Flutter 詳解(八、深入了解布局)

WidgetElement、RenderObject 三者之間的關系在<<六、深入了解繪制原理>>已經講解過,其中我們最為熟知的 Widget ,究竟是通過什么樣的方式來實現代碼搭積木實現建造房子呢?

單子元素布局--SingleChildRenderObjectWidget

Container

Container是繼承StatelessWidget,那么build是構建布局關鍵函數,在Container中build中,摻雜了很多其他的部件,AlignPaddingColoredBox、DecorateBox、Transform...等等,每個關于布局或者樣式的屬性,最后都被轉化成其他的box來呈現。看下官方源碼:

@override
Widget build(BuildContext context) {
  Widget current = child;

  if (child == null && (constraints == null || !constraints.isTight)) {
    current = LimitedBox(
      maxWidth: 0.0,
      maxHeight: 0.0,
      child: ConstrainedBox(constraints: const BoxConstraints.expand()),
    );
  }
/// 封裝 Align
  if (alignment != null)
    current = Align(alignment: alignment, child: current);

  final EdgeInsetsGeometry effectivePadding = _paddingIncludingDecoration;
  if (effectivePadding != null)
  /// 封裝 Padding
    current = Padding(padding: effectivePadding, child: current);

  if (color != null)
    /// 封裝 ColoredBox
    current = ColoredBox(color: color, child: current);
/// 封裝DecoratedBox
  if (decoration != null)
    current = DecoratedBox(decoration: decoration, child: current);
/// 封裝 DecoratedBox
  if (foregroundDecoration != null) {
    current = DecoratedBox(
      decoration: foregroundDecoration,
      position: DecorationPosition.foreground,
      child: current,
    );
  }
/// 封裝 ConstrainedBox
  if (constraints != null)
    current = ConstrainedBox(constraints: constraints, child: current);
/// 封裝 Padding
  if (margin != null)
    current = Padding(padding: margin, child: current);
/// 封裝 Transform
  if (transform != null)
    current = Transform(transform: transform, child: current);
/// 封裝 ClipPath
  if (clipBehavior != Clip.none) {
    current = ClipPath(
      clipper: _DecorationClipper(
        textDirection: Directionality.of(context),
        decoration: decoration
      ),
      clipBehavior: clipBehavior,
      child: current,
    );
  }
  return current;
}

Padding/Transform/ConstraineBox...都是繼承SingleChildRenderObjectWidget,通過SingleChildRenderObjectWidget實現的布局。

Padding通過創建渲染實例RenderPadding,在更新實例的時候,更新該實例的屬性。Align通過創建RenderPositionedBox來實現渲染實例,其他的如下表所示:

部件 渲染對象
Padding RenderPadding
Align RenderPositionedBox
ColoredBox _RenderColoredBox
DecoratedBox RenderDecoratedBox
ConstrainedBox RenderConstrainedBox
Transform RenderTransform
ClipPath RenderClipPath

...

他們有一個共同點都是繼承SingleChildRenderObjectWidget,而createRenderObject返回了不同的渲染對象RenderBox,RenderBox最終實現位置偏移和大小,都是通過RenderBox來實現的,所以找每個組件的RenderBox的實現就可以看到他們是怎么布局的。

Padding是一個繼承RenderPadding,RenderPadding繼承了RenderShiftedBox,RenderShiftedBox繼承了RenderBox,那么我們就拿Padding舉例子講解下。

RenderShiftedBox實現了獲取組件的寬度和高度,子組件為空,則返回0.0,這里實現了computeMinIntrinsicWidthcomputeMaxIntrinsicWidth、computeMinIntrinsicHeight、computeMaxIntrinsicHeight和最終繪畫函數paint(PaintingContext context, Offset offset),把UI繪畫出來。

abstract class RenderShiftedBox extends RenderBox with RenderObjectWithChildMixin<RenderBox> {
  /// Initializes the [child] property for subclasses.
  RenderShiftedBox(RenderBox child) {
    this.child = child;
  }

  @override
  double computeMinIntrinsicWidth(double height) {
    if (child != null)
      return child.getMinIntrinsicWidth(height);
    return 0.0;
  }

  @override
  double computeMaxIntrinsicWidth(double height) {
    if (child != null)
      return child.getMaxIntrinsicWidth(height);
    return 0.0;
  }

  @override
  double computeMinIntrinsicHeight(double width) {
    if (child != null)
      return child.getMinIntrinsicHeight(width);
    return 0.0;
  }

  @override
  double computeMaxIntrinsicHeight(double width) {
    if (child != null)
      return child.getMaxIntrinsicHeight(width);
    return 0.0;
  }

  @override
  double computeDistanceToActualBaseline(TextBaseline baseline) {
    double result;
    if (child != null) {
      assert(!debugNeedsLayout);
      result = child.getDistanceToActualBaseline(baseline);
      final BoxParentData childParentData = child.parentData as BoxParentData;
      if (result != null)
        result += childParentData.offset.dy;
    } else {
      result = super.computeDistanceToActualBaseline(baseline);
    }
    return result;
  }

  @override
  void paint(PaintingContext context, Offset offset) {
    if (child != null) {
      final BoxParentData childParentData = child.parentData as BoxParentData;
      context.paintChild(child, childParentData.offset + offset);
    }
  }

