Flutter -- 14.渲染原理

  • Flutter并不是渲染Widget树的,因为每一次build都会重新创建,极其不稳定,因此渲染Widget树是非常浪费性能的
  • 并不是所有的Widget都会被独立渲染,只有继承自RenderObejctWidget才会创建RenderObject进行渲染
  • Flutter是对Render进行渲染的

1.Widget

  • 其实就我们代码中Widget的层级关系,在代码写完后,Widget树就已经确定
  • 在我们创建Widget的时候,Widget源码中有一个非常重要的方法createElement()
  /// Inflates this configuration to a concrete instance.
  ///
  /// A given widget can be included in the tree zero or more times. In particular
  /// a given widget can be placed in the tree multiple times. Each time a widget
  /// is placed in the tree, it is inflated into an [Element], which means a
  /// widget that is incorporated into the tree multiple times will be inflated
  /// multiple times.
  @protected
  @factory
  Element createElement();
  • 意味着在Widget的创建的时候,就会隐式调用该方法创建一个Element,并加入到Element
  • 也就是说,Widget与Element一一对应

2.Element

  • createElement的实现
  • 这里有个非常重要的方法mount
  /// Add this element to the tree in the given slot of the given parent.
  ///
  /// The framework calls this function when a newly created element is added to
  /// the tree for the first time. Use this method to initialize state that
  /// depends on having a parent. State that is independent of the parent can
  /// more easily be initialized in the constructor.
  ///
  /// This method transitions the element from the "initial" lifecycle state to
  /// the "active" lifecycle state.
  ///
  /// Subclasses that override this method are likely to want to also override
  /// [update], [visitChildren], [RenderObjectElement.insertRenderObjectChild],
  /// [RenderObjectElement.moveRenderObjectChild], and
  /// [RenderObjectElement.removeRenderObjectChild].
  ///
  /// Implementations of this method should start with a call to the inherited
  /// method, as in `super.mount(parent, newSlot)`.
  @mustCallSuper
  void mount(Element? parent, Object? newSlot) {...}
  • 通过注释,可以得知一个重要的信息。当一个新的element被创建并且加入到Element中时,该framework会调用该方法
  • 此时我们心中可能有点逻辑了
    1.创建Widget会隐式的调用createElement
    2.createElement后加入Element中后,会立即执行mount方法
  • 那么mount方法到底是实现了什么呢?
1.StatelessElement(StatelessWidget)
  • 1.在StatelessWidget源码中找到createElement
StatelessElement createElement() => StatelessElement(this);
  • 2.进入StatelessElement源码发现没有mount方法
  • 3.进入StatelessElement的父类ComponentElement,此时发现惊奇却又意料之中的mount方法
//去掉assert,相当于执行了__firstBuild()
@override
  void mount(Element? parent, Object? newSlot) {
    super.mount(parent, newSlot);
    assert(_child == null);
    assert(_lifecycleState == _ElementLifecycle.active);
    _firstBuild();
    assert(_child != null);
  }
  • 4.进入__firstBuild()
    只调用了rebuild方法
void _firstBuild() {
    rebuild();
  }
  • 5.进入rebuild(此时进入Element,ComponentElement的super)
    去除assert,发现只调用了performRebuild方法
  void rebuild() {
    assert(_lifecycleState != _ElementLifecycle.initial);
    if (_lifecycleState != _ElementLifecycle.active || !_dirty)
      return;
    assert(() {
      debugOnRebuildDirtyWidget?.call(this, _debugBuiltOnce);
      if (debugPrintRebuildDirtyWidgets) {
        if (!_debugBuiltOnce) {
          debugPrint('Building $this');
          _debugBuiltOnce = true;
        } else {
          debugPrint('Rebuilding $this');
        }
      }
      return true;
    }());
    assert(_lifecycleState == _ElementLifecycle.active);
    assert(owner!._debugStateLocked);
    Element? debugPreviousBuildTarget;
    assert(() {
      debugPreviousBuildTarget = owner!._debugCurrentBuildTarget;
      owner!._debugCurrentBuildTarget = this;
      return true;
    }());
    performRebuild();
    assert(() {
      assert(owner!._debugCurrentBuildTarget == this);
      owner!._debugCurrentBuildTarget = debugPreviousBuildTarget;
      return true;
    }());
    assert(!_dirty);
  }
  • 6.进入performRebuild
    这里没有实现,此时我们在Element里面
@protected
  void performRebuild();
  • 7.查看上一层(ComponentElement)是否实现了该方法
    此时发现ComponentElement实现该方法,并且执行了build()
    此时可能有些疑问,我们的每个Widget里也有build方法,是否调用的那个呢?
    答案当然不是了,一个Widget一个是Element,类型都是不一样的
  void performRebuild() {
    if (!kReleaseMode && debugProfileBuildsEnabled)
      Timeline.startSync('${widget.runtimeType}',  arguments: timelineArgumentsIndicatingLandmarkEvent);

    assert(_debugSetAllowIgnoredCallsToMarkNeedsBuild(true));
    Widget? built;
    try {
      assert(() {
        _debugDoingBuild = true;
        return true;
      }());
      built = build();
      //这里省略了后面的源码
      ...
  }
  • 8.继续查看build
    这里没有实现,此时我们在ComponentElement
@protected
  Widget build();
  • 9.向ComponentElement子类寻找build
    此时只有一个类了,StatelessElement
@override
  Widget build() => widget.build(this);

