ShaderMaskLayer class

A composited layer that applies a shader to its children.

Inheritance

Constructors

ShaderMaskLayer({Shader shader, Rect maskRect, BlendMode blendMode })
Creates a shader mask layer. [...]

Properties

blendMode BlendMode
The blend mode to apply when blending the shader with the children. [...]
read / write
maskRect Rect
The size of the shader. [...]
read / write
shader Shader
The shader to apply to the children. [...]
read / write
attached → bool
Whether this node is in a tree whose root is attached to something. [...]
read-only, inherited
debugCreator ↔ dynamic
The object responsible for creating this layer. [...]
read / write, inherited
depth → int
The depth of this node in the tree. [...]
read-only, inherited
firstChild Layer
The first composited layer in this layer's child list.
read-only, inherited
hashCode → int
The hash code for this object. [...]
read-only, inherited
lastChild Layer
The last composited layer in this layer's child list.
read-only, inherited
nextSibling Layer
This layer's next sibling in the parent layer's child list.
read-only, inherited
owner → Object
The owner for this node (null if unattached). [...]
read-only, inherited
parent ContainerLayer
This layer's parent in the layer tree. [...]
read-only, inherited
previousSibling Layer
This layer's previous sibling in the parent layer's child list.
read-only, inherited
runtimeType → Type
A representation of the runtime type of the object.
read-only, inherited

Methods

addToScene(SceneBuilder builder, Offset layerOffset) → void
debugFillProperties(DiagnosticPropertiesBuilder properties) → void
addChildrenToScene(SceneBuilder builder, Offset childOffset) → void
Uploads all of this layer's children to the engine. [...]
inherited
adoptChild(AbstractNode child) → void
Mark the given node as being a child of this node. [...]
@mustCallSuper, @protected, inherited
append(Layer child) → void
Adds the given layer to the end of this layer's child list.
inherited
applyTransform(Layer child, Matrix4 transform) → void
Applies the transform that would be applied when compositing the given child to the given matrix. [...]
inherited
attach(Object owner) → void
Mark this node as attached to the given owner. [...]
inherited
debugDescribeChildren() → List<DiagnosticsNode>
inherited
detach() → void
Mark this node as detached. [...]
inherited
dropChild(AbstractNode child) → void
Disconnect the given node from this node. [...]
@mustCallSuper, @protected, inherited
find<S>(Offset regionOffset) → S
Returns the value of S that corresponds to the point described by regionOffset. [...]
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
redepthChild(AbstractNode child) → void
Adjust the depth of the given child to be greater than this node's own depth. [...]
@protected, inherited
redepthChildren() → void
Adjust the depth of this node's children, if any. [...]
inherited
remove() → void
Removes this layer from its parent layer's child list. [...]
@mustCallSuper, inherited
removeAllChildren() → void
Removes all of this layer's children from its child list.
inherited
replaceWith(Layer newLayer) → void
Replaces this layer with the given layer in the parent layer's child list.
inherited
toDiagnosticsNode({String name, DiagnosticsTreeStyle style }) DiagnosticsNode
inherited
toString({DiagnosticLevel minLevel: DiagnosticLevel.debug }) → String
Returns a string representation of this object.
inherited
toStringDeep({String prefixLineOne: '', String prefixOtherLines, DiagnosticLevel minLevel: DiagnosticLevel.debug }) → String
Returns a string representation of this node and its descendants. [...]
inherited
toStringShallow({String joiner: ', ', DiagnosticLevel minLevel: DiagnosticLevel.debug }) → String
Returns a one-line detailed description of the object. [...]
inherited
toStringShort() → String
inherited

Operators

operator ==(dynamic other) → bool
The equality operator. [...]
inherited