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* 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
128 lines
4.4 KiB
Dart
128 lines
4.4 KiB
Dart
// Copyright 2014 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// This example shows how to use the ui.Canvas interface to draw various shapes
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// with gradients and transforms.
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import 'dart:math' as math;
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import 'dart:typed_data';
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import 'dart:ui' as ui;
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ui.Picture paint(ui.Rect paintBounds) {
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// First we create a PictureRecorder to record the commands we're going to
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// feed in the canvas. The PictureRecorder will eventually produce a Picture,
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// which is an immutable record of those commands.
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final ui.PictureRecorder recorder = ui.PictureRecorder();
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// Next, we create a canvas from the recorder. The canvas is an interface
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// which can receive drawing commands. The canvas interface is modeled after
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// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
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// for the canvas, which lets the implementation discard any commands that
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// are entirely outside this rectangle.
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final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
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final ui.Paint paint = ui.Paint();
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canvas.drawPaint(ui.Paint()..color = const ui.Color(0xFFFFFFFF));
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final ui.Size size = paintBounds.size;
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final ui.Offset mid = size.center(ui.Offset.zero);
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final double radius = size.shortestSide / 2.0;
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final double devicePixelRatio = ui.window.devicePixelRatio;
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final ui.Size logicalSize = ui.window.physicalSize / devicePixelRatio;
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// Saves a copy of current transform onto the save stack
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canvas.save();
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// Note that transforms that occur after this point apply only to the
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// yellow-bluish rectangle
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// This line will cause the transform to shift entirely outside the paint
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// boundaries, which will cause the canvas interface to discard its
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// commands. Comment it out to see it on screen.
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canvas.translate(-mid.dx / 2.0, logicalSize.height * 2.0);
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// Clips the current transform
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canvas.clipRect(
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ui.Rect.fromLTRB(0, radius + 50, logicalSize.width, logicalSize.height),
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clipOp: ui.ClipOp.difference,
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);
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// Shifts the coordinate space of and rotates the current transform
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canvas.translate(mid.dx, mid.dy);
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canvas.rotate(math.pi/4);
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final ui.Gradient yellowBlue = ui.Gradient.linear(
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ui.Offset(-radius, -radius),
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const ui.Offset(0.0, 0.0),
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<ui.Color>[const ui.Color(0xFFFFFF00), const ui.Color(0xFF0000FF)],
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);
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// Draws a yellow-bluish rectangle
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canvas.drawRect(
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ui.Rect.fromLTRB(-radius, -radius, radius, radius),
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ui.Paint()..shader = yellowBlue,
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);
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// Note that transforms that occur after this point apply only to the
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// yellow circle
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// Scale x and y by 0.5.
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final Float64List scaleMatrix = Float64List.fromList(<double>[
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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]);
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canvas.transform(scaleMatrix);
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// Sets paint to transparent yellow
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paint.color = const ui.Color.fromARGB(128, 0, 255, 0);
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// Draws a transparent yellow circle
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canvas.drawCircle(ui.Offset.zero, radius, paint);
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// Restores the transform from before `save` was called
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canvas.restore();
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// Sets paint to transparent red
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paint.color = const ui.Color.fromARGB(128, 255, 0, 0);
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// Note that this circle is drawn on top of the previous layer that contains
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// the rectangle and smaller circle
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canvas.drawCircle(const ui.Offset(150.0, 300.0), radius, paint);
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// When we're done issuing painting commands, we end the recording an receive
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// a Picture, which is an immutable record of the commands we've issued. You
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// can draw a Picture into another canvas or include it as part of a
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// composited scene.
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return recorder.endRecording();
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}
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ui.Scene composite(ui.Picture picture, ui.Rect paintBounds) {
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final double devicePixelRatio = ui.window.devicePixelRatio;
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final Float64List deviceTransform = Float64List(16)
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..[0] = devicePixelRatio
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..[5] = devicePixelRatio
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..[10] = 1.0
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..[15] = 1.0;
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final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
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..pushTransform(deviceTransform)
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..addPicture(ui.Offset.zero, picture)
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..pop();
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return sceneBuilder.build();
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}
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void beginFrame(Duration timeStamp) {
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final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
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final ui.Picture picture = paint(paintBounds);
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final ui.Scene scene = composite(picture, paintBounds);
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ui.window.render(scene);
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}
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void main() {
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ui.window.onBeginFrame = beginFrame;
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ui.window.scheduleFrame();
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}
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