前言
Flow布局是一个超级强大的布局,但应该很少有人用,因为入手的门槛还是有的
Flow的属性很简单,只有FlowDelegate类型的delegate
和组件列表children
,
可能很多人看到delegate就挥挥手:臣妾做不到
,今天就来掰扯一下这个FlowDelegate.
class Flow extends MultiChildRenderObjectWidget { Flow({ Key key, @required this.delegate, List<Widget> children = const <Widget>[], }) : assert(delegate != null),
第一幕、开场-演员入台
1. 展示舞台
我们的第一个舞台是一个200*200的灰色 box,由FlowDemo组件出当主角
void main() => runApp(MyApp()); class MyApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Flutter Demo', theme: ThemeData( primarySwatch: Colors.blue, ), home: Scaffold( appBar: AppBar(), body: Center(child: HomePage()), )); } } class HomePage extends StatelessWidget { @override Widget build(BuildContext context) { return Container( width: 200, height: 200, color: Colors.grey.withAlpha(66), alignment: Alignment.center, child: FlowDemo(), ); } }
2. Flow出场
FlowDemo中使用Flow组件,包含四个box
四个box变成依次是60.0(红), 50.0(黄), 40.0(蓝), 30.0(绿)
class FlowDemo extends StatelessWidget { final sides = [60.0, 50.0, 40.0, 30.0]; final colors = [Colors.red,Colors.yellow,Colors.blue,Colors.green]; @override Widget build(BuildContext context) { return Flow( delegate: _Delegate(), children: sides.map((e) => _buildItem(e)).toList(), ); } Widget _buildItem(double e) { return Container( width: e, alignment: Alignment.center, height: e, color: colors[sides.indexOf(e)], child: Text('$e'), ); } }
3. FlowDelegate出场
Flow布局需要一个FlowDelegate类型的delegate对象
但是Flutter中并没有其实现类,所以想玩Flow,只有一条路:自定义
class _Delegate extends FlowDelegate { @override void paintChildren(FlowPaintingContext context) { } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
4. paintChildren方法和FlowPaintingContext对象
paintChildren
顾名思义是用来画孩子的
FlowPaintingContext
也就是绘制的上下文,即绘制的信息
那就轻轻的瞄一眼FlowPaintingContext里面有啥吧:
一共有四个东西: size、childCount、getChildSize、paintChild
---->[源码:flutter/lib/src/rendering/flow.dart:23]---- abstract class FlowPaintingContext { Size get size;//父亲尺寸 int get childCount;//孩子个数 Size getChildSize(int i);//第i个孩子尺寸 //绘制孩子 void paintChild(int i, { Matrix4 transform, double opacity = 1.0 }); }
接下来用代码测试一下这几个属性看看,不出所料
默认是绘制在父容器的左上角。
class _Delegate extends FlowDelegate { @override void paintChildren(FlowPaintingContext context) { print("父容器尺寸:${context.size}"); print("孩子个数:${context.childCount}"); for(int i=0;i<context.childCount;i++){ print("第$i个孩子尺寸:${context.getChildSize(i)}"); } }
第二幕、排兵布阵
前面只是将组件排在了左上角,那如何对进行其他排布呢?
1. paintChild与Matrix4
在paintChild
时可以传入transform的Matrix4对象进行变换
在这里基本上只用了Matrix4的平移translationValues功能,至于Matrix4的具体用法,那又是一个故事了
这里让黄色的box移到右上角,即X方向平移(父宽-己宽):
@override void paintChildren(FlowPaintingContext context) { var size = context.size; for (int i = 0; i < context.childCount; i++) { if (i == 1) { var tr = context.getChildSize(i); context.paintChild(i, transform: Matrix4.translationValues(size.width - tr.width, 0, 0.0)); } else { context.paintChild(i); } } }
现在让四个组件排布在父亲的四角,如下:
class _AngleDelegate extends FlowDelegate { Matrix4 m4; @override void paintChildren(FlowPaintingContext context) { var size = context.size; for (int i = 0; i < context.childCount; i++) { var cSize = context.getChildSize(i); if (i == 1) { m4 = Matrix4.translationValues(size.width - cSize.width, 0, 0.0); } else if (i == 2) { m4 = Matrix4.translationValues(0, size.height - cSize.height, 0.0); } else if (i == 3) { m4 = Matrix4.translationValues(size.width - cSize.width, size.height - cSize.height, 0.0); } context.paintChild(i, transform: m4); } } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
2. Flow布局的封装
如果需要一个排布四角的组件,可以基于上面的Delegate做一个组件
虽然用处很有限,但原来了解一下Flow还是挺好的。
class AngleFlow extends StatelessWidget { final List<Widget> children; AngleFlow({@required this.children}) : assert(children.length == 4); @override Widget build(BuildContext context) { return Flow( delegate: _AngleDelegate(), children: children, ); } } class _AngleDelegate extends FlowDelegate { Matrix4 m4; @override void paintChildren(FlowPaintingContext context) { var size = context.size; for (int i = 0; i < context.childCount; i++) { var cSize = context.getChildSize(i); if (i == 1) { m4 = Matrix4.translationValues(size.width - cSize.width, 0, 0.0); } else if (i == 2) { m4 = Matrix4.translationValues(0, size.height - cSize.height, 0.0); } else if (i == 3) { m4 = Matrix4.translationValues( size.width - cSize.width, size.height - cSize.height, 0.0); } context.paintChild(i, transform: m4); } } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
3. 圆形的Flow布局
其实可以看出,Flow的核心就是根据信息来计算位置
所以,所有的布局都可以通过Flow进行实现。
除此之外对应一些特定情况的布局,使用Flow会非常简单,比如:
