引言
上一篇文章 深入理解Flutter的Listener組件
介紹了觸控事件的監(jiān)聽原理,讓我們對Flutter中觸摸事件的傳遞過程有了進(jìn)一步的認(rèn)識。
今天我們學(xué)習(xí)一下手勢識別組件GestureDetector的原理。GestureDetector的內(nèi)部實(shí)現(xiàn)使用的是Listener組件,如果對Listener還不太熟悉,可以先了解一下Listener的原理。
源碼解析
一、GestureDetector是Listener的封裝
GestureDector是一個無狀態(tài)組件,它的build方法如下所示。
class GestureDetector extends StatelessWidget {
...省略
Widget build(BuildContext context) {
...省略
return RawGestureDetector(
gestures: gestures,
behavior: behavior,
excludeFromSemantics: excludeFromSemantics,
child: child,
);
}
}
build方法直接返回了RawGestureDetector組件,說明GestureDetector是由子組件RawGestureDetector構(gòu)成的。而RawGestureDetector是一個有狀態(tài)組件,它的State的build方法如下所示。
class RawGestureDetector extends StatefulWidget {
@override
RawGestureDetectorState createState() => RawGestureDetectorState();
}
class RawGestureDetectorState extends State<RawGestureDetector> {
...省略
@override
Widget build(BuildContext context) {
Widget result = Listener(
onPointerDown: _handlePointerDown,
behavior: widget.behavior ?? _defaultBehavior,
child: widget.child,
);
if (!widget.excludeFromSemantics)
result = _GestureSemantics(owner: this, child: result);
return result;
}
}
build方法里面返回了Listener組件,這也證明了上面的結(jié)論:
GestureDetector的內(nèi)部實(shí)現(xiàn)使用的是Listener組件。
二、GestureDetector的實(shí)現(xiàn)原理
相比于Listener,GestureDetector有自己的屬性,如onDoubleTap、onLongPress、onHorizontalDragStart、onVerticalDragStart等。
其實(shí)說到底,這些屬性也是由Listener的onPointerDown、onPointerMove、onPointerUp這三個屬性封裝而成的。
重新看一下RawGestureDetector的State的build方法。
@override
Widget build(BuildContext context) {
Widget result = Listener(
onPointerDown: _handlePointerDown,
behavior: widget.behavior ?? _defaultBehavior,
child: widget.child,
);
if (!widget.excludeFromSemantics)
result = _GestureSemantics(owner: this, child: result);
return result;
}
Listener組件的child屬性是由GestureDector傳遞進(jìn)來的,也就是說GestureDector自上而下的Widget構(gòu)成如下圖所示。
從之前對Listener組件的分析可知,Listener中的Child的觸摸事件由onPointerDown、onPointerMove、onPointerUp等屬性值決定。
這里Listener屬性值為_handlePointerDown,它是一個方法。
void _handlePointerDown(PointerDownEvent event) {
assert(_recognizers != null);
for (GestureRecognizer recognizer in _recognizers.values)
recognizer.addPointer(event);
}
該方法遍歷了_recognizers里面的值(值類型為GestureRecognizer),_recognizers又是在_syncAll方法中賦值的。
void _syncAll(Map<Type, GestureRecognizerFactory> gestures) {
final Map<Type, GestureRecognizer> oldRecognizers = _recognizers;
_recognizers = <Type, GestureRecognizer>{};
for (Type type in gestures.keys) {
_recognizers[type] = oldRecognizers[type] ?? gestures[type].constructor(); //重要方法
gestures[type].initializer(_recognizers[type]); //重要方法
}
for (Type type in oldRecognizers.keys) {
if (!_recognizers.containsKey(type))
oldRecognizers[type].dispose();
}
}
_syncAll方法會將原有的_recognizers保存下來,然后遍歷參數(shù)中的gestures,若原有的_recognizers有該手勢類型對象,則使用,否則調(diào)用gestures[type]的constructor方法。然后繼續(xù)調(diào)用gestures[type]的initializer方法。記住constructor和initializer這兩個方法,后面的分析需要用到。
_syncAll方法在兩處地方被調(diào)用,分別是initState和didUpdateWidget方法。
@override
