// 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. import 'dart:developer'; import 'dart:ui' as ui show PictureRecorder; import 'package:flutter/foundation.dart'; import 'package:flutter/gestures.dart'; import 'package:flutter/painting.dart'; import 'package:flutter/scheduler.dart'; import 'package:flutter/semantics.dart'; import 'package:vector_math/vector_math_64.dart'; import 'binding.dart'; import 'debug.dart'; import 'layer.dart'; export 'package:flutter/foundation.dart' show FlutterError, InformationCollector, DiagnosticsNode, DiagnosticsProperty, StringProperty, DoubleProperty, EnumProperty, FlagProperty, IntProperty, DiagnosticPropertiesBuilder; export 'package:flutter/gestures.dart' show HitTestEntry, HitTestResult; export 'package:flutter/painting.dart'; /// Base class for data associated with a [RenderObject] by its parent. /// /// Some render objects wish to store data on their children, such as their /// input parameters to the parent's layout algorithm or their position relative /// to other children. class ParentData { /// Called when the RenderObject is removed from the tree. @protected @mustCallSuper void detach() { } @override String toString() => '<none>'; } /// Signature for painting into a [PaintingContext]. /// /// The `offset` argument is the offset from the origin of the coordinate system /// of the [PaintingContext.canvas] to the coordinate system of the callee. /// /// Used by many of the methods of [PaintingContext]. typedef void PaintingContextCallback(PaintingContext context, Offset offset); /// A place to paint. /// /// Rather than holding a canvas directly, [RenderObject]s paint using a painting /// context. The painting context has a [Canvas], which receives the /// individual draw operations, and also has functions for painting child /// render objects. /// /// When painting a child render object, the canvas held by the painting context /// can change because the draw operations issued before and after painting the /// child might be recorded in separate compositing layers. For this reason, do /// not hold a reference to the canvas across operations that might paint /// child render objects. /// /// New [PaintingContext] objects are created automatically when using /// [PaintingContext.repaintCompositedChild] and [pushLayer]. class PaintingContext { PaintingContext._(this._containerLayer, this.canvasBounds) : assert(_containerLayer != null), assert(canvasBounds != null); final ContainerLayer _containerLayer; /// The bounds within which the painting context's [canvas] will record /// painting commands. /// /// A render object provided with this [PaintingContext] (e.g. in its /// [RenderObject.paint] method) is permitted to paint outside the region that /// the render object occupies during layout, but is not permitted to paint /// outside these canvas paints bounds. These paint bounds are used to /// construct memory-efficient composited layers, which means attempting to /// paint outside these bounds can attempt to write to pixels that do not /// exist in the composited layer. /// /// The [canvasBounds] rectangle is in the [canvas] coordinate system. final Rect canvasBounds; /// Repaint the given render object. /// /// The render object must be attached to a [PipelineOwner], must have a /// composited layer, and must be in need of painting. The render object's /// layer, if any, is re-used, along with any layers in the subtree that don't /// need to be repainted. /// /// See also: /// /// * [RenderObject.isRepaintBoundary], which determines if a [RenderObject] /// has a composited layer. static void repaintCompositedChild(RenderObject child, { bool debugAlsoPaintedParent: false }) { assert(child.isRepaintBoundary); assert(child._needsPaint); assert(() { // register the call for RepaintBoundary metrics child.debugRegisterRepaintBoundaryPaint( includedParent: debugAlsoPaintedParent, includedChild: true, ); return true; }()); if (child._layer == null) { assert(debugAlsoPaintedParent); child._layer = new OffsetLayer(); } else { assert(debugAlsoPaintedParent || child._layer.attached); child._layer.removeAllChildren(); } assert(() { child._layer.debugCreator = child.debugCreator ?? child.runtimeType; return true; }()); final PaintingContext childContext = new PaintingContext._(child._layer, child.paintBounds); child._paintWithContext(childContext, Offset.zero); childContext._stopRecordingIfNeeded(); } /// Paint a child [RenderObject]. /// /// If the child has its own composited layer, the child will be composited /// into the layer subtree associated with this painting context. Otherwise, /// the child will be painted into the current PictureLayer for this context. void paintChild(RenderObject child, Offset offset) { assert(() { if (debugProfilePaintsEnabled) Timeline.startSync('${child.runtimeType}', arguments: timelineWhitelistArguments); return true; }()); if (child.isRepaintBoundary) { _stopRecordingIfNeeded(); _compositeChild(child, offset); } else { child._paintWithContext(this, offset); } assert(() { if (debugProfilePaintsEnabled) Timeline.finishSync(); return true; }()); } void _compositeChild(RenderObject child, Offset offset) { assert(!_isRecording); assert(child.isRepaintBoundary); assert(_canvas == null || _canvas.getSaveCount() == 1); // Create a layer for our child, and paint the child into it. if (child._needsPaint) { repaintCompositedChild(child, debugAlsoPaintedParent: true); } else { assert(child._layer != null); assert(() { // register the call for RepaintBoundary metrics child.debugRegisterRepaintBoundaryPaint( includedParent: true, includedChild: false, ); child._layer.debugCreator = child.debugCreator ?? child; return true; }()); } child._layer.offset = offset; _appendLayer(child._layer); } void _appendLayer(Layer layer) { assert(!_isRecording); layer.remove(); _containerLayer.append(layer); } bool get _isRecording { final bool hasCanvas = (_canvas != null); assert(() { if (hasCanvas) { assert(_currentLayer != null); assert(_recorder != null); assert(_canvas != null); } else { assert(_currentLayer == null); assert(_recorder == null); assert(_canvas == null); } return true; }()); return hasCanvas; } // Recording state PictureLayer _currentLayer; ui.PictureRecorder _recorder; Canvas _canvas; /// The canvas on which to paint. /// /// The current canvas can change whenever you paint a child using this /// context, which means it's fragile to hold a reference to the canvas /// returned by this getter. /// /// Only calls within the [canvasBounds] will be recorded. Canvas get canvas { if (_canvas == null) _startRecording(); return _canvas; } void _startRecording() { assert(!_isRecording); _currentLayer = new PictureLayer(canvasBounds); _recorder = new ui.PictureRecorder(); _canvas = new Canvas(_recorder, canvasBounds); _containerLayer.append(_currentLayer); } void _stopRecordingIfNeeded() { if (!_isRecording) return; assert(() { if (debugRepaintRainbowEnabled) { final Paint paint = new Paint() ..style = PaintingStyle.stroke ..strokeWidth = 6.0 ..color = debugCurrentRepaintColor.toColor(); canvas.drawRect(canvasBounds.deflate(3.0), paint); } if (debugPaintLayerBordersEnabled) { final Paint paint = new Paint() ..style = PaintingStyle.stroke ..strokeWidth = 1.0 ..color = const Color(0xFFFF9800); canvas.drawRect(canvasBounds, paint); } return true; }()); _currentLayer.picture = _recorder.endRecording(); _currentLayer = null; _recorder = null; _canvas = null; } static final Paint _defaultPaint = new Paint(); /// Hints that the painting in the current layer is complex and would benefit /// from caching. /// /// If this hint is not set, the compositor will apply its own heuristics to /// decide whether the current layer is complex enough to benefit from /// caching. void setIsComplexHint() { _currentLayer?.isComplexHint = true; } /// Hints that the painting in the current layer is likely to change next frame. /// /// This hint tells the compositor not to cache the current layer because the /// cache will not be used in the future. If this hint is not set, the /// compositor will apply its own heuristics to decide whether the current /// layer is likely to be reused in the future. void setWillChangeHint() { _currentLayer?.willChangeHint = true; } /// Adds a composited leaf layer to the recording. /// /// After calling this function, the [canvas] property will change to refer to /// a new [Canvas] that draws on top of the given layer. /// /// A [RenderObject] that uses this function is very likely to require its /// [RenderObject.alwaysNeedsCompositing] property to return true. That informs /// ancestor render objects that this render object will include a composited /// layer, which, for example, causes them to use composited clips. /// /// See also: /// /// * [pushLayer], for adding a layer and using its canvas to paint with that /// layer. void addLayer(Layer layer) { _stopRecordingIfNeeded(); _appendLayer(layer); } /// Appends the given layer to the recording, and calls the `painter` callback /// with that layer, providing the `childPaintBounds` as the paint bounds of /// the child. Canvas recording commands are not guaranteed to be stored /// outside of the paint bounds. /// /// The given layer must be an unattached orphan. (Providing a newly created /// object, rather than reusing an existing layer, satisfies that /// requirement.) /// /// The `offset` is the offset to pass to the `painter`. /// /// If the `childPaintBounds` are not specified then the current layer's paint /// bounds are used. This is appropriate if the child layer does not apply any /// transformation or clipping to its contents. The `childPaintBounds`, if /// specified, must be in the coordinate system of the new layer, and should /// not go outside the current layer's paint bounds. /// /// See also: /// /// * [addLayer], for pushing a leaf layer whose canvas is not used. void pushLayer(Layer childLayer, PaintingContextCallback painter, Offset offset, { Rect childPaintBounds }) { assert(!childLayer.attached); assert(childLayer.parent == null); assert(painter != null); _stopRecordingIfNeeded(); _appendLayer(childLayer); final PaintingContext childContext = new PaintingContext._(childLayer, childPaintBounds ?? canvasBounds); painter(childContext, offset); childContext._stopRecordingIfNeeded(); } /// Clip further painting using a rectangle. /// /// * `needsCompositing` is whether the child needs compositing. Typically /// matches the value of [RenderObject.needsCompositing] for the caller. /// * `offset` is the offset from the origin of the canvas' coordinate system /// to the origin of the caller's coordinate system. /// * `clipRect` is rectangle (in the caller's coordinate system) to use to /// clip the painting done by [painter]. /// * `painter` is a callback that will paint with the [clipRect] applied. This /// function calls the [painter] synchronously. void pushClipRect(bool needsCompositing, Offset offset, Rect clipRect, PaintingContextCallback painter) { final Rect offsetClipRect = clipRect.shift(offset); if (needsCompositing) { pushLayer(new ClipRectLayer(clipRect: offsetClipRect), painter, offset, childPaintBounds: offsetClipRect); } else { canvas ..save() ..clipRect(offsetClipRect); painter(this, offset); canvas ..restore(); } } /// Clip further painting using a rounded rectangle. /// /// * `needsCompositing` is whether the child needs compositing. Typically /// matches the value of [RenderObject.needsCompositing] for the caller. /// * `offset` is the offset from the origin of the canvas' coordinate system /// to the origin of the caller's coordinate system. /// * `bounds` is the region of the canvas (in the caller's coordinate system) /// into which `painter` will paint in. /// * `clipRRect` is the rounded-rectangle (in the caller's coordinate system) /// to use to clip the painting done by `painter`. /// * `painter` is a callback that will paint with the `clipRRect` applied. This /// function calls the `painter` synchronously. void pushClipRRect(bool needsCompositing, Offset offset, Rect bounds, RRect clipRRect, PaintingContextCallback painter) { final Rect offsetBounds = bounds.shift(offset); final RRect offsetClipRRect = clipRRect.shift(offset); if (needsCompositing) { pushLayer(new ClipRRectLayer(clipRRect: offsetClipRRect), painter, offset, childPaintBounds: offsetBounds); } else { canvas ..save() ..clipRRect(offsetClipRRect) ..saveLayer(offsetBounds, _defaultPaint); painter(this, offset); canvas ..restore() ..restore(); } } /// Clip further painting using a path. /// /// * `needsCompositing` is whether the child needs compositing. Typically /// matches the value of [RenderObject.needsCompositing] for the caller. /// * `offset` is the offset from the origin of the canvas' coordinate system /// to the origin of the caller's coordinate system. /// * `bounds` is the region of the canvas (in the caller's coordinate system) /// into which `painter` will paint in. /// * `clipPath` is the path (in the coordinate system of the caller) to use to /// clip the painting done by `painter`. /// * `painter` is a callback that will paint with the `clipPath` applied. This /// function calls the `painter` synchronously. void pushClipPath(bool needsCompositing, Offset offset, Rect bounds, Path clipPath, PaintingContextCallback painter) { final Rect offsetBounds = bounds.shift(offset); final Path offsetClipPath = clipPath.shift(offset); if (needsCompositing) { pushLayer(new ClipPathLayer(clipPath: offsetClipPath), painter, offset, childPaintBounds: offsetBounds); } else { canvas ..save() ..clipPath(clipPath.shift(offset)) ..saveLayer(bounds.shift(offset), _defaultPaint); painter(this, offset); canvas ..restore() ..restore(); } } /// Transform further painting using a matrix. /// /// * `needsCompositing` is whether the child needs compositing. Typically /// matches the value of [RenderObject.needsCompositing] for the caller. /// * `offset` is the offset from the origin of the canvas' coordinate system /// to the origin of the caller's coordinate system. /// * `transform` is the matrix to apply to the painting done by `painter`. /// * `painter` is a callback that will paint with the `transform` applied. This /// function calls the `painter` synchronously. void pushTransform(bool needsCompositing, Offset offset, Matrix4 transform, PaintingContextCallback painter) { final Matrix4 effectiveTransform = new Matrix4.translationValues(offset.dx, offset.dy, 0.0) ..multiply(transform)..translate(-offset.dx, -offset.dy); if (needsCompositing) { pushLayer( new TransformLayer(transform: effectiveTransform), painter, offset, childPaintBounds: MatrixUtils.inverseTransformRect(effectiveTransform, canvasBounds), ); } else { canvas ..save() ..transform(effectiveTransform.storage); painter(this, offset); canvas ..restore(); } } /// Blend further painting with an alpha value. /// /// * `offset` is the offset from the origin of the canvas' coordinate system /// to the origin of the caller's coordinate system. /// * `alpha` is the alpha value to use when blending the painting done by /// `painter`. An alpha value of 0 means the painting is fully transparent /// and an alpha value of 255 means the painting is fully opaque. /// * `painter` is a callback that will paint with the `alpha` applied. This /// function calls the `painter` synchronously. /// /// A [RenderObject] that uses this function is very likely to require its /// [RenderObject.alwaysNeedsCompositing] property to return true. That informs /// ancestor render objects that this render object will include a composited /// layer, which, for example, causes them to use composited clips. void pushOpacity(Offset offset, int alpha, PaintingContextCallback painter) { pushLayer(new OpacityLayer(alpha: alpha), painter, offset); } @override String toString() => '$runtimeType#$hashCode(layer: $_containerLayer, canvas bounds: $canvasBounds)'; } /// An abstract set of layout constraints. /// /// Concrete layout models (such as box) will create concrete subclasses to /// communicate layout constraints between parents and children. /// /// ## Writing a Constraints subclass /// /// When creating a new [RenderObject] subclass with a new layout protocol, one /// will usually need to create a new [Constraints] subclass to express the /// input to the layout algorithms. /// /// A [Constraints] subclass should be immutable (all fields final). There are /// several members to implement, in addition to whatever fields, constructors, /// and helper methods one may find useful for a particular layout protocol: /// /// * The [isTight] getter, which should return true if the object represents a /// case where the [RenderObject] class has no choice for how to lay itself /// out. For example, [BoxConstraints] returns true for [isTight] when both /// the minimum and maximum widths and the minimum and maximum heights are /// equal. /// /// * The [isNormalized] getter, which should return true if the object /// represents its data in its canonical form. Sometimes, it is possible for /// fields to be redundant with each other, such that several different /// representations have the same implications. For example, a /// [BoxConstraints] instance with its minimum width greater than its maximum /// width is equivalent to one where the maximum width is set to that minimum /// width (`2<w<1` is equivalent to `2<w<2`, since minimum constraints have /// priority). This getter is used by the default implementation of /// [debugAssertIsValid]. /// /// * The [debugAssertIsValid] method, which should assert if there's anything /// wrong with the constraints object. (We use this approach rather than /// asserting in constructors so that our constructors can be `const` and so /// that it is possible to create invalid constraints temporarily while /// building valid ones.) See the implementation of /// [BoxConstraints.debugAssertIsValid] for an example of the detailed checks /// that can be made. /// /// * The [==] operator and the [hashCode] getter, so that constraints can be /// compared for equality. If a render object is given constraints that are /// equal, then the rendering library will avoid laying the object out again /// if it is not dirty. /// /// * The [toString] method, which should describe the constraints so that they /// appear in a usefully readable form in the output of [debugDumpRenderTree]. @immutable abstract class Constraints { /// Abstract const constructor. This constructor enables subclasses to provide /// const constructors so that they can be used in const expressions. const Constraints(); /// Whether there is exactly one size possible given these constraints bool get isTight; /// Whether the constraint is expressed in a consistent manner. bool get isNormalized; /// Asserts that the constraints are valid. /// /// This might involve checks more detailed than [isNormalized]. /// /// For example, the [BoxConstraints] subclass verifies that the constraints /// are not [double.NAN]. /// /// If the `isAppliedConstraint` argument is true, then even stricter rules /// are enforced. This argument is set to true when checking constraints that /// are about to be applied to a [RenderObject] during layout, as opposed to /// constraints that may be further affected by other constraints. For /// example, the asserts for verifying the validity of /// [RenderConstrainedBox.additionalConstraints] do not set this argument, but /// the asserts for verifying the argument passed to the [RenderObject.layout] /// method do. /// /// The `informationCollector` argument takes an optional callback which is /// called when an exception is to be thrown. The collected information is /// then included in the message after the error line. /// /// Returns the same as [isNormalized] if asserts are disabled. bool debugAssertIsValid({ bool isAppliedConstraint: false, InformationCollector informationCollector }) { assert(isNormalized); return isNormalized; } } /// Signature for a function that is called for each [RenderObject]. /// /// Used by [RenderObject.visitChildren] and [RenderObject.visitChildrenForSemantics]. typedef void RenderObjectVisitor(RenderObject child); /// Signature for a function that is called during layout. /// /// Used by [RenderObject.invokeLayoutCallback]. typedef void LayoutCallback<T extends Constraints>(T constraints); /// A reference to the semantics tree. /// /// The framework maintains the semantics tree (used for accessibility and /// indexing) only when there is at least one client holding an open /// [SemanticsHandle]. /// /// The framework notifies the client that it has updated the semantics tree by /// calling the [listener] callback. When the client no longer needs the /// semantics tree, the client can call [dispose] on the [SemanticsHandle], /// which stops these callbacks and closes the [SemanticsHandle]. When all the /// outstanding [SemanticsHandle] objects are closed, the framework stops /// updating the semantics tree. /// /// To obtain a [SemanticsHandle], call [PipelineOwner.ensureSemantics] on the /// [PipelineOwner] for the render tree from which you wish to read semantics. /// You can obtain the [PipelineOwner] using the [RenderObject.owner] property. class SemanticsHandle { SemanticsHandle._(this._owner, this.listener) : assert(_owner != null) { if (listener != null) _owner.semanticsOwner.addListener(listener); } PipelineOwner _owner; /// The callback that will be notified when the semantics tree updates. final VoidCallback listener; /// Closes the semantics handle and stops calling [listener] when the /// semantics updates. /// /// When all the outstanding [SemanticsHandle] objects for a given /// [PipelineOwner] are closed, the [PipelineOwner] will stop updating the /// semantics tree. @mustCallSuper void dispose() { assert(() { if (_owner == null) { throw new FlutterError( 'SemanticsHandle has already been disposed.\n' 'Each SemanticsHandle should be disposed exactly once.' ); } return true; }()); if (_owner != null) { if (listener != null) _owner.semanticsOwner.removeListener(listener); _owner._didDisposeSemanticsHandle(); _owner = null; } } } /// The pipeline owner manages the rendering pipeline. /// /// The pipeline owner provides an interface for driving the rendering pipeline /// and stores the state about which render objects have requested to be visited /// in each stage of the pipeline. To flush the pipeline, call the following /// functions in order: /// /// 1. [flushLayout] updates any render objects that need to compute their /// layout. During this phase, the size and position of each render /// object is calculated. Render objects might dirty their painting or /// compositing state during this phase. /// 2. [flushCompositingBits] updates any render objects that have dirty /// compositing bits. During this phase, each render object learns whether /// any of its children require compositing. This information is used during /// the painting phase when selecting how to implement visual effects such as /// clipping. If a render object has a composited child, its needs to use a /// [Layer] to create the clip in order for the clip to apply to the /// composited child (which will be painted into its own [Layer]). /// 3. [flushPaint] visits any render objects that need to paint. During this /// phase, render objects get a chance to record painting commands into /// [PictureLayer]s and construct other composited [Layer]s. /// 4. Finally, if semantics are enabled, [flushSemantics] will compile the /// semantics for the render objects. This semantic information is used by /// assistive technology to improve the accessibility of the render tree. /// /// The [RendererBinding] holds the pipeline owner for the render objects that /// are visible on screen. You can create other pipeline owners to manage /// off-screen objects, which can flush their pipelines independently of the /// on-screen render objects. class PipelineOwner { /// Creates a pipeline owner. /// /// Typically created by the binding (e.g., [RendererBinding]), but can be /// created separately from the binding to drive off-screen render objects /// through the rendering pipeline. PipelineOwner({ this.onNeedVisualUpdate, this.onSemanticsOwnerCreated, this.onSemanticsOwnerDisposed, }); /// Called when a render object associated with this pipeline owner wishes to /// update its visual appearance. /// /// Typical implementations of this function will schedule a task to flush the /// various stages of the pipeline. This function might be called multiple /// times in quick succession. Implementations should take care to discard /// duplicate calls quickly. final VoidCallback onNeedVisualUpdate; /// Called whenever this pipeline owner creates a semantics object. /// /// Typical implementations will schedule the creation of the initial /// semantics tree. final VoidCallback onSemanticsOwnerCreated; /// Called whenever this pipeline owner disposes its semantics owner. /// /// Typical implementations will tear down the semantics tree. final VoidCallback onSemanticsOwnerDisposed; /// Calls [onNeedVisualUpdate] if [onNeedVisualUpdate] is not null. /// /// Used to notify the pipeline owner that an associated render object wishes /// to update its visual appearance. void requestVisualUpdate() { if (onNeedVisualUpdate != null) onNeedVisualUpdate(); } /// The unique object managed by this pipeline that has no parent. /// /// This object does not have to be a [RenderObject]. AbstractNode get rootNode => _rootNode; AbstractNode _rootNode; set rootNode(AbstractNode value) { if (_rootNode == value) return; _rootNode?.detach(); _rootNode = value; _rootNode?.attach(this); } List<RenderObject> _nodesNeedingLayout = <RenderObject>[]; /// Whether this pipeline is currently in the layout phase. /// /// Specifically, whether [flushLayout] is currently running. /// /// Only valid when asserts are enabled. bool get debugDoingLayout => _debugDoingLayout; bool _debugDoingLayout = false; /// Update the layout information for all dirty render objects. /// /// This function is one of the core stages of the rendering pipeline. Layout /// information is cleaned prior to painting so that render objects will /// appear on screen in their up-to-date locations. /// /// See [RendererBinding] for an example of how this function is used. void flushLayout() { profile(() { Timeline.startSync('Layout', arguments: timelineWhitelistArguments); }); assert(() { _debugDoingLayout = true; return true; }()); try { // TODO(ianh): assert that we're not allowing previously dirty nodes to redirty themselves while (_nodesNeedingLayout.isNotEmpty) { final List<RenderObject> dirtyNodes = _nodesNeedingLayout; _nodesNeedingLayout = <RenderObject>[]; for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => a.depth - b.depth)) { if (node._needsLayout && node.owner == this) node._layoutWithoutResize(); } } } finally { assert(() { _debugDoingLayout = false; return true; }()); profile(() { Timeline.finishSync(); }); } } // This flag is used to allow the kinds of mutations performed by GlobalKey // reparenting while a LayoutBuilder is being rebuilt and in so doing tries to // move a node from another LayoutBuilder subtree that hasn't been updated // yet. To set this, call [_enableMutationsToDirtySubtrees], which is called // by [RenderObject.invokeLayoutCallback]. bool _debugAllowMutationsToDirtySubtrees = false; // See [RenderObject.invokeLayoutCallback]. void _enableMutationsToDirtySubtrees(VoidCallback callback) { assert(_debugDoingLayout); bool oldState; assert(() { oldState = _debugAllowMutationsToDirtySubtrees; _debugAllowMutationsToDirtySubtrees = true; return true; }()); try { callback(); } finally { assert(() { _debugAllowMutationsToDirtySubtrees = oldState; return true; }()); } } final List<RenderObject> _nodesNeedingCompositingBitsUpdate = <RenderObject>[]; /// Updates the [RenderObject.needsCompositing] bits. /// /// Called as part of the rendering pipeline after [flushLayout] and before /// [flushPaint]. void flushCompositingBits() { profile(() { Timeline.startSync('Compositing bits'); }); _nodesNeedingCompositingBitsUpdate.sort((RenderObject a, RenderObject b) => a.depth - b.depth); for (RenderObject node in _nodesNeedingCompositingBitsUpdate) { if (node._needsCompositingBitsUpdate && node.owner == this) node._updateCompositingBits(); } _nodesNeedingCompositingBitsUpdate.clear(); profile(() { Timeline.finishSync(); }); } List<RenderObject> _nodesNeedingPaint = <RenderObject>[]; /// Whether this pipeline is currently in the paint phase. /// /// Specifically, whether [flushPaint] is currently running. /// /// Only valid when asserts are enabled. bool get debugDoingPaint => _debugDoingPaint; bool _debugDoingPaint = false; /// Update the display lists for all render objects. /// /// This function is one of the core stages of the rendering pipeline. /// Painting occurs after layout and before the scene is recomposited so that /// scene is composited with up-to-date display lists for every render object. /// /// See [RendererBinding] for an example of how this function is used. void flushPaint() { profile(() { Timeline.startSync('Paint', arguments: timelineWhitelistArguments); }); assert(() { _debugDoingPaint = true; return true; }()); try { final List<RenderObject> dirtyNodes = _nodesNeedingPaint; _nodesNeedingPaint = <RenderObject>[]; // Sort the dirty nodes in reverse order (deepest first). for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => b.depth - a.depth)) { assert(node._layer != null); if (node._needsPaint && node.owner == this) { if (node._layer.attached) { PaintingContext.repaintCompositedChild(node); } else { node._skippedPaintingOnLayer(); } } } assert(_nodesNeedingPaint.isEmpty); } finally { assert(() { _debugDoingPaint = false; return true; }()); profile(() { Timeline.finishSync(); }); } } /// The object that is managing semantics for this pipeline owner, if any. /// /// An owner is created by [ensureSemantics]. The owner is valid for as long /// there are [SemanticsHandle]s returned by [ensureSemantics] that have not /// yet been disposed. Once the last handle has been disposed, the /// [semanticsOwner] field will revert to null, and the previous owner will be /// disposed. /// /// When [semanticsOwner] is null, the [PipelineOwner] skips all steps /// relating to semantics. SemanticsOwner get semanticsOwner => _semanticsOwner; SemanticsOwner _semanticsOwner; int _outstandingSemanticsHandle = 0; /// Opens a [SemanticsHandle] and calls [listener] whenever the semantics tree /// updates. /// /// The [PipelineOwner] updates the semantics tree only when there are clients /// that wish to use the semantics tree. These clients express their interest /// by holding [SemanticsHandle] objects that notify them whenever the /// semantics tree updates. /// /// Clients can close their [SemanticsHandle] by calling /// [SemanticsHandle.dispose]. Once all the outstanding [SemanticsHandle] /// objects for a given [PipelineOwner] are closed, the [PipelineOwner] stops /// maintaining the semantics tree. SemanticsHandle ensureSemantics({ VoidCallback listener }) { _outstandingSemanticsHandle += 1; if (_outstandingSemanticsHandle == 1) { assert(_semanticsOwner == null); _semanticsOwner = new SemanticsOwner(); if (onSemanticsOwnerCreated != null) onSemanticsOwnerCreated(); } return new SemanticsHandle._(this, listener); } void _didDisposeSemanticsHandle() { assert(_semanticsOwner != null); _outstandingSemanticsHandle -= 1; if (_outstandingSemanticsHandle == 0) { _semanticsOwner.dispose(); _semanticsOwner = null; if (onSemanticsOwnerDisposed != null) onSemanticsOwnerDisposed(); } } bool _debugDoingSemantics = false; final Set<RenderObject> _nodesNeedingSemantics = new Set<RenderObject>(); /// Update the semantics for render objects marked as needing a semantics /// update. /// /// Initially, only the root node, as scheduled by /// [RenderObject.scheduleInitialSemantics], needs a semantics update. /// /// This function is one of the core stages of the rendering pipeline. The /// semantics are compiled after painting and only after /// [RenderObject.scheduleInitialSemantics] has been called. /// /// See [RendererBinding] for an example of how this function is used. void flushSemantics() { if (_semanticsOwner == null) return; profile(() { Timeline.startSync('Semantics'); }); assert(_semanticsOwner != null); assert(() { _debugDoingSemantics = true; return true; }()); try { final List<RenderObject> nodesToProcess = _nodesNeedingSemantics.toList() ..sort((RenderObject a, RenderObject b) => a.depth - b.depth); _nodesNeedingSemantics.clear(); for (RenderObject node in nodesToProcess) { if (node._needsSemanticsUpdate && node.owner == this) node._updateSemantics(); } _semanticsOwner.sendSemanticsUpdate(); } finally { assert(_nodesNeedingSemantics.isEmpty); assert(() { _debugDoingSemantics = false; return true; }()); profile(() { Timeline.finishSync(); }); } } } /// An object in the render tree. /// /// The [RenderObject] class hierarchy is the core of the rendering /// library's reason for being. /// /// [RenderObject]s have a [parent], and have a slot called [parentData] in /// which the parent [RenderObject] can store child-specific data, for example, /// the child position. The [RenderObject] class also implements the basic /// layout and paint protocols. /// /// The [RenderObject] class, however, does not define a child model (e.g. /// whether a node has zero, one, or more children). It also doesn't define a /// coordinate system (e.g. whether children are positioned in Cartesian /// coordinates, in polar coordinates, etc) or a specific layout protocol (e.g. /// whether the layout is width-in-height-out, or constraint-in-size-out, or /// whether the parent sets the size and position of the child before or after /// the child lays out, etc; or indeed whether the children are allowed to read /// their parent's [parentData] slot). /// /// The [RenderBox] subclass introduces the opinion that the layout /// system uses Cartesian coordinates. /// /// ## Writing a RenderObject subclass /// /// In most cases, subclassing [RenderObject] itself is overkill, and /// [RenderBox] would be a better starting point. However, if a render object /// doesn't want to use a Cartesian coordinate system, then it should indeed /// inherit from [RenderObject] directly. This allows it to define its own /// layout protocol by using a new subclass of [Constraints] rather than using /// [BoxConstraints], and by potentially using an entirely new set of objects /// and values to represent the result of the output rather than just a [Size]. /// This increased flexibility comes at the cost of not being able to rely on /// the features of [RenderBox]. For example, [RenderBox] implements an /// intrinsic sizing protocol that allows you to measure a child without fully /// laying it out, in such a way that if that child changes size, the parent /// will be laid out again (to take into account the new dimensions of the /// child). This is a subtle and bug-prone feature to get right. /// /// Most aspects of writing a [RenderBox] apply to writing a [RenderObject] as /// well, and therefore the discussion at [RenderBox] is recommended background /// reading. The main differences are around layout and hit testing, since those /// are the aspects that [RenderBox] primarily specializes. /// /// ### Layout /// /// A layout protocol begins with a subclass of [Constraints]. See the /// discussion at [Constraints] for more information on how to write a /// [Constraints] subclass. /// /// The [performLayout] method should take the [constraints], and apply them. /// The output of the layout algorithm is fields set on the object that describe /// the geometry of the object for the purposes of the parent's layout. For /// example, with [RenderBox] the output is the [RenderBox.size] field. This /// output should only be read by the parent if the parent specified /// `parentUsesSize` as true when calling [layout] on the child. /// /// Anytime anything changes on a render object that would affect the layout of /// that object, it should call [markNeedsLayout]. /// /// ### Hit Testing /// /// Hit testing is even more open-ended than layout. There is no method to /// override, you are expected to provide one. /// /// The general behavior of your hit-testing method should be similar to the /// behavior described for [RenderBox]. The main difference is that the input /// need not be an [Offset]. You are also allowed to use a different subclass of /// [HitTestEntry] when adding entries to the [HitTestResult]. When the /// [handleEvent] method is called, the same object that was added to the /// [HitTestResult] will be passed in, so it can be used to track information /// like the precise coordinate of the hit, in whatever coordinate system is /// used by the new layout protocol. /// /// ### Adapting from one protocol to another /// /// In general, the root of a Flutter render object tree is a [RenderView]. This /// object has a single child, which must be a [RenderBox]. Thus, if you want to /// have a custom [RenderObject] subclass in the render tree, you have two /// choices: you either need to replace the [RenderView] itself, or you need to /// have a [RenderBox] that has your class as its child. (The latter is the much /// more common case.) /// /// This [RenderBox] subclass converts from the box protocol to the protocol of /// your class. /// /// In particular, this means that for hit testing it overrides /// [RenderBox.hitTest], and calls whatever method you have in your class for /// hit testing. /// /// Similarly, it overrides [performLayout] to create a [Constraints] object /// appropriate for your class and passes that to the child's [layout] method. /// /// ### Layout interactions between render objects /// /// In general, the layout of a render object should only depend on the output of /// its child's layout, and then only if `parentUsesSize` is set to true in the /// [layout] call. Furthermore, if it is set to true, the parent must call the /// child's [layout] if the child is to be rendered, because otherwise the /// parent will not be notified when the child changes its layout outputs. /// /// It is possible to set up render object protocols that transfer additional /// information. For example, in the [RenderBox] protocol you can query your /// children's intrinsic dimensions and baseline geometry. However, if this is /// done then it is imperative that the child call [markNeedsLayout] on the /// parent any time that additional information changes, if the parent used it /// in the last layout phase. For an example of how to implement this, see the /// [RenderBox.markNeedsLayout] method. It overrides /// [RenderObject.markNeedsLayout] so that if a parent has queried the intrinsic /// or baseline information, it gets marked dirty whenever the child's geometry /// changes. abstract class RenderObject extends AbstractNode with DiagnosticableTreeMixin implements HitTestTarget { /// Initializes internal fields for subclasses. RenderObject() { _needsCompositing = isRepaintBoundary || alwaysNeedsCompositing; } /// Cause the entire subtree rooted at the given [RenderObject] to be marked /// dirty for layout, paint, etc, so that the effects of a hot reload can be /// seen, or so that the effect of changing a global debug flag (such as /// [debugPaintSizeEnabled]) can be applied. /// /// This is called by the [RendererBinding] in response to the /// `ext.flutter.reassemble` hook, which is used by development tools when the /// application code has changed, to cause the widget tree to pick up any /// changed implementations. /// /// This is expensive and should not be called except during development. /// /// See also: /// /// * [BindingBase.reassembleApplication]. void reassemble() { markNeedsLayout(); markNeedsCompositingBitsUpdate(); markNeedsPaint(); markNeedsSemanticsUpdate(); visitChildren((RenderObject child) { child.reassemble(); }); } // LAYOUT /// Data for use by the parent render object. /// /// The parent data is used by the render object that lays out this object /// (typically this object's parent in the render tree) to store information /// relevant to itself and to any other nodes who happen to know exactly what /// the data means. The parent data is opaque to the child. /// /// * The parent data field must not be directly set, except by calling /// [setupParentData] on the parent node. /// * The parent data can be set before the child is added to the parent, by /// calling [setupParentData] on the future parent node. /// * The conventions for using the parent data depend on the layout protocol /// used between the parent and child. For example, in box layout, the /// parent data is completely opaque but in sector layout the child is /// permitted to read some fields of the parent data. ParentData parentData; /// Override to setup parent data correctly for your children. /// /// You can call this function to set up the parent data for child before the /// child is added to the parent's child list. void setupParentData(covariant RenderObject child) { assert(_debugCanPerformMutations); if (child.parentData is! ParentData) child.parentData = new ParentData(); } /// Called by subclasses when they decide a render object is a child. /// /// Only for use by subclasses when changing their child lists. Calling this /// in other cases will lead to an inconsistent tree and probably cause crashes. @override void adoptChild(RenderObject child) { assert(_debugCanPerformMutations); assert(child != null); setupParentData(child); super.adoptChild(child); markNeedsLayout(); markNeedsCompositingBitsUpdate(); markNeedsSemanticsUpdate(); } /// Called by subclasses when they decide a render object is no longer a child. /// /// Only for use by subclasses when changing their child lists. Calling this /// in other cases will lead to an inconsistent tree and probably cause crashes. @override void dropChild(RenderObject child) { assert(_debugCanPerformMutations); assert(child != null); assert(child.parentData != null); child._cleanRelayoutBoundary(); child.parentData.detach(); child.parentData = null; super.dropChild(child); markNeedsLayout(); markNeedsCompositingBitsUpdate(); markNeedsSemanticsUpdate(); } /// Calls visitor for each immediate child of this render object. /// /// Override in subclasses with children and call the visitor for each child. void visitChildren(RenderObjectVisitor visitor) { } /// The object responsible for creating this render object. /// /// Used in debug messages. dynamic debugCreator; void _debugReportException(String method, dynamic exception, StackTrace stack) { FlutterError.reportError(new FlutterErrorDetailsForRendering( exception: exception, stack: stack, library: 'rendering library', context: 'during $method()', renderObject: this, informationCollector: (StringBuffer information) { information.writeln('The following RenderObject was being processed when the exception was fired:'); information.writeln(' ${toStringShallow(joiner: '\n ')}'); final List<String> descendants = <String>[]; const int maxDepth = 5; int depth = 0; const int maxLines = 25; int lines = 0; void visitor(RenderObject child) { if (lines < maxLines) { depth += 1; descendants.add('${" " * depth}$child'); if (depth < maxDepth) child.visitChildren(visitor); depth -= 1; } else if (lines == maxLines) { descendants.add(' ...