1768 lines
61 KiB
Dart
1768 lines
61 KiB
Dart
// Copyright 2015 The Chromium Authors. All rights reserved.
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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:async';
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import 'dart:collection';
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import 'dart:ui' as ui show EngineLayer, Image, ImageFilter, Picture, Scene, SceneBuilder;
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import 'package:flutter/foundation.dart';
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import 'package:flutter/painting.dart';
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import 'package:vector_math/vector_math_64.dart';
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import 'debug.dart';
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/// A composited layer.
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///
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/// During painting, the render tree generates a tree of composited layers that
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/// are uploaded into the engine and displayed by the compositor. This class is
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/// the base class for all composited layers.
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///
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/// Most layers can have their properties mutated, and layers can be moved to
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/// different parents. The scene must be explicitly recomposited after such
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/// changes are made; the layer tree does not maintain its own dirty state.
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///
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/// To composite the tree, create a [SceneBuilder] object, pass it to the
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/// root [Layer] object's [addToScene] method, and then call
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/// [SceneBuilder.build] to obtain a [Scene]. A [Scene] can then be painted
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/// using [Window.render].
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///
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/// See also:
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///
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/// * [RenderView.compositeFrame], which implements this recomposition protocol
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/// for painting [RenderObject] trees on the display.
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abstract class Layer extends AbstractNode with DiagnosticableTreeMixin {
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/// This layer's parent in the layer tree.
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///
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/// The [parent] of the root node in the layer tree is null.
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///
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/// Only subclasses of [ContainerLayer] can have children in the layer tree.
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/// All other layer classes are used for leaves in the layer tree.
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@override
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ContainerLayer get parent => super.parent;
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// Whether this layer has any changes since its last call to [addToScene].
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//
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// Initialized to true as a new layer has never called [addToScene].
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bool _needsAddToScene = true;
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/// Mark that this layer has changed and [addToScene] needs to be called.
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@protected
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void markNeedsAddToScene() {
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_needsAddToScene = true;
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}
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/// Mark that this layer is in sync with engine.
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///
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/// This is only for debug and test purpose only.
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@visibleForTesting
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void debugMarkClean() {
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assert((){
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_needsAddToScene = false;
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return true;
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}());
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}
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/// Subclasses may override this to true to disable retained rendering.
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@protected
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bool get alwaysNeedsAddToScene => false;
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bool _subtreeNeedsAddToScene;
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/// Whether any layer in the subtree needs [addToScene].
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///
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/// This is for debug and test purpose only. It only becomes valid after
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/// calling [updateSubtreeNeedsAddToScene].
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@visibleForTesting
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bool get debugSubtreeNeedsAddToScene {
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bool result;
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assert((){
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result = _subtreeNeedsAddToScene;
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return true;
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}());
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return result;
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}
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ui.EngineLayer _engineLayer;
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/// Traverse the layer tree and compute if any subtree needs [addToScene].
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///
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/// A subtree needs [addToScene] if any of its layer needs [addToScene].
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/// The [ContainerLayer] will override this to respect its children.
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@protected
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void updateSubtreeNeedsAddToScene() {
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_subtreeNeedsAddToScene = _needsAddToScene || alwaysNeedsAddToScene;
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}
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/// This layer's next sibling in the parent layer's child list.
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Layer get nextSibling => _nextSibling;
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Layer _nextSibling;
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/// This layer's previous sibling in the parent layer's child list.
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Layer get previousSibling => _previousSibling;
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Layer _previousSibling;
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@override
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void dropChild(AbstractNode child) {
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markNeedsAddToScene();
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super.dropChild(child);
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}
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@override
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void adoptChild(AbstractNode child) {
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markNeedsAddToScene();
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super.adoptChild(child);
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}
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/// Removes this layer from its parent layer's child list.
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///
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/// This has no effect if the layer's parent is already null.
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@mustCallSuper
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void remove() {
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parent?._removeChild(this);
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}
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/// Replaces this layer with the given layer in the parent layer's child list.
