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Add hello_flutter and make it work on Fuchsia (flutter#3016)
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group("examples") { | ||
deps = [ | ||
"spinning_square" | ||
"hello_flutter", | ||
"spinning_square", | ||
] | ||
} |
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# hello_flutter doesn't depend on any packages. |
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# Copyright 2016 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. | ||
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import("//flutter/build/flutter_app.gni") | ||
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flutter_app("hello_flutter") { | ||
main_dart = "lib/main.dart" | ||
} |
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// Copyright 2016 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. | ||
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// This example shows how to show the text 'Hello, world.' using using the raw | ||
// interface to the engine. | ||
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import 'dart:ui' as ui; | ||
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void beginFrame(Duration timeStamp) { | ||
final double devicePixelRatio = ui.window.devicePixelRatio; | ||
// TODO(abarth): ui.window.size should be in physical units. | ||
final ui.Size logicalSize = ui.window.size; | ||
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final ui.ParagraphBuilder paragraphBuilder = new ui.ParagraphBuilder() | ||
..addText('Hello, world.'); | ||
final ui.Paragraph paragraph = paragraphBuilder.build(new ui.ParagraphStyle()) | ||
..layout(new ui.ParagraphConstraints(width: logicalSize.width)); | ||
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final ui.Rect physicalBounds = ui.Point.origin & (logicalSize * devicePixelRatio); | ||
final ui.PictureRecorder recorder = new ui.PictureRecorder(); | ||
final ui.Canvas canvas = new ui.Canvas(recorder, physicalBounds); | ||
canvas.scale(devicePixelRatio, devicePixelRatio); | ||
canvas.drawRect(ui.Point.origin & logicalSize, new ui.Paint()..color = const ui.Color(0xFF0000FF)); | ||
canvas.drawParagraph(paragraph, new ui.Offset( | ||
(logicalSize.width - paragraph.maxIntrinsicWidth) / 2.0, | ||
(logicalSize.height - paragraph.height) / 2.0 | ||
)); | ||
final ui.Picture picture = recorder.endRecording(); | ||
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final ui.SceneBuilder sceneBuilder = new ui.SceneBuilder() | ||
// TODO(abarth): We should be able to add a picture without pushing a | ||
// container layer first. | ||
..pushClipRect(physicalBounds) | ||
..addPicture(ui.Offset.zero, picture) | ||
..pop(); | ||
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ui.window.render(sceneBuilder.build()); | ||
} | ||
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// This function is the primary entry point to your application. The engine | ||
// calls main() as soon as it has loaded your code. | ||
void main() { | ||
// The engine calls onBeginFrame whenever it wants us to produce a frame. | ||
ui.window.onBeginFrame = beginFrame; | ||
// Here we kick off the whole process by asking the engine to schedule a new | ||
// frame. The engine will eventually call onBeginFrame when it is time for us | ||
// to actually produce the frame. | ||
ui.window.scheduleFrame(); | ||
} |
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