Widget

作者: 熊大_小咩 | 来源:发表于2019-11-12 16:13 被阅读0次
1.1:Widget的状态
  • Widget的本身没有可变状态(所有字段都必须是final)。

  • 如果您希望将一个widget拥有可变状态,请考虑使用 StatefulWidget,每当它被加载为元素并合并到渲染树中时,会创建State对象(通过StatefulWidget.createState)。

  • StatefulWidget和State,用于可以在其生命周期内多次构建的widget。

  • StatelessWidget,用于在给定配置和环境的状态的下始终以相同方式构建的widget。

1.2: StatelessWidget 无状态组件

该类的本身非常简洁,由于Widget有一个createElement抽象方法,
StatelessWidget类中通过StatelessElement对象完成了该抽象方法,
所以StatelessWidget只需要关注build这个抽象方法即可。


Stateless.png

初始项目中,MyApp是继承了StatelessWidget,它的任务在于重写build方法。

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}
1.3:StatefulWidget有状态组件
Stateful.png
class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);
  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

//State对象中有一个泛型,从源码中来看,该泛型值接受StatefulWidget,
//即有状态组件类。State作为一个抽象类,存在一个build抽象方法来返回一个Widget对象
class _MyHomePageState extends State<MyHomePage> {
  int _counter = 0;

  void _incrementCounter() {
    setState(() {
      _counter++;
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),//widget属性其实就是MyHomePage
      ),
     //略...
    );
  }
}
Icon源码

Icon类中主要做了四件事:
构造函数--> 声明属性字段--> 实现build方法,返回Widget对象-->debugFillProperties

class Icon extends StatelessWidget {
  const Icon(
    this.icon, {
    Key key,
    this.size,
    this.color,
    this.semanticLabel,
    this.textDirection,
  }) : super(key: key);

  final IconData icon;
  final double size;
  final Color color;
  final String semanticLabel;
  final TextDirection textDirection;

  @override
  Widget build(BuildContext context) {
    //暂略...
  }

  @override
  void debugFillProperties(DiagnosticPropertiesBuilder properties) {
    //暂略...
  }
}

可以看出,构造函数中有一个必须的参数icon,从定义中来看是一个IconData对象

注意:构造函数用const关键字修饰,字段全被修饰为final,这就意味着字段不可再修改。

这也是被称为无状态的原因,一旦对象构建完成,它就样子就无法再被改变。

CheckBox源码简析
class Checkbox extends StatefulWidget {
  const Checkbox({
    Key key,
    @required this.value,
    this.tristate = false,
    @required this.onChanged,
    this.activeColor,
    this.checkColor,
    this.materialTapTargetSize,
  }) : assert(tristate != null),
       assert(tristate || value != null),
       super(key: key);

  final bool value;//是否选中
  final ValueChanged<bool> onChanged;//点击回调
  final Color activeColor;//激活态框颜色
  final Color checkColor;//激活态对勾颜色
  final bool tristate;//三态
  final MaterialTapTargetSize materialTapTargetSize;
  static const double width = 18.0;

  @override
  _CheckboxState createState() => _CheckboxState();
}
  • 1.构造函数用const修饰,每行写一个属性
  • 2.必须的属性用@required注解
  • 3.非空的属性用assert断言
  • 4.字段全是final类型

_CheckboxState中的build方法返回_CheckboxRenderObjectWidget对象
CheckBox具体绘制逻辑及状态改变,在_RenderCheckbox中实现

---->[flutter/packages/flutter/lib/src/material/checkbox.dart:140]----
class _CheckboxState extends State<Checkbox> with TickerProviderStateMixin {
  @override
  Widget build(BuildContext context) {
        //略...
    }
    return _CheckboxRenderObjectWidget(
      //略...
    );
  }
}

---->[flutter/packages/flutter/lib/src/material/checkbox.dart:168]----
class _CheckboxRenderObjectWidget extends LeafRenderObjectWidget {
    //略...
  @override
  _RenderCheckbox createRenderObject(BuildContext context) => _RenderCheckbox(
    //略...
  );

  @override
  void updateRenderObject(BuildContext context, _RenderCheckbox renderObject) {
    //略...
  }

_RenderCheckbox继承自RenderToggleable,可以重写paint方法
这边简单看一下主要的边框和对勾的绘制方法

 // 可以看出画笔的颜色是checkColor,以线条的形式
 void _initStrokePaint(Paint paint) {
   paint
     ..color = checkColor
     ..style = PaintingStyle.stroke
     ..strokeWidth = _kStrokeWidth;
 }
 
//绘制边线
void _drawBorder(Canvas canvas, RRect outer, double t, Paint paint) {
  assert(t >= 0.0 && t <= 0.5);
  final double size = outer.width;
  // 当t从0.0到1.0时,逐渐填充外部矩形。
  final RRect inner = outer.deflate(math.min(size / 2.0, _kStrokeWidth + size * t));
  canvas.drawDRRect(outer, inner, paint);
}

//绘制对勾
void _drawCheck(Canvas canvas, Offset origin, double t, Paint paint) {
  assert(t >= 0.0 && t <= 1.0);
  final Path path = Path();
  const Offset start = Offset(_kEdgeSize * 0.15, _kEdgeSize * 0.45);//起始偏移点
  const Offset mid = Offset(_kEdgeSize * 0.4, _kEdgeSize * 0.7);//中间偏移点
  const Offset end = Offset(_kEdgeSize * 0.85, _kEdgeSize * 0.25);//终止偏移点
  if (t < 0.5) {//t<0.5时,绘制短边
    final double strokeT = t * 2.0;
    final Offset drawMid = Offset.lerp(start, mid, strokeT);
    path.moveTo(origin.dx + start.dx, origin.dy + start.dy);
    path.lineTo(origin.dx + drawMid.dx, origin.dy + drawMid.dy);
  } else {//t>0.5时,绘制长边
    final double strokeT = (t - 0.5) * 2.0;
    final Offset drawEnd = Offset.lerp(mid, end, strokeT);
    path.moveTo(origin.dx + start.dx, origin.dy + start.dy);
    path.lineTo(origin.dx + mid.dx, origin.dy + mid.dy);
    path.lineTo(origin.dx + drawEnd.dx, origin.dy + drawEnd.dy);
  }
  canvas.drawPath(path, paint);
}

参考链接:https://juejin.im/post/5d22752c6fb9a07f04206a18

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