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void replaceWith(Layer newLayer) {
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assert(parent != null);
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assert(attached == parent.attached);
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assert(newLayer.parent == null);
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assert(newLayer._nextSibling == null);
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assert(newLayer._previousSibling == null);
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assert(!newLayer.attached);
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newLayer._nextSibling = nextSibling;
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if (_nextSibling != null)
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_nextSibling._previousSibling = newLayer;
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newLayer._previousSibling = previousSibling;
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if (_previousSibling != null)
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_previousSibling._nextSibling = newLayer;
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assert(() {
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Layer node = this;
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while (node.parent != null)
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node = node.parent;
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assert(node != newLayer); // indicates we are about to create a cycle
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return true;
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}());
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parent.adoptChild(newLayer);
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assert(newLayer.attached == parent.attached);
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if (parent.firstChild == this)
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parent._firstChild = newLayer;
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if (parent.lastChild == this)
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parent._lastChild = newLayer;
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_nextSibling = null;
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_previousSibling = null;
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parent.dropChild(this);
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assert(!attached);
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}
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/// Returns the value of [S] that corresponds to the point described by
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/// [regionOffset].
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///
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/// Returns null if no matching region is found.
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///
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/// The main way for a value to be assigned here is by pushing an
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/// [AnnotatedRegionLayer] into the layer tree.
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///
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/// See also:
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///
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/// * [AnnotatedRegionLayer], for placing values in the layer tree.
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S find<S>(Offset regionOffset);
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/// Override this method to upload this layer to the engine.
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///
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/// Return the engine layer for retained rendering. When there's no
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/// corresponding engine layer, null is returned.
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@protected
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ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]);
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void _addToSceneWithRetainedRendering(ui.SceneBuilder builder) {
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// There can't be a loop by adding a retained layer subtree whose
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// _subtreeNeedsAddToScene is false.
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//
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// Proof by contradiction:
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//
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// If we introduce a loop, this retained layer must be appended to one of
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// its descendant layers, say A. That means the child structure of A has
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// changed so A's _needsAddToScene is true. This contradicts
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// _subtreeNeedsAddToScene being false.
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if (!_subtreeNeedsAddToScene && _engineLayer != null) {
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builder.addRetained(_engineLayer);
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return;
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}
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_engineLayer = addToScene(builder);
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_needsAddToScene = false;
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}
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/// The object responsible for creating this layer.
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///
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/// Defaults to the value of [RenderObject.debugCreator] for the render object
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/// that created this layer. Used in debug messages.
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dynamic debugCreator;
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@override
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String toStringShort() => '${super.toStringShort()}${ owner == null ? " DETACHED" : ""}';
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@override
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void debugFillProperties(DiagnosticPropertiesBuilder properties) {
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super.debugFillProperties(properties);
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properties.add(DiagnosticsProperty<Object>('owner', owner, level: parent != null ? DiagnosticLevel.hidden : DiagnosticLevel.info, defaultValue: null));
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properties.add(DiagnosticsProperty<dynamic>('creator', debugCreator, defaultValue: null, level: DiagnosticLevel.debug));
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}
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}
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/// A composited layer containing a [Picture].
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///
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/// Picture layers are always leaves in the layer tree.
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class PictureLayer extends Layer {
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/// Creates a leaf layer for the layer tree.
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PictureLayer(this.canvasBounds);
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/// The bounds that were used for the canvas that drew this layer's [picture].
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///
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/// This is purely advisory. It is included in the information dumped with
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/// [debugDumpLayerTree] (which can be triggered by pressing "L" when using
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/// "flutter run" at the console), which can help debug why certain drawing
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/// commands are being culled.
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final Rect canvasBounds;
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/// The picture recorded for this layer.
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///
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/// The picture's coordinate system matches this layer's coordinate system.
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///
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/// The scene must be explicitly recomposited after this property is changed
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/// (as described at [Layer]).
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ui.Picture get picture => _picture;
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ui.Picture _picture;
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set picture(ui.Picture picture) {
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_needsAddToScene = true;
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_picture = picture;
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}
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/// Hints that the painting in this layer is complex and would benefit from
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/// caching.
