// Copyright 2013 The Flutter 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; /// An opaque object representing a composited scene. /// /// To create a Scene object, use a [SceneBuilder]. /// /// Scene objects can be displayed on the screen using the /// [Window.render] method. @pragma('vm:entry-point') class Scene extends NativeFieldWrapperClass2 { /// This class is created by the engine, and should not be instantiated /// or extended directly. /// /// To create a Scene object, use a [SceneBuilder]. @pragma('vm:entry-point') Scene._(); /// Creates a raster image representation of the current state of the scene. /// This is a slow operation that is performed on a background thread. Future toImage(int width, int height) { if (width <= 0 || height <= 0) throw new Exception('Invalid image dimensions.'); return _futurize( (_Callback callback) => _toImage(width, height, callback) ); } String _toImage(int width, int height, _Callback callback) native 'Scene_toImage'; /// Releases the resources used by this scene. /// /// After calling this function, the scene is cannot be used further. void dispose() native 'Scene_dispose'; } /// Builds a [Scene] containing the given visuals. /// /// A [Scene] can then be rendered using [Window.render]. /// /// To draw graphical operations onto a [Scene], first create a /// [Picture] using a [PictureRecorder] and a [Canvas], and then add /// it to the scene using [addPicture]. class SceneBuilder extends NativeFieldWrapperClass2 { /// Creates an empty [SceneBuilder] object. @pragma('vm:entry-point') SceneBuilder() { _constructor(); } void _constructor() native 'SceneBuilder_constructor'; /// Pushes a transform operation onto the operation stack. /// /// The objects are transformed by the given matrix before rasterization. /// /// See [pop] for details about the operation stack. EngineLayer pushTransform(Float64List matrix4) { if (matrix4 == null) throw new ArgumentError('"matrix4" argument cannot be null'); if (matrix4.length != 16) throw new ArgumentError('"matrix4" must have 16 entries.'); return _pushTransform(matrix4); } EngineLayer _pushTransform(Float64List matrix4) native 'SceneBuilder_pushTransform'; /// Pushes an offset operation onto the operation stack. /// /// This is equivalent to [pushTransform] with a matrix with only translation. /// /// See [pop] for details about the operation stack. EngineLayer pushOffset(double dx, double dy) native 'SceneBuilder_pushOffset'; /// Pushes a rectangular clip operation onto the operation stack. /// /// Rasterization outside the given rectangle is discarded. /// /// See [pop] for details about the operation stack, and [Clip] for different clip modes. /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). EngineLayer pushClipRect(Rect rect, {Clip clipBehavior = Clip.antiAlias}) { assert(clipBehavior != null); assert(clipBehavior != Clip.none); return _pushClipRect(rect.left, rect.right, rect.top, rect.bottom, clipBehavior.index); } EngineLayer _pushClipRect(double left, double right, double top, double bottom, int clipBehavior) native 'SceneBuilder_pushClipRect'; /// Pushes a rounded-rectangular clip operation onto the operation stack. /// /// Rasterization outside the given rounded rectangle is discarded. /// /// See [pop] for details about the operation stack, and [Clip] for different clip modes. /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). EngineLayer pushClipRRect(RRect rrect, {Clip clipBehavior = Clip.antiAlias}) { assert(clipBehavior != null); assert(clipBehavior != Clip.none); return _pushClipRRect(rrect._value, clipBehavior.index); } EngineLayer _pushClipRRect(Float32List rrect, int clipBehavior) native 'SceneBuilder_pushClipRRect'; /// Pushes a path clip operation onto the operation stack. /// /// Rasterization outside the given path is discarded. /// /// See [pop] for details about the operation stack. See [Clip] for different clip modes. /// By default, the clip will be anti-aliased (clip = [Clip.antiAlias]). EngineLayer pushClipPath(Path path, {Clip clipBehavior = Clip.antiAlias}) { assert(clipBehavior != null); assert(clipBehavior != Clip.none); return _pushClipPath(path, clipBehavior.index); } EngineLayer _pushClipPath(Path path, int clipBehavior) native 'SceneBuilder_pushClipPath'; /// Pushes an opacity operation onto the operation stack. /// /// The given alpha value is blended into the alpha value of the objects' /// rasterization. An alpha value of 0 makes the objects entirely invisible. /// An alpha value of 255 has no effect (i.e., the objects retain the current /// opacity). /// /// See [pop] for details about the operation stack. EngineLayer pushOpacity(int alpha, {Offset offset = Offset.zero}) { return _pushOpacity(alpha, offset.dx, offset.dy); } EngineLayer _pushOpacity(int alpha, double dx, double dy) native 'SceneBuilder_pushOpacity'; /// Pushes a color filter operation onto the operation stack. /// /// The given color is applied to the objects' rasterization using the given /// blend mode. /// /// See [pop] for details about the operation stack. EngineLayer pushColorFilter(Color color, BlendMode blendMode) { return _pushColorFilter(color.value, blendMode.index); } EngineLayer _pushColorFilter(int color, int blendMode) native 'SceneBuilder_pushColorFilter'; /// Pushes a backdrop filter operation onto the operation stack. /// /// The