Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Sign in
Toggle navigation
F
Front-End
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
abdullh.alsoleman
Front-End
Commits
d6f28faa
Commit
d6f28faa
authored
Feb 14, 2016
by
Adam Barth
Browse files
Options
Browse Files
Download
Plain Diff
Merge pull request #1867 from abarth/raw_hello_world
Add a raw hello_world that shows "Hello, world"
parents
00285bf2
1ab3d3a7
Changes
3
Show whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
161 additions
and
114 deletions
+161
-114
hello_world.dart
examples/layers/raw/hello_world.dart
+27
-113
touch_input.dart
examples/layers/raw/touch_input.dart
+133
-0
hello_world.dart
examples/layers/rendering/hello_world.dart
+1
-1
No files found.
examples/layers/raw/hello_world.dart
View file @
d6f28faa
// Copyright 201
5
The Chromium Authors. All rights reserved.
// Copyright 201
6
The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This example shows how to
put some pixels on the screen
using the raw
// This example shows how to
show the text 'Hello, world.' using
using the raw
// interface to the engine.
import
'dart:ui'
as
ui
;
import
'dart:typed_data'
;
import
'package:mojo/bindings.dart'
as
bindings
;
import
'package:mojo/core.dart'
as
core
;
import
'package:sky_services/pointer/pointer.mojom.dart'
;
ui
.
Color
color
;
ui
.
Picture
paint
(
ui
.
Rect
paintBounds
)
{
// First we create a PictureRecorder to record the commands we're going to
// feed in the canvas. The PictureRecorder will eventually produce a Picture,
// which is an immutable record of those commands.
ui
.
PictureRecorder
recorder
=
new
ui
.
PictureRecorder
();
// Next, we create a canvas from the recorder. The canvas is an interface
// which can receive drawing commands. The canvas interface is modeled after
// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
// for the canvas, which lets the implementation discard any commands that
// are entirely outside this rectangle.
ui
.
Canvas
canvas
=
new
ui
.
Canvas
(
recorder
,
paintBounds
);
// The commands draw a circle in the center of the screen.
ui
.
Size
size
=
paintBounds
.
size
;
canvas
.
drawCircle
(
size
.
center
(
ui
.
Point
.
origin
),
size
.
shortestSide
*
0.45
,
new
ui
.
Paint
()..
color
=
color
);
// When we're done issuing painting commands, we end the recording an receive
// a Picture, which is an immutable record of the commands we've issued. You
// can draw a Picture into another canvas or include it as part of a
// composited scene.
return
recorder
.
endRecording
();
}
ui
.
Scene
composite
(
ui
.
Picture
picture
,
ui
.
Rect
paintBounds
)
{
// The device pixel ratio gives an approximate ratio of the size of pixels on
// the device's screen to "normal" sized pixels. We commonly work in logical
// pixels, which are then scalled by the device pixel ratio before being drawn
// on the screen.
void
beginFrame
(
Duration
timeStamp
)
{
final
double
devicePixelRatio
=
ui
.
window
.
devicePixelRatio
;
ui
.
Rect
sceneBounds
=
new
ui
.
Rect
.
fromLTWH
(
0.0
,
0.0
,
ui
.
window
.
size
.
width
*
devicePixelRatio
,
ui
.
window
.
size
.
height
*
devicePixelRatio
);
// This transform scales the x and y coordinates by the devicePixelRatio.
Float64List
deviceTransform
=
new
Float64List
(
16
)
..[
0
]
=
devicePixelRatio
..[
5
]
=
devicePixelRatio
..[
10
]
=
1.0
..[
15
]
=
1.0
;
// We build a very simple scene graph with two nodes. The root node is a
// transform that scale its children by the device pixel ratio. This transform
// lets us paint in "logical" pixels which are converted to device pixels by
// this scaling operation.
ui
.
SceneBuilder
sceneBuilder
=
new
ui
.
SceneBuilder
(
sceneBounds
)
..
pushTransform
(
deviceTransform
)
// TODO(abarth): ui.window.size should be in physical units.
final
ui
.
Size
logicalSize
=
ui
.
window
.
size
;
final
ui
.
ParagraphBuilder
paragraphBuilder
=
new
ui
.
ParagraphBuilder
()
..
addText
(
'Hello, world.'
);
final
ui
.
Paragraph
paragraph
=
paragraphBuilder
.
build
(
new
ui
.
ParagraphStyle
())
..
maxWidth
=
logicalSize
.
width
..
layout
();
final
ui
.
Rect
physicalBounds
=
ui
.
Point
.
origin
&
(
logicalSize
*
devicePixelRatio
);
final
ui
.
PictureRecorder
recorder
=
new
ui
.
PictureRecorder
();
final
ui
.
Canvas
canvas
=
new
ui
.
Canvas
(
recorder
,
physicalBounds
);
canvas
.
scale
(
devicePixelRatio
,
devicePixelRatio
);
paragraph
.
paint
(
canvas
,
new
ui
.
Offset
(
(
logicalSize
.
width
-
paragraph
.
maxIntrinsicWidth
)
/
2.0
,
(
logicalSize
.
height
-
paragraph
.
height
)
/
2.0
));
final
ui
.
