Flutter开发进阶之瞧瞧RenderObject

2024-03-24 03:44

本文主要是介绍Flutter开发进阶之瞧瞧RenderObject,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

Flutter开发进阶之瞧瞧RenderObject

通过上回我们了解到Flutter执行buildTree的逻辑线,当Tree构建完成后会交给Flutter底层的渲染事件循环去执行将内容渲染到屏幕的操作。
但是渲染的操作到底是如何串起来的呢?这篇文章将会从Element联系到RenderObject去瞧瞧逻辑线形成闭环。
Flutter开发进阶
在Element的源码中有一个方法,如下。

/*
### RebuildingDirty elements are rebuilt during the next frame. Precisely how this isdone depends on the kind of element. A [StatelessElement] rebuilds byusing its widget's [StatelessWidget.build] method. A [StatefulElement]rebuilds by using its widget's state's [State.build] method. A[RenderObjectElement] rebuilds by updating its [RenderObject].In many cases, the end result of rebuilding is a single child widgetor (for [MultiChildRenderObjectElement]s) a list of children widgets.These child widgets are used to update the [widget] property of theelement's child (or children) elements. The new [Widget] is considered tocorrespond to an existing [Element] if it has the same [Type] and [Key].(In the case of [MultiChildRenderObjectElement]s, some effort is put intotracking widgets even when they change order; see[RenderObjectElement.updateChildren].)
*/
('vm:prefer-inline')
void rebuild({bool force = false})

我们通过注释可知,Element在构建好Tree后,Dirty elements在下一帧重建,无论是多子Element还是单子Element都是通过RenderObjectElement更新它的RenderObject完成。
让我们来看看RenderObjectElementmount方法,以下。

void mount(Element? parent, Object? newSlot) {super.mount(parent, newSlot);assert(() {_debugDoingBuild = true;return true;}());_renderObject = (widget as RenderObjectWidget).createRenderObject(this);assert(!_renderObject!.debugDisposed!);assert(() {_debugDoingBuild = false;return true;}());assert(() {_debugUpdateRenderObjectOwner();return true;}());assert(_slot == newSlot);attachRenderObject(newSlot);super.performRebuild(); // clears the "dirty" flag}
void attachRenderObject(Object? newSlot) {assert(_ancestorRenderObjectElement == null);_slot = newSlot;_ancestorRenderObjectElement = _findAncestorRenderObjectElement();_ancestorRenderObjectElement?.insertRenderObjectChild(renderObject, newSlot);final ParentDataElement<ParentData>? parentDataElement = _findAncestorParentDataElement();if (parentDataElement != null) {_updateParentData(parentDataElement.widget as ParentDataWidget<ParentData>);}}

RenderObjectElement装载RenderObject的过程中,会创建一个RenderObject与其对应,然后将RenderObject插入对应的卡槽(Slot),并且还需保证子RenderObject遵循上级Widget的相关配置。
根据事件线的逻辑,接下来将看到RenderObject的逻辑,源码代码太长就不一一贴了。

abstract class RenderObjectwith DiagnosticableTreeMixinimplements HitTestTarget

RenderObject不仅负责Layout、Paint还需要负责hit,这里我们只考虑Layout和Paint
让我们看看markNeedsLayout,以下。

void markNeedsLayout() {assert(_debugCanPerformMutations);if (_needsLayout) {assert(_debugSubtreeRelayoutRootAlreadyMarkedNeedsLayout());return;}if (_relayoutBoundary == null) {_needsLayout = true;if (parent != null) {// _relayoutBoundary is cleaned by an ancestor in RenderObject.layout.// Conservatively mark everything dirty until it reaches the closest// known relayout boundary.markParentNeedsLayout();}return;}if (_relayoutBoundary != this) {markParentNeedsLayout();} else {_needsLayout = true;if (owner != null) {assert(() {if (debugPrintMarkNeedsLayoutStacks) {debugPrintStack(label: 'markNeedsLayout() called for $this');}return true;}());owner!._nodesNeedingLayout.add(this);owner!.requestVisualUpdate();}}}

可以看到渲染的逻辑线是推迟到parent的,当合成的Layout需要执行渲染时,会交给owner并添加进需要Layout的集合里,然后通过owner!.requestVisualUpdate();去通知渲染管线进行渲染。
让我们看看源码中怎么说,以下。

/// The owner for this render object (null if unattached).////// The entire render tree that this render object belongs to/// will have the same owner.PipelineOwner? get owner => _owner;PipelineOwner? _owner;

