paint method

  1. @override
void paint(
  1. Canvas canvas,
  2. Size size
)
override

Called whenever the object needs to paint. The given Canvas has its coordinate space configured such that the origin is at the top left of the box. The area of the box is the size of the size argument.

Paint operations should remain inside the given area. Graphical operations outside the bounds may be silently ignored, clipped, or not clipped. It may sometimes be difficult to guarantee that a certain operation is inside the bounds (e.g., drawing a rectangle whose size is determined by user inputs). In that case, consider calling Canvas.clipRect at the beginning of paint so everything that follows will be guaranteed to only draw within the clipped area.

Implementations should be wary of correctly pairing any calls to Canvas.save/Canvas.saveLayer and Canvas.restore, otherwise all subsequent painting on this canvas may be affected, with potentially hilarious but confusing results.

To paint text on a Canvas, use a TextPainter.

To paint an image on a Canvas:

  1. Obtain an ImageStream, for example by calling ImageProvider.resolve on an AssetImage or NetworkImage object.

  2. Whenever the ImageStream's underlying ImageInfo object changes (see ImageStream.addListener), create a new instance of your custom paint delegate, giving it the new ImageInfo object.

  3. In your delegate's paint method, call the Canvas.drawImage, Canvas.drawImageRect, or Canvas.drawImageNine methods to paint the ImageInfo.image object, applying the ImageInfo.scale value to obtain the correct rendering size.

Implementation

@override
void paint(Canvas canvas, Size size) {
  double radius = moonWidget.resolution;

  int width = radius.toInt() * 2;
  int height = radius.toInt() * 2;
  double phaseAngle = moon.getPhaseAngle(moonWidget.date);

  double xcenter = 0;
  double ycenter = 0;

  try {
    paintLight.color = moonWidget.moonColor;
    //달의 색깔로 전체 원을 그린다
    canvas.drawCircle(const Offset(0, 1), radius, paintLight);
  } catch (e) {
    radius = min(width, height) * 0.4;
    paintLight.color = moonWidget.moonColor;
    Rect oval = Rect.fromLTRB(xcenter - radius, ycenter - radius,
        xcenter + radius, ycenter + radius);
    canvas.drawOval(oval, paintLight);
  }

  ///위상각은 태양 - 달 - 지구의 각도다.
  ///따라서 0 = full phase, 180 = new
  ///우리가 필요한 것은 일출 터미네이터의 위치 각도(태양 - 지구 - 달)다.
  ///위상각과 반대 방향이기 때문에 변환해야한다.
  double positionAngle = pi - phaseAngle;
  if (positionAngle < 0.0) {
    positionAngle += 2.0 * pi;
  }

  //이제 어두운 면을 그려야 한다.
  paintDark.color = moonWidget.earthshineColor;

  double cosTerm = cos(positionAngle);

  double rsquared = radius * radius;
  double whichQuarter = ((positionAngle * 2.0 / pi) + 4) % 4;

  for (int j = 0; j < radius; ++j) {
    double rrf = sqrt(rsquared - j * j);
    double rr = rrf;
    double xx = rrf * cosTerm;
    double x1 = xcenter - (whichQuarter < 2 ? rr : xx);
    double w = rr + xx;
    canvas.drawRect(
        Rect.fromLTRB(x1, ycenter - j, w + x1, ycenter - j + 2), paintDark);
    canvas.drawRect(
        Rect.fromLTRB(x1, ycenter + j, w + x1, ycenter + j + 2), paintDark);
  }
}