blob: 3bf840dbc6a890c754c352729246f2fcc6168235 [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/flow/export_node.h"
#include "flutter/fml/make_copyable.h"
namespace flow {
ExportNodeHolder::ExportNodeHolder(
fml::RefPtr<fml::TaskRunner> gpu_task_runner,
fml::RefPtr<zircon::dart::Handle> export_token_handle)
: gpu_task_runner_(std::move(gpu_task_runner)),
export_node_(std::make_unique<ExportNode>(export_token_handle)) {
FML_DCHECK(gpu_task_runner_);
}
void ExportNodeHolder::Bind(SceneUpdateContext& context,
scenic::ContainerNode& container,
const SkPoint& offset,
bool hit_testable) {
export_node_->Bind(context, container, offset, hit_testable);
}
ExportNodeHolder::~ExportNodeHolder() {
gpu_task_runner_->PostTask(
fml::MakeCopyable([export_node = std::move(export_node_)]() {
export_node->Dispose(true);
}));
}
ExportNode::ExportNode(fml::RefPtr<zircon::dart::Handle> export_token_handle)
: export_token_(export_token_handle->ReleaseHandle()) {}
ExportNode::~ExportNode() {
// Ensure that we properly released the node.
FML_DCHECK(!node_);
FML_DCHECK(scene_update_context_ == nullptr);
}
void ExportNode::Bind(SceneUpdateContext& context,
scenic::ContainerNode& container,
const SkPoint& offset,
bool hit_testable) {
if (export_token_) {
// Happens first time we bind.
node_.reset(new scenic::EntityNode(container.session()));
node_->Export(std::move(export_token_));
// Add ourselves to the context so it can call Dispose() on us if the Scenic
// session is closed.
context.AddExportNode(this);
scene_update_context_ = &context;
}
if (node_) {
container.AddChild(*node_);
node_->SetTranslationRH(offset.x(), offset.y(), 0.f);
node_->SetHitTestBehavior(
hit_testable ? fuchsia::ui::gfx::HitTestBehavior::kDefault
: fuchsia::ui::gfx::HitTestBehavior::kSuppress);
}
}
void ExportNode::Dispose(bool remove_from_scene_update_context) {
// If scene_update_context_ is set, then we should still have a node left to
// dereference.
// If scene_update_context_ is null, then either:
// 1. A node was never created, or
// 2. A node was created but was already dereferenced (i.e. Dispose has
// already been called).
FML_DCHECK(scene_update_context_ || !node_);
if (remove_from_scene_update_context && scene_update_context_) {
scene_update_context_->RemoveExportNode(this);
}
scene_update_context_ = nullptr;
export_token_.reset();
node_ = nullptr;
}
} // namespace flow