given filter is applied to the current contents of the scene prior to /// rasterizing the given objects. /// /// See [pop] for details about the operation stack. EngineLayer pushBackdropFilter(ImageFilter filter) native 'SceneBuilder_pushBackdropFilter'; /// Pushes a shader mask operation onto the operation stack. /// /// The given shader is applied to the object's rasterization in the given /// rectangle using the given blend mode. /// /// See [pop] for details about the operation stack. EngineLayer pushShaderMask(Shader shader, Rect maskRect, BlendMode blendMode) { return _pushShaderMask(shader, maskRect.left, maskRect.right, maskRect.top, maskRect.bottom, blendMode.index); } EngineLayer _pushShaderMask(Shader shader, double maskRectLeft, double maskRectRight, double maskRectTop, double maskRectBottom, int blendMode) native 'SceneBuilder_pushShaderMask'; /// Pushes a physical layer operation for an arbitrary shape onto the /// operation stack. /// /// By default, the layer's content will not be clipped (clip = [Clip.none]). /// If clip equals [Clip.hardEdge], [Clip.antiAlias], or [Clip.antiAliasWithSaveLayer], /// then the content is clipped to the given shape defined by [path]. /// /// If [elevation] is greater than 0.0, then a shadow is drawn around the layer. /// [shadowColor] defines the color of the shadow if present and [color] defines the /// color of the layer background. /// /// See [pop] for details about the operation stack, and [Clip] for different clip modes. // ignore: deprecated_member_use EngineLayer pushPhysicalShape({ Path path, double elevation, Color color, Color shadowColor, Clip clipBehavior = Clip.none}) { return _pushPhysicalShape(path, elevation, color.value, shadowColor?.value ?? 0xFF000000, clipBehavior.index); } EngineLayer _pushPhysicalShape(Path path, double elevation, int color, int shadowColor, int clipBehavior) native 'SceneBuilder_pushPhysicalShape'; /// Ends the effect of the most recently pushed operation. /// /// Internally the scene builder maintains a stack of operations. Each of the /// operations in the stack applies to each of the objects added to the scene. /// Calling this function removes the most recently added operation from the /// stack. void pop() native 'SceneBuilder_pop'; /// Add a retained engine layer subtree from previous frames. /// /// All the engine layers that are in the subtree of the retained layer will /// be automatically appended to the current engine layer tree. /// /// Therefore, when implementing a subclass of the [Layer] concept defined in /// the rendering layer of Flutter's framework, once this is called, there's /// no need to call [addToScene] for its children layers. EngineLayer addRetained(EngineLayer retainedLayer) native 'SceneBuilder_addRetained'; /// Adds an object to the scene that displays performance statistics. /// /// Useful during development to assess the performance of the application. /// The enabledOptions controls which statistics are displayed. The bounds /// controls where the statistics are displayed. /// /// enabledOptions is a bit field with the following bits defined: /// - 0x01: displayRasterizerStatistics - show GPU thread frame time /// - 0x02: visualizeRasterizerStatistics - graph GPU thread frame times /// - 0x04: displayEngineStatistics - show UI thread frame time /// - 0x08: visualizeEngineStatistics - graph UI thread frame times /// Set enabledOptions to 0x0F to enable all the currently defined features. /// /// The "UI thread" is the thread that includes all the execution of /// the main Dart isolate (the isolate that can call /// [Window.render]). The UI thread frame time is the total time /// spent executing the [Window.onBeginFrame] callback. The "GPU /// thread" is the thread (running on the CPU) that subsequently /// processes the [Scene] provided by the Dart code to turn it into /// GPU commands and send it to the GPU. /// /// See also the [PerformanceOverlayOption] enum in the rendering library. /// for more details. // Values above must match constants in //engine/src/sky/compositor/performance_overlay_layer.h void addPerformanceOverlay(int enabledOptions, Rect bounds) { _addPerformanceOverlay(enabledOptions, bounds.left, bounds.right, bounds.top, bounds.bottom); } void _addPerformanceOverlay(int enabledOptions, double left, double right, double top, double bottom) native 'SceneBuilder_addPerformanceOverlay'; /// Adds a [Picture] to the scene. /// /// The picture is rasterized at the given offset. void addPicture(Offset offset, Picture picture, { bool isComplexHint: false, bool willChangeHint: false }) { int hints = 0; if (isComplexHint) hints |= 1; if (willChangeHint) hints |= 2; _addPicture(offset.dx, offset.dy, picture, hints); } void _addPicture(double dx, double dy, Picture picture, int hints) native 'SceneBuilder_addPicture'; /// Adds a backend texture to the scene. /// /// The texture is scaled to the given size and rasterized at the given offset. /// /// If `freeze` is true the texture that is added to the scene will not /// be updated with new frames. `freeze` is used when resizing an embedded /// Android view: When resizing an Android view there is a short period during /// which the framework cannot tell if the newest texture frame has the /// previous or new size, to workaround this the framework "freezes" the /// texture just