(descendants list truncated after $lines lines)'); } lines += 1; } visitChildren(visitor); if (lines > 1) { information.writeln('This RenderObject had the following descendants (showing up to depth $maxDepth):'); } else if (descendants.length == 1) { information.writeln('This RenderObject had the following child:'); } else { information.writeln('This RenderObject has no descendants.'); } information.writeAll(descendants, '\n'); } )); } /// Whether [performResize] for this render object is currently running. /// /// Only valid when asserts are enabled. In release builds, always returns /// false. bool get debugDoingThisResize => _debugDoingThisResize; bool _debugDoingThisResize = false; /// Whether [performLayout] for this render object is currently running. /// /// Only valid when asserts are enabled. In release builds, always returns /// false. bool get debugDoingThisLayout => _debugDoingThisLayout; bool _debugDoingThisLayout = false; /// The render object that is actively computing layout. /// /// Only valid when asserts are enabled. In release builds, always returns /// null. static RenderObject get debugActiveLayout => _debugActiveLayout; static RenderObject _debugActiveLayout; /// Whether the parent render object is permitted to use this render object's /// size. /// /// Determined by the `parentUsesSize` parameter to [layout]. /// /// Only valid when asserts are enabled. In release builds, always returns /// null. bool get debugCanParentUseSize => _debugCanParentUseSize; bool _debugCanParentUseSize; bool _debugMutationsLocked = false; /// Whether tree mutations are currently permitted. /// /// Only valid when asserts are enabled. In release builds, always returns /// null. bool get _debugCanPerformMutations { bool result; assert(() { RenderObject node = this; while (true) { if (node._doingThisLayoutWithCallback) { result = true; break; } if (owner != null && owner._debugAllowMutationsToDirtySubtrees && node._needsLayout) { result = true; break; } if (node._debugMutationsLocked) { result = false; break; } if (node.parent is! RenderObject) { result = true; break; } node = node.parent; } return true; }()); return result; } @override PipelineOwner get owner => super.owner; @override void attach(PipelineOwner owner) { super.attach(owner); // If the node was dirtied in some way while unattached, make sure to add // it to the appropriate dirty list now that an owner is available if (_needsLayout && _relayoutBoundary != null) { // Don't enter this block if we've never laid out at all; // scheduleInitialLayout() will handle it _needsLayout = false; markNeedsLayout(); } if (_needsCompositingBitsUpdate) { _needsCompositingBitsUpdate = false; markNeedsCompositingBitsUpdate(); } if (_needsPaint && _layer != null) { // Don't enter this block if we've never painted at all; // scheduleInitialPaint() will handle it _needsPaint = false; markNeedsPaint(); } if (_needsSemanticsUpdate && _semanticsConfiguration.isSemanticBoundary) { // Don't enter this block if we've never updated semantics at all; // scheduleInitialSemantics() will handle it _needsSemanticsUpdate = false; markNeedsSemanticsUpdate(); } } /// Whether this render object's layout information is dirty. /// /// This is only set in debug mode. In general, render objects should not need /// to condition their runtime behavior on whether they are dirty or not, /// since they should only be marked dirty immediately prior to being laid /// out and painted. /// /// It is intended to be used by tests and asserts. bool get debugNeedsLayout { bool result; assert(() { result = _needsLayout; return true; }()); return result; } bool _needsLayout = true; RenderObject _relayoutBoundary; bool _doingThisLayoutWithCallback = false; /// The layout constraints most recently supplied by the parent. @protected Constraints get constraints => _constraints; Constraints _constraints; /// Verify that the object's constraints are being met. Override /// this function in a subclass to verify that your state matches /// the constraints object. This function is only called in checked /// mode and only when needsLayout is false. If the constraints are /// not met, it should assert or throw an exception. @protected void debugAssertDoesMeetConstraints(); /// When true, debugAssertDoesMeetConstraints() is currently /// executing asserts for verifying the consistent behavior of /// intrinsic dimensions methods. /// /// This should only be set by debugAssertDoesMeetConstraints() /// implementations. It is used by tests to selectively ignore /// custom layout callbacks. It should not be set outside of /// debugAssertDoesMeetConstraints(), and should not be checked in /// release mode (where it will always be false). static bool debugCheckingIntrinsics = false; bool _debugSubtreeRelayoutRootAlreadyMarkedNeedsLayout() { if (_relayoutBoundary == null) return true; // we haven't yet done layout even once, so there's nothing for us to do RenderObject node = this; while (node != _relayoutBoundary) { assert(node._relayoutBoundary == _relayoutBoundary); assert(node.parent != null); node = node.parent; if ((!node._needsLayout) && (!node._debugDoingThisLayout)) return false; } assert(node._relayoutBoundary == node); return true; } /// Mark this render object's layout information as dirty, and either register /// this object with its [PipelineOwner], or defer to the parent, depending on /// whether this object is a relayout boundary or not respectively. /// /// ## Background /// /// Rather than eagerly updating layout information in response to writes into /// a render object, we instead mark the layout information as dirty, which /// schedules a visual update. As part of the visual update, the rendering /// pipeline updates the render object's layout information. /// /// This mechanism batches the layout work so that multiple sequential writes /// are coalesced, removing redundant computation. /// /// If a render object's parent indicates that it uses the size of one of its /// render object children when computing its layout information, this /// function, when called for the child, will also mark the parent as needing /// layout. In that case, since both the parent and the child need to have /// their layout recomputed, the pipeline owner is only notified about the /// parent; when the parent is laid out, it will call the child's [layout] /// method and thus the child will be laid out as well. /// /// Once [markNeedsLayout] has been called on a render object, /// [debugNeedsLayout] returns true for that render object until just after /// the pipeline owner has called [layout] on the render object. /// /// ## Special cases /// /// Some subclasses of [RenderObject], notably [RenderBox], have other /// situations in which the parent needs to be notified if the child is /// dirtied. Such subclasses override markNeedsLayout and either call /// `super.markNeedsLayout()`, in the normal case, or call /// [markParentNeedsLayout], in the case where the parent needs to be laid out /// as well as the child. /// /// If [sizedByParent] has changed, called /// [markNeedsLayoutForSizedByParentChange] instead of [markNeedsLayout]. void markNeedsLayout() { assert(_debugCanPerformMutations); if (_needsLayout) { assert(_debugSubtreeRelayoutRootAlreadyMarkedNeedsLayout()); return; } assert(_relayoutBoundary != null); if (_relayoutBoundary != this) { markParentNeedsLayout(); } else { _needsLayout = true; if (owner != null) { assert(() { if (debugPrintMarkNeedsLayoutStacks) debugPrintStack(label: 'markNeedsLayout() called for $this'); return true; }()); owner._nodesNeedingLayout.add(this); owner.requestVisualUpdate(); } } } /// Mark this render object's layout information as dirty, and then defer to /// the parent. /// /// This function should only be called from [markNeedsLayout] or /// [markNeedsLayoutForSizedByParentChange] implementations of subclasses that /// introduce more reasons for deferring the handling of dirty layout to the /// parent. See [markNeedsLayout] for details. /// /// Only call this if [parent] is not null. @protected void markParentNeedsLayout() { _needsLayout = true; final RenderObject parent = this.parent; if (!_doingThisLayoutWithCallback) { parent.markNeedsLayout(); } else { assert(parent._debugDoingThisLayout); } assert(parent == this.parent); } /// Mark this render object's layout information as dirty (like /// [markNeedsLayout]), and additionally also handle any necessary work to /// handle the case where [sizedByParent] has changed value. /// /// This should be called whenever [sizedByParent] might have changed. /// /// Only call this if [parent] is not null. void markNeedsLayoutForSizedByParentChange() { markNeedsLayout(); markParentNeedsLayout(); } void _cleanRelayoutBoundary() { if (_relayoutBoundary != this) { _relayoutBoundary = null; _needsLayout = true; visitChildren((RenderObject child) { child._cleanRelayoutBoundary(); }); } } /// Bootstrap the rendering pipeline by scheduling the very first layout. /// /// Requires this render object to be attached and that this render object /// is the root of the render tree. /// /// See [RenderView] for an example of how this function is used. void scheduleInitialLayout() { assert(attached); assert(parent is! RenderObject); assert(!owner._debugDoingLayout); assert(_relayoutBoundary == null); _relayoutBoundary = this; assert(() { _debugCanParentUseSize = false; return true; }()); owner._nodesNeedingLayout.add(this); } void _layoutWithoutResize() { assert(_relayoutBoundary == this); RenderObject debugPreviousActiveLayout; assert(!_debugMutationsLocked); assert(!_doingThisLayoutWithCallback); assert(_debugCanParentUseSize != null); assert(() { _debugMutationsLocked = true; _debugDoingThisLayout = true; debugPreviousActiveLayout = _debugActiveLayout; _debugActiveLayout = this; if (debugPrintLayouts) debugPrint('Laying out (without resize) $this'); return true; }()); try { performLayout(); markNeedsSemanticsUpdate(); } catch (e, stack) { _debugReportException('performLayout', e, stack); } assert(() { _debugActiveLayout = debugPreviousActiveLayout; _debugDoingThisLayout = false; _debugMutationsLocked = false; return true; }()); _needsLayout = false; markNeedsPaint(); } /// Compute the layout for this render object. /// /// This method is the main entry point for parents to ask their children to /// update their layout information. The parent passes a constraints object, /// which informs the child as which layouts are permissible. The child is /// required to obey the given constraints. /// /// If the parent reads information computed during the child's layout, the /// parent must pass true for parentUsesSize. In that case, the parent will be /// marked as needing layout whenever the child is marked as needing layout /// because the parent's layout information depends on the child's layout /// information. If the parent uses the default value (false) for /// parentUsesSize, the child can change its layout information (subject to /// the given constraints) without informing the parent. /// /// Subclasses should not override [layout] directly. Instead, they should /// override [performResize] and/or [performLayout]. The [layout] method /// delegates the actual work to [performResize] and [performLayout]. /// /// The parent's performLayout method should call the [layout] of all its /// children unconditionally. It is the [layout] method's responsibility (as /// implemented here) to return early if the child does not need to do any /// work to update its layout information. void layout(Constraints constraints, { bool parentUsesSize: false }) { assert(constraints != null); assert(constraints.debugAssertIsValid( isAppliedConstraint: true, informationCollector: (StringBuffer information) { final List<String> stack = StackTrace.current.toString().split('\n'); int targetFrame; final Pattern layoutFramePattern = new RegExp(r'^#[0-9]+ +RenderObject.layout \('); for (int i = 0; i < stack.length; i += 1) { if (layoutFramePattern.matchAsPrefix(stack[i]) != null) { targetFrame = i + 1; break; } } if (targetFrame != null && targetFrame < stack.length) { information.writeln( 'These invalid constraints were provided to $runtimeType\'s layout() ' 'function by the following function, which probably computed the ' 'invalid constraints in question:' ); final Pattern targetFramePattern = new RegExp(r'^#[0-9]+ +(.+)$'); final Match targetFrameMatch = targetFramePattern.matchAsPrefix(stack[targetFrame]); if (targetFrameMatch != null && targetFrameMatch.groupCount > 0) { information.writeln(' ${targetFrameMatch.group(1)}'); } else { information.writeln(stack[targetFrame]); } } } )); assert(!_debugDoingThisResize); assert(!_debugDoingThisLayout); RenderObject relayoutBoundary; if (!parentUsesSize || sizedByParent || constraints.isTight || parent is! RenderObject) { relayoutBoundary = this; } else { final RenderObject parent = this.parent; relayoutBoundary = parent._relayoutBoundary; } assert(() { _debugCanParentUseSize = parentUsesSize; return true; }()); if (!_needsLayout && constraints == _constraints && relayoutBoundary == _relayoutBoundary) { assert(() { // in case parentUsesSize changed since the last invocation, set size // to itself, so it has the right internal debug values. _debugDoingThisResize = sizedByParent; _debugDoingThisLayout = !sizedByParent; final RenderObject debugPreviousActiveLayout = _debugActiveLayout; _debugActiveLayout = this; debugResetSize(); _debugActiveLayout = debugPreviousActiveLayout; _debugDoingThisLayout = false; _debugDoingThisResize = false; return true; }()); return; } _constraints = constraints; _relayoutBoundary = relayoutBoundary; assert(!_debugMutationsLocked); assert(!