FlutterFlutter

Flutter - 自定义物理滚动

2019-09-27  本文已影响0人  开心人开发世界

在本文中,我们将编写自己的内容ScrollPhysics来更改中滚动的行为ListView

KISS(Keep It Simple… pleaSe)

重复出现的情况,我们有一组页面或幻灯片要迭代。

Default PageView

执行此操作的代码非常简单。我们只需要使用PageView默认属性即可。

import 'dart:math';

import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: MyHomePage(),
    );
  }
}

class MyHomePage extends StatelessWidget {
  final List<int> pages = List.generate(4, (index) => index);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: SafeArea(
        child: PageView.builder(
          itemCount: pages.length,
          itemBuilder: (context, index) {
            return Container(
              color: randomColor,
              margin: const EdgeInsets.all(20.0),
            );
          },
        ),
      ),
    );
  }

  Color get randomColor =>
      Color((Random().nextDouble() * 0xFFFFFF).toInt() << 0).withOpacity(1.0);
}

真棒。但是,

有时我们想给用户一个提示,或者也许不是真正的页面,而是列表中我们要迭代的元素。在这种情况下,如果当前元素仅填充视口的一小部分,这样我们就可以看到下一个(或上一个元素)的一部分,那就太好了。

不用担心,Flutter掩盖了一切。我们可以使用PageController

PageView with viewportFraction

代码仍然非常简单。我们只需要将设置为viewportFraction要由列表中的当前元素填充的视口的比例。

class MyHomePage extends StatelessWidget {
  final List<int> pages = List.generate(4, (index) => index);
  final _pageController = PageController(viewportFraction: 0.8);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: SafeArea(
        child: PageView.builder(
          controller: _pageController,
          itemCount: pages.length,
          itemBuilder: (context, index) {
            return Container(
              color: randomColor,
              margin: const EdgeInsets.all(20.0),
            );
          },
        ),
      ),
    );
  }

真棒。但是,

如果这不正是我们想要的呢?我不想让当前元素居中,而是希望它看起来更像是一个项目列表,但我仍然想一次滚动一个项目?

Best of both worlds

为了做到这一点,我们需要更深入地研究一个到目前为止尚未使用的属性ScrollPhysics

行与PageView

PageView更适合用于用户在其上滑动的一组页面,有点像入门。我们的情况有些不同,因为我们想要一个项目列表,但也想一次滚动一个。抛弃PageView并使用它是有意义的ListView

@override
  Widget build(BuildContext context) {
    return Scaffold(
      body: SafeArea(
        child: ListView.builder(
          scrollDirection: Axis.horizontal,
          itemCount: pages.length,
          itemBuilder: (context, index) => Container(
            height: double.infinity,
            width: 300,
            color: randomColor,
            margin: const EdgeInsets.all(20.0),
          ),
        ),
      ),
    );
  }

简单。但是,如果现在滚动,您将看到我们失去了一对一的滚动。我们正在处理列表中的项目,而不再处理页面,因此我们需要自己构建页面的概念,我们可以使用中的属性physics来实现ListView

ScrollPhysics

我们已经ScrollPhysics可以使用不同的子类来控制滚动的发生方式,但是其中一个听起来很有趣:PageScrollPhysics

PageScrollPhysicsPageView内部使用的,但遗憾的是,如果我们将其与ListView它一起使用不起作用。我们可以做的是构建自己的版本。让我们PageScrollPhysics先来看一下。

ScrollPhysics用于PageView

class PageScrollPhysics extends ScrollPhysics {
  /// Creates physics for a [PageView].
  const PageScrollPhysics({ ScrollPhysics parent }) : super(parent: parent);

  @override
  PageScrollPhysics applyTo(ScrollPhysics ancestor) {
    return PageScrollPhysics(parent: buildParent(ancestor));
  }

  double _getPage(ScrollPosition position) {
    if (position is _PagePosition)
      return position.page;
    return position.pixels / position.viewportDimension;
  }

  double _getPixels(ScrollPosition position, double page) {
    if (position is _PagePosition)
      return position.getPixelsFromPage(page);
    return page * position.viewportDimension;
  }

  double _getTargetPixels(ScrollPosition position, Tolerance tolerance, double velocity) {
    double page = _getPage(position);
    if (velocity < -tolerance.velocity)
      page -= 0.5;
    else if (velocity > tolerance.velocity)
      page += 0.5;
    return _getPixels(position, page.roundToDouble());
  }

  @override
  Simulation createBallisticSimulation(ScrollMetrics position, double velocity) {
    // If we're out of range and not headed back in range, defer to the parent
    // ballistics, which should put us back in range at a page boundary.
    if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) ||
        (velocity >= 0.0 && position.pixels >= position.maxScrollExtent))
      return super.createBallisticSimulation(position, velocity);
    final Tolerance tolerance = this.tolerance;
    final double target = _getTargetPixels(position, tolerance, velocity);
    if (target != position.pixels)
      return ScrollSpringSimulation(spring, position.pixels, target, velocity, tolerance: tolerance);
    return null;
  }

  @override
  bool get allowImplicitScrolling => false;
}

该方法createBallisticSimulation是该类的入口,并具有滚动条中的位置和速度作为输入参数。基本上,这是在检查用户是否向右或向左滚动,并在这种情况下计算滚动中的新位置,基本上是当前位置的当前位置,加上或减去视口的范围,例如滚动PageView是一个接一个的。

我们想做非常相似的事情,但是在我们的情况下,我们不使用viewport,而是使用一些自定义单位,因为每个viewport中有多个项。

在每个滚动条上列出Item和viewport

我们可以计算自己的这个自定义单位,它将滚动的总扩展数除以列表中的项数减一。为什么要减一?列表中的1个项目表示无滚动,2个项目表示滚动1个,…所以N个项目表示滚动N-1。