  @override
  bool hitTestChildren(BoxHitTestResult result, { Offset position }) {
    if (child != null) {
      final BoxParentData childParentData = child.parentData as BoxParentData;
      return result.addWithPaintOffset(
        offset: childParentData.offset,
        position: position,
        hitTest: (BoxHitTestResult result, Offset transformed) {
          assert(transformed == position - childParentData.offset);
          return child.hitTest(result, position: transformed);
        },
      );
    }
    return false;
  }

}

我們通過Padding來看下源碼如何實現布局的:

  @override
  double computeMinIntrinsicWidth(double height) {
    _resolve();
    final double totalHorizontalPadding = _resolvedPadding.left + _resolvedPadding.right;
    final double totalVerticalPadding = _resolvedPadding.top + _resolvedPadding.bottom;
    if (child != null) // next line relies on double.infinity absorption
      return child.getMinIntrinsicWidth(math.max(0.0, height - totalVerticalPadding)) + totalHorizontalPadding;
    return totalHorizontalPadding;
  }

這里通過getMinIntrinsicWidth()來獲取最小寬度。


@override
double computeMaxIntrinsicWidth(double height) {
_resolve();
final double totalHorizontalPadding = _resolvedPadding.left + _resolvedPadding.right;
final double totalVerticalPadding = _resolvedPadding.top + _resolvedPadding.bottom;
if (child != null) // next line relies on double.infinity absorption
  return child.getMaxIntrinsicWidth(math.max(0.0, height - totalVerticalPadding)) + totalHorizontalPadding;
return totalHorizontalPadding;
}

通過getMaxIntrinsicWidth獲獲得最大寬度,通過computeMaxIntrinsicHeight獲取最大高度,通過computeMinIntrinsicHeight最小高度,當高度和寬度都計算了之后,然后進行布局。

那么作為開發者可以自己通過RenderBox來實現一個新的布局組件嗎?當然是可以的,只要你覺得有必要的話。否則官方提供的布局組件足夠滿足我們的使用了。

其實官方已提供一個抽象接口SingleChildLayoutDelegate,讓開發者自己實現一個布局。

abstract class SingleChildLayoutDelegate {
 
/// 監聽
 final Listenable _relayout;
  /// 獲取大小
 Size getSize(BoxConstraints constraints) => constraints.biggest;
/// 獲取子部件的約束
 BoxConstraints getConstraintsForChild(BoxConstraints constraints) => constraints;
/// 獲取子部件的位置
 Offset getPositionForChild(Size size, Size childSize) => Offset.zero;

/// 是否需要更新
 bool shouldRelayout(covariant SingleChildLayoutDelegate oldDelegate);
}

多子元素 MultiChildRenderObjectWidget

多子元素和單子元素基本一致,RowColumn繼承了Flex,Flex繼承了MultiChildRenderObjectWidget,MultiChildRenderObjectWidget中的RenderFlex通過繼承RenderBox來實現的布局樣式。

部件 渲染對象
Column、Row、Flex RenderFlex
Stack RenderStack
Flow RenderFlow
Wrap RenderWrap

同樣的 多子元素也提供了供開發者自己實現布局的抽象接口CustomMultiChildLayoutMultiChildLayoutDelegate.

滑動 多子布局

滑動布局也是多子布局的一種,如各種ListView、GridViewCustomview他們在實現過程很復雜,從下面的一個流程我們可以大致了解他們的關系。

image

由上圖我們可以知道,最終會產生兩個渲染對象RenderObject

并且從 RenderViewport的說明我們了解到,RenderViewport內部是不能直接放置 RenderBox,需要通過 RenderSliver讓大家族來完成布局。而從源碼可以了解到:RenderViewport 對應的 Widget Viewport 就是一個 MultiChildRenderObjectWidget。

再稍微說下上圖的流程:

ListView、Pageview、GridView 等都是通過 Scrollable 、 ViewPort、Sliver大家族實現的效果。這里簡單總結下就是:一個“可滑動”的控件,嵌套了一個“視覺窗口”,然后內部通過“碎片”展示 children 。
不同的是 PageView 沒有繼承 SrollView,而是直接通過 NotificationListenerScrollNotification 嵌套實現。

官方同樣提供的自定義滑動 CustomScrollView,它繼承了 ScrollView,可通過 slivers 參數實現子控件布局, slivers 是通過 ScrollablebuildViewport 添加到 ViewPort 中,如下代碼所示:

CustomScrollView(
    slivers: <Widget>[
      SliverList(
        delegate: SliverChildBuilderDelegate((context, index) {
          return Text('$index');
        }, childCount: 10),
      ),
      SliverGrid(
        gridDelegate: SliverGridDelegateWithFixedCrossAxisCount(
          crossAxisCount: 3,
          crossAxisSpacing: 10,
          mainAxisSpacing: 10,
        ),
        delegate: SliverChildBuilderDelegate((context, index) {
          return Text('$index');
        }, childCount: 12),
      )
    ],
  )

文章匯總

Dart 異步與多線程

Flutter 詳解(一、深入了解狀態管理--ScopeModel

Flutter 詳解(二、深入了解狀態管理--Redux)

Flutter 詳解(三、深入了解狀態管理--Provider)

Flutter 詳解(四、深入了解狀態管理--BLoC)

Flutter 詳解 (五、深入了解--Key)

Flutter 詳解 (六、深入了解--Stream

Flutter 詳解(七、深入了解繪制原理

Flutter 詳解(八、深入了解布局)

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