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///
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/// If this hint is not set, the compositor will apply its own heuristics to
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/// decide whether the this layer is complex enough to benefit from caching.
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///
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/// The scene must be explicitly recomposited after this property is changed
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/// (as described at [Layer]).
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bool get isComplexHint => _isComplexHint;
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bool _isComplexHint = false;
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set isComplexHint(bool value) {
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if (value != _isComplexHint) {
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_isComplexHint = value;
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markNeedsAddToScene();
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}
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}
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/// Hints that the painting in this layer is likely to change next frame.
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///
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/// This hint tells the compositor not to cache this layer because the cache
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/// will not be used in the future. If this hint is not set, the compositor
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/// will apply its own heuristics to decide whether this layer is likely to be
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/// reused in the future.
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///
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/// The scene must be explicitly recomposited after this property is changed
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/// (as described at [Layer]).
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bool get willChangeHint => _willChangeHint;
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bool _willChangeHint = false;
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set willChangeHint(bool value) {
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if (value != _willChangeHint) {
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_willChangeHint = value;
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markNeedsAddToScene();
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}
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}
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@override
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ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
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builder.addPicture(layerOffset, picture, isComplexHint: isComplexHint, willChangeHint: willChangeHint);
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return null; // this does not return an engine layer yet.
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}
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@override
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void debugFillProperties(DiagnosticPropertiesBuilder properties) {
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super.debugFillProperties(properties);
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properties.add(DiagnosticsProperty<Rect>('paint bounds', canvasBounds));
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}
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@override
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S find<S>(Offset regionOffset) => null;
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}
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/// A composited layer that maps a backend texture to a rectangle.
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///
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/// Backend textures are images that can be applied (mapped) to an area of the
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/// Flutter view. They are created, managed, and updated using a
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/// platform-specific texture registry. This is typically done by a plugin
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/// that integrates with host platform video player, camera, or OpenGL APIs,
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/// or similar image sources.
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///
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/// A texture layer refers to its backend texture using an integer ID. Texture
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/// IDs are obtained from the texture registry and are scoped to the Flutter
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/// view. Texture IDs may be reused after deregistration, at the discretion
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/// of the registry. The use of texture IDs currently unknown to the registry
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/// will silently result in a blank rectangle.
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///
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/// Once inserted into the layer tree, texture layers are repainted autonomously
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/// as dictated by the backend (e.g. on arrival of a video frame). Such
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/// repainting generally does not involve executing Dart code.
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///
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/// Texture layers are always leaves in the layer tree.
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///
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/// See also:
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///
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/// * <https://docs.flutter.io/javadoc/io/flutter/view/TextureRegistry.html>
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/// for how to create and manage backend textures on Android.
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/// * <https://docs.flutter.io/objcdoc/Protocols/FlutterTextureRegistry.html>
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/// for how to create and manage backend textures on iOS.
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class TextureLayer extends Layer {
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/// Creates a texture layer bounded by [rect] and with backend texture
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/// identified by [textureId], if [freeze] is true new texture frames will not be
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/// populated to the texture.
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TextureLayer({
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@required this.rect,
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@required this.textureId,
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this.freeze = false,
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}): assert(rect != null), assert(textureId != null);
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/// Bounding rectangle of this layer.
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final Rect rect;
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/// The identity of the backend texture.
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final int textureId;
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/// When true the texture that will not be updated with new frames.
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///
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/// This is used when resizing an embedded Android views: When resizing
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/// there is a short period during which the framework cannot tell
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/// if the newest texture frame has the previous or new size, to workaround this
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/// the framework "freezes" the texture just before resizing the Android view and unfreezes
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/// it when it is certain that a frame with the new size is ready.
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final bool freeze;
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@override
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ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
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final Rect shiftedRect = rect.shift(layerOffset);
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builder.addTexture(
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textureId,
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offset: shiftedRect.topLeft,
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width: shiftedRect.width,
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height: shiftedRect.height,
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freeze: freeze,
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);
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return null; // this does not return an engine layer yet.