_doingThisLayoutWithCallback); assert(() { _debugMutationsLocked = true; if (debugPrintLayouts) debugPrint('Laying out (${sizedByParent ? "with separate resize" : "with resize allowed"}) $this'); return true; }()); if (sizedByParent) { assert(() { _debugDoingThisResize = true; return true; }()); try { performResize(); assert(() { debugAssertDoesMeetConstraints(); return true; }()); } catch (e, stack) { _debugReportException('performResize', e, stack); } assert(() { _debugDoingThisResize = false; return true; }()); } RenderObject debugPreviousActiveLayout; assert(() { _debugDoingThisLayout = true; debugPreviousActiveLayout = _debugActiveLayout; _debugActiveLayout = this; return true; }()); try { performLayout(); markNeedsSemanticsUpdate(); assert(() { debugAssertDoesMeetConstraints(); return true; }()); } catch (e, stack) { _debugReportException('performLayout', e, stack); } assert(() { _debugActiveLayout = debugPreviousActiveLayout; _debugDoingThisLayout = false; _debugMutationsLocked = false; return true; }()); _needsLayout = false; markNeedsPaint(); } /// If a subclass has a "size" (the state controlled by `parentUsesSize`, /// whatever it is in the subclass, e.g. the actual `size` property of /// [RenderBox]), and the subclass verifies that in checked mode this "size" /// property isn't used when [debugCanParentUseSize] isn't set, then that /// subclass should override [debugResetSize] to reapply the current values of /// [debugCanParentUseSize] to that state. @protected void debugResetSize() { } /// Whether the constraints are the only input to the sizing algorithm (in /// particular, child nodes have no impact). /// /// Returning false is always correct, but returning true can be more /// efficient when computing the size of this render object because we don't /// need to recompute the size if the constraints don't change. /// /// Typically, subclasses will always return the same value. If the value can /// change, then, when it does change, the subclass should make sure to call /// [markNeedsLayoutForSizedByParentChange]. @protected bool get sizedByParent => false; /// Updates the render objects size using only the constraints. /// /// Do not call this function directly: call [layout] instead. This function /// is called by [layout] when there is actually work to be done by this /// render object during layout. The layout constraints provided by your /// parent are available via the [constraints] getter. /// /// Subclasses that set [sizedByParent] to true should override this method /// to compute their size. /// /// This function is called only if [sizedByParent] is true. @protected void performResize(); /// Do the work of computing the layout for this render object. /// /// Do not call this function directly: call [layout] instead. This function /// is called by [layout] when there is actually work to be done by this /// render object during layout. The layout constraints provided by your /// parent are available via the [constraints] getter. /// /// If [sizedByParent] is true, then this function should not actually change /// the dimensions of this render object. Instead, that work should be done by /// [performResize]. If [sizedByParent] is false, then this function should /// both change the dimensions of this render object and instruct its children /// to layout. /// /// In implementing this function, you must call [layout] on each of your /// children, passing true for parentUsesSize if your layout information is /// dependent on your child's layout information. Passing true for /// parentUsesSize ensures that this render object will undergo layout if the /// child undergoes layout. Otherwise, the child can changes its layout /// information without informing this render object. @protected void performLayout(); /// Allows mutations to be made to this object's child list (and any /// descendants) as well as to any other dirty nodes in the render tree owned /// by the same [PipelineOwner] as this object. The `callback` argument is /// invoked synchronously, and the mutations are allowed only during that /// callback's execution. /// /// This exists to allow child lists to be built on-demand during layout (e.g. /// based on the object's size), and to enable nodes to be moved around the /// tree as this happens (e.g. to handle [GlobalKey] reparenting), while still /// ensuring that any particular node is only laid out once per frame. /// /// Calling this function disables a number of assertions that are intended to /// catch likely bugs. As such, using this function is generally discouraged. /// /// This function can only be called during layout. @protected void invokeLayoutCallback<T extends Constraints>(LayoutCallback<T> callback) { assert(_debugMutationsLocked); assert(_debugDoingThisLayout); assert(!_doingThisLayoutWithCallback); _doingThisLayoutWithCallback = true; try { owner._enableMutationsToDirtySubtrees(() { callback(constraints); }); } finally { _doingThisLayoutWithCallback = false; } } /// Rotate this render object (not yet implemented). void rotate({ int oldAngle, // 0..3 int newAngle, // 0..3 Duration time }) { } // when the parent has rotated (e.g. when the screen has been turned // 90 degrees), immediately prior to layout() being called for the // new dimensions, rotate() is called with the old and new angles. // The next time paint() is called, the coordinate space will have // been rotated N quarter-turns clockwise, where: // N = newAngle-oldAngle // ...but the rendering is expected to remain the same, pixel for // pixel, on the output device. Then, the layout() method or // equivalent will be called. // PAINTING /// Whether [paint] for this render object is currently running. /// /// Only valid when asserts are enabled. In release builds, always returns /// false. bool get debugDoingThisPaint => _debugDoingThisPaint; bool _debugDoingThisPaint = false; /// The render object that is actively painting. /// /// Only valid when asserts are enabled. In release builds, always returns /// null. static RenderObject get debugActivePaint => _debugActivePaint; static RenderObject _debugActivePaint; /// Whether this render object repaints separately from its parent. /// /// Override this in subclasses to indicate that instances of your class ought /// to repaint independently. For example, render objects that repaint /// frequently might want to repaint themselves without requiring their parent /// to repaint. /// /// If this getter returns true, the [paintBounds] are applied to this object /// and all descendants. /// /// Warning: This getter must not change value over the lifetime of this object. bool get isRepaintBoundary => false; /// Called, in checked mode, if [isRepaintBoundary] is true, when either the /// this render object or its parent attempt to paint. /// /// This can be used to record metrics about whether the node should actually /// be a repaint boundary. void debugRegisterRepaintBoundaryPaint({ bool includedParent: true, bool includedChild: false }) { } /// Whether this render object always needs compositing. /// /// Override this in subclasses to indicate that your paint function always /// creates at least one composited layer. For example, videos should return /// true if they use hardware decoders. /// /// You must call [markNeedsCompositingBitsUpdate] if the value of this getter /// changes. (This is implied when [adoptChild] or [dropChild] are called.) @protected bool get alwaysNeedsCompositing => false; OffsetLayer _layer; /// The compositing layer that this render object uses to repaint. /// /// Call only when [isRepaintBoundary] is true and the render object has /// already painted. /// /// To access the layer in debug code, even when it might be inappropriate to /// access it (e.g. because it is dirty), consider [debugLayer]. OffsetLayer get layer { assert(isRepaintBoundary, 'You can only access RenderObject.layer for render objects that are repaint boundaries.'); assert(!_needsPaint); return _layer; } /// In debug mode, the compositing layer that this render object uses to repaint. /// /// This getter is intended for debugging purposes only. In release builds, it /// always returns null. In debug builds, it returns the layer even if the layer /// is dirty. /// /// For production code, consider [layer]. OffsetLayer get debugLayer { OffsetLayer result; assert(() { result = _layer; return true; }()); return result; } bool _needsCompositingBitsUpdate = false; // set to true when a child is added /// Mark the compositing state for this render object as dirty. /// /// When the subtree is mutated, we need to recompute our /// [needsCompositing] bit, and some of our ancestors need to do the /// same (in case ours changed in a way that will change theirs). To /// this end, [adoptChild] and [dropChild] call this method, and, as /// necessary, this method calls the parent's, etc, walking up the /// tree to mark all the nodes that need updating. /// /// This method does not schedule a rendering frame, because since /// it cannot be the case that _only_ the compositing bits changed, /// something else will have scheduled a frame for us. void markNeedsCompositingBitsUpdate() { if (_needsCompositingBitsUpdate) return; _needsCompositingBitsUpdate = true; if (parent is RenderObject) { final RenderObject parent = this.parent; if (parent._needsCompositingBitsUpdate) return; if (!isRepaintBoundary && !parent.isRepaintBoundary) { parent.markNeedsCompositingBitsUpdate(); return; } } assert(() { final AbstractNode parent = this.parent; if (parent is RenderObject) return parent._needsCompositing; return true; }()); // parent is fine (or there isn't one), but we are dirty if (owner != null) owner._nodesNeedingCompositingBitsUpdate.add(this); } bool _needsCompositing; // initialised in the constructor /// Whether we or one of our descendants has a compositing layer. /// /// Only legal to call after [PipelineOwner.flushLayout] and /// [PipelineOwner.flushCompositingBits] have been called. bool get needsCompositing { assert(!_needsCompositingBitsUpdate); // make sure we don't use this bit when it is dirty return _needsCompositing; } void _updateCompositingBits() { if (!_needsCompositingBitsUpdate) return; final bool oldNeedsCompositing = _needsCompositing; _needsCompositing = false; visitChildren((RenderObject child) { child._updateCompositingBits(); if (child.needsCompositing) _needsCompositing = true; }); if (isRepaintBoundary || alwaysNeedsCompositing) _needsCompositing = true; if (oldNeedsCompositing != _needsCompositing) markNeedsPaint(); _needsCompositingBitsUpdate = false; } /// Whether this render object's paint information is dirty. /// /// This is only set in debug mode. In general, render objects should not need /// to condition their runtime behavior on whether they are dirty or not, /// since they should only be marked dirty immediately prior to being laid /// out and painted. /// /// It is intended to be used by tests and asserts. /// /// It is possible (and indeed, quite common) for [debugNeedsPaint] to be /// false and [debugNeedsLayout] to be true. The render object will still be /// repainted in the next frame when this is the case, because the /// [markNeedsPaint] method is implicitly called by the framework after a /// render object is laid out, prior to the paint phase. bool get debugNeedsPaint { bool result; assert(() { result = _needsPaint; return true; }()); return result; } bool _needsPaint = true; /// Mark this render object as having changed its visual appearance. /// /// Rather than eagerly updating this render object's display list /// in response to writes, we instead mark the the render object as needing to /// paint, which schedules a visual update. As part of the visual update, the /// rendering pipeline will give this render object an opportunity to update /// its display list. /// /// This mechanism batches the painting work so that multiple sequential /// writes are coalesced, removing redundant computation. /// /// Once [markNeedsPaint] has been called on a render object, /// [debugNeedsPaint] returns true for that render object until just after /// the pipeline owner has called [paint] on the render object. void markNeedsPaint() { assert(owner == null || !owner.debugDoingPaint); if (_needsPaint) return; _needsPaint = true; if (isRepaintBoundary) { assert(() { if (debugPrintMarkNeedsPaintStacks) debugPrintStack(label: 'markNeedsPaint() called for $this'); return true; }()); // If we always have our own layer, then we can just repaint // ourselves without involving any other nodes. assert(_layer != null); if (owner != null) { owner._nodesNeedingPaint.add(this); owner.requestVisualUpdate(); } } else if (parent is RenderObject) { // We don't have our own layer; one of our ancestors will take // care of updating the layer we're in and when they do that // we'll get our paint() method called. assert(_layer == null); final RenderObject parent = this.parent; parent.markNeedsPaint(); assert(parent == this.parent); } else { assert(() { if (debugPrintMarkNeedsPaintStacks) debugPrintStack(label: 'markNeedsPaint() called for $this (root of render tree)'); return true; }()); // If we're the root of the render tree (probably a RenderView), // then we have to paint ourselves, since nobody else can paint // us. We don't add ourselves to _nodesNeedingPaint in this // case, because the root is always told to paint regardless. if (owner != null) owner.requestVisualUpdate(); } } // Called when flushPaint() tries to make us paint but our layer is detached. // To make sure that our subtree is repainted when it's finally reattached, // even in the case where some ancestor layer is itself never marked dirty, we // have to mark our entire detached subtree as dirty and needing to be // repainted. That way, we'll eventually be repainted. void _skippedPaintingOnLayer() { assert(attached); assert(isRepaintBoundary); assert(_needsPaint); assert(_layer != null); assert(!_layer.attached); AbstractNode ancestor = parent; while (ancestor is RenderObject) { final RenderObject node = ancestor; if (node.isRepaintBoundary) { if (node._layer == null) break; // looks like the subtree here has never been painted. let it handle itself. if (node._layer.attached) break; // it's the one that detached us, so it's the one that will decide to repaint us. node._needsPaint = true; } ancestor = node.parent; } } /// Bootstrap the rendering pipeline by scheduling the very first paint. /// /// Requires that this render object is attached, is the root of the render /// tree, and has a composited layer. /// /// See [RenderView] for an example of how this function is used. void scheduleInitialPaint(ContainerLayer rootLayer) { assert(rootLayer.attached); assert(attached); assert(parent is! RenderObject); assert(!owner._debugDoingPaint); assert(isRepaintBoundary); assert(_layer == null); _layer = rootLayer; assert(_needsPaint); owner._nodesNeedingPaint.add(this); } /// Replace the layer. This is only valid for the root of a render /// object subtree (whatever object [scheduleInitialPaint] was /// called on). /// /// This might be called if, e.g., the device pixel ratio changed. void replaceRootLayer(OffsetLayer rootLayer) { assert(rootLayer.attached); assert(attached); assert(parent is! RenderObject); assert(!owner._debugDoingPaint); assert(isRepaintBoundary); assert(_layer != null); // use scheduleInitialPaint the first time _layer.detach(); _layer = rootLayer; markNeedsPaint(); } void _paintWithContext(PaintingContext context, Offset offset) { assert(() { if (_debugDoingThisPaint) { throw new FlutterError( 'Tried to paint a RenderObject reentrantly.\n' 'The following RenderObject was already being painted when it was ' 'painted again:\n' ' ${toStringShallow(joiner: "\n ")}\n' 'Since this typically indicates an infinite recursion, it is ' 'disallowed.' ); } return true; }()); // If we still need layout, then that means that we were skipped in the // layout phase and therefore don't need painting. We might not know that // yet (that is, our layer might not have been detached yet), because the // same node that skipped us in layout is above us in the tree (obviously) // and therefore may not have had a chance to paint yet (since the tree // paints in reverse order). In particular this will happen if they have // a different layer, because there's a repaint boundary between us. if (_needsLayout) return; assert(() { if (_needsCompositingBitsUpdate) { throw new FlutterError( 'Tried to paint a RenderObject before its compositing bits were ' 'updated.\n' 'The following RenderObject was marked as having dirty compositing ' 'bits at the time that it was painted:\n' ' ${toStringShallow(joiner: "\n ")}\n' 'A RenderObject that still has dirty compositing bits cannot be ' 'painted because this indicates that the tree has not yet been ' 'properly configured for creating the layer tree.