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1// Copyright 2015 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5// This example shows how to perform a simple animation using the raw interface
6// to the engine.
7
8import 'dart:math' as math;
9import 'dart:typed_data';
10import 'dart:ui' as ui;
11
12void beginFrame(Duration timeStamp) {
13  // The timeStamp argument to beginFrame indicates the timing information we
14  // should use to clock our animations. It's important to use timeStamp rather
15  // than reading the system time because we want all the parts of the system to
16  // coordinate the timings of their animations. If each component read the
17  // system clock independently, the animations that we processed later would be
18  // slightly ahead of the animations we processed earlier.
19
20  // PAINT
21
22  final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
23  final ui.PictureRecorder recorder = ui.PictureRecorder();
24  final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
25  canvas.translate(paintBounds.width / 2.0, paintBounds.height / 2.0);
26
27  // Here we determine the rotation according to the timeStamp given to us by
28  // the engine.
29  final double t = timeStamp.inMicroseconds / Duration.microsecondsPerMillisecond / 1800.0;
30  canvas.rotate(math.pi * (t % 1.0));
31
32  canvas.drawRect(const ui.Rect.fromLTRB(-100.0, -100.0, 100.0, 100.0),
33                  ui.Paint()..color = const ui.Color.fromARGB(255, 0, 255, 0));
34  final ui.Picture picture = recorder.endRecording();
35
36  // COMPOSITE
37
38  final double devicePixelRatio = ui.window.devicePixelRatio;
39  final Float64List deviceTransform = Float64List(16)
40    ..[0] = devicePixelRatio
41    ..[5] = devicePixelRatio
42    ..[10] = 1.0
43    ..[15] = 1.0;
44  final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
45    ..pushTransform(deviceTransform)
46    ..addPicture(ui.Offset.zero, picture)
47    ..pop();
48  ui.window.render(sceneBuilder.build());
49
50  // After rendering the current frame of the animation, we ask the engine to
51  // schedule another frame. The engine will call beginFrame again when its time
52  // to produce the next frame.
53  ui.window.scheduleFrame();
54}
55
56void main() {
57  ui.window.onBeginFrame = beginFrame;
58  ui.window.scheduleFrame();
59}
60