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}
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@override
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S find<S>(Offset regionOffset) => null;
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}
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/// A layer that shows an embedded [UIView](https://developer.apple.com/documentation/uikit/uiview)
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/// on iOS.
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class PlatformViewLayer extends Layer {
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/// Creates a platform view layer.
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///
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/// The `rect` and `viewId` parameters must not be null.
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PlatformViewLayer({
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@required this.rect,
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@required this.viewId,
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}): assert(rect != null), assert(viewId != null);
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/// Bounding rectangle of this layer in the global coordinate space.
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final Rect rect;
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/// The unique identifier of the UIView displayed on this layer.
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///
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/// A UIView with this identifier must have been created by [PlatformViewsServices.initUiKitView].
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final int viewId;
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@override
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ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
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final Rect shiftedRect = rect.shift(layerOffset);
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builder.addPlatformView(
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viewId,
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offset: shiftedRect.topLeft,
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width: shiftedRect.width,
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height: shiftedRect.height,
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);
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return null;
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}
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@override
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S find<S>(Offset regionOffset) => null;
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}
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/// A layer that indicates to the compositor that it should display
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/// certain performance statistics within it.
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///
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/// Performance overlay layers are always leaves in the layer tree.
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class PerformanceOverlayLayer extends Layer {
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/// Creates a layer that displays a performance overlay.
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PerformanceOverlayLayer({
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@required Rect overlayRect,
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@required this.optionsMask,
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@required this.rasterizerThreshold,
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@required this.checkerboardRasterCacheImages,
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@required this.checkerboardOffscreenLayers,
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}) : _overlayRect = overlayRect;
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/// The rectangle in this layer's coordinate system that the overlay should occupy.
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///
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/// The scene must be explicitly recomposited after this property is changed
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/// (as described at [Layer]).
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Rect get overlayRect => _overlayRect;
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Rect _overlayRect;
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set overlayRect(Rect value) {
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if (value != _overlayRect) {
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_overlayRect = value;
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markNeedsAddToScene();
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}
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}
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/// The mask is created by shifting 1 by the index of the specific
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/// [PerformanceOverlayOption] to enable.
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final int optionsMask;
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/// The rasterizer threshold is an integer specifying the number of frame
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/// intervals that the rasterizer must miss before it decides that the frame
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/// is suitable for capturing an SkPicture trace for further analysis.
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final int rasterizerThreshold;
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/// Whether the raster cache should checkerboard cached entries.
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///
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/// The compositor can sometimes decide to cache certain portions of the
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/// widget hierarchy. Such portions typically don't change often from frame to
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/// frame and are expensive to render. This can speed up overall rendering. However,
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/// there is certain upfront cost to constructing these cache entries. And, if
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/// the cache entries are not used very often, this cost may not be worth the
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/// speedup in rendering of subsequent frames. If the developer wants to be certain
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/// that populating the raster cache is not causing stutters, this option can be
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/// set. Depending on the observations made, hints can be provided to the compositor
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/// that aid it in making better decisions about caching.
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final bool checkerboardRasterCacheImages;
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/// Whether the compositor should checkerboard layers that are rendered to offscreen
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/// bitmaps. This can be useful for debugging rendering performance.
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///
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/// Render target switches are caused by using opacity layers (via a [FadeTransition] or
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/// [Opacity] widget), clips, shader mask layers, etc. Selecting a new render target
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/// and merging it with the rest of the scene has a performance cost. This can sometimes
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/// be avoided by using equivalent widgets that do not require these layers (for example,
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/// replacing an [Opacity] widget with an [widgets.Image] using a [BlendMode]).
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final bool checkerboardOffscreenLayers;
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@override
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ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
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assert(optionsMask != null);
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builder.addPerformanceOverlay(optionsMask, overlayRect.shift(layerOffset));
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builder.setRasterizerTracingThreshold(rasterizerThreshold);
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builder.setCheckerboardRasterCacheImages(checkerboardRasterCacheImages);
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builder.setCheckerboardOffscreenLayers(checkerboardOffscreenLayers);
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return null; // this does not return an engine layer yet.
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}
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@override
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S find<S>(Offset regionOffset) => null;
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}
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/// A composited layer that has a list of children.