class CircleFlow extends StatelessWidget { final List<Widget> children; CircleFlow({@required this.children}); @override Widget build(BuildContext context) { return Flow( delegate: _CircleFlowDelegate(), children: children, ); } } class _CircleFlowDelegate extends FlowDelegate { @override //绘制孩子的方法 void paintChildren(FlowPaintingContext context) { double radius = context.size.shortestSide / 2; var count = context.childCount; var perRad = 2 * pi / count; for (int i = 0; i < count; i++) { print(i); var cSizeX = context.getChildSize(i).width / 2; var cSizeY = context.getChildSize(i).height / 2; var offsetX = (radius - cSizeX) * cos(i * perRad) + radius; var offsetY = (radius - cSizeY) * sin(i * perRad) + radius; context.paintChild(i, transform: Matrix4.translationValues( offsetX - cSizeX, offsetY - cSizeY, 0.0)); } } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
第三幕、当Flow遇到Animation
全面说Flow最重要的就是进行定位,而动画的本质是若干个变动的数字
那么两者自然是郎才女貌,情投意合
1.圆形布局 + 旋转
前面圆形布局靠的是计算某个组件偏转的角度
那么想要实现旋转是非常简单的,由于有角度的状态,所以StatefulWidget
class CircleFlow extends StatefulWidget { final List<Widget> children; CircleFlow({@required this.children}); @override _CircleFlowState createState() => _CircleFlowState(); } class _CircleFlowState extends State<CircleFlow> with SingleTickerProviderStateMixin { AnimationController _controller; double rad = 0.0; @override void initState() { _controller = AnimationController(duration: Duration(milliseconds: 3000), vsync: this) ..addListener(() => setState(() => rad = _controller.value*pi*2)); _controller.forward(); super.initState(); } @override void dispose() { _controller.dispose(); super.dispose(); } @override Widget build(BuildContext context) { return Flow( delegate: _CircleFlowDelegate(rad), children: widget.children, ); } }
在构造_CircleFlowDelegate时传入角度,在offsetX、offsetY 时加上角度就行了
class _CircleFlowDelegate extends FlowDelegate { final double rad; _CircleFlowDelegate(this.rad); @override //绘制孩子的方法 void paintChildren(FlowPaintingContext context) { double radius = context.size.shortestSide / 2; var count = context.childCount; var perRad = 2 * pi / count ; for (int i = 0; i < count; i++) { print(i); var cSizeX = context.getChildSize(i).width / 2; var cSizeY = context.getChildSize(i).height / 2; var offsetX = (radius - cSizeX) * cos(i * perRad+ rad) + radius; var offsetY = (radius - cSizeY) * sin(i * perRad+ rad) + radius; context.paintChild(i, transform: Matrix4.translationValues( offsetX - cSizeX, offsetY - cSizeY, 0.0)); } } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
2.圆形布局 + 偏移
能实现出来我还是蛮激动的。定义了menu为中间的组件
children为周围的组件,点击中间组件,执行动画,
在进行定位时,让offsetX和offsetY乘以分率后加半径,这样就会向中心靠拢,
反之扩散,我取名为BurstFlow,意为绽放
class BurstFlow extends StatefulWidget { final List<Widget> children; final Widget menu; BurstFlow({@required this.children, @required this.menu}); @override _BurstFlowState createState() => _BurstFlowState(); } class _BurstFlowState extends State<BurstFlow> with SingleTickerProviderStateMixin { AnimationController _controller; double _rad = 0.0; bool _closed = true; @override void initState() { _controller = AnimationController(duration: Duration(milliseconds: 1000), vsync: this) ..addListener(() => setState(() => _rad = (_closed ? (_controller.value) :1- _controller.value))) ..addStatusListener((status) { if (status == AnimationStatus.completed) { _closed = !_closed; } }); super.initState(); } @override void dispose() { _controller.dispose(); super.dispose(); } @override Widget build(BuildContext context) { return Flow( delegate: _CircleFlowDelegate(_rad), children: [ ...widget.children, InkWell( onTap: () { _controller.reset(); _controller.forward(); }, child: widget.menu) ], ); } } class _CircleFlowDelegate extends FlowDelegate { final double rad; _CircleFlowDelegate(this.rad); @override //绘制孩子的方法 void paintChildren(FlowPaintingContext context) { double radius = context.size.shortestSide / 2; var count = context.childCount - 1; var perRad = 2 * pi / count; for (int i = 0; i < count; i++) { print(i); var cSizeX = context.getChildSize(i).width / 2; var cSizeY = context.getChildSize(i).height / 2; var offsetX = rad * (radius - cSizeX) * cos(i * perRad) + radius; var offsetY = rad * (radius - cSizeY) * sin(i * perRad) + radius; context.paintChild(i, transform: Matrix4.translationValues( offsetX - cSizeX, offsetY - cSizeY, 0.0)); } context.paintChild(context.childCount - 1, transform: Matrix4.translationValues( radius - context.getChildSize(context.childCount - 1).width / 2, radius - context.getChildSize(context.childCount - 1).height / 2, 0.0)); } @override bool shouldRepaint(FlowDelegate oldDelegate) { return true; } }
另外可以对周围的组件排布进行设计,可以是半圆弧收方放、
四分之一圆弧收方、甚至是指定角度弧排列
周围的组件也可以进行透明度的渐变,这些都是可以优化的点
这里就不再说了,跟你们一些空间,各位可以自行优化。
布局重在定位,而Flow是定位之王,我的位置我做主。好了,这篇就到这里吧,更多关于Flutter Flow位置自定义的资料请关注好代码网其它相关文章!