Picture
picture
=
recorder
.
endRecording
();
final
ui
.
SceneBuilder
sceneBuilder
=
new
ui
.
SceneBuilder
(
physicalBounds
)
// TODO(abarth): We should be able to add a picture without pushing a
// container layer first.
..
pushClipRect
(
physicalBounds
)
..
addPicture
(
ui
.
Offset
.
zero
,
picture
)
..
pop
();
// When we're done recording the scene, we call build() to obtain an immutable
// record of the scene we've recorded.
return
sceneBuilder
.
build
();
}
void
beginFrame
(
Duration
timeStamp
)
{
ui
.
Rect
paintBounds
=
ui
.
Point
.
origin
&
ui
.
window
.
size
;
// First, record a picture with our painting commands.
ui
.
Picture
picture
=
paint
(
paintBounds
);
// Second, include that picture in a scene graph.
ui
.
Scene
scene
=
composite
(
picture
,
paintBounds
);
// Third, instruct the engine to render that scene graph.
ui
.
window
.
render
(
scene
);
}
// Pointer input arrives as an array of bytes. The format for the data is
// defined by pointer.mojom, which generates serializes and parsers for a
// number of languages, including Dart, C++, Java, and Go.
void
handlePointerPacket
(
ByteData
serializedPacket
)
{
// We wrap the byte data up into a Mojo Message object, which we then
// deserialize according to the mojom definition.
bindings
.
Message
message
=
new
bindings
.
Message
(
serializedPacket
,
<
core
.
MojoHandle
>[],
serializedPacket
.
lengthInBytes
,
0
);
PointerPacket
packet
=
PointerPacket
.
deserialize
(
message
);
// The deserialized pointer packet contains a number of pointer movements,
// which we iterate through and process.
for
(
Pointer
pointer
in
packet
.
pointers
)
{
if
(
pointer
.
type
==
PointerType
.
down
)
{
// If the pointer went down, we change the color of the circle to blue.
color
=
const
ui
.
Color
(
0xFF0000FF
);
// Rather than calling paint() synchronously, we ask the engine to
// schedule a frame. The engine will call onBeginFrame when it is actually
// time to produce the frame.
ui
.
window
.
scheduleFrame
();
}
else
if
(
pointer
.
type
==
PointerType
.
up
)
{
// Similarly, if the pointer went up, we change the color of the circle to
// green and schedule a frame. It's harmless to call scheduleFrame many
// times because the engine will ignore redundant requests up until the
// point where the engine calls onBeginFrame, which signals the boundary
// between one frame and another.
color
=
const
ui
.
Color
(
0xFF00FF00
);
ui
.
window
.
scheduleFrame
();
}
}
ui
.
window
.
render
(
sceneBuilder
.
build
());
}
// This function is the primary entry point to your application. The engine
// calls main() as soon as it has loaded your code.
void
main
(
)
{
// Print statements go either go to stdout or to the system log, as
// appropriate for the operating system.
print
(
'Hello, world'
);
color
=
const
ui
.
Color
(
0xFF00FF00
);
// The engine calls onBeginFrame whenever it wants us to produce a frame.
ui
.
window
.
onBeginFrame
=
beginFrame
;
// The engine calls onPointerPacket whenever it had updated information about
// the pointers directed at our app.
ui
.
window
.
onPointerPacket
=
handlePointerPacket
;
// Here we kick off the whole process by asking the engine to schedule a new
// frame. The engine will eventually call onBeginFrame when it is time for us
// to actually produce the frame.
...
...
examples/layers/raw/touch_input.dart
0 → 100644
View file @
d6f28faa
// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This example shows how to put some pixels on the screen using the raw
// interface to the engine.
import
'dart:ui'
as
ui
;
import
'dart:typed_data'
;
import
'package:mojo/bindings.dart'
as
bindings
;
import
'package:mojo/core.dart'
as
core
;
import
'package:sky_services/pointer/pointer.mojom.dart'
;
ui
.
Color
color
;
ui
.
Picture
paint
(
ui
.
Rect
paintBounds
)
{
// First we create a PictureRecorder to record the commands we're going to
// feed in the canvas. The PictureRecorder will eventually produce a Picture,
// which is an immutable record of those commands.
ui
.
PictureRecorder
recorder
=
new
ui
.
PictureRecorder
();
// Next, we create a canvas from the recorder. The canvas is an interface
// which can receive drawing commands. The canvas interface is modeled after
// the SkCanvas interface from Skia. The paintBounds establishes a "cull rect"
// for the canvas, which lets the implementation discard any commands that
// are entirely outside this rectangle.
ui
.
Canvas
canvas
=
new
ui
.
Canvas
(
recorder
,
paintBounds
);
// The commands draw a circle in the center of the screen.
ui
.
Size
size
=
paintBounds
.
size
;
canvas
.
drawCircle
(
size
.
center
(
ui
.
Point
.
origin
),
size
.
shortestSide
*
0.45
,
new
ui
.
