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This patch converts sky.Paint to be a pure Dart object, which means we don't need to open a weak handle to sky.Paint. Avoiding the weak handle reduces the amount of weak handle callbacks we need to process at the end of GC and therefore reduces jank.
91 lines
3.5 KiB
Dart
91 lines
3.5 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 'dart:math' as math;
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import 'dart:typed_data';
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void beginFrame(double timeStamp) {
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sky.Size size = new sky.Size(sky.view.width, sky.view.height);
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sky.PictureRecorder recorder = new sky.PictureRecorder();
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final double devicePixelRatio = sky.view.devicePixelRatio;
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sky.Canvas canvas = new sky.Canvas(recorder, sky.Point.origin & (size * devicePixelRatio));
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canvas.scale(devicePixelRatio, devicePixelRatio);
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sky.Paint paint = new sky.Paint();
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sky.Point mid = size.center(sky.Point.origin);
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double radius = size.shortestSide / 2.0;
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canvas.drawPaint(new sky.Paint()..color = const sky.Color(0xFFFFFFFF));
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canvas.save();
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canvas.translate(-mid.x/2.0, sky.view.height*2.0);
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canvas.clipRect(
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new sky.Rect.fromLTRB(0.0, -sky.view.height, sky.view.width, radius));
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canvas.translate(mid.x, mid.y);
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paint.color = const sky.Color.fromARGB(128, 255, 0, 255);
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canvas.rotate(math.PI/4.0);
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sky.Gradient yellowBlue = new sky.Gradient.linear(
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[new sky.Point(-radius, -radius), new sky.Point(0.0, 0.0)],
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[const sky.Color(0xFFFFFF00), const sky.Color(0xFF0000FF)]);
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canvas.drawRect(new sky.Rect.fromLTRB(-radius, -radius, radius, radius),
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new sky.Paint()..setShader(yellowBlue));
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// Scale x and y by 0.5.
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var scaleMatrix = new Float32List.fromList([
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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, 0.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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]);
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canvas.concat(scaleMatrix);
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paint.color = const sky.Color.fromARGB(128, 0, 255, 0);
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canvas.drawCircle(sky.Point.origin, radius, paint);
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canvas.restore();
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canvas.translate(0.0, 50.0);
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var builder = new sky.LayerDrawLooperBuilder()
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..addLayerOnTop(
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new sky.DrawLooperLayerInfo()
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..setOffset(const sky.Offset(150.0, 0.0))
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..setColorMode(sky.TransferMode.src)
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..setPaintBits(sky.PaintBits.all),
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new sky.Paint()
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..color = const sky.Color.fromARGB(128, 255, 255, 0)
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..setColorFilter(new sky.ColorFilter.mode(
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const sky.Color.fromARGB(128, 0, 0, 255), sky.TransferMode.srcIn))
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..setMaskFilter(new sky.MaskFilter.blur(
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sky.BlurStyle.normal, 3.0, highQuality: true)))
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..addLayerOnTop(
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new sky.DrawLooperLayerInfo()
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..setOffset(const sky.Offset(75.0, 75.0))
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..setColorMode(sky.TransferMode.src)
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..setPaintBits(sky.PaintBits.shader),
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new sky.Paint()
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..setShader(new sky.Gradient.radial(
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new sky.Point(0.0, 0.0), radius/3.0,
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[const sky.Color(0xFFFFFF00), const sky.Color(0xFFFF0000)],
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null, sky.TileMode.mirror))
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// Since we're don't set sky.PaintBits.maskFilter, this has no effect.
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..setMaskFilter(new sky.MaskFilter.blur(
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sky.BlurStyle.normal, 50.0, highQuality: true)))
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..addLayerOnTop(
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new sky.DrawLooperLayerInfo()..setOffset(const sky.Offset(225.0, 75.0)),
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// Since this layer uses a DST color mode, this has no effect.
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new sky.Paint()..color = const sky.Color.fromARGB(128, 255, 0, 0));
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paint.setDrawLooper(builder.build());
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canvas.drawCircle(sky.Point.origin, radius, paint);
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sky.view.picture = recorder.endRecording();
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}
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void main() {
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sky.view.setFrameCallback(beginFrame);
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sky.view.scheduleFrame();
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}
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