// 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. // @dart = 2.9 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 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'; } // Lightweight wrapper of a native layer object. // // This is used to provide a typed API for engine layers to prevent // incompatible layers from being passed to [SceneBuilder]'s push methods. // For example, this prevents a layer returned from `pushOpacity` from being // passed as `oldLayer` to `pushTransform`. This is achieved by having one // concrete subclass of this class per push method. abstract class _EngineLayerWrapper implements EngineLayer { _EngineLayerWrapper._(this._nativeLayer); EngineLayer _nativeLayer; // Children of this layer. // // Null if this layer has no children. This field is populated only in debug // mode. List<_EngineLayerWrapper>? _debugChildren; // Whether this layer was used as `oldLayer` in a past frame. // // It is illegal to use a layer object again after it is passed as an // `oldLayer` argument. bool _debugWasUsedAsOldLayer = false; bool _debugCheckNotUsedAsOldLayer() { assert( !_debugWasUsedAsOldLayer, 'Layer $runtimeType was previously used as oldLayer.\n' 'Once a layer is used as oldLayer, it may not be used again. Instead, ' 'after calling one of the SceneBuilder.push* methods and passing an oldLayer ' 'to it, use the layer returned by the method as oldLayer in subsequent ' 'frames.'); return true; } } /// An opaque handle to a transform engine layer. /// /// Instances of this class are created by [SceneBuilder.pushTransform]. /// /// {@template dart.ui.sceneBuilder.oldLayerCompatibility} /// `oldLayer` parameter in [SceneBuilder] methods only accepts objects created /// by the engine. [SceneBuilder] will throw an [AssertionError] if you pass it /// a custom implementation of this class. /// {@endtemplate} class TransformEngineLayer extends _EngineLayerWrapper { TransformEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to an offset engine layer. /// /// Instances of this class are created by [SceneBuilder.pushOffset]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class OffsetEngineLayer extends _EngineLayerWrapper { OffsetEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a clip rect engine layer. /// /// Instances of this class are created by [SceneBuilder.pushClipRect]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ClipRectEngineLayer extends _EngineLayerWrapper { ClipRectEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a clip rounded rect engine layer. /// /// Instances of this class are created by [SceneBuilder.pushClipRRect]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ClipRRectEngineLayer extends _EngineLayerWrapper { ClipRRectEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a clip path engine layer. /// /// Instances of this class are created by [SceneBuilder.pushClipPath]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ClipPathEngineLayer extends _EngineLayerWrapper { ClipPathEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to an opacity engine layer. /// /// Instances of this class are created by [SceneBuilder.pushOpacity]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class OpacityEngineLayer extends _EngineLayerWrapper { OpacityEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a color filter engine layer. /// /// Instances of this class are created by [SceneBuilder.pushColorFilter]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ColorFilterEngineLayer extends _EngineLayerWrapper { ColorFilterEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to an image filter engine layer. /// /// Instances of this class are created by [SceneBuilder.pushImageFilter]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ImageFilterEngineLayer extends _EngineLayerWrapper { ImageFilterEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a backdrop filter engine layer. /// /// Instances of this class are created by [SceneBuilder.pushBackdropFilter]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class BackdropFilterEngineLayer extends _EngineLayerWrapper { BackdropFilterEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a shader mask engine layer. /// /// Instances of this class are created by [SceneBuilder.pushShaderMask]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class ShaderMaskEngineLayer extends _EngineLayerWrapper { ShaderMaskEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// An opaque handle to a physical shape engine layer. /// /// Instances of this class are created by [SceneBuilder.pushPhysicalShape]. /// /// {@macro dart.ui.sceneBuilder.oldLayerCompatibility} class PhysicalShapeEngineLayer extends _EngineLayerWrapper { PhysicalShapeEngineLayer._(EngineLayer nativeLayer) : super._(nativeLayer); } /// 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'; // Layers used in this scene. // // The key is the layer used. The value is the description of what the layer // is used for, e.g. "pushOpacity" or "addRetained". Map _usedLayers = {}; // In debug mode checks that the `layer` is only used once in a given scene. bool _debugCheckUsedOnce(EngineLayer layer, String usage) { assert(() { assert( !_usedLayers.containsKey(layer), 'Layer ${layer.runtimeType} already used.\n' 'The layer is already being used as ${_usedLayers[layer]} in this scene.\n' 'A layer may only be used once in a given scene.'); _usedLayers[layer] = usage; return true; }()); return true; } bool _debugCheckCanBeUsedAsOldLayer(_EngineLayerWrapper? layer, String methodName) { assert(() { if (layer == null) { return true; } layer._debugCheckNotUsedAsOldLayer(); assert(_debugCheckUsedOnce(layer, 'oldLayer in $methodName')); layer._debugWasUsedAsOldLayer = true; return true; }()); return true; } final List<_EngineLayerWrapper> _layerStack = <_EngineLayerWrapper>[]; // Pushes the `newLayer` onto the `_layerStack` and adds it to the // `_debugChildren` of the current layer in the stack, if any. bool _debugPushLayer(_EngineLayerWrapper newLayer) { assert(() { if (_layerStack.isNotEmpty) { final _EngineLayerWrapper currentLayer = _layerStack.last; currentLayer._debugChildren ??= <_EngineLayerWrapper>[]; currentLayer._debugChildren!.add(newLayer); } _layerStack.add(newLayer); return true; }()); return true; } /// Pushes a transform operation onto the operation stack. /// /// The objects are transformed by the given matrix before rasterization. /// /// {@template dart.ui.sceneBuilder.oldLayer} /// If `oldLayer` is not null the engine will attempt to reuse the resources /// allocated for the old layer when rendering the new layer. This is purely /// an optimization. It has no effect on the correctness of rendering. /// {@endtemplate} /// /// {@template dart.ui.sceneBuilder.oldLayerVsRetained} /// Passing a layer to [addRetained] or as `oldLayer` argument to a push /// method counts as _usage_. A layer can be used no more than once in a scene. /// For example, it may not be passed simultaneously to two push methods, or /// to a push method and to `addRetained`. /// /// When a layer is passed to [addRetained] all descendant layers are also /// considered as used in this scene. The same single-usage restriction /// applies to descendants. /// /// When a layer is passed as an `oldLayer` argument to a push method, it may /// no longer be used in subsequent frames. If you would like to continue /// reusing the resources associated with the layer, store the layer object /// returned by the push method and use that in the next frame instead of the /// original object. /// {@endtemplate} /// /// See [pop] for details about the operation stack. TransformEngineLayer? pushTransform( Float64List matrix4, { TransformEngineLayer? oldLayer, }) { assert(_matrix4IsValid(matrix4)); assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushTransform')); final EngineLayer engineLayer = EngineLayer._(); _pushTransform(engineLayer, matrix4); final TransformEngineLayer layer = TransformEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushTransform(EngineLayer layer, Float64List matrix4) native 'SceneBuilder_pushTransform'; /// Pushes an offset operation onto the operation stack. /// /// This is equivalent to [pushTransform] with a matrix with only translation. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. OffsetEngineLayer? pushOffset( double dx, double dy, { OffsetEngineLayer? oldLayer, }) { assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushOffset')); final EngineLayer engineLayer = EngineLayer._(); _pushOffset(engineLayer, dx, dy); final OffsetEngineLayer layer = OffsetEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushOffset(EngineLayer layer, double dx, double dy) native 'SceneBuilder_pushOffset'; /// Pushes a rectangular clip operation onto the operation stack. /// /// Rasterization outside the given rectangle is discarded. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// 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]). ClipRectEngineLayer? pushClipRect( Rect rect, { Clip clipBehavior = Clip.antiAlias, ClipRectEngineLayer? oldLayer, }) { assert(clipBehavior != null); // ignore: unnecessary_null_comparison assert(clipBehavior != Clip.none); assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushClipRect')); final EngineLayer engineLayer = EngineLayer._(); _pushClipRect(engineLayer, rect.left, rect.right, rect.top, rect.bottom, clipBehavior.index); final ClipRectEngineLayer layer = ClipRectEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushClipRect(EngineLayer outEngineLayer, 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. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// 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]). ClipRRectEngineLayer? pushClipRRect( RRect rrect, { Clip clipBehavior = Clip.antiAlias, ClipRRectEngineLayer? oldLayer, }) { assert(clipBehavior != null); // ignore: unnecessary_null_comparison assert(clipBehavior != Clip.none); assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushClipRRect')); final EngineLayer engineLayer = EngineLayer._(); _pushClipRRect(engineLayer, rrect._value32, clipBehavior.index); final ClipRRectEngineLayer layer = ClipRRectEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushClipRRect(EngineLayer layer, Float32List rrect, int clipBehavior) native 'SceneBuilder_pushClipRRect'; /// Pushes a path clip operation onto the operation stack. /// /// Rasterization outside the given path is discarded. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// 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]). ClipPathEngineLayer? pushClipPath( Path path, { Clip clipBehavior = Clip.antiAlias, ClipPathEngineLayer? oldLayer, }) { assert(clipBehavior != null); // ignore: unnecessary_null_comparison assert(clipBehavior != Clip.none); assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushClipPath')); final EngineLayer engineLayer = EngineLayer._(); _pushClipPath(engineLayer, path, clipBehavior.index); final ClipPathEngineLayer layer = ClipPathEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushClipPath(EngineLayer layer, 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). /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. OpacityEngineLayer? pushOpacity( int alpha, { Offset? offset = Offset.zero, OpacityEngineLayer? oldLayer, }) { assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushOpacity')); final EngineLayer engineLayer = EngineLayer._(); _pushOpacity(engineLayer, alpha, offset!.dx, offset.dy); final OpacityEngineLayer layer = OpacityEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushOpacity(EngineLayer layer, 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. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. ColorFilterEngineLayer? pushColorFilter( ColorFilter filter, { ColorFilterEngineLayer? oldLayer, }) { assert(filter != null); // ignore: unnecessary_null_comparison assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushColorFilter')); final _ColorFilter nativeFilter = filter._toNativeColorFilter()!; assert(nativeFilter != null); // ignore: unnecessary_null_comparison final EngineLayer engineLayer = EngineLayer._(); _pushColorFilter(engineLayer, nativeFilter); final ColorFilterEngineLayer layer = ColorFilterEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushColorFilter(EngineLayer layer, _ColorFilter filter) native 'SceneBuilder_pushColorFilter'; /// Pushes an image filter operation onto the operation stack. /// /// The given filter is applied to the children's rasterization before compositing them into /// the scene. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. ImageFilterEngineLayer? pushImageFilter( ImageFilter filter, { ImageFilterEngineLayer? oldLayer, }) { assert(filter != null); // ignore: unnecessary_null_comparison assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushImageFilter')); final _ImageFilter nativeFilter = filter._toNativeImageFilter(); assert(nativeFilter != null); // ignore: unnecessary_null_comparison final EngineLayer engineLayer = EngineLayer._(); _pushImageFilter(engineLayer, nativeFilter); final ImageFilterEngineLayer layer = ImageFilterEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushImageFilter(EngineLayer outEngineLayer, _ImageFilter filter) native 'SceneBuilder_pushImageFilter'; /// 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. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. BackdropFilterEngineLayer? pushBackdropFilter( ImageFilter filter, { BackdropFilterEngineLayer? oldLayer, }) { assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushBackdropFilter')); final EngineLayer engineLayer = EngineLayer._(); _pushBackdropFilter(engineLayer, filter._toNativeImageFilter()); final BackdropFilterEngineLayer layer = BackdropFilterEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } void _pushBackdropFilter(EngineLayer outEngineLayer, _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. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack. ShaderMaskEngineLayer? pushShaderMask( Shader shader, Rect maskRect, BlendMode blendMode, { ShaderMaskEngineLayer? oldLayer, }) { assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushShaderMask')); final EngineLayer engineLayer = EngineLayer._(); _pushShaderMask( engineLayer, shader, maskRect.left, maskRect.right, maskRect.top, maskRect.bottom, blendMode.index, ); final ShaderMaskEngineLayer layer = ShaderMaskEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } EngineLayer _pushShaderMask( EngineLayer engineLayer, 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. /// /// {@macro dart.ui.sceneBuilder.oldLayer} /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} /// /// See [pop] for details about the operation stack, and [Clip] for different clip modes. // ignore: deprecated_member_use PhysicalShapeEngineLayer? pushPhysicalShape({ required Path path, required double elevation, required Color color, Color? shadowColor, Clip clipBehavior = Clip.none, PhysicalShapeEngineLayer? oldLayer, }) { assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushPhysicalShape')); final EngineLayer engineLayer = EngineLayer._(); _pushPhysicalShape( engineLayer, path, elevation, color.value, shadowColor?.value ?? 0xFF000000, clipBehavior.index, ); final PhysicalShapeEngineLayer layer = PhysicalShapeEngineLayer._(engineLayer); assert(_debugPushLayer(layer)); return layer; } EngineLayer _pushPhysicalShape(EngineLayer outEngineLayer, 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() { if (_layerStack.isNotEmpty) { _layerStack.removeLast(); } _pop(); } 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. /// /// {@macro dart.ui.sceneBuilder.oldLayerVsRetained} void addRetained(EngineLayer retainedLayer) { assert(retainedLayer is _EngineLayerWrapper); assert(() { final _EngineLayerWrapper layer = retainedLayer as _EngineLayerWrapper; void recursivelyCheckChildrenUsedOnce(_EngineLayerWrapper parentLayer) { _debugCheckUsedOnce(parentLayer, 'retained layer'); parentLayer._debugCheckNotUsedAsOldLayer(); final List<_EngineLayerWrapper>? children = parentLayer._debugChildren; if (children == null || children.isEmpty) { return; } children.forEach(recursivelyCheckChildrenUsedOnce); } recursivelyCheckChildrenUsedOnce(layer); return true; }()); final _EngineLayerWrapper wrapper = retainedLayer as _EngineLayerWrapper; _addRetained(wrapper._nativeLayer); } void _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 raster thread frame time /// - 0x02: visualizeRasterizerStatistics - graph raster 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 "raster /// 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, }) { final int hints = (isComplexHint ? 1 : 0) | (willChangeHint ? 2 : 0); _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, FilterQuality/*!*/ filterQuality = FilterQuality.low, }) { assert(offset != null, 'Offset argument was null'); // ignore: unnecessary_null_comparison _addTexture(offset.dx, offset.dy, width, height, textureId, freeze, filterQuality.index); } void _addTexture(double dx, double dy, double width, double height, int textureId, bool freeze, int filterQuality) 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'); // ignore: unnecessary_null_comparison _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, required 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() { final Scene scene = Scene._(); _build(scene); return scene; } void _build(Scene outScene) native 'SceneBuilder_build'; } /// (Fuchsia-only) Hosts content provided by another application. class SceneHost extends NativeFieldWrapperClass2 { /// Creates a host for a child scene's content. /// /// The ViewHolder token is bound to a ViewHolder scene graph node which acts /// as a container for the child's content. The creator of the SceneHost is /// responsible for sending the corresponding ViewToken to the child. /// /// The ViewHolder token is a dart:zircon Handle, but that type isn't /// available here. This is called by ChildViewConnection in /// //topaz/public/dart/fuchsia_scenic_flutter/. /// /// The SceneHost takes ownership of the provided ViewHolder token. SceneHost( dynamic viewHolderToken, void Function()? viewConnectedCallback, void Function()? viewDisconnectedCallback, void Function(bool)? viewStateChangedCallback, ) { _constructor( viewHolderToken, viewConnectedCallback, viewDisconnectedCallback, viewStateChangedCallback); } void _constructor( dynamic viewHolderToken, void Function()? viewConnectedCallback, void Function()? viewDisconnectedCallback, void Function(bool)? viewStateChangedCallbac, ) native 'SceneHost_constructor'; /// Releases the resources associated with the SceneHost. /// /// After calling this function, the SceneHost cannot be used further. void dispose() native 'SceneHost_dispose'; /// Set properties on the linked scene. These properties include its bounds, /// as well as whether it can be the target of focus events or not. void setProperties( double width, double height, double insetTop, double insetRight, double insetBottom, double insetLeft, bool focusable, ) native 'SceneHost_setProperties'; }