可知在同一个Tree以下都对应同一个PipelineOwner,这个owner负责管理具体的渲染工作,相当于前文说到的ElementBuildOwner的关系。
接下来来我们看看markNeedsPaint方法,以下。

void markNeedsPaint() {assert(!_debugDisposed);assert(owner == null || !owner!.debugDoingPaint);if (_needsPaint) {return;}_needsPaint = true;// If this was not previously a repaint boundary it will not have// a layer we can paint from.if (isRepaintBoundary && _wasRepaintBoundary) {assert(() {if (debugPrintMarkNeedsPaintStacks) {debugPrintStack(label: 'markNeedsPaint() called for $this');}return true;}());// If we always have our own layer, then we can just repaint// ourselves without involving any other nodes.assert(_layerHandle.layer is OffsetLayer);if (owner != null) {owner!._nodesNeedingPaint.add(this);owner!.requestVisualUpdate();}} else if (parent is RenderObject) {parent!.markNeedsPaint();} else {assert(() {if (debugPrintMarkNeedsPaintStacks) {debugPrintStack(label: 'markNeedsPaint() called for $this (root of render tree)');}return true;}());// If we are the root of the render tree and not a repaint boundary// then we have to paint ourselves, since nobody else can paint us.// We don't add ourselves to _nodesNeedingPaint in this case,// because the root is always told to paint regardless.//// Trees rooted at a RenderView do not go through this// code path because RenderViews are repaint boundaries.if (owner != null) {owner!.requestVisualUpdate();}}}

markNeedsPaintRepaintBoundary会将渲染子Tree限制在自己的范围内,与markNeedsLayout类似,而且也会通过owner去执行渲染管线的管理。
让我们看看PipelineOwner是如何执行的?

/// Calls [onNeedVisualUpdate] if [onNeedVisualUpdate] is not null.////// Used to notify the pipeline owner that an associated render object wishes/// to update its visual appearance.void requestVisualUpdate() {if (onNeedVisualUpdate != null) {onNeedVisualUpdate!();} else {_manifold?.requestVisualUpdate();}}

在Flutter中,PipelineOwner负责渲染管线的各个方面,是具体与WidgetsBindingRendererBinding帧事件循环的交互。
让我们看看onNeedVisualUpdate的注释,以下。

/// Called when a render object associated with this pipeline owner wishes to/// update its visual appearance.////// Typical implementations of this function will schedule a task to flush the/// various stages of the pipeline. This function might be called multiple/// times in quick succession. Implementations should take care to discard/// duplicate calls quickly.////// When the [PipelineOwner] is attached to a [PipelineManifold] and/// [onNeedVisualUpdate] is provided, the [onNeedVisualUpdate] callback is/// invoked instead of calling [PipelineManifold.requestVisualUpdate].final VoidCallback? onNeedVisualUpdate;

可知作为一个调度任务可能被多次重复调用,当PipelineOwner连接到PipelineManifold并提供onNeedVisualUpdate时,会直接执行onNeedVisualUpdate
继续查看PipelineManifold,以下。

abstract class PipelineManifold implements Listenable {/// Whether [PipelineOwner]s connected to this [PipelineManifold] should/// collect semantics information and produce a semantics tree.////// The [PipelineManifold] notifies its listeners (managed with [addListener]/// and [removeListener]) when this property changes its value.////// See also://////  * [SemanticsBinding.semanticsEnabled], which [PipelineManifold]///    implementations typically use to back this property.bool get semanticsEnabled;/// Called by a [PipelineOwner] connected to this [PipelineManifold] when a/// [RenderObject] associated with that pipeline owner wishes to update its/// visual appearance.////// Typical implementations of this function will schedule a task to flush the/// various stages of the pipeline. This function might be called multiple/// times in quick succession. Implementations should take care to discard/// duplicate calls quickly.////// A [PipelineOwner] connected to this [PipelineManifold] will call/// [PipelineOwner.onNeedVisualUpdate] instead of this method if it has been/// configured with a non-null [PipelineOwner.onNeedVisualUpdate] callback.////// See also://////  * [SchedulerBinding.ensureVisualUpdate], which [PipelineManifold]///    implementations typically call to implement this method.void requestVisualUpdate();
}

在Flutter中,PipelineManifold通常不会暴露在外,它管理PipelineOwner Tree下所有PipelineOwner,它实现了PipelineOwner访问共享,PipelineManifold通过调用SchedulerBinding.ensureVisualUpdate实现通知渲染执行。
让我们继续进行下一步的探索,以下。

/// Schedules a new frame using [scheduleFrame] if this object is not/// currently producing a frame.////// Calling this method ensures that [handleDrawFrame] will eventually be/// called, unless it's already in progress.////// This has no effect if [schedulerPhase] is/// [SchedulerPhase.transientCallbacks] or [SchedulerPhase.midFrameMicrotasks]/// (because a frame is already being prepared in that case), or/// [SchedulerPhase.persistentCallbacks] (because a frame is actively being/// rendered in that case). It will schedule a frame if the [schedulerPhase]/// is [SchedulerPhase.idle] (in between frames) or/// [SchedulerPhase.postFrameCallbacks] (after a frame).void ensureVisualUpdate() {switch (schedulerPhase) {case SchedulerPhase.idle:case SchedulerPhase.postFrameCallbacks:scheduleFrame();return;case SchedulerPhase.transientCallbacks:case SchedulerPhase.midFrameMicrotasks:case SchedulerPhase.persistentCallbacks:return;}}