CustomScrollPhysics

class CustomScrollPhysics extends ScrollPhysics {
  final double itemDimension;

  CustomScrollPhysics({this.itemDimension, ScrollPhysics parent})
      : super(parent: parent);

  @override
  CustomScrollPhysics applyTo(ScrollPhysics ancestor) {
    return CustomScrollPhysics(
        itemDimension: itemDimension, parent: buildParent(ancestor));
  }

  double _getPage(ScrollPosition position) {
    return position.pixels / itemDimension;
  }

  double _getPixels(double page) {
    return page * itemDimension;
  }

  double _getTargetPixels(
      ScrollPosition position, Tolerance tolerance, double velocity) {
    double page = _getPage(position);
    if (velocity < -tolerance.velocity) {
      page -= 0.5;
    } else if (velocity > tolerance.velocity) {
      page += 0.5;
    }
    return _getPixels(page.roundToDouble());
  }

  @override
  Simulation createBallisticSimulation(
      ScrollMetrics position, double velocity) {
    // If we're out of range and not headed back in range, defer to the parent
    // ballistics, which should put us back in range at a page boundary.
    if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) ||
        (velocity >= 0.0 && position.pixels >= position.maxScrollExtent))
      return super.createBallisticSimulation(position, velocity);
    final Tolerance tolerance = this.tolerance;
    final double target = _getTargetPixels(position, tolerance, velocity);
    if (target != position.pixels)
      return ScrollSpringSimulation(spring, position.pixels, target, velocity,
          tolerance: tolerance);
    return null;
  }

  @override
  bool get allowImplicitScrolling => false;
}

custom_scroll_physics.dart

我们正在覆盖getPixels(),它根据页码返回位置,而getPage(),根据位置返回页。其他一切都可以正常工作,但是我们仍然需要传入itemDimension构造函数。

使用CustomScrollPhysics

对我们来说幸运的是,ScrollController可以为我们提供最大程度的滚动显示,但是直到构建了小部件之后,该滚动显示才可用。我们需要将页面转换为,StatefulWidget并监听我们的控制器,直到知道尺寸可用为止,然后初始化CustomScrollPhysics

final _controller = ScrollController();

final List<int> pages = List.generate(4, (index) => index);

ScrollPhysics _physics;

@override
void initState() {
  super.initState();

  _controller.addListener(() {
    if (_controller.position.haveDimensions && _physics == null) {
      setState(() {
        var dimension =
            _controller.position.maxScrollExtent / (pages.length - 1);
        _physics = CustomScrollPhysics(itemDimension: dimension);
      });
    }
  });
}

my_home_page.dart

就这样。有了这个,我们有了一个带有一个滚动条的item列表。

概括

这是一个基本示例,将通过创建自己的ScrollPhysics类来帮助我们自定义滚动条。在这种情况下,我们将与一起使用一对一滚动ListView。检查整个代码。

import 'dart:math';

import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  final _controller = ScrollController();

  final List<int> pages = List.generate(4, (index) => index);

  ScrollPhysics _physics;

  @override
  void initState() {
    super.initState();

    _controller.addListener(() {
      if (_controller.position.haveDimensions && _physics == null) {
        setState(() {
          var dimension =
              _controller.position.maxScrollExtent / (pages.length - 1);
          _physics = CustomScrollPhysics(itemDimension: dimension);
        });
      }
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: SafeArea(
        child: ListView.builder(
          scrollDirection: Axis.horizontal,
          controller: _controller,
          physics: _physics,
          itemCount: pages.length,
          itemBuilder: (context, index) => Container(
            height: double.infinity,
            width: 300,
            color: randomColor,
            margin: const EdgeInsets.all(20.0),
          ),
        ),
      ),
    );
  }

  Color get randomColor =>
      Color((Random().nextDouble() * 0xFFFFFF).toInt() << 0).withOpacity(1.0);
}

class CustomScrollPhysics extends ScrollPhysics {
  final double itemDimension;

  CustomScrollPhysics({this.itemDimension, ScrollPhysics parent})
      : super(parent: parent);

  @override
  CustomScrollPhysics applyTo(ScrollPhysics ancestor) {
    return CustomScrollPhysics(
        itemDimension: itemDimension, parent: buildParent(ancestor));
  }

  double _getPage(ScrollPosition position) {
    return position.pixels / itemDimension;
  }

  double _getPixels(double page) {
    return page * itemDimension;
  }

  double _getTargetPixels(
      ScrollPosition position, Tolerance tolerance, double velocity) {
    double page = _getPage(position);
    if (velocity < -tolerance.velocity) {
      page -= 0.5;
    } else if (velocity > tolerance.velocity) {
      page += 0.5;
    }
    return _getPixels(page.roundToDouble());
  }

  @override
  Simulation createBallisticSimulation(
      ScrollMetrics position, double velocity) {
    // If we're out of range and not headed back in range, defer to the parent
    // ballistics, which should put us back in range at a page boundary.
    if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) ||
        (velocity >= 0.0 && position.pixels >= position.maxScrollExtent))
      return super.createBallisticSimulation(position, velocity);
    final Tolerance tolerance = this.tolerance;
    final double target = _getTargetPixels(position, tolerance, velocity);
    if (target != position.pixels)
      return ScrollSpringSimulation(spring, position.pixels, target, velocity,
          tolerance: tolerance);
    return null;
  }

  @override
  bool get allowImplicitScrolling => false;
}

谢谢阅读!

翻译自:https://medium.com/flutter-community/custom-scroll-physics-in-flutter-3224dd9e9b41

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