void initState() {
super.initState();
_syncAll(widget.gestures);
}
@override
void didUpdateWidget(RawGestureDetector oldWidget) {
super.didUpdateWidget(oldWidget);
_syncAll(widget.gestures);
}
組件初始化會調(diào)用initState方法,并傳遞了widget的gestures屬性,這里的widget是指RawGestureDetector組件。
讓我們再回過頭來看GestureDector的build方法,如下所示。
@override
Widget build(BuildContext context) {
final Map<Type, GestureRecognizerFactory> gestures = <Type, GestureRecognizerFactory>{};
if (
onTapDown != null ||
onTapUp != null ||
onTap != null ||
onTapCancel != null ||
onSecondaryTapDown != null ||
onSecondaryTapUp != null ||
onSecondaryTapCancel != null
) {
gestures[TapGestureRecognizer] = GestureRecognizerFactoryWithHandlers<TapGestureRecognizer>(
() => TapGestureRecognizer(debugOwner: this),
(TapGestureRecognizer instance) {
instance
..onTapDown = onTapDown
..onTapUp = onTapUp
..onTap = onTap
..onTapCancel = onTapCancel
..onSecondaryTapDown = onSecondaryTapDown
..onSecondaryTapUp = onSecondaryTapUp
..onSecondaryTapCancel = onSecondaryTapCancel;
},
);
}
if (onDoubleTap != null) {
gestures[DoubleTapGestureRecognizer] = GestureRecognizerFactoryWithHandlers<DoubleTapGestureRecognizer>(
() => DoubleTapGestureRecognizer(debugOwner: this),
(DoubleTapGestureRecognizer instance) {
instance
..onDoubleTap = onDoubleTap;
},
);
}
if (onLongPress != null ||
onLongPressUp != null ||
onLongPressStart != null ||
onLongPressMoveUpdate != null ||
onLongPressEnd != null) {
gestures[LongPressGestureRecognizer] = GestureRecognizerFactoryWithHandlers<LongPressGestureRecognizer>(
() => LongPressGestureRecognizer(debugOwner: this),
(LongPressGestureRecognizer instance) {
instance
..onLongPress = onLongPress
..onLongPressStart = onLongPressStart
..onLongPressMoveUpdate = onLongPressMoveUpdate
..onLongPressEnd =onLongPressEnd
..onLongPressUp = onLongPressUp;
},
);
}
...省略
return RawGestureDetector(
gestures: gestures,
behavior: behavior,
excludeFromSemantics: excludeFromSemantics,
child: child,
);
}
首先初始化了gestures,并且對于每一種手勢族都定義了一種類型。
1、TapGestureRecognizer手勢族里面就包含了onTapDown、onTapUp、onTap、onTapCancel、onSecondaryTapDown、onSecondaryTapUp、onSecondaryTapCancel事件。
2、DoubleTapGestureRecognizer手勢族里面就包含了onDoubleTap事件。
3、LongPressGestureRecognizer手勢族里面就包含了onLongPress、onLongPressStart、onLongPressMoveUpdate、onLongPressEnd、onLongPressUp事件。
gestures中的每一個值都是GestureRecognizerFactory類型。通過GestureRecognizerFactoryWithHandlers的構(gòu)造方法,分別給GestureRecognizerFactory的constructor、initializer方法進(jìn)行初始化。
還記得RawGestureDetector組件的_syncAll中提到的constructor、initializer方法么?所以結(jié)合起來看,我們得出了如下結(jié)論:
GestureDetector的多種手勢屬性,都有其所屬的手勢族(GestureRecognizerFactory對象)。這些屬性會通過手勢族的initializer方法保存起來。
三、舉個例子
GestureDetector(
child: ConstrainedBox(
constraints: BoxConstraints.tight(Size(300, 150)),
child: Container(
color: Colors.blue,
child: Center(
child: Text('click me'),
),
),
),
onTapDown: (TapDownDetails details) {
print("onTap down");
},
onTapUp: (TapUpDetails details) {
print("onTap up");
},
),
運(yùn)行上面的代碼后,展示如下。
