三、Flutter的渲染机制之RenderObjectWidge

2022-01-22  本文已影响0人  帅气的阿斌

RenderObjectWidgetWidget例如SizeBoxColumn

RenderObjectElement是这类Widget生成的Element类型,
例如SizeBox对应SingleChildRenderObjectElement(单子节点的Element

RenderObject才是真正负责绘制的对象,其中包含了paintlayout等方法~

Text组件为例:
class Text extends StatelessWidget
Textbuild返回的是
class RichText extends MultiChildRenderObjectWidget

MultiChildRenderObjectWidget - > MultiChildRenderObjectElement

abstract class MultiChildRenderObjectWidget extends RenderObjectWidget {
    MultiChildRenderObjectElement createElement() => MultiChildRenderObjectElement(this);
创建关系:
abstract class RenderObjectWidget extends Widget
  @override
  @factory
  RenderObjectElement createElement();

  @protected
  @factory
  RenderObject createRenderObject(BuildContext context);

RenderObjectElement会重写mount

abstract class RenderObjectElement extends Element
...
  void mount(Element? parent, Object? newSlot) {
    super.mount(parent, newSlot);
    _renderObject = widget.createRenderObject(this);
    attachRenderObject(newSlot);
    _dirty = false;
  }
  void attachRenderObject(Object? newSlot) {

    _slot = newSlot;

    //查找上一个RenderObjectElement
    _ancestorRenderObjectElement = _findAncestorRenderObjectElement();

    //上一个RenderObjectElement插入当前的renderObject
    _ancestorRenderObjectElement?.insertRenderObjectChild(renderObject, newSlot);
...

遍历_parent(就是上个节点的element,这个_parent在每次的mount方法设置),一直遍历知道找到最近的一个RenderObjectElement

  RenderObjectElement? _findAncestorRenderObjectElement() {
    Element? ancestor = _parent;
    while (ancestor != null && ancestor is! RenderObjectElement)
      ancestor = ancestor._parent;
    return ancestor as RenderObjectElement?;
  }

在回顾下inflateWidget

  Element inflateWidget(Widget newWidget, Object? newSlot) {
    //this为A newWidget则是B,通过Bwidget 创建对应的element
    final Element newChild = newWidget.createElement();
    //新生成的element插入element树中
    newChild.mount(this, newSlot);
    return newChild;
  }

SingleChildRenderObjectElement

  @override
  void insertRenderObjectChild(RenderObject child, Object? slot) {
    renderObject = this.renderObject;
    renderObject.child = child;
  }

MultiChildRenderObjectElement

  void insertRenderObjectChild(RenderObject child, IndexedSlot<Element?> slot) {
    renderObject = this.renderObject;
    renderObject.insert(child, after: slot.value?.renderObject);
  }

总结:

inflateWidget会触发RenderObjectWidgetcreateElement创建RenderObjectElement,
再调用RenderObjectElementmount方法
mount方法调用RenderObjectWidgetcreateRenderObject方法创建RenderObject
然后找到最近的一个父RenderObjectElement调用insertRenderObjectChild插入RenderObject

(注意:这里不是RenderObjectElementchild,而是RenderObjectElement关联的RenderObjectchild, element树里面都是elementRenderObject树里面都是RenderObject)

MultiChildRenderObjectElement多子节点挂载逻辑

  void insertRenderObjectChild(RenderObject child, IndexedSlot<Element?> slot) {
    renderObject = this.renderObject;
    renderObject.insert(child, after: slot.value?.renderObject);
  }
  void insert(ChildType child, { ChildType? after }) {
    adoptChild(child);
    _insertIntoChildList(child, after: after);
  }

多节点添加子节点逻辑
每个子节点的parentDataafter用来指向前一个子节点 previous指向下一个子节点

void _insertIntoChildList(ChildType child, { ChildType? after }) {
    final ParentDataType childParentData = child.parentData! as ParentDataType;
    //表示新增一个子节点
    _childCount += 1;
    //after == null表示这是多节点的第一个子节点
    if (after == null) {
      // insert at the start (_firstChild)
      childParentData.nextSibling = _firstChild;
      if (_firstChild != null) {
        final ParentDataType _firstChildParentData = _firstChild!.parentData! as ParentDataType;
        _firstChildParentData.previousSibling = child;
      }
      //传入的child作为第一个子节点
      _firstChild = child;
      //如果_lastChild为空 则将child设置为_lastChild
      _lastChild ??= child;
    } else {
      final ParentDataType afterParentData = after.parentData! as ParentDataType;

      //这里通过双向链表的结构关联器多个子节点

      //前子节点的尾部指向为空
      if (afterParentData.nextSibling == null) {
        // insert at the end (_lastChild); we'll end up with two or more children
        //传入的子节点的头部指向前一个子节点
        childParentData.previousSibling = after;
        //前子节点的尾部指向当前传入的child
        afterParentData.nextSibling = child;

        _lastChild = child;
      } else {
        //在一个完整的双向链表直接插入一个新的子节点
        //新的子节点自然头部指向到前一个子节点,尾部指向就是前一个子节点的指向
        childParentData.nextSibling = afterParentData.nextSibling;
        childParentData.previousSibling = after;

        final ParentDataType childPreviousSiblingParentData = childParentData.previousSibling!.parentData! as ParentDataType;
        final ParentDataType childNextSiblingParentData = childParentData.nextSibling!.parentData! as ParentDataType;
        //新的子节点的前一个子节点的next要指向新的子节点
        //afterParentData.nextSibling = child
        childPreviousSiblingParentData.nextSibling = child;
        //新的子节点的后面的一个子节点的previous也要指向新的子节点
        //nextParentData.previousSibling = child
        childNextSiblingParentData.previousSibling = child;
      }
    }
  }
上一篇下一篇

猜你喜欢

热点阅读