Skip to content

GoldenSoju/graphx

Repository files navigation

GraphX™

GraphX™ rendering lib, prototype code with a prototype lib

WARNING: this is WIP code, based on a few days of experimentation.

NOTE: GraphX™ uses the $ prefix convention to all "internal/private" members (properties and methods). DO NOT call them in your code... is meant to be consumed internally by the lib. until I cleanup and organize the code for an alpha version, then will probably moved all as part of the package.


wiki-tips.

To get some extended, boring explanations, and eventually some sample codes, check the GraphX™ Wiki

background.

GraphX™ is here to help you build custom drawing in your Flutter apps. Providing an amazing versatility to power those screen pixels to a different level.

It's inspired by the good-old Flash API, which forged my way into programming back in the days, and also shaped many other rendering frameworks in several languages through the years.

I was thinking how much I missed to "play" with code, to make things more organic, artistic, alive... I totally love Flutter, but I always feel that it requires too much boilerplate to make things move around (compared to what I used to code).

Even if GraphX™ is not a tween or physics engine (in fact it doesn't even have one, yet), it runs on top of CustomPainter, it uses what Flutter SDK exposes from the SKIA engine, through the Canvas, but gives you a "framework" to isolate yourself from the Widget world.

It can be used to simple draw a line, a circle, a custom button, some splash effect on your UI, or even a full blown game in a portion of you screen. Mix and match with Flutter as you please, as GraphX™ uses CustomPainter, is part of your widget tree.

So, let your imagination fly.

concept.

This repo is just a very early WIP to put something online... still lacks support for loading remote images, 2.5D and some other nicities.

Yet, we have some super basic support for loading rootBundle assets!

AssetLoader.loadImageTexture(assetId)  
AssetLoader.loadString(assetId)  
AssetLoader.loadJson(assetId)  

And some basic "raw" support for Text rendering with the StaticText class.


GraphX™ drives a CustomPainter inside, the idea is to simplify the usage of Flutter's Canvas, plus adding the DisplayList concept, so you can manage and create more complex "scenes".

GraphX™ has it's own rendering cycle (no AnimationController), and input capture, even if it runs on the Widget tree, you can enable the flags to capture mouse/touch input (through the stage.pointer), or keystrokes events (if u wanna do some simple game).

sample code.

  body: Center(
    child: SceneBuilderWidget( /// wrap any Widget with SceneBuilderWidget
      useKeyboard: false, /// define the capabilities
      usePointer: true,
      builder: () => SceneController.withLayers(
        back: GameSceneBack(), /// optional provide the background layer
        front: GameSceneFront(), /// optional provide the foreground layer
      ),
      child: Column(
        mainAxisAlignment: MainAxisAlignment.center,
        children: <Widget>[
          Text(
            'You have pushed the button this many times:',
          ),
          Text(
            '$_counter',
            style: Theme.of(context).textTheme.headline4,
          ),
        ],
      ),
    ),
  ),

GraphX™ is based on "Scenes" layers, each SceneBuilderWidget requires a SceneController. This controller is the "initializer" of the Scenes Layers, which can be:

  • back (background painter),
  • front (foreground painter),
  • or both.

Each "Scene Layer" has to extend SceneRoot, it represents the starting point of that particular scene hierarchy. Think of it as MaterialApp widget is to all other children Widgets in the tree.

Here we get into GraphX™ world, no more Widgets Trees or immutable properties.

You can override init() to setup things needed for this current Scene Painter object, like if it needs keyboard/mouse/touch access, or if it requires a Ticker and redraw the CustomPainter, cause it will animate.

Override ready() as your entry point, here the engine is set up, and the glorified Stage is available to use.

class GameScene extends SceneRoot {
  GameScene(){
    config(autoUpdateAndRender: true, usePointer: true);
  }

  @override
  void addedToStage() {
    /// if you have to stop the Ticker. Will stop all
    /// Tweens, Jugglers objects in GraphX.
    stage.scene.core.ticker.pause();
  }

For now, GraphX™ has a couple of classes for rendering the display list: Shape and Sprite ( which are DisplayObject, DisplayObjectContainer are abstracts),

They both have a graphics property which is of type Graphics and provides a simplistic API to paint on the Flutter's Canvas.

By the way, SceneRoot is a Sprite as well!, and it's your root node in the display tree, kinda where all starts to render, and where you need to add your own objects.

For instance, to create a simple purple circle:

@override
void addedToStage(){
    var circle = Shape();
    circle.graphics.lineStyle(2, Colors.purple.value) /// access hex value of Color
      ..drawCircle(0, 0, 20)
      ..endFill();
    addChild(circle); // add the child to the rootScene.
}

SceneRoot is a Sprite (which is a DisplayObjectContainer) and can have children inside, yet Shape is a DisplayObject, and can't have children. But it makes it a little bit more performant on each painter step.

We could also use our root scene to draw things:

@override
addedToStage(){
  graphics.beginFill(0x0000ff, .6)
  ..drawRoundRect(100, 100, 40, 40, 4)
  ..endFill();
...
}

Scene setup sample in your SceneRoot (in your constructor):

config(
  autoUpdateAndRender: true,
  usePointer: true,
  useTicker: true,
  useKeyboard: false,
  sceneIsComplex: true,
);

Pointer signals has been "simplified" as Mouse events now... as it's super easy to work with single touch / mouse interactions in DisplayObjects. There're a bunch of signals to listen on each element... taken from AS3, and JS.

  • onMouseDoubleClick
  • onMouseClick
  • onMouseDown
  • onMouseUp
  • onMouseMove
  • onMouseOver
  • onMouseOut
  • onMouseScroll

They all emit a MouseInputData with all the needed info inside, like stage coordinates, or translated local coordinates, which "mouse" button is pressed, etc.


I will keep adding further explanation in the upcoming days.

demos.

Some demos are only using GraphX™ partially, and might have big CPU impact

Flutter widget mix

Split RGB

Input Text particles

FishEye particles

FishEye particles (basic)

Particles emitter

ShapeMaker clone

Mouse follower

basic hit test

SpriteSheet rendering

DisplayObject Pivot

Simple solo-ping-pong game

First Experimentation with rendering


Feel free to play around with the current API, even if it's still rough on edges and unoptimized, it might help you do things quicker.

SKIA is pretty powerful!


Donation

You can buymeacoffee or support GraphX™ via Paypal

Donate via PayPal

Support via buymeacoffee

Resources to get you started if this is your first Flutter project:

For help getting started with Flutter, view our online documentation, which offers tutorials, samples, guidance on mobile development, and a full API reference.

About

GraphX package for Flutter.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • Dart 95.2%
  • C++ 2.2%
  • CMake 1.4%
  • HTML 0.6%
  • Swift 0.2%
  • C 0.1%
  • Other 0.3%