using System.Collections.Generic; using Unity.UIWidgets.foundation; using Unity.UIWidgets.widgets; namespace Unity.UIWidgets.material { public static class MaterialDebug { public static bool debugCheckHasMaterial(BuildContext context) { D.assert(() => { if (!(context.widget is Material) && context.ancestorWidgetOfExactType(typeof(Material)) == null) { string message = "No Material widget found."; message += context.widget.GetType() + " widgets require a Material widget ancestor."; message += "In material design, most widgets are conceptually \"printed\" on " + "a sheet of material. In Flutter\'s material library, that " + "material is represented by the Material widget. It is the " + "Material widget that renders ink splashes, for instance. " + "Because of this, many material library widgets require that " + "there be a Material widget in the tree above them."; message += "To introduce a Material widget, you can either directly " + "include one, or use a widget that contains Material itself, " + "such as a Card, Dialog, Drawer, or Scaffold."; message += "The specific widget that could not find a Material ancestor was:"; message += context.widget.toString(); List ancestors = new List(); context.visitAncestorElements((Element element) => { ancestors.Add(element.widget); return true; }); if (ancestors.isNotEmpty()) { message += "The ancestors of this widget were:"; foreach (Widget ancestor in ancestors) message += "\n $ancestor"; } else { message += "This widget is the root of the tree, so it has no " + "ancestors, let alone a \"Material\" ancestor."; } throw new UIWidgetsError(message); } return true; }); return true; } } }