pushPhysicalShape method Null safety
Pushes a physical layer operation for an arbitrary shape onto the operation stack.
By default, the layer's content will not be clipped (clip = Clip.none).
If clip equals Clip.hardEdge, Clip.antiAlias, or Clip.antiAliasWithSaveLayer,
then the content is clipped to the given shape defined by path
.
If elevation
is greater than 0.0, then a shadow is drawn around the layer.
shadowColor
defines the color of the shadow if present and color
defines the
color of the layer background.
If oldLayer
is not null the engine will attempt to reuse the resources
allocated for the old layer when rendering the new layer. This is purely
an optimization. It has no effect on the correctness of rendering.
Passing a layer to addRetained or as oldLayer
argument to a push
method counts as usage. A layer can be used no more than once in a scene.
For example, it may not be passed simultaneously to two push methods, or
to a push method and to addRetained
.
When a layer is passed to addRetained all descendant layers are also considered as used in this scene. The same single-usage restriction applies to descendants.
When a layer is passed as an oldLayer
argument to a push method, it may
no longer be used in subsequent frames. If you would like to continue
reusing the resources associated with the layer, store the layer object
returned by the push method and use that in the next frame instead of the
original object.
See pop for details about the operation stack, and Clip for different clip modes.
Implementation
PhysicalShapeEngineLayer pushPhysicalShape({
required Path path,
required double elevation,
required Color color,
Color? shadowColor,
Clip clipBehavior = Clip.none,
PhysicalShapeEngineLayer? oldLayer,
}) {
assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushPhysicalShape'));
final EngineLayer engineLayer = EngineLayer._();
_pushPhysicalShape(engineLayer, path, elevation, color.value, shadowColor?.value ?? 0xFF000000,
clipBehavior.index, oldLayer?._nativeLayer);
final PhysicalShapeEngineLayer layer = PhysicalShapeEngineLayer._(engineLayer);
assert(_debugPushLayer(layer));
return layer;
}