执行到这里,已经非常的清楚明了。
这里居然在widget执行build方法,同时把自己(StatelessElement)传入进去了
这能印证了在生命周期中对setState源码分析时说到context其实就是element的说法吗?
当然这个说法并不是完全的正确,因为我们当前分析的是StatelessWidget与StatelessElement


总结
主要是调用build方法,将自己(StatelessElement)传出去

2.StatefulElement(StatefulWidget)
  • 1.在StatefulWidget源码中找到createElement
StatefulElement createElement() => StatefulElement(this);
  • 2.进入StatefulElement查看,发现构造方法
    执行了_state = widget.createState()方法,_state保存在Element中,也就是StatefulWidget里必须实现的createState方法
    执行了state._element = this,也就是将element传给state,Widget和State共用同一个Element
    执行了state._widget = widget,也就是为什么在State里面可以使用widget的原因
    当你了解到这,或许就可以想得通关于key出现的BUG
StatefulElement(StatefulWidget widget)
      : _state = widget.createState(),
        super(widget) {
    assert(() {
      if (!state._debugTypesAreRight(widget)) {
        throw FlutterError.fromParts([
          ErrorSummary('StatefulWidget.createState must return a subtype of State<${widget.runtimeType}>'),
          ErrorDescription(
            'The createState function for ${widget.runtimeType} returned a state '
            'of type ${state.runtimeType}, which is not a subtype of '
            'State<${widget.runtimeType}>, violating the contract for createState.',
          ),
        ]);
      }
      return true;
    }());
    assert(state._element == null);
    state._element = this;
    assert(
      state._widget == null,
      'The createState function for $widget returned an old or invalid state '
      'instance: ${state._widget}, which is not null, violating the contract '
      'for createState.',
    );
    state._widget = widget;
    assert(state._debugLifecycleState == _StateLifecycle.created);
  }
  • 3.StatefulElement继承于ComponentElement
    因此中间逻辑和StatelessElement一致
  • 3.直接跳到StatefulElement的build方法
    state执行build方法,同时把自己(StatelessElement)传入进去了,也就是执行了State类中的build方法
    印证了在生命周期中对setState源码分析时说到context其实就是element的说法
@override
  Widget build() => state.build(this);

总结
创建State,将Element和Widget赋值给Sate,调用build将自己(StatelessElement)传出去

3.RenderObjectElement(这里以Flex为例)
  • 1.进入Flex源码,发现继承自MultiChildRenderObjectWidget
class Flex extends MultiChildRenderObjectWidget{}
  • 2.进入MultiChildRenderObjectWidget,发现执行createElement
MultiChildRenderObjectElement createElement() => MultiChildRenderObjectElement(this);
  • 3.进入MultiChildRenderObjectElement,发现并没有mount方法
  • 4.进入MultiChildRenderObjectElement父类RenderObjectElement,发现了mount方法
    这里调用了_renderObject = widget.createRenderObject(this)创建了一个RenderObject对象
    那么这里创建了RenderObject会加入到Render独立渲染吗?
  void mount(Element? parent, Object? newSlot) {
    super.mount(parent, newSlot);
    assert(() {
      _debugDoingBuild = true;
      return true;
    }());
    _renderObject = widget.createRenderObject(this);
    assert(!_renderObject!.debugDisposed!);
    assert(() {
      _debugDoingBuild = false;
      return true;
    }());
    assert(() {
      _debugUpdateRenderObjectOwner();
      return true;
    }());
    assert(_slot == newSlot);
    attachRenderObject(newSlot);
    _dirty = false;
  }
  • 5.这个方法是Widget调用的,首先去Flex查看
    发现了createRenderObject的实现,返回了RenderFlex
    RenderFlex实际就是继承自RenderBox,RenderBox继承自RenderObject
    意思就是这个方法返回了一个RenderObject对象
@override
  RenderFlex createRenderObject(BuildContext context) {
    return RenderFlex(
      direction: direction,
      mainAxisAlignment: mainAxisAlignment,
      mainAxisSize: mainAxisSize,
      crossAxisAlignment: crossAxisAlignment,
      textDirection: getEffectiveTextDirection(context),
      verticalDirection: verticalDirection,
      textBaseline: textBaseline,
      clipBehavior: clipBehavior,
    );
  }
  • 6.那么这个方法实现了有什么作用呢?
    因为这个方法是继承的,那么我们去找到它的声明
  • 7.从Flex以此往上层找createRenderObject
    MultiChildRenderObjectWidget没有
    RenderobjectWidget有了
    创建RenderObject并加入到Render里
  /// Creates an instance of the [RenderObject] class that this
  /// [RenderObjectWidget] represents, using the configuration described by this
  /// [RenderObjectWidget].
  ///
  /// This method should not do anything with the children of the render object.
  /// That should instead be handled by the method that overrides
  /// [RenderObjectElement.mount] in the object rendered by this object's
  /// [createElement] method. See, for example,
  /// [SingleChildRenderObjectElement.mount].
  @protected
  @factory
  RenderObject createRenderObject(BuildContext context);

总结
调用createRenderObject,加入Render

3.Render

  • 继承自RenderObjectWidget并且实现createRenderObject方法返回一个RenderObject
  • Flutter引擎只有对Render渲染

4.待解决,疑惑

1.StatelessWidget和StatefulWidget怎么渲染上去的?
个人感觉肯定是Element又创建了一次Render

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