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由上图可知,滚动的实现为:
- 监听手势,并将滑动手势转换为offset
- 重新layout,并将offset传递下去,直到列表RenderObject
- 列表RenderObject利用scrollOffset重新paint child,列表的child为链表方式存储,paint firstChild之后累加offset继续paint后续child renderObject
#class RenderSliverMultiBoxAdaptor
@override
void paint(PaintingContext context, Offset offset) {
if (firstChild == null)
return;
// offset is to the top-left corner, regardless of our axis direction.
// originOffset gives us the delta from the real origin to the origin in the axis direction.
Offset mainAxisUnit, crossAxisUnit, originOffset;
bool addExtent;
switch (applyGrowthDirectionToAxisDirection(constraints.axisDirection, constraints.growthDirection)) {
case AxisDirection.up:
mainAxisUnit = const Offset(0.0, -1.0);
crossAxisUnit = const Offset(1.0, 0.0);
originOffset = offset + Offset(0.0, geometry.paintExtent);
addExtent = true;
break;
case AxisDirection.right:
mainAxisUnit = const Offset(1.0, 0.0);
crossAxisUnit = const Offset(0.0, 1.0);
originOffset = offset;
addExtent = false;
break;
case AxisDirection.down:
mainAxisUnit = const Offset(0.0, 1.0);
crossAxisUnit = const Offset(1.0, 0.0);
originOffset = offset;
addExtent = false;
break;
case AxisDirection.left:
mainAxisUnit = const Offset(-1.0, 0.0);
crossAxisUnit = const Offset(0.0, 1.0);
originOffset = offset + Offset(geometry.paintExtent, 0.0);
addExtent = true;
break;
}
assert(mainAxisUnit != null);
assert(addExtent != null);
RenderBox child = firstChild;
while (child != null) {
final double mainAxisDelta = childMainAxisPosition(child);
final double crossAxisDelta = childCrossAxisPosition(child);
Offset childOffset = Offset(
originOffset.dx + mainAxisUnit.dx * mainAxisDelta + crossAxisUnit.dx * crossAxisDelta,
originOffset.dy + mainAxisUnit.dy * mainAxisDelta + crossAxisUnit.dy * crossAxisDelta,
);
if (addExtent)
childOffset += mainAxisUnit * paintExtentOf(child);
// If the child's visible interval (mainAxisDelta, mainAxisDelta + paintExtentOf(child))
// does not intersect the paint extent interval (0, constraints.remainingPaintExtent), it's hidden.
if (mainAxisDelta < constraints.remainingPaintExtent && mainAxisDelta + paintExtentOf(child) > 0)
context.paintChild(child, childOffset);
child = childAfter(child);
}
}
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