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This change enables Flutter to generate multiple Scenes to be rendered into separate FlutterViews from a single widget tree. Each Scene is described by a separate render tree, which are all associated with the single widget tree. This PR implements the framework-side mechanisms to describe the content to be rendered into multiple views. Separate engine-side changes are necessary to provide these views to the framework and to draw the framework-generated Scene into them. ## Summary of changes The details of this change are described in [flutter.dev/go/multiple-views](https://flutter.dev/go/multiple-views). Below is a high-level summary organized by layers. ### Rendering layer changes * The `RendererBinding` no longer owns a single `renderView`. In fact, it doesn't OWN any `RenderView`s at all anymore. Instead, it offers an API (`addRenderView`/`removeRenderView`) to add and remove `RenderView`s that then will be MANAGED by the binding. The `RenderView` itself is now owned by a higher-level abstraction (e.g. the `RawView` Element of the widgets layer, see below), who is also in charge of adding it to the binding. When added, the binding will interact with the `RenderView` to produce a frame (e.g. by calling `compositeFrame` on it) and to perform hit tests for incoming pointer events. Multiple `RenderView`s can be added to the binding (typically one per `FlutterView`) to produce multiple Scenes. * Instead of owning a single `pipelineOwner`, the `RendererBinding` now owns the root of the `PipelineOwner` tree (exposed as `rootPipelineOwner` on the binding). Each `PipelineOwner` in that tree (except for the root) typically manages its own render tree typically rooted in one of the `RenderView`s mentioned in the previous bullet. During frame production, the binding will instruct each `PipelineOwner` of that tree to flush layout, paint, semantics etc. A higher-level abstraction (e.g. the widgets layer, see below) is in charge of adding `PipelineOwner`s to this tree. * Backwards compatibility: The old `renderView` and `pipelineOwner` properties of the `RendererBinding` are retained, but marked as deprecated. Care has been taken to keep their original behavior for the deprecation period, i.e. if you just call `runApp`, the render tree bootstrapped by this call is rooted in the deprecated `RendererBinding.renderView` and managed by the deprecated `RendererBinding.pipelineOwner`. ### Widgets layer changes * The `WidgetsBinding` no longer attaches the widget tree to an existing render tree. Instead, it bootstraps a stand-alone widget tree that is not backed by a render tree. For this, `RenderObjectToWidgetAdapter` has been replaced by `RootWidget`. * Multiple render trees can be bootstrapped and attached to the widget tree with the help of the `View` widget, which internally is backed by a `RawView` widget. Configured with a `FlutterView` to render into, the `RawView` creates a new `PipelineOwner` and a new `RenderView` for the new render tree. It adds the new `RenderView` to the `RendererBinding` and its `PipelineOwner` to the pipeline owner tree. * The `View` widget can only appear in certain well-defined locations in the widget tree since it bootstraps a new render tree and does not insert a `RenderObject` into an ancestor. However, almost all Elements expect that their children insert `RenderObject`s, otherwise they will not function properly. To produce a good error message when the `View` widget is used in an illegal location, the `debugMustInsertRenderObjectIntoSlot` method has been added to Element, where a child can ask whether a given slot must insert a RenderObject into its ancestor or not. In practice, the `View` widget can be used as a child of the `RootWidget`, inside the `view` slot of the `ViewAnchor` (see below) and inside a `ViewCollection` (see below). In those locations, the `View` widget may be wrapped in other non-RenderObjectWidgets (e.g. InheritedWidgets). * The new `ViewAnchor` can be used to create a side-view inside a parent `View`. The `child` of the `ViewAnchor` widget renders into the parent `View` as usual, but the `view` slot can take on another `View` widget, which has access to all inherited widgets above the `ViewAnchor`. Metaphorically speaking, the view is anchored to the location of the `ViewAnchor` in the widget tree. * The new `ViewCollection` widget allows for multiple sibling views as it takes a list of `View`s as children. It can be used in all the places that accept a `View` widget. ## Google3 As of July 5, 2023 this change passed a TAP global presubmit (TGP) in google3: tap/OCL:544707016:BASE:545809771:1688597935864:e43dd651 ## Note to reviewers This change is big (sorry). I suggest focusing the initial review on the changes inside of `packages/flutter` first. The majority of the changes describe above are implemented in (listed in suggested review order): * `rendering/binding.dart` * `widgets/binding.dart` * `widgets/view.dart` * `widgets/framework.dart` All other changes included in the PR are basically the fallout of what's implemented in those files. Also note that a lot of the lines added in this PR are documentation and tests. I am also very happy to walk reviewers through the code in person or via video call, if that is helpful. I appreciate any feedback. ## Feedback to address before submitting ("TODO")
140 lines
4.7 KiB
Dart
140 lines
4.7 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 process input events in the underlying render
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// tree.