GestureDector本質(zhì)上也是Listener,所以當(dāng)我們點(diǎn)擊了click me文案后,需要執(zhí)行命中測試,命中測試列表如下所示:RenderParagraph->RenderPositionedBox->RenderDecoratedBox->RenderConstrainedBox->RenderPointerListener。
根據(jù)命中測試列表,從上而下執(zhí)行每一個對象的handleEvent方法。Listener對應(yīng)的RenderObject就是RenderPointerListener,而RenderPointerListener的handleEvent方法如下。
@override
void handleEvent(PointerEvent event, HitTestEntry entry) {
assert(debugHandleEvent(event, entry));
if (onPointerDown != null && event is PointerDownEvent)
return onPointerDown(event);
if (onPointerMove != null && event is PointerMoveEvent)
return onPointerMove(event);
if (onPointerUp != null && event is PointerUpEvent)
return onPointerUp(event);
if (onPointerCancel != null && event is PointerCancelEvent)
return onPointerCancel(event);
if (onPointerSignal != null && event is PointerSignalEvent)
return onPointerSignal(event);
}
這里的onPointerDown、onPointerMove、onPointerUp、onPointerCancel、onPointerSignal屬性和Listener中是一一對應(yīng)的。
當(dāng)點(diǎn)擊click me文案時,由于onPointerDown!=null && event is PointerDownEvent為true,從而執(zhí)行了Listener中的onPointerDown方法,也就是RawGestureDetector組件的_handlePointerDown方法。
void _handlePointerDown(PointerDownEvent event) {
assert(_recognizers != null);
for (GestureRecognizer recognizer in _recognizers.values)
recognizer.addPointer(event);
}
_recognizers.values值遍歷的結(jié)果我們上面分析過了,這里遍歷的結(jié)果是每次都會去執(zhí)行GestureRecognizer對象的addPointer方法。
void addPointer(PointerDownEvent event) {
_pointerToKind[event.pointer] = event.kind;
if (isPointerAllowed(event)) {
addAllowedPointer(event);
} else {
handleNonAllowedPointer(event);
}
}
首先通過了isPointerAllowed方法判斷PointerDownEvent手勢事件是否被GestureRecognizer對象所接受,一般每一個GestureRecognizer對象都會重寫isPointerAllowed方法。
對于上面的例子,這里的GestureRecognizer對象就是TapGestureRecognizer,它的addAllowedPointer方法如下所示。
@override
void addAllowedPointer(PointerDownEvent event) {
super.addAllowedPointer(event);
_initialButtons = event.buttons;
}
這里直接調(diào)用了父類的addAllowedPointer方法。
@override
void addAllowedPointer(PointerDownEvent event) {
startTrackingPointer(event.pointer, event.transform);
if (state == GestureRecognizerState.ready) {
state = GestureRecognizerState.possible;
primaryPointer = event.pointer;
initialPosition = OffsetPair(local: event.localPosition, global: event.position);
if (deadline != null)
_timer = Timer(deadline, () => didExceedDeadlineWithEvent(event));
}
}
然后是startTrackingPointer方法。
@protected
void startTrackingPointer(int pointer, [Matrix4 transform]) {
GestureBinding.instance.pointerRouter.addRoute(pointer, handleEvent, transform);
_trackedPointers.add(pointer);
assert(!_entries.containsValue(pointer));
_entries[pointer] = _addPointerToArena(pointer);
}
1、第一步通過GestureBinding.instance.pointerRouter調(diào)用了addRoute方法,參數(shù)為PointerDownEvent事件的唯一值(pointer)、handleEvent對象(由GestureRecognizer的子類實(shí)現(xiàn))、PointerDownEvent事件坐標(biāo)系(transform)。
注意:這里的
GestureBinding.instance返回的是GestureBinding的對象,它是一個單例類,作用是管理手勢事件生命周期與手勢沖突。
void addRoute(int pointer, PointerRoute route, [Matrix4 transform]) {
