【Flutter】熊孩子拆组件系列之拆ListView(六)—— SliverPadding
前言
在涉及到ListView的第三个重要部分之前,还有一个小小的Widget,也就是SliverPadding,话说为啥要加个SliverPadding?
还是先看注释?虽然从名字好像就能猜出干啥用的
/// A sliver that applies padding on each side of another sliver.
///
/// Slivers are special-purpose widgets that can be combined using a
/// [CustomScrollView] to create custom scroll effects. A [SliverPadding]
/// is a basic sliver that insets another sliver by applying padding on each
/// side.
///
/// {@macro flutter.rendering.RenderSliverEdgeInsetsPadding}
正如SliverPadding这个名字所述的,作用就是给Sliver中加个Padding;
SliverPadding 从何而来的,为啥有这玩意
首先来到ListView的build方法,其中又这么一行:
SliverPadding就是在这个方法中被构造出来的:
逻辑也挺简单的,说白了,设置过padding就按你设置的来,没有设置过的,就通过MediaQurey查询一个值出来,按那个来;
至于为啥这么搞?是为了方便统一做材料设计的规范??
SliverPadding 的构成:
从上面这张图可以看出,SliverPadding一样把逻辑都放到了RenderObject层;
不过需要注意的一点是,SliverPadding这回继承的是SingleChildRenderObjectWidget,应该只允许一个child;
而且这回连Element也不需要自定义唉;
RenderSliverPadding
RenderSliverPadding本体也不怎么复杂:
class RenderSliverPadding extends RenderSliverEdgeInsetsPadding {
/// Creates a render object that insets its child in a viewport.
///
/// The [padding] argument must not be null and must have non-negative insets.
RenderSliverPadding({
required EdgeInsetsGeometry padding,
TextDirection? textDirection,
RenderSliver? child,
}) : assert(padding != null),
assert(padding.isNonNegative),
_padding = padding,
_textDirection = textDirection {
this.child = child;
}
@override
EdgeInsets? get resolvedPadding => _resolvedPadding;
EdgeInsets? _resolvedPadding;
void _resolve() {
if (resolvedPadding != null)
return;
_resolvedPadding = padding.resolve(textDirection);
assert(resolvedPadding!.isNonNegative);
}
void _markNeedsResolution() {
_resolvedPadding = null;
markNeedsLayout();
}
/// The amount to pad the child in each dimension.
///
/// If this is set to an [EdgeInsetsDirectional] object, then [textDirection]
/// must not be null.
EdgeInsetsGeometry get padding => _padding;
EdgeInsetsGeometry _padding;
set padding(EdgeInsetsGeometry value) {
assert(value != null);
assert(padding.isNonNegative);
if (_padding == value)
return;
_padding = value;
_markNeedsResolution();
}
/// The text direction with which to resolve [padding].
///
/// This may be changed to null, but only after the [padding] has been changed
/// to a value that does not depend on the direction.
TextDirection? get textDirection => _textDirection;
TextDirection? _textDirection;
set textDirection(TextDirection? value) {
if (_textDirection == value)
return;
_textDirection = value;
_markNeedsResolution();
}
@override
void performLayout() {
_resolve();
super.performLayout();
}
@override
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
super.debugFillProperties(properties);
properties.add(DiagnosticsProperty<EdgeInsetsGeometry>('padding', padding));
properties.add(EnumProperty<TextDirection>('textDirection', textDirection, defaultValue: null));
}
}
抛开一堆构造器,其实所做的事就一件,让padding通过解析,最后生成 _resolvedPadding,这个才是需要的东西;
不过也可以发现一个东西:
在Flutter中,padding,好像是不支持负数的~
既然RenderSliverPadding本身没啥逻辑,就是为了生成 _resolvePadding 的话,那么主要逻辑就在它的父类—— RenderSliverEdgeInsetsPadding 这块喽
RenderSliverEdgeInsetsPadding
来到它的最长的那个方法,performLayout方法这块:
void performLayout() {
final SliverConstraints constraints = this.constraints;
assert(resolvedPadding != null);
final double beforePadding = this.beforePadding;
final double afterPadding = this.afterPadding;
final double mainAxisPadding = this.mainAxisPadding;
final double crossAxisPadding = this.crossAxisPadding;
if (child == null) {
geometry = SliverGeometry(
scrollExtent: mainAxisPadding,
paintExtent: math.min(mainAxisPadding, constraints.remainingPaintExtent),
maxPaintExtent: mainAxisPadding,
);
return;
}
final double beforePaddingPaintExtent = calculatePaintOffset(
constraints,
from: 0.0,
to: beforePadding,
);
double overlap = constraints.overlap;
if (overlap > 0) {
overlap = math.max(0.0, constraints.overlap - beforePaddingPaintExtent);
}
child!.layout(
constraints.copyWith(
scrollOffset: math.max(0.0, constraints.scrollOffset - beforePadding),
cacheOrigin: math.min(0.0, constraints.cacheOrigin + beforePadding),
overlap: overlap,
remainingPaintExtent: constraints.remainingPaintExtent - calculatePaintOffset(constraints, from: 0.0, to: beforePadding),
remainingCacheExtent: constraints.remainingCacheExtent - calculateCacheOffset(constraints, from: 0.0, to: beforePadding),
crossAxisExtent: math.max(0.0, constraints.crossAxisExtent - crossAxisPadding),
precedingScrollExtent: beforePadding + constraints.precedingScrollExtent,
),
parentUsesSize: true,
);
final SliverGeometry childLayoutGeometry = child!.geometry!;
if (childLayoutGeometry.scrollOffsetCorrection != null) {
geometry = SliverGeometry(
scrollOffsetCorrection: childLayoutGeometry.scrollOffsetCorrection,