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///
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/// A [ContainerLayer] instance merely takes a list of children and inserts them
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/// into the composited rendering in order. There are subclasses of
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/// [ContainerLayer] which apply more elaborate effects in the process.
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class ContainerLayer extends Layer {
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/// The first composited layer in this layer's child list.
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Layer get firstChild => _firstChild;
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Layer _firstChild;
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/// The last composited layer in this layer's child list.
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Layer get lastChild => _lastChild;
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Layer _lastChild;
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bool _debugUltimatePreviousSiblingOf(Layer child, { Layer equals }) {
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assert(child.attached == attached);
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while (child.previousSibling != null) {
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assert(child.previousSibling != child);
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child = child.previousSibling;
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assert(child.attached == attached);
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}
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return child == equals;
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}
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bool _debugUltimateNextSiblingOf(Layer child, { Layer equals }) {
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assert(child.attached == attached);
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while (child._nextSibling != null) {
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assert(child._nextSibling != child);
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child = child._nextSibling;
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assert(child.attached == attached);
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}
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return child == equals;
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}
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@override
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void updateSubtreeNeedsAddToScene() {
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super.updateSubtreeNeedsAddToScene();
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Layer child = firstChild;
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while (child != null) {
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child.updateSubtreeNeedsAddToScene();
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_subtreeNeedsAddToScene = _subtreeNeedsAddToScene || child._subtreeNeedsAddToScene;
|
|
child = child.nextSibling;
|
|
}
|
|
}
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
Layer current = lastChild;
|
|
while (current != null) {
|
|
final Object value = current.find<S>(regionOffset);
|
|
if (value != null) {
|
|
return value;
|
|
}
|
|
current = current.previousSibling;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
@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
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
addChildrenToScene(builder, layerOffset);
|
|
return null; // ContainerLayer does not have a corresponding engine layer
|
|
}
|
|
|
|
/// 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);
|
|
}
|
|
|
|
@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
|
|
S find<S>(Offset regionOffset) {
|
|
return super.find<S>(regionOffset - offset);
|
|
}
|
|
|
|
@override
|
|
void applyTransform(Layer child, Matrix4 transform) {
|
|
assert(child != null);
|
|
assert(transform != null);
|
|
transform.multiply(Matrix4.translationValues(offset.dx, offset.dy, 0.0));
|
|
}
|
|
|
|
/// Consider this layer as the root and build a scene (a tree of layers)
|
|
/// in the engine.
|
|
ui.Scene buildScene(ui.SceneBuilder builder) {
|
|
updateSubtreeNeedsAddToScene();
|
|
addToScene(builder);
|
|
return builder.build();
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer 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.
|
|
final ui.EngineLayer engineLayer = builder.pushOffset(layerOffset.dx + offset.dx, layerOffset.dy + offset.dy);
|
|
addChildrenToScene(builder);
|
|
builder.pop();
|
|
return engineLayer;
|
|
}
|
|
|
|
@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] property must be non-null before the compositing phase of
|
|
/// the pipeline.
|
|
ClipRectLayer({ @required 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 (default to [Clip.antiAlias]).
|
|
///
|
|
/// [Clip.none] is not allowed here.
|
|
/// {@endtemplate}
|
|
Clip get clipBehavior => _clipBehavior;
|
|
Clip _clipBehavior;
|
|
set clipBehavior(Clip value) {
|
|
assert(value != null);
|
|
assert(value != Clip.none);
|
|
if (value != _clipBehavior) {
|
|
_clipBehavior = value;
|
|
markNeedsAddToScene();
|
|
}
|
|
}
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
if (!clipRect.contains(regionOffset))
|
|
return null;
|
|
return super.find<S>(regionOffset);
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
bool enabled = true;
|
|
assert(() {
|
|
enabled = !debugDisableClipLayers;
|
|
return true;
|
|
}());
|
|
if (enabled)
|
|
builder.pushClipRect(clipRect.shift(layerOffset), clipBehavior: clipBehavior);
|
|
addChildrenToScene(builder, layerOffset);
|
|
if (enabled)
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
|
|
@override
|
|
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
|
|
super.debugFillProperties(properties);
|
|
properties.add(DiagnosticsProperty<Rect>('clipRect', clipRect));
|
|
}
|
|
}
|
|
|
|
/// 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] property must be non-null before the compositing phase of
|
|
/// the pipeline.
