Add unit tests to mutate layer fields (#23599)
So we're sure that: 1. We won't break the API by not allowing to mutate fields 2. We won't forget to markNeedsAddToScene after mutation
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@ -2,6 +2,8 @@
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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import 'dart:ui';
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import 'package:flutter/rendering.dart';
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import 'package:flutter_test/flutter_test.dart';
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@ -109,4 +111,132 @@ void main() {
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expect(leaderLayer.debugSubtreeNeedsAddToScene, true);
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expect(followerLayer.debugSubtreeNeedsAddToScene, true);
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});
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void checkNeedsAddToScene(Layer layer, void mutateCallback()) {
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layer.debugMarkClean();
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layer.updateSubtreeNeedsAddToScene(); // ignore: invalid_use_of_protected_member
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expect(layer.debugSubtreeNeedsAddToScene, false);
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mutateCallback();
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layer.updateSubtreeNeedsAddToScene(); // ignore: invalid_use_of_protected_member
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expect(layer.debugSubtreeNeedsAddToScene, true);
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}
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test('mutating PictureLayer fields triggers needsAddToScene', () {
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final PictureLayer pictureLayer = PictureLayer(Rect.zero);
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checkNeedsAddToScene(pictureLayer, () {
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final PictureRecorder recorder = PictureRecorder();
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pictureLayer.picture = recorder.endRecording();
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});
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pictureLayer.isComplexHint = false;
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checkNeedsAddToScene(pictureLayer, () {
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pictureLayer.isComplexHint = true;
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});
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pictureLayer.willChangeHint = false;
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checkNeedsAddToScene(pictureLayer, () {
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pictureLayer.willChangeHint = true;
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});
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});
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final Rect unitRect = Rect.fromLTRB(0, 0, 1, 1);
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test('mutating PerformanceOverlayLayer fields triggers needsAddToScene', () {
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final PerformanceOverlayLayer layer = PerformanceOverlayLayer(
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overlayRect: Rect.zero, optionsMask: 0, rasterizerThreshold: 0,
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checkerboardRasterCacheImages: false, checkerboardOffscreenLayers: false);
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checkNeedsAddToScene(layer, () {
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layer.overlayRect = unitRect;
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});
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});
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test('mutating OffsetLayer fields triggers needsAddToScene', () {
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final OffsetLayer layer = OffsetLayer();
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checkNeedsAddToScene(layer, () {
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layer.offset = const Offset(1, 1);
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});
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});
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test('mutating ClipRectLayer fields triggers needsAddToScene', () {
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final ClipRectLayer layer = ClipRectLayer(clipRect: Rect.zero);
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checkNeedsAddToScene(layer, () {
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layer.clipRect = unitRect;
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});
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checkNeedsAddToScene(layer, () {
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layer.clipBehavior = Clip.antiAliasWithSaveLayer;
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});
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});
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test('mutating ClipRRectLayer fields triggers needsAddToScene', () {
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final ClipRRectLayer layer = ClipRRectLayer(clipRRect: RRect.zero);
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checkNeedsAddToScene(layer, () {
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layer.clipRRect = RRect.fromRectAndRadius(unitRect, const Radius.circular(0));
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});
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checkNeedsAddToScene(layer, () {
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layer.clipBehavior = Clip.antiAliasWithSaveLayer;
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});
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});
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test('mutating ClipPath fields triggers needsAddToScene', () {
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final ClipPathLayer layer = ClipPathLayer(clipPath: Path());
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checkNeedsAddToScene(layer, () {
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final Path newPath = Path();
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newPath.addRect(unitRect);
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layer.clipPath = newPath;
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});
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checkNeedsAddToScene(layer, () {
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layer.clipBehavior = Clip.antiAliasWithSaveLayer;
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});
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});
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test('mutating OpacityLayer fields triggers needsAddToScene', () {
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final OpacityLayer layer = OpacityLayer(alpha: 0);
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checkNeedsAddToScene(layer, () {
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layer.alpha = 1;
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});
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checkNeedsAddToScene(layer, () {
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layer.offset = const Offset(1, 1);
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});
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});
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test('mutating ShaderMaskLayer fields triggers needsAddToScene', () {
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const Gradient gradient = RadialGradient(colors: <Color>[Color(0), Color(1)]);
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final Shader shader = gradient.createShader(Rect.zero);
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final ShaderMaskLayer layer = ShaderMaskLayer(shader: shader, maskRect: Rect.zero, blendMode: BlendMode.clear);
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checkNeedsAddToScene(layer, () {
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layer.maskRect = unitRect;
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});
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checkNeedsAddToScene(layer, () {
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layer.blendMode = BlendMode.color;
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});
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checkNeedsAddToScene(layer, () {
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layer.shader = gradient.createShader(unitRect);
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});
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});
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test('mutating BackdropFilterLayer fields triggers needsAddToScene', () {
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final BackdropFilterLayer layer = BackdropFilterLayer(filter: ImageFilter.blur());
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checkNeedsAddToScene(layer, () {
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layer.filter = ImageFilter.blur(sigmaX: 1.0);
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});
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});
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test('mutating PhysicalModelLayer fields triggers needsAddToScene', () {
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final PhysicalModelLayer layer = PhysicalModelLayer(
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clipPath: Path(), elevation: 0, color: const Color(0), shadowColor: const Color(0));
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checkNeedsAddToScene(layer, () {
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final Path newPath = Path();
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newPath.addRect(unitRect);
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layer.clipPath = newPath;
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});
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checkNeedsAddToScene(layer, () {
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layer.elevation = 1;
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});
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checkNeedsAddToScene(layer, () {
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layer.color = const Color(1);
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});
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checkNeedsAddToScene(layer, () {
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layer.shadowColor = const Color(1);
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});
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});
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}
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