);
return;
}
final double afterPaddingPaintExtent = calculatePaintOffset(
constraints,
from: beforePadding + childLayoutGeometry.scrollExtent,
to: mainAxisPadding + childLayoutGeometry.scrollExtent,
);
final double mainAxisPaddingPaintExtent = beforePaddingPaintExtent + afterPaddingPaintExtent;
final double beforePaddingCacheExtent = calculateCacheOffset(
constraints,
from: 0.0,
to: beforePadding,
);
final double afterPaddingCacheExtent = calculateCacheOffset(
constraints,
from: beforePadding + childLayoutGeometry.scrollExtent,
to: mainAxisPadding + childLayoutGeometry.scrollExtent,
);
final double mainAxisPaddingCacheExtent = afterPaddingCacheExtent + beforePaddingCacheExtent;
final double paintExtent = math.min(
beforePaddingPaintExtent + math.max(childLayoutGeometry.paintExtent, childLayoutGeometry.layoutExtent + afterPaddingPaintExtent),
constraints.remainingPaintExtent,
);
geometry = SliverGeometry(
paintOrigin: childLayoutGeometry.paintOrigin,
scrollExtent: mainAxisPadding + childLayoutGeometry.scrollExtent,
paintExtent: paintExtent,
layoutExtent: math.min(mainAxisPaddingPaintExtent + childLayoutGeometry.layoutExtent, paintExtent),
cacheExtent: math.min(mainAxisPaddingCacheExtent + childLayoutGeometry.cacheExtent, constraints.remainingCacheExtent),
maxPaintExtent: mainAxisPadding + childLayoutGeometry.maxPaintExtent,
hitTestExtent: math.max(
mainAxisPaddingPaintExtent + childLayoutGeometry.paintExtent,
beforePaddingPaintExtent + childLayoutGeometry.hitTestExtent,
),
hasVisualOverflow: childLayoutGeometry.hasVisualOverflow,
);
final SliverPhysicalParentData childParentData = child!.parentData! as SliverPhysicalParentData;
assert(constraints.axisDirection != null);
assert(constraints.growthDirection != null);
switch (applyGrowthDirectionToAxisDirection(constraints.axisDirection, constraints.growthDirection)) {
case AxisDirection.up:
childParentData.paintOffset = Offset(resolvedPadding!.left, calculatePaintOffset(constraints, from: resolvedPadding!.bottom + childLayoutGeometry.scrollExtent, to: resolvedPadding!.bottom + childLayoutGeometry.scrollExtent + resolvedPadding!.top));
break;
case AxisDirection.right:
childParentData.paintOffset = Offset(calculatePaintOffset(constraints, from: 0.0, to: resolvedPadding!.left), resolvedPadding!.top);
break;
case AxisDirection.down:
childParentData.paintOffset = Offset(resolvedPadding!.left, calculatePaintOffset(constraints, from: 0.0, to: resolvedPadding!.top));
break;
case AxisDirection.left:
childParentData.paintOffset = Offset(calculatePaintOffset(constraints, from: resolvedPadding!.right + childLayoutGeometry.scrollExtent, to: resolvedPadding!.right + childLayoutGeometry.scrollExtent + resolvedPadding!.left), resolvedPadding!.top);
break;
}
assert(childParentData.paintOffset != null);
assert(beforePadding == this.beforePadding);
assert(afterPadding == this.afterPadding);
assert(mainAxisPadding == this.mainAxisPadding);
assert(crossAxisPadding == this.crossAxisPadding);
}
拆分一下,所做的事也不复杂:
- 如果没有child,那么构造geemetry结束layout。
- 如果有child ,那么修改当前的约束,将padding属性加入,并调用layout,传给child;
- 按照惯例,获取child 的 geometry,如果child 需要修正滑动offset,那么结束流程并构造geometry返回
- 根据child 最终的geometry ,计算出实际上应用的绘制位置、offset等信息,构造并设置为自己的geometry
- 根据计算结果,将child 的ParentData 的信息也更新上;
出现了一个ParenetData?那么它的作用是?
搜一下调用这个parentData的地方,可以看到实际使用位置又这么几个地方
- HitTest
@override
bool hitTestChildren(SliverHitTestResult result, { required double mainAxisPosition, required double crossAxisPosition }) {
if (child != null && child!.geometry!.hitTestExtent > 0.0) {
final SliverPhysicalParentData childParentData = child!.parentData! as SliverPhysicalParentData;
result.addWithAxisOffset(
mainAxisPosition: mainAxisPosition,
crossAxisPosition: crossAxisPosition,
mainAxisOffset: childMainAxisPosition(child!),
crossAxisOffset: childCrossAxisPosition(child!),
paintOffset: childParentData.paintOffset,
hitTest: child!.hitTest,
);
}
return false;
}
- applyPaintTransform
@override
void applyPaintTransform(RenderObject child, Matrix4 transform) {
assert(child != null);
assert(child == this.child);
final SliverPhysicalParentData childParentData = child.parentData! as SliverPhysicalParentData;
childParentData.applyPaintTransform(transform);
}
- paint
@override
void paint(PaintingContext context, Offset offset) {
if (child != null && child!.geometry!.visible) {
final SliverPhysicalParentData childParentData = child!.parentData! as SliverPhysicalParentData;
context.paintChild(child!, offset + childParentData.paintOffset);
}
}
说白了,更新paintOffset 就是因为hitTest 和 piant方法需要;
总结
SliverPadding 其实也不复杂,说白了核心逻辑就是修改 constraints ,将padding减去并传给child,供其layout使用;
下面就来到ListView本体,第三个重要部分:SliverList了
转载自:https://juejin.cn/post/7026169867459887112