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* Manually fix every use of Point.x and Point.y Some of these were moved to dx/dy, but not all. * Manually convert uses of the old gradient API * Remove old reference to Point. * Mechanical changes I applied the following at the root of the Flutter repository: git ls-files -z | xargs -0 sed -i 's/\bPoint[.]origin\b/Offset.zero/g' git ls-files -z | xargs -0 sed -i 's/\bPoint[.]lerp\b/Offset.lerp/g' git ls-files -z | xargs -0 sed -i 's/\bnew Point\b/new Offset/g' git ls-files -z | xargs -0 sed -i 's/\bconst Point\b/const Offset/g' git ls-files -z | xargs -0 sed -i 's/\bstatic Point /static Offset /g' git ls-files -z | xargs -0 sed -i 's/\bfinal Point /final Offset /g' git ls-files -z | xargs -0 sed -i 's/^\( *\)Point /\1Offset /g' git ls-files -z | xargs -0 sed -i 's/ui[.]Point\b/ui.Offset/g' git ls-files -z | xargs -0 sed -i 's/(Point\b/(Offset/g' git ls-files -z | xargs -0 sed -i 's/\([[{,]\) Point\b/\1 Offset/g' git ls-files -z | xargs -0 sed -i 's/@required Point\b/@required Offset/g' git ls-files -z | xargs -0 sed -i 's/<Point>/<Offset>/g' git ls-files -z | xargs -0 sed -i 's/[.]toOffset()//g' git ls-files -z | xargs -0 sed -i 's/[.]toPoint()//g' git ls-files -z | xargs -0 sed -i 's/\bshow Point, /show /g' git ls-files -z | xargs -0 sed -i 's/\bshow Point;/show Offset;/g' * Mechanical changes - dartdocs I applied the following at the root of the Flutter repository: git ls-files -z | xargs -0 sed -i 's/\ba \[Point\]/an [Offset]/g' git ls-files -z | xargs -0 sed -i 's/\[Point\]/[Offset]/g' * Further improvements and a test * Fix minor errors from rebasing... * Roll engine
60 lines
2.3 KiB
Dart
60 lines
2.3 KiB
Dart
// Copyright 2015 The Chromium 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 perform a simple animation using the raw interface
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// to the engine.
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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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void beginFrame(Duration timeStamp) {
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// The timeStamp argument to beginFrame indicates the timing information we
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// should use to clock our animations. It's important to use timeStamp rather
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// than reading the system time because we want all the parts of the system to
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// coordinate the timings of their animations. If each component read the
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// system clock independently, the animations that we processed later would be
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// slightly ahead of the animations we processed earlier.
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// PAINT
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final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
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final ui.PictureRecorder recorder = new ui.PictureRecorder();
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final ui.Canvas canvas = new ui.Canvas(recorder, paintBounds);
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canvas.translate(paintBounds.width / 2.0, paintBounds.height / 2.0);
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// Here we determine the rotation according to the timeStamp given to us by
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// the engine.
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final double t = timeStamp.inMicroseconds / Duration.MICROSECONDS_PER_MILLISECOND / 1800.0;
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canvas.rotate(math.PI * (t % 1.0));
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canvas.drawRect(new ui.Rect.fromLTRB(-100.0, -100.0, 100.0, 100.0),
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new ui.Paint()..color = const ui.Color.fromARGB(255, 0, 255, 0));
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final ui.Picture picture = recorder.endRecording();
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// COMPOSITE
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final double devicePixelRatio = ui.window.devicePixelRatio;
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final Float64List deviceTransform = new 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 = new 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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ui.window.render(sceneBuilder.build());
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// After rendering the current frame of the animation, we ask the engine to
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// schedule another frame. The engine will call beginFrame again when its time
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// to produce the next frame.
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ui.window.scheduleFrame();
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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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