final LinkedHashSet<_RouteEntry> routes = _routeMap.putIfAbsent(pointer, () => LinkedHashSet<_RouteEntry>());
assert(!routes.any(_RouteEntry.isRoutePredicate(route)));
routes.add(_RouteEntry(route: route, transform: transform));
}
addRoute方法將在_routeMap中尋找pointer對應(yīng)的LinkedHashSet,不存在則新建一個,然后創(chuàng)建一個_RouteEntry對象,并將route和transform傳遞過去。
2、第二步調(diào)用了_addPointerToArena方法。
GestureArenaEntry _addPointerToArena(int pointer) {
if (_team != null)
return _team.add(pointer, this);
return GestureBinding.instance.gestureArena.add(pointer, this);
}
在_addPointerToArena方法中,也通過GestureBinding.instance.gestureArena調(diào)用了add方法,參數(shù)為PointerDownEvent事件的唯一值(pointer)、GestureRecognizer對象(具體子類)。
還記得我們點(diǎn)擊click me文案時,上面提到的命中測試列表么?其實(shí)上面只是列出了一部分,在RenderPointerListener的最后還有WidgetsFlutterBinding。所以應(yīng)該是這樣的:
RenderParagraph->RenderPositionedBox->RenderDecoratedBox->RenderConstrainedBox->RenderPointerListener->...->WidgetsFlutterBinding
所以在命中測試列表最后一步,執(zhí)行的是WidgetsFlutterBinding的handleEvent方法,這一步很重要,我們來看一下。
@override
void handleEvent(PointerEvent event, HitTestEntry entry) {
pointerRouter.route(event);
if (event is PointerDownEvent) {
gestureArena.close(event.pointer);
} else if (event is PointerUpEvent) {
gestureArena.sweep(event.pointer);
} else if (event is PointerSignalEvent) {
pointerSignalResolver.resolve(event);
}
}
方法中參數(shù)event是一個PointerEvent對象,由PointerDownEvent、一系列PointerMoveEvent、PointerUpEvent事件組成,對于每一個PointerEvent事件,都會執(zhí)行pointerRouter的route方法。這里的pointerRouter對象就是GestureBinding.instance.pointerRouter對象。
void route(PointerEvent event) {
final LinkedHashSet<_RouteEntry> routes = _routeMap[event.pointer];
final List<_RouteEntry> globalRoutes = List<_RouteEntry>.from(_globalRoutes);
if (routes != null) {
for (_RouteEntry entry in List<_RouteEntry>.from(routes)) {
if (routes.any(_RouteEntry.isRoutePredicate(entry.route)))
_dispatch(event, entry);
}
}
for (_RouteEntry entry in globalRoutes) {
if (_globalRoutes.any(_RouteEntry.isRoutePredicate(entry.route)))
_dispatch(event, entry);
}
}
route方法會從_routeMap中取出該觸摸事件,并執(zhí)行_dispatch將該事件分發(fā)下去。這里_routeMap對應(yīng)的數(shù)據(jù),在上面的startTrackingPointer方法中已分析過。
void _dispatch(PointerEvent event, _RouteEntry entry) {
try {
event = event.transformed(entry.transform);
entry.route(event);
} catch (exception, stack) {
...省略
}
}
event.transfromed方法會對當(dāng)前觸摸事件對象進(jìn)行坐標(biāo)系轉(zhuǎn)換。一般來說,非特殊情況下,這里轉(zhuǎn)換前和轉(zhuǎn)換后是同一個觸摸事件對象。然后調(diào)用了_RouteEntry的route方法,將該觸摸事件對象傳遞過去。
這里_RouteEntry的route方法就是上面的startTrackingPointer方法中初始化的,并且它指向的是每一個GestureRecognizer子類的handleEvent方法。
拿上面的例子來說,就是TapGestureRecognizer的handleEvent方法,由于TapGestureRecognizer沒有該方法,我們從它父類PrimaryPointerGestureRecognizer可以找到。
@override
void handleEvent(PointerEvent event) {
assert(state != GestureRecognizerState.ready);
if (state == GestureRecognizerState.possible && event.pointer == primaryPointer) {
final bool isPreAcceptSlopPastTolerance =
!_gestureAccepted &&
preAcceptSlopTolerance != null &&
