window.dart 7.3 KB
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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

part of dart_ui;

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/// Signature of callbacks that have no arguments and return no data.
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typedef void VoidCallback();
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/// Signature for [Window.onBeginFrame].
typedef void FrameCallback(Duration duration);

/// Signature for [Window.onPointerPacket].
typedef void PointerPacketCallback(ByteData serializedPacket);

/// Signature for [Window.onAppLifecycleStateChanged].
typedef void AppLifecycleStateCallback(AppLifecycleState state);
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/// States that an application can be in.
enum AppLifecycleState {
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  // These values must match the order of the values of
  // AppLifecycleState in sky_engine.mojom

  /// The application is not currently visible to the user. When the
  /// application is in this state, the engine will not call the
  /// [onBeginFrame] callback.
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  paused,
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  /// The application is visible to the user.
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  resumed,
}
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/// A representation of distances for each of the four edges of a rectangle,
/// used to encode the padding that applications should place around their user
/// interface, as exposed by [Window.padding].
///
/// For a generic class that represents distances around a rectangle, see the
/// [EdgeDims] class.
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class WindowPadding {
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  const WindowPadding._({ this.left, this.top, this.right, this.bottom });
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  /// The distance from the left edge to the first unobscured pixel, in physical pixels.
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  final double left;
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  /// The distance from the top edge to the first unobscured pixel, in physical pixels.
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  final double top;
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  /// The distance from the right edge to the first unobscured pixel, in physical pixels.
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  final double right;
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  /// The distance from the bottom edge to the first unobscured pixel, in physical pixels.
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  final double bottom;
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  /// A window padding that has zeros for each edge.
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  static const WindowPadding zero = const WindowPadding._(left: 0.0, top: 0.0, right: 0.0, bottom: 0.0);
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}

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/// An identifier used to select a user's language and formatting preferences,
/// consisting of a language and a country. This is a subset of locale
/// identifiers as defined by BCP 47.
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class Locale {
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  /// Creates a new Locale object. The first argument is the
  /// primary language subtag, the second is the region subtag.
  ///
  /// For example:
  ///
  ///     const Locale swissFrench = const Locale('fr', 'CH');
  ///     const Locale canadianFrench = const Locale('fr', 'CA');
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  const Locale(this.languageCode, this.countryCode);
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  /// The primary language subtag for the locale.
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  final String languageCode;
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  /// The region subtag for the locale.
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  final String countryCode;

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  bool operator ==(dynamic other) {
    if (identical(this, other))
      return true;
    if (other is! Locale)
      return false;
    final Locale typedOther = other;
    return languageCode == typedOther.languageCode
        && countryCode == typedOther.countryCode;
  }

  int get hashCode {
    int result = 373;
    result = 37 * result + languageCode.hashCode;
    result = 37 * result + countryCode.hashCode;
    return result;
  }

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  String toString() => '${languageCode}_$countryCode';
}

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/// The most basic interface to the host operating system's user interface.
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///
/// There is a single Window instance in the system, which you can
/// obtain from the [window] property.
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class Window {
  Window._();

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  /// The number of device pixels for each logical pixel. This number might not
  /// be a power of two. Indeed, it might not even be an integer. For example,
  /// the Nexus 6 has a device pixel ratio of 3.5.
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  double get devicePixelRatio => _devicePixelRatio;
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  double _devicePixelRatio = 1.0;
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  /// The dimensions of the rectangle into which the application will be drawn,
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  /// in physical pixels.
  Size get physicalSize => _physicalSize;
  Size _physicalSize = Size.zero;

  /// The number of physical pixels on each side of the display rectangle into
  /// which the application can render, but over which the operating system will
  /// likely place system UI (such as the Android system notification area), or
  /// which might be rendered outside of the physical display (e.g. overscan
  /// regions on television screens).
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  WindowPadding get padding => _padding;
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  WindowPadding _padding = WindowPadding.zero;
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  /// A callback that is invoked whenever the [devicePixelRatio],
  /// [physicalSize], or [padding] values change.
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  VoidCallback onMetricsChanged;

  /// The system-reported locale. This establishes the language and formatting
  /// conventions that application should, if possible, use to render their user
  /// interface.
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  Locale get locale => _locale;
  Locale _locale;

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  /// A callback that is invoked whenever [locale] changes value.
  VoidCallback onLocaleChanged;

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  /// A callback that is invoked when there is a transition in the application's
  /// lifecycle (such as pausing or resuming).
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  AppLifecycleStateCallback onAppLifecycleStateChanged;
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  /// A callback that is invoked to notify the application that it is an
  /// appropriate time to provide a scene using the [SceneBuilder] API and the
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  /// [render] method. When possible, this is driven by the hardware VSync
  /// signal. This is only called if [scheduleFrame] has been called since the
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  /// last time this callback was invoked.
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  FrameCallback onBeginFrame;
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  /// A callback that is invoked when pointer data is available. The data is
  /// provided in the form of a raw byte stream containing an encoded mojo
  /// PointerPacket.
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  PointerPacketCallback onPointerPacket;
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  /// The route or path that the operating system requested when the application
  /// was launched.
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  String get defaultRouteName => _defaultRouteName;
  String _defaultRouteName;
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  /// A callback that is invoked when the operating system requests that the
  /// application goes "back" one step in its history. For example, on Android
  /// this is invoked in response to the "back" button.
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  VoidCallback onPopRoute;

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  /// Requests that, at the next appropriate opportunity, the [onBeginFrame]
  /// callback be invoked.
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  void scheduleFrame() native "Window_scheduleFrame";
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  /// Updates the application's rendering on the GPU with the newly provided
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  /// [Scene]. This function must be called within the scope of the
  /// [onBeginFrame] callback being invoked. If this function is called multiple
  /// times during a single [onBeginFrame] callback or called outside the scope
  /// of an [onBeginFrame], the call will be ignored.
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  ///
  /// To record graphical operations, first create a
  /// [PictureRecorder], then construct a [Canvas], passing that
  /// [PictureRecorder] to its constructor. After issuing all the
  /// graphical operations, call the [endRecording] function on the
  /// [PictureRecorder] to obtain the final [Picture] that represents
  /// the issued graphical operations.
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  ///
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  /// Next, create a [SceneBuilder], and add the [Picture] to it using
  /// [SceneBuilder.addPicture]. With the [SceneBuilder.build] method
  /// you can then obtain a [Scene] object, which you can display to
  /// the user via this [render] function.
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  void render(Scene scene) native "Window_render";
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}

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/// The [Window] singleton. This object exposes the size of the display, the
/// core scheduler API, the input event callback, the graphics drawing API, and
/// other such core services.
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final Window window = new Window._();