继续沿SchedulerBinding的执行路径,以下。

void scheduleFrame() {if (_hasScheduledFrame || !framesEnabled) {return;}assert(() {if (debugPrintScheduleFrameStacks) {debugPrintStack(label: 'scheduleFrame() called. Current phase is $schedulerPhase.');}return true;}());ensureFrameCallbacksRegistered();platformDispatcher.scheduleFrame();_hasScheduledFrame = true;}

最终void scheduleFrame()是具体下一帧绘制的方法,由此完成闭环。
综上所述,我们了解到,Flutter具体执行渲染时会构建RenderObject Tree(通过将RenderObject插入Slot),具体操作交给PipelineOwner管理,而同一Tree下的PipelineOwner对接唯一的PipelineManifold,最后通知SchedulerBinding去执行帧绘制的操作。

这篇关于Flutter开发进阶之瞧瞧RenderObject的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/840362

相关文章

使用Python开发Markdown兼容公式格式转换工具

《使用Python开发Markdown兼容公式格式转换工具》在技术写作中我们经常遇到公式格式问题,例如MathML无法显示,LaTeX格式错乱等,所以本文我们将使用Python开发Markdown兼容... 目录一、工具背景二、环境配置(Windows 10/11)1. 创建conda环境2. 获取XSLT

Flutter实现文字镂空效果的详细步骤

《Flutter实现文字镂空效果的详细步骤》:本文主要介绍如何使用Flutter实现文字镂空效果,包括创建基础应用结构、实现自定义绘制器、构建UI界面以及实现颜色选择按钮等步骤,并详细解析了混合模... 目录引言实现原理开始实现步骤1:创建基础应用结构步骤2:创建主屏幕步骤3:实现自定义绘制器步骤4:构建U

Android开发环境配置避坑指南

《Android开发环境配置避坑指南》本文主要介绍了Android开发环境配置过程中遇到的问题及解决方案,包括VPN注意事项、工具版本统一、Gerrit邮箱配置、Git拉取和提交代码、MergevsR... 目录网络环境:VPN 注意事项工具版本统一:android Studio & JDKGerrit的邮

Python开发文字版随机事件游戏的项目实例

《Python开发文字版随机事件游戏的项目实例》随机事件游戏是一种通过生成不可预测的事件来增强游戏体验的类型,在这篇博文中,我们将使用Python开发一款文字版随机事件游戏,通过这个项目,读者不仅能够... 目录项目概述2.1 游戏概念2.2 游戏特色2.3 目标玩家群体技术选择与环境准备3.1 开发环境3

Go语言开发实现查询IP信息的MCP服务器

《Go语言开发实现查询IP信息的MCP服务器》随着MCP的快速普及和广泛应用,MCP服务器也层出不穷,本文将详细介绍如何在Go语言中使用go-mcp库来开发一个查询IP信息的MCP... 目录前言mcp-ip-geo 服务器目录结构说明查询 IP 信息功能实现工具实现工具管理查询单个 IP 信息工具的实现服

使用Python开发一个带EPUB转换功能的Markdown编辑器

《使用Python开发一个带EPUB转换功能的Markdown编辑器》Markdown因其简单易用和强大的格式支持,成为了写作者、开发者及内容创作者的首选格式,本文将通过Python开发一个Markd... 目录应用概览代码结构与核心组件1. 初始化与布局 (__init__)2. 工具栏 (setup_t

Spring Shell 命令行实现交互式Shell应用开发

《SpringShell命令行实现交互式Shell应用开发》本文主要介绍了SpringShell命令行实现交互式Shell应用开发,能够帮助开发者快速构建功能丰富的命令行应用程序,具有一定的参考价... 目录引言一、Spring Shell概述二、创建命令类三、命令参数处理四、命令分组与帮助系统五、自定义S

Python通过模块化开发优化代码的技巧分享

《Python通过模块化开发优化代码的技巧分享》模块化开发就是把代码拆成一个个“零件”,该封装封装,该拆分拆分,下面小编就来和大家简单聊聊python如何用模块化开发进行代码优化吧... 目录什么是模块化开发如何拆分代码改进版:拆分成模块让模块更强大:使用 __init__.py你一定会遇到的问题模www.

Spring Security基于数据库的ABAC属性权限模型实战开发教程

《SpringSecurity基于数据库的ABAC属性权限模型实战开发教程》:本文主要介绍SpringSecurity基于数据库的ABAC属性权限模型实战开发教程,本文给大家介绍的非常详细,对大... 目录1. 前言2. 权限决策依据RBACABAC综合对比3. 数据库表结构说明4. 实战开始5. MyBA

使用Python开发一个简单的本地图片服务器

《使用Python开发一个简单的本地图片服务器》本文介绍了如何结合wxPython构建的图形用户界面GUI和Python内建的Web服务器功能,在本地网络中搭建一个私人的,即开即用的网页相册,文中的示... 目录项目目标核心技术栈代码深度解析完整代码工作流程主要功能与优势潜在改进与思考运行结果总结你是否曾经