_getGlobalDistance(event) > preAcceptSlopTolerance;
final bool isPostAcceptSlopPastTolerance =
_gestureAccepted &&
postAcceptSlopTolerance != null &&
_getGlobalDistance(event) > postAcceptSlopTolerance;
if (event is PointerMoveEvent && (isPreAcceptSlopPastTolerance || isPostAcceptSlopPastTolerance)) {
resolve(GestureDisposition.rejected);
stopTrackingPointer(primaryPointer);
} else {
handlePrimaryPointer(event);
}
}
stopTrackingIfPointerNoLongerDown(event);
}
這里最重要的方法是執(zhí)行了resolve方法。
void resolve(GestureDisposition disposition) {
final List<GestureArenaEntry> localEntries = List<GestureArenaEntry>.from(_entries.values);
_entries.clear();
for (GestureArenaEntry entry in localEntries)
entry.resolve(disposition);
}
這里的_entries也是在上面的startTrackingPointer方法分析過的,所以上述方法會遍歷_entries的每一個GestureArenaEntry對象(對應(yīng)著每一個GestureRecognizer對象),并執(zhí)行它的resolved方法,然后再調(diào)用GestureArenaManager的_resolve方法。
void _resolve(int pointer, GestureArenaMember member, GestureDisposition disposition) {
final _GestureArena state = _arenas[pointer];
if (state == null)
return; // This arena has already resolved.
assert(_debugLogDiagnostic(pointer, '${ disposition == GestureDisposition.accepted ? "Accepting" : "Rejecting" }: $member'));
assert(state.members.contains(member));
if (disposition == GestureDisposition.rejected) {
state.members.remove(member);
member.rejectGesture(pointer);
if (!state.isOpen)
_tryToResolveArena(pointer, state);
} else {
assert(disposition == GestureDisposition.accepted);
if (state.isOpen) {
state.eagerWinner ??= member;
} else {
assert(_debugLogDiagnostic(pointer, 'Self-declared winner: $member'));
_resolveInFavorOf(pointer, state, member);
}
}
}
該方法主要的作用是處理手勢沖突,通過手勢沖突處理后,能成功執(zhí)行的手勢事件會調(diào)用_resolveInFavorOf方法。
void _resolveInFavorOf(int pointer, _GestureArena state, GestureArenaMember member) {
assert(state == _arenas[pointer]);
assert(state != null);
assert(state.eagerWinner == null || state.eagerWinner == member);
assert(!state.isOpen);
_arenas.remove(pointer);
for (GestureArenaMember rejectedMember in state.members) {
if (rejectedMember != member)
rejectedMember.rejectGesture(pointer);
}
member.acceptGesture(pointer);
}
然后再執(zhí)行GestureArenaMember的acceptGesture方法。該方法是抽象方法,具體的實(shí)現(xiàn)是在其子類中。我們看一下TapGestureRecognizer的實(shí)現(xiàn)。
@override
void acceptGesture(int pointer) {
super.acceptGesture(pointer);
if (pointer == primaryPointer) {
_checkDown(pointer);
_wonArenaForPrimaryPointer = true;
_checkUp();
}
}
這里_checkDown方法主要處理按下事件,_checkUp主要處理抬起事件。這也說明了TapGestureRecognizer手勢族只處理手勢的按下與抬起。其他事件由其他手勢族進(jìn)行處理。
_checkDown與_checkUp方法后面還會調(diào)用諸多方法,最終會調(diào)用onTapDown和onTapUp方法,這里的方法鏈路就不再分析了,有興趣的同學(xué)可以去看看源碼。
總結(jié)
本文以TapGestureRecognizer作為例子,分析了GestureDector組件的觸摸事件的原理。GestureDector組件的底層是通過Listener實(shí)現(xiàn)的,并且與Listener一樣也需要對觸摸事件進(jìn)行命中測試。GestureDector組件的各個屬性方法在得到響應(yīng)之前,會通過WidgetsFlutterBinding做事件分發(fā),并通過手勢沖突競技場做手勢沖突管理,最終通過的手勢事件才會分發(fā)到各個GestureRecognizer對象的handleEvent方法進(jìn)行處理,結(jié)果才會是各個GestureRecognizer對象的屬性方法得到響應(yīng)。