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三、Flutter的渲染机制之RenderObjectWidge

三、Flutter的渲染机制之RenderObjectWidge

作者: 帅气的阿斌 | 来源:发表于2022-01-22 17:29 被阅读0次

    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

    • Father有子节点s1 s2 s3
      s2parentDataprevious会用来指向s1,s1next会指向s2
      以此类推
    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;
          }
        }
      }
    

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