\n' 'This usually indicates an error in the Flutter framework itself.' ); } return true; }()); RenderObject debugLastActivePaint; assert(() { _debugDoingThisPaint = true; debugLastActivePaint = _debugActivePaint; _debugActivePaint = this; assert(!isRepaintBoundary || _layer != null); return true; }()); _needsPaint = false; try { paint(context, offset); assert(!_needsLayout); // check that the paint() method didn't mark us dirty again assert(!_needsPaint); // check that the paint() method didn't mark us dirty again } catch (e, stack) { _debugReportException('paint', e, stack); } assert(() { debugPaint(context, offset); _debugActivePaint = debugLastActivePaint; _debugDoingThisPaint = false; return true; }()); } /// The bounds within which this render object will paint. /// /// A render object and its descendants are permitted to paint outside the /// region it occupies during layout, but they are not permitted to paint /// outside these paints bounds. These paint bounds are used to construct /// memory-efficient composited layers, which means attempting to paint /// outside these bounds can attempt to write to pixels that do not exist in /// this render object's composited layer. /// /// The [paintBounds] are only actually enforced when the render object is a /// repaint boundary; see [isRepaintBoundary]. Rect get paintBounds; /// Override this method to paint debugging information. @protected void debugPaint(PaintingContext context, Offset offset) { } /// Paint this render object into the given context at the given offset. /// /// Subclasses should override this method to provide a visual appearance /// for themselves. The render object's local coordinate system is /// axis-aligned with the coordinate system of the context's canvas and the /// render object's local origin (i.e, x=0 and y=0) is placed at the given /// offset in the context's canvas. /// /// Do not call this function directly. If you wish to paint yourself, call /// [markNeedsPaint] instead to schedule a call to this function. If you wish /// to paint one of your children, call [PaintingContext.paintChild] on the /// given `context`. /// /// When painting one of your children (via a paint child function on the /// given context), the current canvas held by the context might change /// because draw operations before and after painting children might need to /// be recorded on separate compositing layers. void paint(PaintingContext context, Offset offset) { } /// Applies the transform that would be applied when painting the given child /// to the given matrix. /// /// Used by coordinate conversion functions to translate coordinates local to /// one render object into coordinates local to another render object. void applyPaintTransform(covariant RenderObject child, Matrix4 transform) { assert(child.parent == this); } /// Applies the paint transform up the tree to `ancestor`. /// /// Returns a matrix that maps the local paint coordinate system to the /// coordinate system of `ancestor`. /// /// If `ancestor` is null, this method returns a matrix that maps from the /// local paint coordinate system to the coordinate system of the /// [PipelineOwner.rootNode]. For the render tree owner by the /// [RendererBinding] (i.e. for the main render tree displayed on the device) /// this means that this method maps to the global coordinate system in /// logical pixels. To get physical pixels, use [applyPaintTransform] from the /// [RenderView] to further transform the coordinate. Matrix4 getTransformTo(RenderObject ancestor) { assert(attached); if (ancestor == null) { final AbstractNode rootNode = owner.rootNode; if (rootNode is RenderObject) ancestor = rootNode; } final List<RenderObject> renderers = <RenderObject>[]; for (RenderObject renderer = this; renderer != ancestor; renderer = renderer.parent) { assert(renderer != null); // Failed to find ancestor in parent chain. renderers.add(renderer); } final Matrix4 transform = new Matrix4.identity(); for (int index = renderers.length - 1; index > 0; index -= 1) renderers[index].applyPaintTransform(renderers[index - 1], transform); return transform; } /// Returns a rect in this object's coordinate system that describes /// the approximate bounding box of the clip rect that would be /// applied to the given child during the paint phase, if any. /// /// Returns null if the child would not be clipped. /// /// This is used in the semantics phase to avoid including children /// that are not physically visible. Rect describeApproximatePaintClip(covariant RenderObject child) => null; // SEMANTICS /// Bootstrap the semantics reporting mechanism by marking this node /// as needing a semantics update. /// /// Requires that this render object is attached, and is the root of /// the render tree. /// /// See [RendererBinding] for an example of how this function is used. void scheduleInitialSemantics() { assert(attached); assert(parent is! RenderObject); assert(!owner._debugDoingSemantics); assert(_semantics == null); assert(_needsSemanticsUpdate); assert(owner._semanticsOwner != null); owner._nodesNeedingSemantics.add(this); owner.requestVisualUpdate(); } /// Report the semantics of this node, for example for accessibility purposes. /// /// This method should be overridden by subclasses that have interesting /// semantic information. /// /// The given [SemanticsConfiguration] object is mutable and should be /// annotated in a manner that describes the current state. No reference /// should be kept to that object; mutating it outside of the context of the /// [describeSemanticsConfiguration] call (for example as a result of /// asynchronous computation) will at best have no useful effect and at worse /// will cause crashes as the data will be in an inconsistent state. /// /// ## Sample code /// /// The following snippet will describe the node as a button that responds to /// tap actions. /// /// ```dart /// abstract class SemanticButtonRenderObject extends RenderObject { /// @override /// void describeSemanticsConfiguration(SemanticsConfiguration config) { /// super.describeSemanticsConfiguration(config); /// config /// ..onTap = _handleTap /// ..label = 'I am a button' /// ..isButton = true; /// } /// /// void _handleTap() { /// // Do something. /// } /// } /// ``` @protected void describeSemanticsConfiguration(SemanticsConfiguration config) { // Nothing to do by default. } // Use [_semanticsConfiguration] to access. SemanticsConfiguration _cachedSemanticsConfiguration; SemanticsConfiguration get _semanticsConfiguration { if (_cachedSemanticsConfiguration == null) { _cachedSemanticsConfiguration = new SemanticsConfiguration(); describeSemanticsConfiguration(_cachedSemanticsConfiguration); } return _cachedSemanticsConfiguration; } /// The bounding box, in the local coordinate system, of this /// object, for accessibility purposes. Rect get semanticBounds; bool _needsSemanticsUpdate = true; SemanticsNode _semantics; /// The semantics of this render object. /// /// Exposed only for testing and debugging. To learn about the semantics of /// render objects in production, obtain a [SemanticsHandle] from /// [PipelineOwner.ensureSemantics]. /// /// Only valid when asserts are enabled. In release builds, always returns /// null. SemanticsNode get debugSemantics { SemanticsNode result; assert(() { result = _semantics; return true; }()); return result; } /// Removes all semantics from this render object and its descendants. /// /// Should only be called on objects whose [parent] is not a [RenderObject]. /// /// Override this method if you instantiate new [SemanticsNode]s in an /// overridden [assembleSemanticsNode] method, to dispose of those nodes. @mustCallSuper void clearSemantics() { _needsSemanticsUpdate = true; _semantics = null; visitChildren((RenderObject child) { child.clearSemantics(); }); } /// Mark this node as needing an update to its semantics description. /// /// This must be called whenever the semantics configuration of this /// [RenderObject] as annotated by [describeSemanticsConfiguration] changes in /// any way to update the semantics tree. void markNeedsSemanticsUpdate() { assert(!attached || !owner._debugDoingSemantics); if ((attached && owner._semanticsOwner == null)) return; // Dirty the semantics tree starting at `this` until we have reached a // RenderObject that is a semantics boundary. All semantics past this // RenderObject are still up-to date. Therefore, we will later only rebuild // the semantics subtree starting at th identified semantics boundary. final bool wasSemanticsBoundary = _semantics != null && _cachedSemanticsConfiguration?.isSemanticBoundary == true; _cachedSemanticsConfiguration = null; bool isEffectiveSemanticsBoundary = _semanticsConfiguration.isSemanticBoundary && wasSemanticsBoundary; RenderObject node = this; while (!isEffectiveSemanticsBoundary && node.parent is RenderObject) { if (node != this && node._needsSemanticsUpdate) break; node._needsSemanticsUpdate = true; node = node.parent; isEffectiveSemanticsBoundary = node._semanticsConfiguration.isSemanticBoundary; if (isEffectiveSemanticsBoundary && node._semantics == null) { // We have reached a semantics boundary that doesn't own a semantics node. // That means the semantics of this branch are currently blocked and will // not appear in the semantics tree. We can abort the walk here. return; } } if (node != this && _semantics != null && _needsSemanticsUpdate) { // If `this` node has already been added to [owner._nodesNeedingSemantics] // remove it as it is no longer guaranteed that its semantics // node will continue to be in the tree. If it still is in the tree, the // ancestor `node` added to [owner._nodesNeedingSemantics] at the end of // this block will ensure that the semantics of `this` node actually get // updated. // (See semantics_10_test.dart for an example why this is required). owner._nodesNeedingSemantics.remove(this); } if (!node._needsSemanticsUpdate) { node._needsSemanticsUpdate = true; if (owner != null) { assert(node._semanticsConfiguration.isSemanticBoundary || node.parent is! RenderObject); owner._nodesNeedingSemantics.add(node); owner.requestVisualUpdate(); } } } /// Updates the semantic information of the render object. void _updateSemantics() { assert(_semanticsConfiguration.isSemanticBoundary || parent is! RenderObject); final _SemanticsFragment fragment = _getSemanticsForParent( mergeIntoParent: _semantics?.parent?.isPartOfNodeMerging ?? false, ); assert(fragment is _InterestingSemanticsFragment); final _InterestingSemanticsFragment interestingFragment = fragment; final SemanticsNode node = interestingFragment.compileChildren(_semantics?.parentClipRect).single; // Fragment only wants to add this node's SemanticsNode to the parent. assert(interestingFragment.config == null && node == _semantics); } /// Returns the semantics that this node would like to add to its parent. _SemanticsFragment _getSemanticsForParent({ @required bool mergeIntoParent, }) { assert(mergeIntoParent != null); final SemanticsConfiguration config = _semanticsConfiguration; bool dropSemanticsOfPreviousSiblings = config.isBlockingSemanticsOfPreviouslyPaintedNodes; final bool producesForkingFragment = !config.hasBeenAnnotated && !config.isSemanticBoundary; final List<_InterestingSemanticsFragment> fragments = <_InterestingSemanticsFragment>[]; final Set<_InterestingSemanticsFragment> toBeMarkedExplicit = new Set<_InterestingSemanticsFragment>(); final bool childrenMergeIntoParent = mergeIntoParent || config.isMergingSemanticsOfDescendants; visitChildrenForSemantics((RenderObject renderChild) { final _SemanticsFragment fragment = renderChild._getSemanticsForParent( mergeIntoParent: childrenMergeIntoParent, ); if (fragment.dropsSemanticsOfPreviousSiblings) { fragments.clear(); toBeMarkedExplicit.clear(); if (!config.isSemanticBoundary) dropSemanticsOfPreviousSiblings = true; } // Figure out which child fragments are to be made explicit. for (_InterestingSemanticsFragment fragment in fragment.interestingFragments) { fragments.add(fragment); fragment.addAncestor(this); fragment.addTags(config.tagsForChildren); if (config.explicitChildNodes || parent is! RenderObject) { fragment.markAsExplicit(); continue; } if (!fragment.hasConfigForParent || producesForkingFragment) continue; if (!config.isCompatibleWith(fragment.config)) toBeMarkedExplicit.add(fragment); for (_InterestingSemanticsFragment siblingFragment in fragments.sublist(0, fragments.length - 1)) { if (!fragment.config.isCompatibleWith(siblingFragment.config)) { toBeMarkedExplicit.add(fragment); toBeMarkedExplicit.add(siblingFragment); } } } }); for (_InterestingSemanticsFragment fragment in toBeMarkedExplicit) fragment.markAsExplicit(); _needsSemanticsUpdate = false; _SemanticsFragment result; if (parent is! RenderObject) { assert(!config.hasBeenAnnotated); assert(!mergeIntoParent); result = new _RootSemanticsFragment( owner: this, dropsSemanticsOfPreviousSiblings: dropSemanticsOfPreviousSiblings, ); } else if (producesForkingFragment) { result = new _ContainerSemanticsFragment( dropsSemanticsOfPreviousSiblings: dropSemanticsOfPreviousSiblings, ); } else { result = new _SwitchableSemanticsFragment( config: config, mergeIntoParent: mergeIntoParent, owner: this, dropsSemanticsOfPreviousSiblings: dropSemanticsOfPreviousSiblings, ); if (config.isSemanticBoundary) { final _SwitchableSemanticsFragment fragment = result; fragment.markAsExplicit(); } } result.addAll(fragments); return result; } /// Called when collecting the semantics of this node. /// /// The implementation has to return the children in paint order skipping all /// children that are not semantically relevant (e.g. because they are /// invisible). /// /// The default implementation mirrors the behavior of /// [visitChildren()] (which is supposed to walk all the children). void visitChildrenForSemantics(RenderObjectVisitor visitor) { visitChildren(visitor); } /// Assemble the [SemanticsNode] for this [RenderObject]. /// /// If [isSemanticBoundary] is true, this method is called with the `node` /// created for this [RenderObject], the `config` to be applied to that node /// and the `children` [SemanticNode]s that descendants of this RenderObject /// have generated. /// /// By default, the method will annotate `node` with `config` and add the /// `children` to it. /// /// Subclasses can override this method to add additional [SemanticsNode]s /// to the tree. If new [SemanticsNode]s are instantiated in this method /// they must be disposed in [clearSemantics]. void assembleSemanticsNode( SemanticsNode node, SemanticsConfiguration config, Iterable<SemanticsNode> children, ) { assert(node == _semantics); node.updateWith(config: config, childrenInInversePaintOrder: children); } // EVENTS /// Override this method to handle pointer events that hit this render object. @override void handleEvent(PointerEvent event, covariant HitTestEntry entry) { } // HIT TESTING // RenderObject subclasses are expected to have a method like the following // (with the signature being whatever passes for coordinates for this // particular class): // // bool hitTest(HitTestResult result, { Offset position }) { // // If the given position is not inside this node, then return false. // // Otherwise: // // For each child that intersects the position, in z-order starting from // // the top, call hitTest() for that child, passing it /result/, and the // // coordinates converted to the child's coordinate origin, and stop at // // the first child that returns true. // // Then, add yourself to /result/, and return true. // } // // If you add yourself to /result/ and still return false, then that means you // will see events but so will objects below you. /// Returns a human understandable name. @override String toStringShort() { String header = describeIdentity(this); if (_relayoutBoundary != null && _relayoutBoundary != this) { int count = 1; RenderObject target = parent; while (target != null && target != _relayoutBoundary) { target = target.parent; count += 1; } header += ' relayoutBoundary=up$count'; } if (_needsLayout) header += ' NEEDS-LAYOUT'; if (_needsPaint) header += ' NEEDS-PAINT'; if (!attached) header += ' DETACHED'; return header; } @override String toString({ DiagnosticLevel minLevel }) => toStringShort(); /// Returns a description of the tree rooted at this node. /// If the prefix argument is provided, then every line in the output /// will be prefixed by that string. @override String toStringDeep({ String prefixLineOne: '', String prefixOtherLines: '', DiagnosticLevel minLevel: DiagnosticLevel.debug, }) { RenderObject debugPreviousActiveLayout; assert(() { debugPreviousActiveLayout = _debugActiveLayout; _debugActiveLayout = null; return true; }()); final String result = super.toStringDeep( prefixLineOne: prefixLineOne, prefixOtherLines: prefixOtherLines, minLevel: minLevel, ); assert(() { _debugActiveLayout = debugPreviousActiveLayout; return true; }()); return result; } /// Returns a one-line detailed description of the render object. /// This description is often somewhat long. /// /// This includes the same information for this RenderObject as given by /// [toStringDeep], but does not recurse to any children. @override String toStringShallow({ String joiner: '; ', DiagnosticLevel minLevel: DiagnosticLevel.debug, }) { RenderObject debugPreviousActiveLayout; assert(() { debugPreviousActiveLayout = _debugActiveLayout; _debugActiveLayout = null; return true; }()); final String result = super.toStringShallow(joiner: joiner, minLevel: minLevel); assert(() { _debugActiveLayout = debugPreviousActiveLayout; return true; }()); return result; } @protected @override void debugFillProperties(DiagnosticPropertiesBuilder description) { description.add(new DiagnosticsProperty<dynamic>('creator', debugCreator, defaultValue: null, level: DiagnosticLevel.debug)); description.add(new DiagnosticsProperty<ParentData>('parentData', parentData, tooltip: _debugCanParentUseSize == true ? 'can use size' : null, missingIfNull: true)); description.add(new DiagnosticsProperty<Constraints>('constraints', constraints, missingIfNull: true)); // don't access it via the "layer" getter since that's only valid when we don't need paint description.add(new DiagnosticsProperty<OffsetLayer>('layer', _layer, defaultValue: null)); description.add(new DiagnosticsProperty<SemanticsNode>('semantics node', _semantics, defaultValue: null)); description.add(new FlagProperty( 'isBlockingSemanticsOfPreviouslyPaintedNodes', value: _semanticsConfiguration.isBlockingSemanticsOfPreviouslyPaintedNodes, ifTrue: 'blocks semantics of earlier render objects below the common boundary', )); description.add(new FlagProperty('isSemanticBoundary', value: _semanticsConfiguration.isSemanticBoundary, ifTrue: 'semantic boundary')); } @override List<DiagnosticsNode> debugDescribeChildren() => <DiagnosticsNode>[]; /// Attempt to make this or a descendant RenderObject visible on screen. /// /// If [child] is provided, that [RenderObject] is made visible. If [child] is /// omitted, this [RenderObject] is made visible. void showOnScreen([RenderObject child]) { if (parent is RenderObject) { final RenderObject renderParent = parent; renderParent.showOnScreen(child ?? this); } } } /// Generic mixin for render objects with one child. /// /// Provides a child model for a render object subclass that has a unique child. abstract class RenderObjectWithChildMixin<ChildType extends RenderObject> extends RenderObject { // This class is intended to be used as a mixin, and should not be // extended directly. factory RenderObjectWithChildMixin._() => null; /// Checks whether the given render object has the correct [runtimeType] to be /// a child of this render object. /// /// Does nothing if assertions are disabled. /// /// Always returns true. bool debugValidateChild(RenderObject child) { assert(() { if (child is! ChildType) { throw new FlutterError( 'A $runtimeType expected a child of type $ChildType but received a ' 'child of type ${child.runtimeType}.\n' 'RenderObjects expect specific types of children because they ' 'coordinate with their children during layout and paint. For ' 'example, a RenderSliver cannot be the child of a RenderBox because ' 'a RenderSliver does not understand the RenderBox layout protocol.\n' '\n' 'The $runtimeType that expected a $ChildType child was created by:\n' ' $debugCreator\n' '\n' 'The ${child.runtimeType} that did not match the expected child type ' 'was created by:\n' ' ${child.debugCreator}\n' ); } return true; }()); return true; } ChildType _child; /// The render object's unique child ChildType get child => _child; set child(ChildType value) { if (_child != null) dropChild(_child); _child = value; if (_child != null) adoptChild(_child); } @override void attach(PipelineOwner owner) { super.attach(owner); if (_child != null) _child.attach(owner); } @override void detach() { super.detach(); if (_child != null) _child.detach(); } @override void redepthChildren() { if (_child != null) redepthChild(_child); } @override void visitChildren(RenderObjectVisitor visitor) { if (_child != null) visitor(_child); } @override List<DiagnosticsNode> debugDescribeChildren() { return child != null ? <DiagnosticsNode>[child.toDiagnosticsNode(name: 'child')] : <DiagnosticsNode>[]; } } /// Parent data to support a doubly-linked list of children. abstract class ContainerParentDataMixin<ChildType extends RenderObject> extends ParentData { // This class is intended to be used as a mixin, and should not be // extended directly. factory ContainerParentDataMixin._() => null; /// The previous sibling in the parent's child list. ChildType previousSibling; /// The next sibling in the parent's child list. ChildType nextSibling; /// Clear the sibling pointers. @override void detach() { super.detach(); if (previousSibling != null) { final ContainerParentDataMixin<ChildType> previousSiblingParentData = previousSibling.parentData; assert(previousSibling != this); assert(previousSiblingParentData.nextSibling == this); previousSiblingParentData.nextSibling = nextSibling; } if (nextSibling != null) { final ContainerParentDataMixin<ChildType> nextSiblingParentData = nextSibling.parentData; assert(nextSibling != this); assert(nextSiblingParentData.previousSibling == this); nextSiblingParentData.previousSibling = previousSibling; } previousSibling = null; nextSibling = null; } } /// Generic mixin for render objects with a list of children. /// /// Provides a child model for a render object subclass that has a doubly-linked /// list of children. abstract class ContainerRenderObjectMixin<ChildType extends RenderObject, ParentDataType extends ContainerParentDataMixin<ChildType>> extends RenderObject { // This class is intended to be used as a mixin, and should not be // extended directly. factory ContainerRenderObjectMixin._() => null; bool _debugUltimatePreviousSiblingOf(ChildType child, { ChildType equals }) { ParentDataType childParentData = child.parentData; while (childParentData.previousSibling != null) { assert(childParentData.previousSibling != child); child = childParentData.previousSibling; childParentData = child.parentData; } return child == equals; } bool _debugUltimateNextSiblingOf(ChildType child, { ChildType equals }) { ParentDataType childParentData = child.parentData; while (childParentData.nextSibling != null) { assert(childParentData.nextSibling != child); child = childParentData.nextSibling; childParentData = child.parentData; } return child == equals; } int _childCount = 0; /// The number of children. int get childCount => _childCount; /// Checks whether the given render object has the correct [runtimeType] to be /// a child of this render object. /// /// Does nothing if assertions are disabled. /// /// Always returns true. bool debugValidateChild(RenderObject child) { assert(() { if (child is! ChildType) { throw new FlutterError( 'A $runtimeType expected a child of type $ChildType but received a ' 'child of type ${child.runtimeType}.\n' 'RenderObjects expect specific types of children because they ' 'coordinate with their children during layout and paint. For ' 'example, a RenderSliver cannot be the child of a RenderBox because ' 'a RenderSliver does not understand the RenderBox layout protocol.\n' '\n' 'The $runtimeType that expected a $ChildType child was created by:\n' ' $debugCreator\n' '\n' 'The ${child.runtimeType} that did not match the expected child type ' 'was created by:\n' ' ${child.debugCreator}\n' ); } return true; }()); return true; } ChildType _firstChild; ChildType _lastChild; void _insertIntoChildList(ChildType child, { ChildType after }) { final ParentDataType childParentData = child.parentData; assert(childParentData.nextSibling == null); assert(childParentData.previousSibling == null); _childCount += 1; assert(_childCount > 0); if (after == null) { // insert at the start (_firstChild) childParentData.nextSibling = _firstChild; if (_firstChild != null) { final ParentDataType _firstChildParentData = _firstChild.parentData; _firstChildParentData.previousSibling = child; } _firstChild = child; _lastChild ??= child; } else { assert(_firstChild != null); assert(_lastChild != null); assert(_debugUltimatePreviousSiblingOf(after, equals: _firstChild)); assert(_debugUltimateNextSiblingOf(after, equals: _lastChild)); final ParentDataType afterParentData = after.parentData; if (afterParentData.nextSibling == null) { // insert at the end (_lastChild); we'll end up with two or more children assert(after == _lastChild); childParentData.previousSibling = after; afterParentData.nextSibling = child; _lastChild = child; } else { // insert in the middle; we'll end up with three or more children // set up links from child to siblings childParentData.nextSibling = afterParentData.nextSibling; childParentData.previousSibling = after; // set up links from siblings to child final ParentDataType childPreviousSiblingParentData = childParentData.previousSibling.parentData; final ParentDataType childNextSiblingParentData = childParentData.nextSibling.parentData; childPreviousSiblingParentData.nextSibling = child; childNextSiblingParentData.previousSibling = child; assert(afterParentData.nextSibling == child); } } } /// Insert child into this render object's child list after the given child. /// /// If `after` is null, then this inserts the child at the start of the list, /// and the child becomes the new [firstChild]. void insert(ChildType child, { ChildType after }) { assert(child != this, 'A RenderObject cannot be inserted into itself.'); assert(after != this, 'A RenderObject cannot simultaneously be both the parent and the sibling of another RenderObject.'); assert(child != after, 'A RenderObject cannot be inserted after itself.'); assert(child != _firstChild); assert(child != _lastChild); adoptChild(child); _insertIntoChildList(child, after: after); } /// Append child to the end of this render object's child list. void add(ChildType child) { insert(child, after: _lastChild); } /// Add all the children to the end of this render object's child list. void addAll(List<ChildType> children) { children?.forEach(add); } void _removeFromChildList(ChildType child) { final ParentDataType childParentData = child.parentData; assert(_debugUltimatePreviousSiblingOf(child, equals: _firstChild)); assert(_debugUltimateNextSiblingOf(child, equals: _lastChild)); assert(_childCount >= 0); if (childParentData.previousSibling == null) { assert(_firstChild == child); _firstChild = childParentData.nextSibling; } else { final ParentDataType childPreviousSiblingParentData = childParentData.previousSibling.parentData; childPreviousSiblingParentData.nextSibling = childParentData.nextSibling; } if (childParentData.nextSibling == null) { assert(_lastChild == child); _lastChild = childParentData.previousSibling; } else { final ParentDataType childNextSiblingParentData = childParentData.nextSibling.parentData; childNextSiblingParentData.previousSibling = childParentData.previousSibling; } childParentData.previousSibling = null; childParentData.nextSibling = null; _childCount -= 1; } /// Remove this child from the child list. /// /// Requires the child to be present in the child list. void remove(ChildType child) { _removeFromChildList(child); dropChild(child); } /// Remove all their children from this render object's child list. /// /// More efficient than removing them individually. void removeAll() { ChildType child = _firstChild; while (child != null) { final ParentDataType childParentData = child.parentData; final ChildType next = childParentData.nextSibling; childParentData.previousSibling = null; childParentData.nextSibling = null; dropChild(child); child = next; } _firstChild = null; _lastChild = null; _childCount = 0; } /// Move this child in the child list to be before the given child. /// /// More efficient than removing and re-adding the child. Requires the child /// to already be in the child list at some position. Pass null for before to /// move the child to the end of the child list. void move(ChildType child, { ChildType after }) { assert(child != this); assert(after != this); assert(child != after); assert(child.parent == this); final ParentDataType childParentData = child.parentData; if (childParentData.previousSibling == after) return; _removeFromChildList(child); _insertIntoChildList(child, after: after); markNeedsLayout(); } @override void attach(PipelineOwner owner) { super.attach(owner); ChildType child = _firstChild; while (child != null) { child.attach(owner); final