flutter/examples/layers/raw/touch_input.dart
Ian Hickson 449f4a6673
License update (#45373)
* Update project.pbxproj files to say Flutter rather than Chromium

Also, the templates now have an empty organization so that we don't cause people to give their apps a Flutter copyright.

* Update the copyright notice checker to require a standard notice on all files

* Update copyrights on Dart files. (This was a mechanical commit.)

* Fix weird license headers on Dart files that deviate from our conventions; relicense Shrine.

Some were already marked "The Flutter Authors", not clear why. Their
dates have been normalized. Some were missing the blank line after the
license. Some were randomly different in trivial ways for no apparent
reason (e.g. missing the trailing period).

* Clean up the copyrights in non-Dart files. (Manual edits.)

Also, make sure templates don't have copyrights.

* Fix some more ORGANIZATIONNAMEs
2019-11-27 15:04:02 -08:00

116 lines
4.9 KiB
Dart

// Copyright 2014 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.
// This example shows how to put some pixels on the screen using the raw
// interface to the engine.
import 'dart:typed_data';
import 'dart:ui' as ui;
ui.Color color;
ui.Picture paint(ui.Rect paintBounds) {
// First we create a PictureRecorder to record the commands we're going to
// feed in the canvas. The PictureRecorder will eventually produce a Picture,
// which is an immutable record of those commands.
final ui.PictureRecorder recorder = ui.PictureRecorder();
// Next, we create a canvas from the recorder. The canvas is an interface
// which can receive drawing commands. The canvas interface is modeled after
// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
// for the canvas, which lets the implementation discard any commands that
// are entirely outside this rectangle.
final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
// The commands draw a circle in the center of the screen.
final ui.Size size = paintBounds.size;
canvas.drawCircle(
size.center(ui.Offset.zero),
size.shortestSide * 0.45,
ui.Paint()..color = color,
);
// When we're done issuing painting commands, we end the recording an receive
// a Picture, which is an immutable record of the commands we've issued. You
// can draw a Picture into another canvas or include it as part of a
// composited scene.
return recorder.endRecording();
}
ui.Scene composite(ui.Picture picture, ui.Rect paintBounds) {
// The device pixel ratio gives an approximate ratio of the size of pixels on
// the device's screen to "normal" sized pixels. We commonly work in logical
// pixels, which are then scalled by the device pixel ratio before being drawn
// on the screen.
final double devicePixelRatio = ui.window.devicePixelRatio;
// This transform scales the x and y coordinates by the devicePixelRatio.
final Float64List deviceTransform = Float64List(16)
..[0] = devicePixelRatio
..[5] = devicePixelRatio
..[10] = 1.0
..[15] = 1.0;
// We build a very simple scene graph with two nodes. The root node is a
// transform that scale its children by the device pixel ratio. This transform
// lets us paint in "logical" pixels which are converted to device pixels by
// this scaling operation.
final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
..pushTransform(deviceTransform)
..addPicture(ui.Offset.zero, picture)
..pop();
// When we're done recording the scene, we call build() to obtain an immutable
// record of the scene we've recorded.
return sceneBuilder.build();
}
void beginFrame(Duration timeStamp) {
final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
// First, record a picture with our painting commands.
final ui.Picture picture = paint(paintBounds);
// Second, include that picture in a scene graph.
final ui.Scene scene = composite(picture, paintBounds);
// Third, instruct the engine to render that scene graph.
ui.window.render(scene);
}
void handlePointerDataPacket(ui.PointerDataPacket packet) {
// The pointer packet contains a number of pointer movements, which we iterate
// through and process.
for (ui.PointerData datum in packet.data) {
if (datum.change == ui.PointerChange.down) {
// If the pointer went down, we change the color of the circle to blue.
color = const ui.Color(0xFF0000FF);
// Rather than calling paint() synchronously, we ask the engine to
// schedule a frame. The engine will call onBeginFrame when it is actually
// time to produce the frame.
ui.window.scheduleFrame();
} else if (datum.change == ui.PointerChange.up) {
// Similarly, if the pointer went up, we change the color of the circle to
// green and schedule a frame. It's harmless to call scheduleFrame many
// times because the engine will ignore redundant requests up until the
// point where the engine calls onBeginFrame, which signals the boundary
// between one frame and another.
color = const ui.Color(0xFF00FF00);
ui.window.scheduleFrame();
}
}
}
// This function is the primary entry point to your application. The engine
// calls main() as soon as it has loaded your code.
void main() {
color = const ui.Color(0xFF00FF00);
// The engine calls onBeginFrame whenever it wants us to produce a frame.
ui.window.onBeginFrame = beginFrame;
// The engine calls onPointerDataPacket whenever it had updated information
// about the pointers directed at our app.
ui.window.onPointerDataPacket = handlePointerDataPacket;
// Here we kick off the whole process by asking the engine to schedule a new
// frame. The engine will eventually call onBeginFrame when it is time for us
// to actually produce the frame.
ui.window.scheduleFrame();
}