Paint
()..
color
=
color
);
// When we're done issuing painting commands, we end the recording an receive
// a Picture, which is an immutable record of the commands we've issued. You
// can draw a Picture into another canvas or include it as part of a
// composited scene.
return
recorder
.
endRecording
();
}
ui
.
Scene
composite
(
ui
.
Picture
picture
,
ui
.
Rect
paintBounds
)
{
// The device pixel ratio gives an approximate ratio of the size of pixels on
// the device's screen to "normal" sized pixels. We commonly work in logical
// pixels, which are then scalled by the device pixel ratio before being drawn
// on the screen.
final
double
devicePixelRatio
=
ui
.
window
.
devicePixelRatio
;
ui
.
Rect
sceneBounds
=
new
ui
.
Rect
.
fromLTWH
(
0.0
,
0.0
,
ui
.
window
.
size
.
width
*
devicePixelRatio
,
ui
.
window
.
size
.
height
*
devicePixelRatio
);
// This transform scales the x and y coordinates by the devicePixelRatio.
Float64List
deviceTransform
=
new
Float64List
(
16
)
..[
0
]
=
devicePixelRatio
..[
5
]
=
devicePixelRatio
..[
10
]
=
1.0
..[
15
]
=
1.0
;
// We build a very simple scene graph with two nodes. The root node is a
// transform that scale its children by the device pixel ratio. This transform
// lets us paint in "logical" pixels which are converted to device pixels by
// this scaling operation.
ui
.
SceneBuilder
sceneBuilder
=
new
ui
.
SceneBuilder
(
sceneBounds
)
..
pushTransform
(
deviceTransform
)
..
addPicture
(
ui
.
Offset
.
zero
,
picture
)
..
pop
();
// When we're done recording the scene, we call build() to obtain an immutable
// record of the scene we've recorded.
return
sceneBuilder
.
build
();
}
void
beginFrame
(
Duration
timeStamp
)
{
ui
.
Rect
paintBounds
=
ui
.
Point
.
origin
&
ui
.
window
.
size
;
// First, record a picture with our painting commands.
ui
.
Picture
picture
=
paint
(
paintBounds
);
// Second, include that picture in a scene graph.
ui
.
Scene
scene
=
composite
(
picture
,
paintBounds
);
// Third, instruct the engine to render that scene graph.
ui
.
window
.
render
(
scene
);
}
// Pointer input arrives as an array of bytes. The format for the data is
// defined by pointer.mojom, which generates serializes and parsers for a
// number of languages, including Dart, C++, Java, and Go.
void
handlePointerPacket
(
ByteData
serializedPacket
)
{
// We wrap the byte data up into a Mojo Message object, which we then
// deserialize according to the mojom definition.
bindings
.
Message
message
=
new
bindings
.
Message
(
serializedPacket
,
<
core
.
MojoHandle
>[],
serializedPacket
.
lengthInBytes
,
0
);
PointerPacket
packet
=
PointerPacket
.
deserialize
(
message
);
// The deserialized pointer packet contains a number of pointer movements,
// which we iterate through and process.
for
(
Pointer
pointer
in
packet
.
pointers
)
{
if
(
pointer
.
type
==
PointerType
.
down
)
{
// If the pointer went down, we change the color of the circle to blue.
color
=
const
ui
.
Color
(
0xFF0000FF
);
// Rather than calling paint() synchronously, we ask the engine to
// schedule a frame. The engine will call onBeginFrame when it is actually
// time to produce the frame.
ui
.
window
.
scheduleFrame
();
}
else
if
(
pointer
.
type
==
PointerType
.
up
)
{
// Similarly, if the pointer went up, we change the color of the circle to
// green and schedule a frame. It's harmless to call scheduleFrame many
// times because the engine will ignore redundant requests up until the
// point where the engine calls onBeginFrame, which signals the boundary
// between one frame and another.
color
=
const
ui
.
Color
(
0xFF00FF00
);
ui
.
window
.
scheduleFrame
();
}
}
}
// This function is the primary entry point to your application. The engine
// calls main() as soon as it has loaded your code.
void
main
(
)
{
color
=
const
ui
.
Color
(
0xFF00FF00
);
// The engine calls onBeginFrame whenever it wants us to produce a frame.
ui
.
window
.
onBeginFrame
=
beginFrame
;
// The engine calls onPointerPacket whenever it had updated information about
// the pointers directed at our app.
ui
.
window
.
onPointerPacket
=
handlePointerPacket
;
// Here we kick off the whole process by asking the engine to schedule a new
// frame. The engine will eventually call onBeginFrame when it is time for us
// to actually produce the frame.
ui
.
window
.
scheduleFrame
();
}
examples/layers/rendering/hello_world.dart
View file @
d6f28faa
...
...
@@ -14,7 +14,7 @@ void main() {
// child both vertically and horizontally.
root:
new
RenderPositionedBox
(
alignment:
const
FractionalOffset
(
0.5
,
0.5
),
// We use a RenderParagraph to display the text
"Hello, world."
without
// We use a RenderParagraph to display the text
'Hello, world.'
without
// any explicit styling.
child:
new
RenderParagraph
(
new
PlainTextSpan
(
'Hello, world.'
))
)
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment