提交 1cf8b949 编写于 作者: A Adam Barth

Start fleshing out the rendering/README.md

Also, give some more visual structure to the dependency declarations.

TBR=ianh@google.com

Review URL: https://codereview.chromium.org/1189343002.
上级 2bd4e5bd
Libraries in this directory depend on nothing but Dart's core
libraries and the ```dart:sky``` library exposed by Sky's platform.
Sky Base
========
Dependencies
------------
No dependencies except for `dart:sky` and Dart's core libraries.
This directory introduces a layout and painting system built on the
Sky APIs. It depends on Dart primitives, ../base/*, ../mojo/*, and
../animation/*.
Sky Rendering
=============
The Sky render tree is a low-level layout and painting system based on a
retained tree of objects that inherit from [`RenderObject`](object.dart). Most
developers using Sky will not need to interact directly with the rendering tree.
Instead, most developers should use [Sky widgets](../widgets/README.md), which
are built using the render tree.
Base Model
----------
The base class for every node in the render tree is
[`RenderObject`](object.dart), which defines the base layout model. The base
layout mode is extremely general and can accomodate a large number of more
concrete layout models that can co-exist in the same tree. For example, the base
model does not commit to a fixed number of dimensions or even a cartesian
coordinate system. In this way, a single render tree can contain render objects
operating in three-dimensional space together with other render objects
operating in two-dimensional space, e.g., on the face of a cube in the three-
dimensional space. Moreover, the two-dimensional layout might be partially
computed in cartesian coordinates and partially computed in polar coordinates.
These distinct models can interact during layout, for example determining the
size of the cube by the height of a block of text on the cube's face.
Not entirely free-wheeling, the base model does impose some structure on the
render tree:
* Subclasses of `RenderObject` must implement a `performLayout` function that
takes as input a `constraints` object provided by its parent. `RenderObject`
has no opinion about the structure of this object and different layout models
use different types of constraints. However, whatever type they choose must
implement `operator==` in such a way that `performLayout` produces the same
output for two `constraints` objects that are `operator==`.
* Implementations of `performLayout` are expected to call `layout` on their
children. When calling `layout`, a `RenderObject` must use the
`parentUsesSize` parameter to declare whether its `performLayout` function
depends on information read from the child. If the parent doesn't declare
that it uses the child's size, the edge from the parent to the child becomes
a _relayout boundary_, which means the child (and its subtree) might undergo
layout without the parent undergoing layout.
* Subclasses of `RenderObject` must implement a `paint` function that draws a
visual representation of the object onto an `RenderObjectDisplayList`. If
the `RenderObject` has children, the `RenderObject` is responsible for
painting its children using the `paintChild` function.
* Subclasses of `RenderObject` must call `adoptChild` whenever they add a
child. Similarly, they must call `dropChild` whenever they remove a child.
* Most subclasses of `RenderObject` will implement a `hitTest` function that
lets clients query the render tree for objects that intersect with a given
user input location. `RenderObject` itself does not impose a particular
type signature on `hitTest`, but most implementations will take an argument
of type `HitTestResult` (or, more likely, a model-specific subclass of
`HitTestResult`) as well as an object that describes the location at which
the user provided input (e.g., a `Point` for a two-dimensional cartesian
model).
* Finally, subclasses of `RenderObject` can override the default, do-nothing
implemenations of `handleEvent` and `rotate` to respond to user input and
screen rotation, respectively.
The base model also provides two mixins for common child models:
* `RenderObjectWithChildMixin` is useful for subclasses of `RenderObject` that
have a unique child.
* `ContainerRenderObjectMixin` is useful for subclasses of `RenderObject` that
have a child list.
Subclasses of `RenderObject` are not required to use either of these child
models and are free to invent novel child models for their specific use cases.
Parent Data
-----------
Box Model
---------
Bespoke Models
--------------
Dependencies
------------
* [`package:sky/base`](../base)
* [`package:sky/mojo`](../mojo)
* [`package:sky/animation`](../mojo)
......@@ -411,3 +411,13 @@ copies of a particular widget to fill its visible region:
Moreover, syncing the entries semantically means that state retained in
stateful subcomponents will remain attached to the same semantic entry rather
than the entry in the same numerical position in the viewport.
Dependencies
------------
* `package:vector_math`
* [`package:sky/animation`](../animation)
* [`package:sky/base`](../base)
* [`package:sky/painting`](../painting)
* [`package:sky/rendering`](../rendering)
* [`package:sky/theme`](../theme)
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