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We'll need this for compositing because we need to switch out the sky.Canvas when we switch compositing layers.
95 lines
2.5 KiB
Dart
95 lines
2.5 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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import 'dart:sky' as sky;
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import 'package:sky/rendering/box.dart';
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import 'package:sky/rendering/object.dart';
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import 'package:sky/rendering/paragraph.dart';
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import 'package:sky/rendering/sky_binding.dart';
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import 'package:sky/rendering/stack.dart';
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import 'package:sky/theme/colors.dart';
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// Material design colors. :p
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List<Color> colors = [
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Teal[500],
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Amber[500],
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Purple[500],
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LightBlue[500],
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DeepPurple[500],
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Lime[500],
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];
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class Dot {
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final Paint _paint;
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Point position = Point.origin;
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double radius = 0.0;
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Dot({ Color color }) : _paint = new Paint()..color = color;
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void update(sky.PointerEvent event) {
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position = new Point(event.x, event.y);
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radius = 5 + (95 * event.pressure);
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}
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void paint(PaintingContext context, Offset offset) {
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context.canvas.drawCircle(position + offset, radius, _paint);
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}
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}
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class RenderTouchDemo extends RenderBox {
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Map<int, Dot> dots = new Map();
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RenderTouchDemo();
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EventDisposition handleEvent(sky.Event event, BoxHitTestEntry entry) {
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if (event is sky.PointerEvent) {
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switch (event.type) {
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case 'pointerdown':
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Color color = colors[event.pointer.remainder(colors.length)];
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dots[event.pointer] = new Dot(color: color)..update(event);
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break;
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case 'pointerup':
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dots.remove(event.pointer);
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break;
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case 'pointercancel':
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dots = new Map();
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break;
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case 'pointermove':
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dots[event.pointer].update(event);
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break;
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}
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markNeedsPaint();
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return EventDisposition.processed;
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}
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return EventDisposition.processed;
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}
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void performLayout() {
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size = constraints.biggest;
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}
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void paint(PaintingContext context, Offset offset) {
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final PaintingCanvas canvas = context.canvas;
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Paint white = new Paint()
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..color = const Color(0xFFFFFFFF);
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canvas.drawRect(offset & size, white);
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for (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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void main() {
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var paragraph = new RenderParagraph(new RenderText("Touch me!"));
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var stack = new RenderStack(children: [
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new RenderTouchDemo(),
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paragraph,
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]);
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// Prevent the RenderParagraph from filling the whole screen so
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// that it doesn't eat events.
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paragraph.parentData..top = 40.0
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..left = 20.0;
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new SkyBinding(root: stack);
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}
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