Flutter: 自绘整理 CustomPaint

序言

最近仿照网上的案例,学习了 CustomPaint 的绘制使用。万丈高楼平地起,每天学习,每天进步。下面把 CustomPaint 在使用过程中的重点记录一下。

基本用法

父层 CustomPaint 是固定写法,painter 入参是我们真实的绘制实现,size 用于指定画布大小,不指定时,画布大小为 child 的大小。

CustomPaint(
  size: Size(200, 200), //指定画布大小
  painter: MyPainter(), //自定义的绘制内容
  child: RepaintBoundary(child)), 
)

如果 CustomPaint 有子节点,为了避免子节点不必要的重绘并提高性能,通常情况下都会将子节点包裹在 RepaintBoundary 组件中。

MyPainter 如何使用?

新建 MyPainter 继承 CustomPainter , 并重写如下两个方法:

  • void paint(Canvas canvas, Size size): 在这里面,配合 canvaspaint 完成自定义绘制
  • bool shouldRepaint(covariant MyPainter old): 在实际场景中正确利用此回调可以避免重绘开销
具体样例

CustomPaint 基础知识结合 anitaion 动画实现如下demo :

我们把实现分为两个部分:

  1. 实现扇形绘制,弧度由构造方法传入
class _PacmanPainter extends CustomPainter {
  final double angle;
  final Color color;

  Paint _paint = Paint()..style = PaintingStyle.fill;

  _PacmanPainter(this.angle, this.color) {
    _paint.color = color;
  }

  @override
  void paint(Canvas canvas, Size size) {
    final _radius = min(size.width, size.height) / 2;
    ///根据 angle 绘制扇形
    canvas.drawArc(Rect.fromLTWH(0, 0, _radius * 2, _radius * 2), angle / 2,
        2 * pi - angle, true, _paint);
  }

  @override
  bool shouldRepaint(covariant _PacmanPainter old) {
    return color != old.color || angle != old.angle;
  }
}
  1. 封装动画层,根据进度控制 _PacmanPainter 进行重绘
class _TestPacmanWidgetState extends State
    with TickerProviderStateMixin {
  AnimationController _controller, _controller1;
  Animation _animation;

  @override
  void initState() {
    _controller = AnimationController(
      vsync: this,
      duration: const Duration(milliseconds: 800),
    )..repeat(reverse: true);
    //执行 repeat 动画就开始了,reverse 设置动画正序倒序循环
    _animation = Tween(begin: 0.0, end: pi / 2).animate(
      CurvedAnimation(
        parent: _controller,
        curve: Curves.linear,
      ),
    );
    super.initState();
  }

  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return Container(
      height: 200,
      width: 200,
      child: AnimatedBuilder(
        animation: _animation,
        builder: (context, child) {
          return CustomPaint(
            painter: _PacmanPainter(
              _animation.value,
              Colors.blue,
            ),
          );
        },
      ),
    );
  }
}

AnimatedBuilder 内部实现监听动画进度,并触发 setState,在 builder: (context, child) 中响应重绘。_pacmanPainter 使用 _animation.value 这个变化值作为入参,最终实现动画效果。


快捷代码笔记:
  • 画点
Paint _paint = Paint()
    ..color = Colors.red
    ..strokeWidth = 3;

  @override
  void paint(Canvas canvas, Size size) {
    var points = [
      Offset(0, 0),
      Offset(size.width / 2, size.height / 2),
      Offset(size.width, size.height),
    ];
    canvas.drawPoints(PointMode.points, points, _paint);
  }
  • 画线
    canvas.drawLine(Offset(0, 0),Offset(size.width, size.height), _paint);
  • 画路径
Paint _paint = Paint()
  ..color = Colors.red
  ..style = PaintingStyle.stroke
  ..strokeWidth = 3;

@override
void paint(Canvas canvas, Size size) {
  var _path = Path()
    ..moveTo(0, 0)
    ..lineTo(size.width, 0)
    ..lineTo(size.width, size.height)
  ..close();
  canvas.drawPath(_path, _paint);
}
  • 画圆形
    canvas.drawCircle(Offset(size.width/2, size.height/2), 20, _paint);
  • 画扇形(圆弧)
    canvas.drawArc( Rect.fromLTRB(0, 0, size.width, size.height), 0, pi/2, true, _paint);

drawArc 方法参数说明:
rect 构造矩形
startAngle 开始角度
sweepAngle 绘制的弧形占用角度弧度(360°角=2π)
userCenter 扇形或圆弧段(true或false)

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