|
|
ClipRRectLayer({ @required 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}
|
|
Clip get clipBehavior => _clipBehavior;
|
|
Clip _clipBehavior;
|
|
set clipBehavior(Clip value) {
|
|
assert(value != null);
|
|
assert(value != Clip.none);
|
|
if (value != _clipBehavior) {
|
|
_clipBehavior = value;
|
|
markNeedsAddToScene();
|
|
}
|
|
}
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
if (!clipRRect.contains(regionOffset))
|
|
return null;
|
|
return super.find<S>(regionOffset);
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
bool enabled = true;
|
|
assert(() {
|
|
enabled = !debugDisableClipLayers;
|
|
return true;
|
|
}());
|
|
if (enabled)
|
|
builder.pushClipRRect(clipRRect.shift(layerOffset), clipBehavior: clipBehavior);
|
|
addChildrenToScene(builder, layerOffset);
|
|
if (enabled)
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
|
|
@override
|
|
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
|
|
super.debugFillProperties(properties);
|
|
properties.add(DiagnosticsProperty<RRect>('clipRRect', clipRRect));
|
|
}
|
|
}
|
|
|
|
/// 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] property must be non-null before the compositing phase of
|
|
/// the pipeline.
|
|
ClipPathLayer({ @required 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}
|
|
Clip get clipBehavior => _clipBehavior;
|
|
Clip _clipBehavior;
|
|
set clipBehavior(Clip value) {
|
|
assert(value != null);
|
|
assert(value != Clip.none);
|
|
if (value != _clipBehavior) {
|
|
_clipBehavior = value;
|
|
markNeedsAddToScene();
|
|
}
|
|
}
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
if (!clipPath.contains(regionOffset))
|
|
return null;
|
|
return super.find<S>(regionOffset);
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
bool enabled = true;
|
|
assert(() {
|
|
enabled = !debugDisableClipLayers;
|
|
return true;
|
|
}());
|
|
if (enabled)
|
|
builder.pushClipPath(clipPath.shift(layerOffset), clipBehavior: clipBehavior);
|
|
addChildrenToScene(builder, layerOffset);
|
|
if (enabled)
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
}
|
|
|
|
/// 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) {
|
|
if (value == _transform)
|
|
return;
|
|
_transform = value;
|
|
_inverseDirty = true;
|
|
}
|
|
|
|
Matrix4 _lastEffectiveTransform;
|
|
Matrix4 _invertedTransform;
|
|
bool _inverseDirty = true;
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
_lastEffectiveTransform = transform;
|
|
final Offset totalOffset = offset + layerOffset;
|
|
if (totalOffset != Offset.zero) {
|
|
_lastEffectiveTransform = Matrix4.translationValues(totalOffset.dx, totalOffset.dy, 0.0)
|
|
..multiply(_lastEffectiveTransform);
|
|
}
|
|
builder.pushTransform(_lastEffectiveTransform.storage);
|
|
addChildrenToScene(builder);
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
if (_inverseDirty) {
|
|
_invertedTransform = Matrix4.tryInvert(transform);
|
|
_inverseDirty = false;
|
|
}
|
|
if (_invertedTransform == null)
|
|
return null;
|
|
final Vector4 vector = Vector4(regionOffset.dx, regionOffset.dy, 0.0, 1.0);
|
|
final Vector4 result = _invertedTransform.transform(vector);
|
|
return super.find<S>(Offset(result[0], result[1]));
|
|
}
|
|
|
|
@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(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.
|
|
class OpacityLayer extends ContainerLayer {
|
|
/// Creates an opacity layer.
|
|
///
|
|
/// The [alpha] property must be non-null before the compositing phase of
|
|
/// the pipeline.