before resizing the Android view and un-freezes it when it is /// certain that a frame with the new size is ready. void addTexture(int textureId, { Offset offset: Offset.zero, double width: 0.0, double height: 0.0 , bool freeze: false}) { assert(offset != null, 'Offset argument was null'); _addTexture(offset.dx, offset.dy, width, height, textureId, freeze); } void _addTexture(double dx, double dy, double width, double height, int textureId, bool freeze) native 'SceneBuilder_addTexture'; /// Adds a platform view (e.g an iOS UIView) to the scene. /// /// Only supported on iOS, this is currently a no-op on other platforms. /// /// On iOS this layer splits the current output surface into two surfaces, one for the scene nodes /// preceding the platform view, and one for the scene nodes following the platform view. /// /// ## Performance impact /// /// Adding an additional surface doubles the amount of graphics memory directly used by Flutter /// for output buffers. Quartz might allocated extra buffers for compositing the Flutter surfaces /// and the platform view. /// /// With a platform view in the scene, Quartz has to composite the two Flutter surfaces and the /// embedded UIView. In addition to that, on iOS versions greater than 9, the Flutter frames are /// synchronized with the UIView frames adding additional performance overhead. void addPlatformView(int viewId, { Offset offset: Offset.zero, double width: 0.0, double height: 0.0}) { assert(offset != null, 'Offset argument was null'); _addPlatformView(offset.dx, offset.dy, width, height, viewId); } void _addPlatformView(double dx, double dy, double width, double height, int viewId) native 'SceneBuilder_addPlatformView'; /// (Fuchsia-only) Adds a scene rendered by another application to the scene /// for this application. void addChildScene({ Offset offset: Offset.zero, double width: 0.0, double height: 0.0, SceneHost sceneHost, bool hitTestable: true }) { _addChildScene(offset.dx, offset.dy, width, height, sceneHost, hitTestable); } void _addChildScene(double dx, double dy, double width, double height, SceneHost sceneHost, bool hitTestable) native 'SceneBuilder_addChildScene'; /// Sets a threshold after which additional debugging information should be recorded. /// /// Currently this interface is difficult to use by end-developers. If you're /// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev). /// We'll hopefully be able to figure out how to make this feature more useful /// to you. void setRasterizerTracingThreshold(int frameInterval) native 'SceneBuilder_setRasterizerTracingThreshold'; /// Sets whether the raster cache should checkerboard cached entries. This is /// only useful for debugging purposes. /// /// The compositor can sometimes decide to cache certain portions of the /// widget hierarchy. Such portions typically don't change often from frame to /// frame and are expensive to render. This can speed up overall rendering. However, /// there is certain upfront cost to constructing these cache entries. And, if /// the cache entries are not used very often, this cost may not be worth the /// speedup in rendering of subsequent frames. If the developer wants to be certain /// that populating the raster cache is not causing stutters, this option can be /// set. Depending on the observations made, hints can be provided to the compositor /// that aid it in making better decisions about caching. /// /// Currently this interface is difficult to use by end-developers. If you're /// interested in using this feature, please contact [flutter-dev](https://groups.google.com/forum/#!forum/flutter-dev). void setCheckerboardRasterCacheImages(bool checkerboard) native 'SceneBuilder_setCheckerboardRasterCacheImages'; /// Sets whether the compositor should checkerboard layers that are rendered /// to offscreen bitmaps. /// /// This is only useful for debugging purposes. void setCheckerboardOffscreenLayers(bool checkerboard) native 'SceneBuilder_setCheckerboardOffscreenLayers'; /// Finishes building the scene. /// /// Returns a [Scene] containing the objects that have been added to /// this scene builder. The [Scene] can then be displayed on the /// screen with [Window.render]. /// /// After calling this function, the scene builder object is invalid and /// cannot be used further. Scene build() native 'SceneBuilder_build'; } /// (Fuchsia-only) Hosts content provided by another application. class SceneHost extends NativeFieldWrapperClass2 { /// Creates a host for a child scene. /// /// The export token is bound to a scene graph node which acts as a container /// for the child's content. The creator of the scene host is responsible for /// sending the corresponding import token (the other endpoint of the event pair) /// to the child. /// /// The export token is a dart:zircon Handle, but that type isn't /// available here. This is called by ChildViewConnection in /// //topaz/public/lib/ui/flutter/. /// /// The scene host takes ownership of the provided export token handle. SceneHost(dynamic exportTokenHandle) { _constructor(exportTokenHandle); } void _constructor(dynamic exportTokenHandle) native 'SceneHost_constructor'; /// Releases the resources associated with the child scene host. /// /// After calling this function, the child scene host cannot be used further. void dispose() native 'SceneHost_dispose'; }