;
}
final _MotionEventsDispatcher dispatcher;
// Maps a pointer to a list of its cached pointer events.
// Before the arena for a pointer is resolved all events are cached here, if we win the arena
// the cached events are dispatched to the view, if we lose the arena we clear the cache for
// the pointer.
final Map<int, List<PointerEvent>> cachedEvents = <int, List<PointerEvent>> {};
// Pointer for which we have already won the arena, events for pointers in this set are
// immediately dispatched to the Android view.
final Set<int> forwardedPointers = Set<int>();
// We use OneSequenceGestureRecognizers as they support gesture arena teams.
// TODO(amirh): get a list of GestureRecognizers here.
// https://github.com/flutter/flutter/issues/20953
List<OneSequenceGestureRecognizer> _gestureRecognizers;
List<OneSequenceGestureRecognizer> get gestureRecognizers => _gestureRecognizers;
set gestureRecognizers(List<OneSequenceGestureRecognizer> recognizers) {
_gestureRecognizers = recognizers;
team = GestureArenaTeam();
team.captain = this;
for (OneSequenceGestureRecognizer recognizer in _gestureRecognizers) {
recognizer.team = team;
}
}
@override
void addPointer(PointerDownEvent event) {
startTrackingPointer(event.pointer);
for (OneSequenceGestureRecognizer recognizer in _gestureRecognizers) {
recognizer.addPointer(event);
}
}
@override
String get debugDescription => 'Android view';
@override
void didStopTrackingLastPointer(int pointer) {}
@override
void handleEvent(PointerEvent event) {
if (!forwardedPointers.contains(event.pointer)) {
cacheEvent(event);
} else {
dispatcher.handlePointerEvent(event);
}
stopTrackingIfPointerNoLongerDown(event);
}
@override
void acceptGesture(int pointer) {
flushPointerCache(pointer);
forwardedPointers.add(pointer);
}
@override
void rejectGesture(int pointer) {
stopTrackingPointer(pointer);
cachedEvents.remove(pointer);
}
void cacheEvent(PointerEvent event) {
if (!cachedEvents.containsKey(event.pointer)) {
cachedEvents[event.pointer] = <PointerEvent> [];
}
cachedEvents[event.pointer].add(event);
}
void flushPointerCache(int pointer) {
cachedEvents.remove(pointer)?.forEach(dispatcher.handlePointerEvent);
}
@override
void stopTrackingPointer(int pointer) {
super.stopTrackingPointer(pointer);
forwardedPointers.remove(pointer);
}
void reset() {
forwardedPointers.forEach(super.stopTrackingPointer);
forwardedPointers.clear();
cachedEvents.keys.forEach(super.stopTrackingPointer);
cachedEvents.clear();
resolve(GestureDisposition.rejected);
}
}
typedef Offset _GlobalToLocal(Offset point);
// Composes a stream of PointerEvent objects into AndroidMotionEvent objects
// and dispatches them to the associated embedded Android view.
class _MotionEventsDispatcher {
_MotionEventsDispatcher(this.globalToLocal, this.viewController);
final Map<int, AndroidPointerCoords> pointerPositions = <int, AndroidPointerCoords>{};
final Map<int, AndroidPointerProperties> pointerProperties = <int, AndroidPointerProperties>{};
final _GlobalToLocal globalToLocal;
final AndroidViewController viewController;
int nextPointerId = 0;
int downTimeMillis;
void handlePointerEvent(PointerEvent event) {
if (event is PointerDownEvent) {
if (nextPointerId == 0)
downTimeMillis = event.timeStamp.inMilliseconds;
pointerProperties[event.pointer] = propertiesFor(event, nextPointerId++);
}
pointerPositions[event.pointer] = coordsFor(event);
dispatchPointerEvent(event);
if (event is PointerUpEvent) {
pointerPositions.remove(event.pointer);
pointerProperties.remove(event.pointer);
if (pointerProperties.isEmpty) {
nextPointerId = 0;
downTimeMillis = null;
}
}
if (event is PointerCancelEvent) {
pointerPositions.clear();
pointerProperties.clear();
nextPointerId = 0;
downTimeMillis = null;
}
}
void dispatchPointerEvent(PointerEvent event) {
final List<int> pointers = pointerPositions.keys.toList();
final int pointerIdx = pointers.indexOf(event.pointer);
final int numPointers = pointers.length;
// Android MotionEvent objects can batch information on multiple pointers.
// Flutter breaks these such batched events into multiple PointerEvent objects.
// When there are multiple active pointers we accumulate the information for all pointers
// as we get PointerEvents, and only send it to the embedded Android view when
// we see the last pointer. This way we achieve the same batching as Android.
if(isSinglePointerAction(event) && pointerIdx < numPointers - 1)
return;
int action;
switch(event.runtimeType){
case PointerDownEvent:
action = numPointers == 1 ? AndroidViewController.kActionDown
: AndroidViewController.pointerAction(pointerIdx, AndroidViewController.kActionPointerDown);
break;
case PointerUpEvent:
action = numPointers == 1 ? AndroidViewController.kActionUp
: AndroidViewController.pointerAction(pointerIdx, AndroidViewController.kActionPointerUp);
break;
case PointerMoveEvent:
action = AndroidViewController.kActionMove;
break;
case PointerCancelEvent:
action = AndroidViewController.kActionCancel;
break;
default:
return;
}
final AndroidMotionEvent androidMotionEvent = AndroidMotionEvent(
downTime: downTimeMillis,
eventTime: event.timeStamp.inMilliseconds,
action: action,
pointerCount: pointerPositions.length,
pointerProperties: pointers.map((int i) => pointerProperties[i]).toList(),
pointerCoords: pointers.map((int i) => pointerPositions[i]).toList(),
metaState: 0,
buttonState: 0,
xPrecision: 1.0,
yPrecision: 1.0,
deviceId: 0,
edgeFlags: 0,
source: 0,
flags: 0
);
viewController.sendMotionEvent(androidMotionEvent);
}
AndroidPointerCoords coordsFor(PointerEvent event) {
final Offset position = globalToLocal(event.position);
return AndroidPointerCoords(
orientation: event.orientation,
pressure: event.pressure,
// Currently the engine omits the pointer size, for now I'm fixing this to 0.33 which is roughly
// what I typically see on Android.
//
// TODO(amirh): Use the original pointer's size.
// https://github.com/flutter/flutter/issues/20300
size: 0.333,
toolMajor: event.radiusMajor,
toolMinor: event.radiusMinor,
touchMajor: event.radiusMajor,
touchMinor: event.radiusMinor,
x: position.dx,
y: position.dy
);
}
AndroidPointerProperties propertiesFor(PointerEvent event, int pointerId) {
int toolType = AndroidPointerProperties.kToolTypeUnknown;
switch(event.kind) {
case PointerDeviceKind.touch:
toolType = AndroidPointerProperties.kToolTypeFinger;
break;
case PointerDeviceKind.mouse:
toolType = AndroidPointerProperties.kToolTypeMouse;
break;
case PointerDeviceKind.stylus:
toolType = AndroidPointerProperties.kToolTypeStylus;
break;
case PointerDeviceKind.invertedStylus:
toolType = AndroidPointerProperties.kToolTypeEraser;
break;
case PointerDeviceKind.unknown:
toolType = AndroidPointerProperties.kToolTypeUnknown;
break;
}
return AndroidPointerProperties(id: pointerId, toolType: toolType);
}
bool isSinglePointerAction(PointerEvent event) =>
!(event is PointerDownEvent) && !(event is PointerUpEvent);
}