|
|
OpacityLayer({ @required 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) {
|
|
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
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
bool enabled = true;
|
|
assert(() {
|
|
enabled = !debugDisableOpacityLayers;
|
|
return true;
|
|
}());
|
|
if (enabled)
|
|
builder.pushOpacity(alpha, offset: offset + layerOffset);
|
|
addChildrenToScene(builder);
|
|
if (enabled)
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
|
|
@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.
|
|
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({ @required Shader shader, @required Rect maskRect, @required BlendMode blendMode })
|
|
: _shader = shader, _maskRect = maskRect, _blendMode = blendMode;
|
|
|
|
/// The shader to apply to the children.
|
|
///
|
|
/// The scene must be explicitly recomposited after this property is changed
|
|
/// (as described at [Layer]).
|
|
Shader get shader => _shader;
|
|
Shader _shader;
|
|
set shader(Shader value) {
|
|
if (value != _shader) {
|
|
_shader = value;
|
|
markNeedsAddToScene();
|
|
}
|
|
}
|
|
|
|
/// The size of the shader.
|
|
///
|
|
/// 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
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
builder.pushShaderMask(shader, maskRect.shift(layerOffset), blendMode);
|
|
addChildrenToScene(builder, layerOffset);
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
|
|
@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({ @required 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
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
builder.pushBackdropFilter(filter);
|
|
addChildrenToScene(builder, layerOffset);
|
|
builder.pop();
|
|
return null; // this does not return an engine layer yet.
|
|
}
|
|
}
|
|
|
|
/// 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.
|
|
///
|
|
/// 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], [elevation], and [color] arguments must not be null.
|
|
PhysicalModelLayer({
|
|
@required Path clipPath,
|
|
Clip clipBehavior = Clip.none,
|
|
@required double elevation,
|
|
@required Color color,
|
|
@required Color shadowColor,
|
|
}) : assert(clipPath != null),
|
|
assert(clipBehavior != null),
|
|
assert(elevation != null),
|
|
assert(color != null),
|
|
assert(shadowColor != null),
|
|
_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();
|
|
}
|
|
}
|
|
|
|
/// {@macro flutter.widgets.Clip}
|
|
Clip get clipBehavior => _clipBehavior;
|
|
Clip _clipBehavior;
|
|
set clipBehavior(Clip value) {
|
|
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
|
|
S find<S>(Offset regionOffset) {
|
|
if (!clipPath.contains(regionOffset))
|
|
return null;
|
|
return super.find<S>(regionOffset);
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
ui.EngineLayer engineLayer;
|
|
bool enabled = true;
|
|
assert(() {
|
|
enabled = !debugDisablePhysicalShapeLayers;
|
|
return true;
|
|
}());
|
|
if (enabled) {
|
|
engineLayer = builder.pushPhysicalShape(
|
|
path: clipPath.shift(layerOffset),
|
|
elevation: elevation,
|
|
color: color,
|
|
shadowColor: shadowColor,
|
|
clipBehavior: clipBehavior,
|
|
);
|
|
}
|
|
addChildrenToScene(builder, layerOffset);
|
|
if (enabled)
|
|
builder.pop();
|
|
return engineLayer;
|
|
}
|
|
|
|
@override
|
|
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
|
|
super.debugFillProperties(properties);
|
|
properties.add(DoubleProperty('elevation', elevation));
|
|
properties.add(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;
|
|
|
|
/// {@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
|
|
S find<S>(Offset regionOffset) {
|
|
return super.find<S>(regionOffset - offset);
|
|
}
|
|
|
|
@override
|
|
ui.EngineLayer addToScene(ui.SceneBuilder builder, [Offset layerOffset = Offset.zero]) {
|
|
assert(offset != null);
|
|
_lastOffset = offset + layerOffset;
|
|
if (_lastOffset != Offset.zero)
|
|
builder.pushTransform(Matrix4.translationValues(_lastOffset.dx, _lastOffset.dy, 0.0).storage);
|
|
addChildrenToScene(builder);
|
|
if (_lastOffset != Offset.zero)
|
|
builder.pop();
|
|
return null; // this does not have an engine layer.