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import 'package:flutter/material.dart'; // Imported just for its color palette.
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import 'package:flutter/rendering.dart';
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import 'src/binding.dart';
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// Material design colors. :p
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List<Color> _kColors = <Color>[
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Colors.teal,
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Colors.amber,
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Colors.purple,
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Colors.lightBlue,
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Colors.deepPurple,
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Colors.lime,
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];
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/// A simple model object for a dot that reacts to pointer pressure.
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class Dot {
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Dot({ required Color color }) : _paint = Paint()..color = color;
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final Paint _paint;
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Offset position = Offset.zero;
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double radius = 0.0;
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void update(PointerEvent event) {
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position = event.position;
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radius = 5 + (95 * event.pressure);
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}
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void paint(Canvas canvas, Offset offset) {
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canvas.drawCircle(position + offset, radius, _paint);
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}
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}
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/// A render object that draws dots under each pointer.
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class RenderDots extends RenderBox {
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RenderDots();
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/// State to remember which dots to paint.
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final Map<int, Dot> _dots = <int, Dot>{};
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/// Indicates that the size of this render object depends only on the
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/// layout constraints provided by the parent.
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@override
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bool get sizedByParent => true;
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/// By selecting the biggest value permitted by the incoming constraints
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/// during layout, this function makes this render object as large as
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/// possible (i.e., fills the entire screen).
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@override
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void performResize() {
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size = constraints.biggest;
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}
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/// Makes this render object hittable so that it receives pointer events.
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@override
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bool hitTestSelf(Offset position) => true;
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/// Processes pointer events by mutating state and invalidating its previous
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/// painting commands.
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@override
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void handleEvent(PointerEvent event, BoxHitTestEntry entry) {
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if (event is PointerDownEvent) {
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final Color color = _kColors[event.pointer.remainder(_kColors.length)];
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_dots[event.pointer] = Dot(color: color)..update(event);
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// We call markNeedsPaint to indicate that our painting commands have
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// changed and that paint needs to be called before displaying a new frame
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// to the user. It's harmless to call markNeedsPaint multiple times
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// because the render tree will ignore redundant calls.
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markNeedsPaint();
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} else if (event is PointerUpEvent || event is PointerCancelEvent) {
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_dots.remove(event.pointer);
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markNeedsPaint();
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} else if (event is PointerMoveEvent) {
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_dots[event.pointer]!.update(event);
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markNeedsPaint();
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}
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}
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/// Issues new painting commands.
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@override
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void paint(PaintingContext context, Offset offset) {
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final Canvas canvas = context.canvas;
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// The "size" property indicates the size of that this render box was
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// allotted during layout. Here we paint our bounds white. Notice that we're
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// located at "offset" from the origin of the canvas' coordinate system.
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// Passing offset during the render tree's paint walk is an optimization to
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// avoid having to change the origin of the canvas's coordinate system too
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// often.
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canvas.drawRect(offset & size, Paint()..color = const Color(0xFFFFFFFF));
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// We iterate through our model and paint each dot.
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for (final Dot dot in _dots.values) {
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dot.paint(canvas, offset);
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}
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}
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}
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void main() {
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// Create some styled text to tell the user to interact with the app.
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final RenderParagraph paragraph = RenderParagraph(
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const TextSpan(
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style: TextStyle(color: Colors.black87),
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text: 'Touch me!',
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),
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textDirection: TextDirection.ltr,
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);
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// A stack is a render object that layers its children on top of each other.
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// The bottom later is our RenderDots object, and on top of that we show the
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// text.
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final RenderStack stack = RenderStack(
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textDirection: TextDirection.ltr,
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children: <RenderBox>[
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RenderDots(),
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paragraph,
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],
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);
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// The "parentData" field of a render object is controlled by the render
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// object's parent render object. Now that we've added the paragraph as a
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// child of the RenderStack, the paragraph's parentData field has been
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// populated with a StackParentData, which we can use to provide input to the
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// stack's layout algorithm.
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//
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// We use the StackParentData of the paragraph to position the text in the top
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// left corner of the screen.
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final StackParentData paragraphParentData = paragraph.parentData! as StackParentData;
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paragraphParentData
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..top = 40.0
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..left = 20.0;
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// Finally, we attach the render tree we've built to the screen.
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ViewRenderingFlutterBinding(root: stack).scheduleFrame();
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}
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