initial work to split into dart_filament and flutter_filament
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139
flutter_filament/lib/filament/widgets/filament_widget.dart
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139
flutter_filament/lib/filament/widgets/filament_widget.dart
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import 'dart:io';
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import 'dart:math';
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import 'package:flutter/material.dart';
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import 'package:flutter_filament/filament/flutter_filament_plugin.dart';
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import 'package:flutter_filament/filament/flutter_filament_texture.dart';
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import 'dart:async';
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import 'package:flutter_filament/filament/widgets/resize_observer.dart';
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import 'package:flutter_filament/flutter_filament.dart';
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class FilamentWidget extends StatefulWidget {
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final FlutterFilamentPlugin plugin;
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///
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/// The content to render before the texture widget is available.
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/// The default is a solid red Container, intentionally chosen to make it clear that there will be at least one frame where the Texture widget is not being rendered.
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///
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final Widget? initial;
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const FilamentWidget({Key? key, this.initial, required this.plugin})
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: super(key: key);
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@override
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_FilamentWidgetState createState() => _FilamentWidgetState();
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}
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class _FilamentWidgetState extends State<FilamentWidget> {
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FlutterFilamentTexture? _texture;
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late final AppLifecycleListener _appLifecycleListener;
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Rect get _rect {
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final renderBox = (context.findRenderObject()) as RenderBox;
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final size = renderBox.size;
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final translation = renderBox.getTransformTo(null).getTranslation();
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return Rect.fromLTWH(translation.x, translation.y, size.width, size.height);
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}
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@override
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void initState() {
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WidgetsBinding.instance.addPostFrameCallback((timeStamp) async {
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var size = ((context.findRenderObject()) as RenderBox).size;
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var width = size.width.ceil();
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var height = size.height.ceil();
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_texture = await widget.plugin.createTexture(width, height, 0, 0);
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_appLifecycleListener = AppLifecycleListener(
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onStateChange: _handleStateChange,
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);
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setState(() {});
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});
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super.initState();
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}
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@override
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void dispose() {
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if (_texture != null) {
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widget.plugin.destroyTexture(_texture!);
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}
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_appLifecycleListener.dispose();
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super.dispose();
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}
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bool _wasRenderingOnInactive = false;
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void _handleStateChange(AppLifecycleState state) async {
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await widget.plugin.initialized;
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switch (state) {
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case AppLifecycleState.detached:
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print("Detached");
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if (!_wasRenderingOnInactive) {
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_wasRenderingOnInactive = widget.plugin.rendering;
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}
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await widget.plugin.setRendering(false);
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break;
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case AppLifecycleState.hidden:
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print("Hidden");
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if (!_wasRenderingOnInactive) {
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_wasRenderingOnInactive = widget.plugin.rendering;
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}
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await widget.plugin.setRendering(false);
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break;
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case AppLifecycleState.inactive:
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print("Inactive");
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if (!_wasRenderingOnInactive) {
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_wasRenderingOnInactive = widget.plugin.rendering;
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}
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// on Windows in particular, restoring a window after minimizing stalls the renderer (and the whole application) for a considerable length of time.
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// disabling rendering on minimize seems to fix the issue (so I wonder if there's some kind of command buffer that's filling up while the window is minimized).
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await widget.plugin.setRendering(false);
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break;
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case AppLifecycleState.paused:
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print("Paused");
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if (!_wasRenderingOnInactive) {
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_wasRenderingOnInactive = widget.plugin.rendering;
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}
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await widget.plugin.setRendering(false);
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break;
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case AppLifecycleState.resumed:
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print("Resumed");
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await widget.plugin.setRendering(_wasRenderingOnInactive);
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break;
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}
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}
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Future _resizeTexture(Size newSize) async {
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_texture = await widget.plugin.resizeTexture(
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_texture!, newSize.width.toInt(), newSize.height.toInt(), 0, 0);
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print(
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"Resized texture, new flutter ID is ${_texture!.flutterTextureId} (hardware ID ${_texture!.hardwareTextureId})");
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setState(() {});
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}
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@override
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Widget build(BuildContext context) {
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if (_texture == null) {
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return widget.initial ?? Container(color: Colors.red);
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}
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var textureWidget = Texture(
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key: ObjectKey("texture_${_texture!.flutterTextureId}"),
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textureId: _texture!.flutterTextureId,
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filterQuality: FilterQuality.none,
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freeze: false,
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);
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return ResizeObserver(
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onResized: _resizeTexture,
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child: Stack(children: [
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Positioned.fill(
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child: Platform.isLinux || Platform.isWindows
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? Transform(
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alignment: Alignment.center,
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transform: Matrix4.rotationX(
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pi), // TODO - this rotation is due to OpenGL texture coordinate working in a different space from Flutter, can we move this to the C++ side somewhere?
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child: textureWidget)
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: textureWidget)
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]));
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}
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}
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