|
|
}
|
|
|
|
/// 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 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;
|
|
Matrix4 _invertedTransform;
|
|
bool _inverseDirty = true;
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
if (link.leader == null) {
|
|
return showWhenUnlinked ? super.find<S>(regionOffset - unlinkedOffset) : null;
|
|
}
|
|
if (_inverseDirty) {
|
|
_invertedTransform = Matrix4.tryInvert(getLastTransform());
|
|
_inverseDirty = false;
|
|
}
|
|
if (_invertedTransform == null)
|
|
return null;
|
|
final Vector4 vector = Vector4(regionOffset.dx, regionOffset.dy, 0.0, 1.0);
|
|
final Vector4 result = _invertedTransform.transform(vector);
|
|
return super.find<S>(Offset(result[0] - linkedOffset.dx, result[1] - linkedOffset.dy));
|
|
}
|
|
|
|
/// 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 for Leader/FollowerLayer.
|
|
///
|
|
/// A FollowerLayer copies changes from a LeaderLayer that could be anywhere
|
|
/// in the Layer tree, and that LeaderLayer could change without notifying the
|
|
/// FollowerLayer. Therefore we have to always call a FollowerLayer's
|
|
/// [addToScene]. In order to call FollowerLayer's [addToScene], LeaderLayer's
|
|
/// [addToScene] must be called first so LeaderLayer must also be considered
|
|
/// as [alwaysNeedsAddToScene].
|
|
/// {@endtemplate}
|
|
@override
|
|
bool get alwaysNeedsAddToScene => true;
|
|
|
|
@override
|
|
ui.EngineLayer 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;
|
|
return null; // this does not have an engine layer.
|
|
}
|
|
_establishTransform();
|
|
if (_lastTransform != null) {
|
|
builder.pushTransform(_lastTransform.storage);
|
|
addChildrenToScene(builder);
|
|
builder.pop();
|
|
_lastOffset = unlinkedOffset + layerOffset;
|
|
} else {
|
|
_lastOffset = null;
|
|
final Matrix4 matrix = Matrix4.translationValues(unlinkedOffset.dx, unlinkedOffset.dy, .0);
|
|
builder.pushTransform(matrix.storage);
|
|
addChildrenToScene(builder);
|
|
builder.pop();
|
|
}
|
|
_inverseDirty = true;
|
|
return null; // this does not have an engine layer.
|
|
}
|
|
|
|
@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.
|
|
///
|
|
/// These values can be retrieved using [Layer.find] with a given [Offset]. If
|
|
/// a [Size] is provided to this layer, then find will check if the provided
|
|
/// offset is within the bounds of the layer.
|
|
class AnnotatedRegionLayer<T> extends ContainerLayer {
|
|
/// Creates a new layer annotated with [value] that clips to [size] if provided.
|
|
///
|
|
/// The value provided cannot be null.
|
|
AnnotatedRegionLayer(this.value, {this.size}) : assert(value != null);
|
|
|
|
/// The value returned by [find] if the offset is contained within this layer.
|
|
final T value;
|
|
|
|
/// The [size] is optionally used to clip the hit-testing of [find].
|
|
///
|
|
/// If not provided, all offsets are considered to be contained within this
|
|
/// layer, unless an ancestor layer applies a clip.
|
|
final Size size;
|
|
|
|
@override
|
|
S find<S>(Offset regionOffset) {
|
|
final S result = super.find<S>(regionOffset);
|
|
if (result != null)
|
|
return result;
|
|
if (size != null && !size.contains(regionOffset))
|
|
return null;
|
|
if (T == S) {
|
|
final Object untypedResult = value;
|
|
final S typedResult = untypedResult;
|
|
return typedResult;
|
|
}
|
|
return super.find<S>(regionOffset);
|
|
}
|
|
|
|
@override
|
|
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
|
|
super.debugFillProperties(properties);
|
|
properties.add(DiagnosticsProperty<T>('value', value));
|
|
properties.add(DiagnosticsProperty<Size>('size', size, defaultValue: null));
|
|
}
|
|
}
|