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1、定义
setState方法只能定义在State类中,执行这个方法之后,能够更新State限定的StatefulWidget及其子Widget树。
在StatefulWidget执行createElement方法创建StatefulElement对象的时候,会回调到StatefulWidget的createState方法,也就回到了我们自定义Widget继承StatefulWidget的createState方法,从而创建了一个State对象。
这个State持有一个_element和一个_widget对象。
2、State中执行
在State类中定义了setState方法:
@protected
void setState(VoidCallback fn) {
final dynamic result = fn() as dynamic;
_element.markNeedsBuild();
}
2.1 标记为dirty
先执行我们的闭包函数fn(),然后执行markNeedsBuild,定义在Element类中:
void markNeedsBuild() {
if (!_active)
return;
if (dirty)
return;
_dirty = true;
owner.scheduleBuildFor(this);
}
2.2 BuildOwner调度重建
当前Element节点被标记为dirty,同时调用owner的scheduleBuildFor方法,owner是BuildOwner类型,看看scheduleBuildFor方法:
void scheduleBuildFor(Element element) {
if (element._inDirtyList) {
_dirtyElementsNeedsResorting = true;
return;
}
if (!_scheduledFlushDirtyElements && onBuildScheduled != null) {
_scheduledFlushDirtyElements = true;
onBuildScheduled();
}
_dirtyElements.add(element);
element._inDirtyList = true;
}
BuildOwner用来管理那些需要更新的Widget。这个owner最开始被初始化的地方在WidgetsBinding的initInstances方法中,随后初始化了onBuildScheduled方法,对应执行的是_handleBuildScheduled,定义在WidgetsBinding类中,看看这个方法:
void _handleBuildScheduled() {
ensureVisualUpdate();
}
ensureVisualUpdate方法定义在SchedulerBinding类中:
void ensureVisualUpdate() {
switch (schedulerPhase) {
case SchedulerPhase.idle:
case SchedulerPhase.postFrameCallbacks:
scheduleFrame();
return;
case SchedulerPhase.transientCallbacks:
case SchedulerPhase.midFrameMicrotasks:
case SchedulerPhase.persistentCallbacks:
return;
}
}
2.2 调度绘制
在提交下一帧绘制的时候会调用到scheduleFrame方法,提交给引擎绘制,看看scheduleFrame方法,也定义在SchedulerBinding类中:
void scheduleFrame() {
if (_hasScheduledFrame || !framesEnabled)
return;
ensureFrameCallbacksRegistered();
window.scheduleFrame();//native 'Window_scheduleFrame'
_hasScheduledFrame = true;
}
@protected
void ensureFrameCallbacksRegistered() {
window.onBeginFrame ??= _handleBeginFrame;
window.onDrawFrame ??= _handleDrawFrame;
}
提交给引擎绘制之后,会收到onDrawFrame的回调,最终执行到_handleDrawFrame方法中,对应的是handleDrawFrame方法,定义在SchedulerBinding类中:
void handleDrawFrame() {
Timeline.finishSync(); // end the "Animate" phase
try {
// PERSISTENT FRAME CALLBACKS
_schedulerPhase = SchedulerPhase.persistentCallbacks;
for (final FrameCallback callback in _persistentCallbacks)
_invokeFrameCallback(callback, _currentFrameTimeStamp);
// POST-FRAME CALLBACKS
_schedulerPhase = SchedulerPhase.postFrameCallbacks;
final List<FrameCallback> localPostFrameCallbacks =
List<FrameCallback>.from(_postFrameCallbacks);
_postFrameCallbacks.clear();
for (final FrameCallback callback in localPostFrameCallbacks)
_invokeFrameCallback(callback, _currentFrameTimeStamp);
} finally {
_schedulerPhase = SchedulerPhase.idle;
Timeline.finishSync(); // end the Frame
_currentFrameTimeStamp = null;
}
}
这个_persistentCallbacks在之前的章节有讲到过,在RendererBinding的initInstances方法中添加了一个回调到这个List中,对应的是RendererBinding的drawFrame方法,对对应的节点进行绘制渲染操作。
3、绘制
3.1 开始绘制渲染
但是在WidgetsBinding类中,也覆写了drawFrame方法。在之前的绘制过程章节,可以看到WidgetsBinding相当于是继承了RendererBinding接口,所以先调用WidgetsBinding中的drawFrame方法:
@override
void drawFrame() {
TimingsCallback firstFrameCallback;
if (_needToReportFirstFrame) {
firstFrameCallback = (List<FrameTiming> timings) {
if (!kReleaseMode) {
developer.Timeline.instantSync('Rasterized first useful frame');
developer.postEvent('Flutter.FirstFrame', <String, dynamic>{});
}
SchedulerBinding.instance.removeTimingsCallback(firstFrameCallback);
firstFrameCallback = null;
_firstFrameCompleter.complete();
};
// Callback is only invoked when [Window.render] is called. When
// [sendFramesToEngine] is set to false during the frame, it will not
// be called and we need to remove the callback (see below).
SchedulerBinding.instance.addTimingsCallback(firstFrameCallback);
}
try {
if (renderViewElement != null)
buildOwner.buildScope(renderViewElement);
super.drawFrame();
buildOwner.finalizeTree();
} finally {
}
if (!kReleaseMode) {
if (_needToReportFirstFrame && sendFramesToEngine) {
developer.Timeline.instantSync('Widgets built first useful frame');
}
}
_needToReportFirstFrame = false;
if (firstFrameCallback != null && !sendFramesToEngine) {
SchedulerBinding.instance.removeTimingsCallback(firstFrameCallback);
}
}
看看这里的buildScope方法,定义在BuildOwner方法中:
void buildScope(Element context, [ VoidCallback callback ]) {
if (callback == null && _dirtyElements.isEmpty)
return;
Timeline.startSync('Build', arguments: timelineWhitelistArguments);
_dirtyElements.sort(Element._sort);
_dirtyElementsNeedsResorting = false;
int dirtyCount = _dirtyElements.length;
int index = 0;
while (index < dirtyCount) {
try {
_dirtyElements[index].rebuild();
} catch (e, stack) {
}finally {
for (final Element element in _dirtyElements) {
element._inDirtyList = false;
}
_dirtyElements.clear();
_scheduledFlushDirtyElements = false;
_dirtyElementsNeedsResorting = null;
Timeline.finishSync();
}
}
}
_dirtyElements列表,先从深到浅排序,之后遍历,遍历的过程中执行rebuild方法,此时将所有标记为dirty的Element节点依次执行rebuild,preformRebuild,build,updateChild,update方法,执行界面更新。
当然了,这些build,update操作完成之后,后续会将需要绘制的RenderObject添加到需要layout的列表中,等待绘制渲染。
所有绘制完成之后将_dirtyElements列表清空,_inDirtyList标记位置为false。
3.2 提交给引擎绘制渲染
看看super.drawFrame(),这里就执行到了RendererBinding类中,定义如下:
void drawFrame() {
pipelineOwner.flushLayout();
pipelineOwner.flushCompositingBits();
pipelineOwner.flushPaint();
if (sendFramesToEngine) {
renderView.compositeFrame(); // this sends the bits to the GPU
pipelineOwner.flushSemantics(); // this also sends the semantics to the OS.
_firstFrameSent = true;
}
}
这里就是将最终需要绘制渲染的画面提交给引擎绘制的地方了,绘制完成之后就在界面显示更新后的视图了。
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