废话开篇:
iOS与android在实现列表界面的时候是有重用机制的,目的就是减少内存开销,用时间换空间。个人感觉flutter并没有特别强调复用,关于listView.builder 的“复用”个人感觉应该是销毁跟重建的过程,所以这里用flutter实现了简单的复用机制。代码拙劣,大神勿喷,共同进步
先看复用效果
复用状态打印
右侧是简单实现瀑布流界面,里面显示的是一共有39个Widget。左侧是控制台打印一共创建的12个Widget,所以这里就简单的实现了Widget复用。
问题一、实现思路是什么?
这里先简单的说一下实现思路。
- 在渲染界面前,通过计算得出全部的Widget的位置坐标。
- 首次渲染创建一屏可视瀑布流Widget.
- 监听滑动,判断当前页面滚动方向展示的瀑布流Widget,先去缓存池里拿,如果没有就直接创建,添加到组件中进行渲染。如果缓存池里有,修改Widget的相对布局位置。
问题二、UI布局代码分析。
tip: WaterfallFlow.dart 瀑布流主页面;WaterfallFlowItem.dart 瀑布流单元item
效果展示:
WaterfallFlowItem.dart 瀑布流item文件
class WaterfallFlowItem extends StatefulWidget{ Frame? _frame; WaterfallFlowItemState? _waterfallFlowItemState; WaterfallFlowItem({required Frame frame}){ _frame = frame; } Frame getFrame(){ return _frame!; } void setFrame({required Frame frame}) { _frame = frame; _waterfallFlowItemState!.setFrame(frame: frame); } @override State<StatefulWidget> createState() { _waterfallFlowItemState = new WaterfallFlowItemState(frame: _frame!); return _waterfallFlowItemState!; } } class WaterfallFlowItemState extends State<WaterfallFlowItem> with AutomaticKeepAliveClientMixin { Frame? _frame; WaterfallFlowItemState({required Frame frame}){ _frame = frame; } void setFrame({required Frame frame}) { setState(() { _frame = frame; }); } @override Widget build(BuildContext context) { return new Positioned( top: _frame!.top, left: _frame!.left, child: GestureDetector( child: new Container( color: _frame!.index == 12 ? Colors.red : Color.fromARGB(255, 220, 220, 220), width: _frame!.width, height: _frame!.heigth, child: new Text(_frame!.index.toString()), ), onTap: (){ }, ) ); } @override // TODO: implement wantKeepAlive bool get wantKeepAlive => true; }
WaterfallFlow.dart 主界面文件
builder 实现
@override Widget build(BuildContext context) { return new Container( //去掉scrollView顶部空白间隙 child: MediaQuery.removePadding( context: context, removeTop: true, child: Scrollbar( //isAlwaysShown: true, //showTrackOnHover: true, //scrollView child: new SingleChildScrollView( controller: _scrollController, child: new Container( width: MediaQuery.of(context).size.width, //最大高度 height: _maxHeight, color: Colors.white, child: new Stack( //帧布局下的瀑布流单元格item集合 children: _listWidget, ), ), ), ) ), ); }
声明的属性
//瀑布流间隔 double sep = 5; //瀑布流宽度 double? _width; //最大高度 double _maxHeight = 0; //左侧最大高度 double leftHeight = 0; //右侧最大高度 double rightHeight = 0; //主界面高度 double _mineContentHeight = 0; //瀑布流item缓存池 List<WaterfallFlowItem> _bufferPoolWidget = []; //当前显示的瀑布流item List<WaterfallFlowItem> _listWidget = []; //当前组渲染frame对象保存 List<Frame> _fList = []; //总frame集合 List<Frame> _frameList = []; //数据源这里只保存高度 List<double> _list = [ 100,150,45,11,140,89,212,21,434,545,100,150,45,11,140,89,212,21,434,545, 100,150,45,11,140,89,212,21,434,545,100,150,45,11,140,89,212,21,434,545]; //滑动监听 ScrollController _scrollController = new ScrollController(); //滑动偏移量 double _scrollOff = 0;
计算主窗口scrollView 高度
//获取最大高度,并计算出全部的瀑布流位置 void getMaxHeight(){ List<Frame> fList = []; double width = (_width! - sep * 3) / 2.0; double maxHeight = _maxHeight; for(int i = _frameList.length;i < _list.length;i++){ double height = _list[i]; bool isLeft = (leftHeight <= rightHeight); double left = isLeft ? sep : (width + sep * 2); maxHeight = isLeft ? leftHeight : rightHeight; Frame frame = Frame(leftP: left, topP: maxHeight, widthP: width, heigthP: height,indexP: i); if(isLeft == true) { leftHeight += (height + sep); } else { rightHeight += (height + sep); } fList.add(frame); } _maxHeight = max(leftHeight, rightHeight); _frameList.addAll(fList); //刷新 setState(() {}); }
Frame 位置信息类
class Frame{ double left = 0;//左 double top = 0;//右 double width = 0;//宽度 double heigth = 0;//高度 int index = 0;//索引 Frame({required leftP ,required topP, required widthP, required heigthP, required indexP}){ left = leftP * 1.0; top = topP * 1.0; width = widthP * 1.0; heigth = heigthP * 1.0; index = indexP; } }
