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71 行
2.1 KiB

using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.flow {
public class PictureLayer : Layer {
Offset _offset = Offset.zero;
public Offset offset {
set { this._offset = value ?? Offset.zero; }
}
Picture _picture;
public Picture picture {
set { this._picture = value; }
}
bool _isComplex = false;
public bool isComplex {
set { this._isComplex = value; }
}
bool _willChange = false;
public bool willChange {
set { this._willChange = value; }
}
RasterCacheResult _rasterCacheResult;
public override void preroll(PrerollContext context, Matrix3 matrix) {
if (context.rasterCache != null) {
Matrix3 ctm = new Matrix3(matrix);
ctm.preTranslate(this._offset.dx, this._offset.dy); // TOOD: pre or post? https://github.com/flutter/engine/pull/7945
ctm[2] = ctm[2].alignToPixel(context.devicePixelRatio);
ctm[5] = ctm[5].alignToPixel(context.devicePixelRatio);
this._rasterCacheResult = context.rasterCache.getPrerolledImage(
this._picture, ctm, context.devicePixelRatio, this._isComplex, this._willChange);
} else {
this._rasterCacheResult = null;
}
var bounds = this._picture.paintBounds.shift(this._offset);
this.paintBounds = bounds;
}
public override void paint(PaintContext context) {
D.assert(this._picture != null);
D.assert(this.needsPainting);
var canvas = context.canvas;
canvas.save();
canvas.translate(this._offset.dx, this._offset.dy);
canvas.alignToPixel();
try {
if (this._rasterCacheResult != null) {
this._rasterCacheResult.draw(canvas);
} else {
canvas.drawPicture(this._picture);
}
} finally {
canvas.restore();
}
}
}
}