自定義控件
使用過android自定義view的話,我們知道要實現(xiàn)它,需要3個步驟:測量(measure)、擺放(layout)、繪制(draw)
而flutter的widget也有3個步驟:構(gòu)建(build)、擺放(layout)、繪制(paint)
flutter的layout包含了android中測量和擺放(performResize():測量,performLayout():擺放,后續(xù)會額外說明)
android中要自定義一個view需要繼承一個view控件,同理,flutter也是有套路的。flutter需要繼承RenderObjectWidget控件,實現(xiàn)createRenderObject()方法,具體關(guān)系如下:
Widget、Element和RenderObject的關(guān)系
- Widget:存放渲染內(nèi)容、視圖布局信息,widget的屬性最好都是immutable
- Element:存放上下文,通過Element遍歷視圖樹,Element同時持有Widget和RenderObject
- RenderObject:根據(jù)Widget的布局屬性進行l(wèi)ayout,paint Widget傳入的內(nèi)容
Widget (createElement())-> Element (createRenderObject())-> RenderObject

Widget、Element和RenderObject成樹狀向下(子widget)傳遞
這里先只說繪制(paint),后面會研究擺放(layout)過程

RenderObjectWidget的子類比較多,這里我們只考慮繪制,所以我們使用一個最常用的
SingleChildRenderObjectWidget,從命名就可以知道控件內(nèi)部最多只有一個孩子,當(dāng)然我們只需要繪制,內(nèi)部不需要孩子OK,我們來繪制一個六芒星,看下效果圖

概念不多說,開始擼碼:
//flutter導(dǎo)包不太智能,實在不行手動導(dǎo)入下
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
class CircleView extends SingleChildRenderObjectWidget{
@override
RenderObject createRenderObject(BuildContext context) {
return RenderCircle();
}
}
class RenderCircle extends RenderBox {
//布局設(shè)置為最大,相當(dāng)于android的match_parent
@override
void performLayout() {
size = constraints.biggest;
}
}
這里我們用RenderBox,省去測量和擺放過程。RenderBox是RenderObject的子類,多了約束布局和size等
一些初始化的數(shù)據(jù)放在構(gòu)造函數(shù)中,然后我們開始繪制,繪制和android的api是類似的,先來繪制一個坐標(biāo)
class RenderCircle extends RenderBox{
Paint _paint;
Path _path;
RenderCircle(){
_paint = Paint();
_paint.isAntiAlias = true;
_paint.style = PaintingStyle.fill;
_path = Path();
}
@override
void performLayout() {
size = constraints.biggest;
}
@override
void paint(PaintingContext context, Offset offset) {
var canvas = context.canvas;
//平移畫布移至屏幕中心點
canvas.translate(size.width/2, size.height/2);
//繪制表格
double width = 160;
for(double i = -width; i<= width; i+=10){
_paint.strokeWidth = 1;
_paint.color = Colors.grey;
canvas.drawLine(Offset(width, i), Offset(-width, i), _paint);
canvas.drawLine(Offset(i, -width), Offset(i, width), _paint);
}
//繪制坐標(biāo)
_paint.strokeWidth = 2;
_paint.color = Colors.black;
canvas.drawLine(Offset(width, 0), Offset(-width, 0), _paint);
canvas.drawLine(Offset(0, -width), Offset(0, width), _paint);
}
}
看下效果:

注釋掉坐標(biāo)和網(wǎng)格代碼,同樣,然后我們繪制一個六芒星
class RenderCircle extends RenderBox{
... //省略重復(fù)內(nèi)容
@override
void paint(PaintingContext context, Offset offset) {
...
//繪制外圈
_paint.strokeWidth = 1.5;
_paint.color = Colors.blueAccent;
_paint.style = PaintingStyle.stroke;
canvas.drawCircle(Offset(0, 0), 100, _paint);
canvas.drawCircle(Offset(0, 0), 120, _paint);
//繪制六芒星
_paint.color = Colors.redAccent;
_path.moveTo(0, -100);
_path.lineTo(0.85*100, 0.5*100);
_path.lineTo(-0.85*100, 0.5*100);
_path.lineTo(0, -100);
_path.moveTo(0, 100);
_path.lineTo(0.85*100, -0.5*100);
_path.lineTo(-0.85*100, -0.5*100);
_path.lineTo(0, 100);
canvas.drawPath(_path, _paint);
}
}
然后我們在中心繪制文字,和android有些不同,并沒有drawText這個api
import 'dart:ui' as ui; //這里用as取個別名,有庫名沖突
class RenderCircle extends RenderBox{
...
RenderCircle(){
...
ui.ParagraphBuilder paragraphBuilder = ui.ParagraphBuilder(
ui.ParagraphStyle(
textAlign: TextAlign.center,
fontSize: textFontSize,
textDirection: TextDirection.ltr,
maxLines: 1,
),
)..pushStyle(
ui.TextStyle(
color: Colors.black87, textBaseline: ui.TextBaseline.alphabetic),
)
..addText("六芒星咒符"); //..級聯(lián)操作符
paragraph = paragraphBuilder.build()
..layout(ui.ParagraphConstraints(width: textWidth));
}
@override
void paint(PaintingContext context, Offset offset) {
...
//繪制文字
canvas.drawParagraph(paragraph, Offset(-textWidth/2,-textFontSize/2));
}
}
至此就完成了一個自定義的控件,當(dāng)然了,flutter官方提供了一個封裝好的控件CustomPaint,其實基礎(chǔ)實現(xiàn)和這一樣
class CustomPaint extends SingleChildRenderObjectWidget {
const CustomPaint({
Key key,
this.painter,
this.foregroundPainter,
this.size = Size.zero,
this.isComplex = false,
this.willChange = false,
Widget child,
}) : assert(size != null),
assert(isComplex != null),
assert(willChange != null),
super(key: key, child: child);
final CustomPainter painter;
final CustomPainter foregroundPainter;
final Size size;
final bool isComplex;
final bool willChange;
@override
RenderCustomPaint createRenderObject(BuildContext context) {
return RenderCustomPaint(
painter: painter,
foregroundPainter: foregroundPainter,
preferredSize: size,
isComplex: isComplex,
willChange: willChange,
);
}
@override
void updateRenderObject(BuildContext context, RenderCustomPaint renderObject) {
renderObject
..painter = painter
..foregroundPainter = foregroundPainter
..preferredSize = size
..isComplex = isComplex
..willChange = willChange;
}
@override
void didUnmountRenderObject(RenderCustomPaint renderObject) {
renderObject
..painter = null
..foregroundPainter = null;
}
}
代碼更精簡些,傳遞一個painter參數(shù)
class CustomView extends StatelessWidget {
@override
Widget build(BuildContext context) {
return CustomPaint(
painter: CirclePainter()
);
}
}
class CirclePainter extends CustomPainter{
//構(gòu)造函數(shù)和初始化參數(shù)
...
@override
void paint(Canvas canvas, Size size) {
//已經(jīng)人性化的直接給了canvas
...
}
//允許重繪,與updateRenderObject配合,這里是個靜態(tài)圖,影響不大
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return true;
}
}
代碼在github中
github:https://github.com/leaf-fade/flutterDemo/tree/master/lib/custom/widget