生成瀑布流Widget单元item
//重用池里生成item _takeReuseFlowItem(Frame f,dynamic block){ WaterfallFlowItem? waterfallFlowItem; //是否重用,是,直接修改frame;否,重新渲染。 bool isReUse = false; //有,从缓存池里取(缓存中的已在结构树里,可以修改帧布局位置) if(_bufferPoolWidget.length > 0){ waterfallFlowItem = _bufferPoolWidget.last; waterfallFlowItem.setFrame(frame: f); _bufferPoolWidget.removeLast(); isReUse = true; } //没有,直接创建(不缓存中的,需要调用setState方法渲染) if(waterfallFlowItem == null) { waterfallFlowItem = new WaterfallFlowItem(frame: f,); isReUse = false; } block(waterfallFlowItem,isReUse); }
创建首屏全部可视瀑布流Widget单元组件
//渲染瀑布流item createWaterfallFlow(int index){ getMaxHeight(); //这里加点延迟,保证获取最大高度完成(不太严谨,大神有好方法请赐教[抱拳]) Future.delayed(Duration(milliseconds: 100),(){ _mineContentHeight = context.size!.height; for(var i = 0;i < _frameList.length;i++){ Frame f = _frameList[i]; //判断可视化逻辑 if(f.top <= _mineContentHeight + _scrollOff) { _takeReuseFlowItem(f,(WaterfallFlowItem waterfallFlowItem,bool isReuse){ _listWidget.add(waterfallFlowItem); }); } } setState(() { }); }); }
滑动过程中进行重用渲染
//获取上滑状态当前显示的下一个item位置 Frame? _getUpNeedShowFrame(){ Frame? f; WaterfallFlowItem? lastWaterfallFlowItem = _listWidget.last; if(lastWaterfallFlowItem.getFrame().index + 1 < _frameList.length) { f = _frameList[lastWaterfallFlowItem.getFrame().index + 1]; } return f; } //获取下滑状态当前显示的上一个item位置 Frame? _getDownNeedShowFrame(){ Frame? f; WaterfallFlowItem? lastWaterfallFlowItem = _listWidget[0]; if(lastWaterfallFlowItem.getFrame().index - 1 >= 0) { f = _frameList[lastWaterfallFlowItem.getFrame().index - 1]; } return f; } //超出界面可视范围的瀑布流加入缓存池 void addFlowItemAddToBufferPool(){ List<WaterfallFlowItem> list = []; for(int i = 0; i < _listWidget.length;i++){ WaterfallFlowItem? waterfallFlowItem = _listWidget[i]; Frame? frame = waterfallFlowItem.getFrame(); if((frame.top + frame.heigth) < _scrollOff || frame.top > _mineContentHeight + _scrollOff) { _bufferPoolWidget.add(waterfallFlowItem); list.add(waterfallFlowItem); } } if(list.length != 0) { for(int i= 0;i < list.length;i++){ WaterfallFlowItem? waterfallFlowItem = list[i]; if(_listWidget.contains(waterfallFlowItem)){ _listWidget.remove(waterfallFlowItem); } } } //从缓存池里获取item //上滑状态 Frame? upNextFrame = _getUpNeedShowFrame(); if(upNextFrame != null) { //debugPrint('我是在复用 ${upNextFrame.index} ,${upNextFrame.top},${_mineContentHeight + _scrollOff}'); if(upNextFrame.top <= _mineContentHeight + _scrollOff) { debugPrint('我在上滑重置第${upNextFrame.index}个frame'); _takeReuseFlowItem(upNextFrame,(WaterfallFlowItem waterfallFlowItem,bool isReuse){ _listWidget.add(waterfallFlowItem); if(!isReuse){ debugPrint('我不是复用'); setState(() {}); } else { debugPrint('我是复用'); waterfallFlowItem.setFrame(frame: upNextFrame); } }); } } //下滑状态 Frame? downNextFrame = _getDownNeedShowFrame(); if(downNextFrame != null) { //debugPrint('我是在复用 ${downNextFrame.index} ,${downNextFrame.top},${_mineContentHeight + _scrollOff}'); if(downNextFrame.top + downNextFrame.heigth > _scrollOff && downNextFrame.top + downNextFrame.heigth < _mineContentHeight + _scrollOff) { debugPrint('我在下滑重置第${downNextFrame.index}个frame'); _takeReuseFlowItem(downNextFrame,(WaterfallFlowItem waterfallFlowItem,bool isReuse){ _listWidget.insert(0, waterfallFlowItem); if(!isReuse){ debugPrint('我不是复用'); setState(() {}); } else { debugPrint('我是复用'); waterfallFlowItem.setFrame(frame: downNextFrame); } }); } } }
滚动监听
_scrollController.addListener(() { _scrollOff = _scrollController.offset; //加入缓存池,并进行复用 addFlowItemAddToBufferPool(); debugPrint('总共:${_listWidget.length + _bufferPoolWidget.length} 个'); });
基本上flutter的瀑布流复用逻辑就完成了,代码拙劣,里面有些地方需要优化,比如:快速滑动防护,item的内容渲染。flutter对于界面渲染已经很极致了,重写复用有点倒退的赶脚。大神勿喷,互相学习。
总结
到此这篇关于Flutter瀑布流仿写原生的复用机制的文章就介绍到这了,更多相关Flutter仿写复用机制内容请搜索自学编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持自学编程网!
- 本文固定链接: https://zxbcw.cn/post/218576/
- 转载请注明:必须在正文中标注并保留原文链接
- QQ群: PHP高手阵营官方总群(344148542)
- QQ群: Yii2.0开发(304864863)