What is the optimal render loop in Dart 2?
Well, after a month of beating my face against this, I finally figured out the right question and that got me to this:Flutter Layers / Raw
// Copyright 2015 The Chromium Authors. All rights reserved.// Use of this source code is governed by a BSD-style license that can be// found in the LICENSE file.// This example shows how to perform a simple animation using the raw interface// to the engine.import 'dart:math' as math;import 'dart:typed_data';import 'dart:ui' as ui;void beginFrame(Duration timeStamp) { // The timeStamp argument to beginFrame indicates the timing information we // should use to clock our animations. It's important to use timeStamp rather // than reading the system time because we want all the parts of the system to // coordinate the timings of their animations. If each component read the // system clock independently, the animations that we processed later would be // slightly ahead of the animations we processed earlier. // PAINT final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio); final ui.PictureRecorder recorder = ui.PictureRecorder(); final ui.Canvas canvas = ui.Canvas(recorder, paintBounds); canvas.translate(paintBounds.width / 2.0, paintBounds.height / 2.0); // Here we determine the rotation according to the timeStamp given to us by // the engine. final double t = timeStamp.inMicroseconds / Duration.microsecondsPerMillisecond / 1800.0; canvas.rotate(math.pi * (t % 1.0)); canvas.drawRect(ui.Rect.fromLTRB(-100.0, -100.0, 100.0, 100.0), ui.Paint()..color = const ui.Color.fromARGB(255, 0, 255, 0)); final ui.Picture picture = recorder.endRecording(); // COMPOSITE final double devicePixelRatio = ui.window.devicePixelRatio; final Float64List deviceTransform = Float64List(16) ..[0] = devicePixelRatio ..[5] = devicePixelRatio ..[10] = 1.0 ..[15] = 1.0; final ui.SceneBuilder sceneBuilder = ui.SceneBuilder() ..pushTransform(deviceTransform) ..addPicture(ui.Offset.zero, picture) ..pop(); ui.window.render(sceneBuilder.build()); // After rendering the current frame of the animation, we ask the engine to // schedule another frame. The engine will call beginFrame again when its time // to produce the next frame. ui.window.scheduleFrame();}void main() { ui.window.onBeginFrame = beginFrame; ui.window.scheduleFrame();}