ParentDataType childParentData = child.parentData; child = childParentData.nextSibling; } } @override void detach() { super.detach(); ChildType child = _firstChild; while (child != null) { child.detach(); final ParentDataType childParentData = child.parentData; child = childParentData.nextSibling; } } @override void redepthChildren() { ChildType child = _firstChild; while (child != null) { redepthChild(child); final ParentDataType childParentData = child.parentData; child = childParentData.nextSibling; } } @override void visitChildren(RenderObjectVisitor visitor) { ChildType child = _firstChild; while (child != null) { visitor(child); final ParentDataType childParentData = child.parentData; child = childParentData.nextSibling; } } /// The first child in the child list. ChildType get firstChild => _firstChild; /// The last child in the child list. ChildType get lastChild => _lastChild; /// The previous child before the given child in the child list. ChildType childBefore(ChildType child) { assert(child != null); assert(child.parent == this); final ParentDataType childParentData = child.parentData; return childParentData.previousSibling; } /// The next child after the given child in the child list. ChildType childAfter(ChildType child) { assert(child != null); assert(child.parent == this); final ParentDataType childParentData = child.parentData; return childParentData.nextSibling; } @override List<DiagnosticsNode> debugDescribeChildren() { final List<DiagnosticsNode> children = <DiagnosticsNode>[]; if (firstChild != null) { ChildType child = firstChild; int count = 1; while (true) { children.add(child.toDiagnosticsNode(name: 'child $count')); if (child == lastChild) break; count += 1; final ParentDataType childParentData = child.parentData; child = childParentData.nextSibling; } } return children; } } /// Variant of [FlutterErrorDetails] with extra fields for the rendering /// library. class FlutterErrorDetailsForRendering extends FlutterErrorDetails { /// Creates a [FlutterErrorDetailsForRendering] object with the given /// arguments setting the object's properties. /// /// The rendering library calls this constructor when catching an exception /// that will subsequently be reported using [FlutterError.onError]. const FlutterErrorDetailsForRendering({ dynamic exception, StackTrace stack, String library, String context, this.renderObject, InformationCollector informationCollector, bool silent: false }) : super( exception: exception, stack: stack, library: library, context: context, informationCollector: informationCollector, silent: silent ); /// The RenderObject that was being processed when the exception was caught. final RenderObject renderObject; } /// Describes the semantics information a [RenderObject] wants to add to its /// parent. /// /// It has two notable subclasses: /// * [_InterestingSemanticsFragment] describing actual semantic information to /// be added to the parent. /// * [_ContainerSemanticsFragment]: a container class to transport the semantic /// information of multiple [_InterestingSemanticsFragment] to a parent. abstract class _SemanticsFragment { _SemanticsFragment({@required this.dropsSemanticsOfPreviousSiblings }) : assert (dropsSemanticsOfPreviousSiblings != null); /// Incorporate the fragments of children into this fragment. void addAll(Iterable<_InterestingSemanticsFragment> fragments); /// Whether this fragment wants to make the semantics information of /// previously painted [RenderObject]s unreachable for accessibility purposes. /// /// See also: /// /// * [SemanticsConfiguration.isBlockingSemanticsOfPreviouslyPaintedNodes] /// describes what semantics are dropped in more detail. final bool dropsSemanticsOfPreviousSiblings; /// Returns [_InterestingSemanticsFragment] describing the actual semantic /// information that this fragment wants to add to the parent. Iterable<_InterestingSemanticsFragment> get interestingFragments; } /// A container used when a [RenderObject] wants to add multiple independent /// [_InterestingSemanticsFragment] to its parent. /// /// The [_InterestingSemanticsFragment] to be added to the parent can be /// obtained via [interestingFragments]. class _ContainerSemanticsFragment extends _SemanticsFragment { _ContainerSemanticsFragment({ @required bool dropsSemanticsOfPreviousSiblings }) : super(dropsSemanticsOfPreviousSiblings: dropsSemanticsOfPreviousSiblings); @override void addAll(Iterable<_InterestingSemanticsFragment> fragments) { interestingFragments.addAll(fragments); } @override final List<_InterestingSemanticsFragment> interestingFragments = <_InterestingSemanticsFragment>[]; } /// A [_SemanticsFragment] that describes which concrete semantic information /// a [RenderObject] wants to add to the [SemanticsNode] of its parent. /// /// Specifically, it describes what children (as returned by [compileChildren]) /// should be added to the parent's [SemanticsNode] and what [config] should be /// merged into the parent's [SemanticsNode]. abstract class _InterestingSemanticsFragment extends _SemanticsFragment { _InterestingSemanticsFragment({ @required RenderObject owner, @required bool dropsSemanticsOfPreviousSiblings }) : assert(owner != null), _ancestorChain = <RenderObject>[owner], super(dropsSemanticsOfPreviousSiblings: dropsSemanticsOfPreviousSiblings); /// The [RenderObject] that owns this fragment (and any new [SemanticNode] /// introduced by it). RenderObject get owner => _ancestorChain.first; final List<RenderObject> _ancestorChain; /// The children to be added to the parent. Iterable<SemanticsNode> compileChildren(Rect parentClipRect); /// The [SemanticsConfiguration] the child wants to merge into the parent's /// [SemanticsNode] or null if it doesn't want to merge anything. SemanticsConfiguration get config; /// Disallows this fragment to merge any configuration into its parent's /// [SemanticsNode]. /// /// After calling this the fragment will only produce children to be added /// to the parent and it will return null for [config]. void markAsExplicit(); /// Consume the fragments of children. /// /// For each provided fragment it will add that fragment's children to /// this fragment's children (as returned by [compileChildren]) and merge that /// fragment's [config] into this fragment's [config]. /// /// If a provided fragment should not merge anything into [config] call /// [markAsExplicit] before passing the fragment to this method. @override void addAll(Iterable<_InterestingSemanticsFragment> fragments); /// Whether this fragment wants to add any semantic information to the parent /// [SemanticsNode]. bool get hasConfigForParent => config != null; @override Iterable<_InterestingSemanticsFragment> get interestingFragments sync* { yield this; } Set<SemanticsTag> _tagsForChildren; /// Tag all children produced by [compileChildren] with `tags`. void addTags(Iterable<SemanticsTag> tags) { if (tags == null || tags.isEmpty) return; _tagsForChildren ??= new Set<SemanticsTag>(); _tagsForChildren.addAll(tags); } /// Adds the geometric information of `ancestor` to this object. /// /// Those information are required to properly compute the value for /// [SemanticsNode.transform], [SemanticsNode.clipRect], and /// [SemanticsNode.rect]. /// /// Ancestors have to be added in order from [owner] up until the next /// [RenderObject] that owns a [SemanticsNode] is reached. void addAncestor(RenderObject ancestor) { _ancestorChain.add(ancestor); } } /// An [_InterestingSemanticsFragment] that produces the root [SemanticsNode] of /// the semantics tree. /// /// The root node is available as only element in the Iterable returned by /// [children]. class _RootSemanticsFragment extends _InterestingSemanticsFragment { _RootSemanticsFragment({ @required RenderObject owner, @required bool dropsSemanticsOfPreviousSiblings, }) : super(owner: owner, dropsSemanticsOfPreviousSiblings: dropsSemanticsOfPreviousSiblings); @override Iterable<SemanticsNode> compileChildren(Rect parentClipRect) sync* { assert(_tagsForChildren == null || _tagsForChildren.isEmpty); assert(parentClipRect == null); assert(_ancestorChain.length == 1); owner._semantics ??= new SemanticsNode.root( showOnScreen: owner.showOnScreen, owner: owner.owner.semanticsOwner, ); final SemanticsNode node = owner._semantics; assert(MatrixUtils.matrixEquals(node.transform, new Matrix4.identity())); assert(node.parentClipRect == null); node.rect = owner.semanticBounds; final List<SemanticsNode> children = <SemanticsNode>[]; for (_InterestingSemanticsFragment fragment in _children) { assert(fragment.config == null); children.addAll(fragment.compileChildren(parentClipRect)); } node.updateWith(config: null, childrenInInversePaintOrder: children); assert(!node.isInvisible); yield node; } @override SemanticsConfiguration get config => null; final List<_InterestingSemanticsFragment> _children = <_InterestingSemanticsFragment>[]; @override void markAsExplicit() { // nothing to do, we are always explicit. } @override void addAll(Iterable<_InterestingSemanticsFragment> fragments) { _children.addAll(fragments); } } /// An [_InterestingSemanticsFragment] that can be told to only add explicit /// [SemanticsNode]s to the parent. /// /// If [markAsExplicit] was not called before this fragment is added to /// another fragment it will merge [config] into the parent's [SemanticsNode] /// and add its [children] to it. /// /// If [markAsExplicit] was called before adding this fragment to another /// fragment it will create a new [SemanticsNode]. The newly created node will /// be annotated with the [SemanticsConfiguration] that - without the call to /// [markAsExplicit] - would have been merged into the parent's [SemanticsNode]. /// Similarity, the new node will also take over the children that otherwise /// would have been added to the parent's [SemanticsNode]. /// /// After a call to [markAsExplicit] the only element returned by [children] /// is the newly created node and [config] will return null as the fragment /// no longer wants to merge any semantic information into the parent's /// [SemanticsNode]. class _SwitchableSemanticsFragment extends _InterestingSemanticsFragment { _SwitchableSemanticsFragment({ @required bool mergeIntoParent, @required SemanticsConfiguration config, @required RenderObject owner, @required bool dropsSemanticsOfPreviousSiblings, }) : _mergeIntoParent = mergeIntoParent, _config = config, assert(mergeIntoParent != null), assert(config != null), super(owner: owner, dropsSemanticsOfPreviousSiblings: dropsSemanticsOfPreviousSiblings); final bool _mergeIntoParent; SemanticsConfiguration _config; bool _isConfigWritable = false; final List<_InterestingSemanticsFragment> _children = <_InterestingSemanticsFragment>[]; @override Iterable<SemanticsNode> compileChildren(Rect parentClipRect) sync* { if (!_isExplicit) { owner._semantics = null; for (_InterestingSemanticsFragment fragment in _children) { assert(_ancestorChain.first == fragment._ancestorChain.last); fragment._ancestorChain.addAll(_ancestorChain.sublist(1)); yield* fragment.compileChildren(parentClipRect); } return; } final _SemanticsGeometry geometry = _needsGeometryUpdate ? new _SemanticsGeometry(parentClipRect: parentClipRect, ancestors: _ancestorChain) : null; if (!_mergeIntoParent && (geometry?.isInvisible == true)) return; // Drop the node, it's not going to be visible. owner._semantics ??= new SemanticsNode(showOnScreen: owner.showOnScreen); final SemanticsNode node = owner._semantics ..isMergedIntoParent = _mergeIntoParent ..tags = _tagsForChildren; if (geometry != null) { assert(_needsGeometryUpdate); node ..rect = geometry.rect ..transform = geometry.transform ..parentClipRect = geometry.clipRect; } final List<SemanticsNode> children = <SemanticsNode>[]; for (_InterestingSemanticsFragment fragment in _children) children.addAll(fragment.compileChildren(node.parentClipRect)); if (_config.isSemanticBoundary) { owner.assembleSemanticsNode(node, _config, children); } else { node.updateWith(config: _config, childrenInInversePaintOrder: children); } yield node; } @override SemanticsConfiguration get config { return _isExplicit ? null : _config; } @override void addAll(Iterable<_InterestingSemanticsFragment> fragments) { for (_InterestingSemanticsFragment fragment in fragments) { _children.add(fragment); if (fragment.config == null) continue; if (!_isConfigWritable) { _config = _config.copy(); _isConfigWritable = true; } _config.absorb(fragment.config); } } bool _isExplicit = false; @override void markAsExplicit() { _isExplicit = true; } bool get _needsGeometryUpdate => _ancestorChain.length > 1; } /// Helper class that keeps track of the geometry of a [SemanticsNode]. /// /// It is used to annotate a [SemanticsNode] with the current information for /// [SemanticsNode.rect] and [SemanticsNode.transform]. class _SemanticsGeometry { /// The `parentClippingRect` may be null if no clip is to be applied. /// /// The `ancestors` list has to include all [RenderObject] in order that are /// located between the [SemanticsNode] whose geometry is represented here /// (first [RenderObject] in the list) and its closest ancestor [RenderObject] /// that also owns its own [SemanticsNode] (last [RenderObject] in the list). _SemanticsGeometry({ @required Rect parentClipRect, @required List<RenderObject> ancestors, }) { _computeValues(parentClipRect, ancestors); } Rect _clipRect; Matrix4 _transform; Rect _rect; /// Value for [SemanticsNode.transform]. Matrix4 get transform => _transform; /// Value for [SemanticsNode.parentClipRect]. Rect get clipRect => _clipRect; /// Value for [SemanticsNode.rect]. Rect get rect => _rect; void _computeValues(Rect parentClipRect, List<RenderObject> ancestors) { assert(ancestors.length > 1); _transform = new Matrix4.identity(); _clipRect = parentClipRect; for (int index = ancestors.length-1; index > 0; index -= 1) { final RenderObject parent = ancestors[index]; final RenderObject child = ancestors[index-1]; _clipRect = _intersectClipRect(parent.describeApproximatePaintClip(child)); if (_clipRect != null) { if (_clipRect.isEmpty) { _clipRect = Rect.zero; } else { final Matrix4 clipTransform = new Matrix4.identity(); parent.applyPaintTransform(child, clipTransform); _clipRect = MatrixUtils.inverseTransformRect(clipTransform, _clipRect); } } parent.applyPaintTransform(child, _transform); } final RenderObject owner = ancestors.first; _rect = _clipRect == null ? owner.semanticBounds : _clipRect.intersect(owner.semanticBounds); } Rect _intersectClipRect(Rect other) { if (_clipRect == null) return other; if (other == null) return _clipRect; return _clipRect.intersect(other); } /// Whether a [SemanticsNode] annotated with the geometric information tracked /// by this object would be visible on screen. bool get isInvisible { return _rect.isEmpty; } }