原文地址:medium.com/flutter-com…git
[譯者注:ScrollPhysics 很是強大好用,能夠定製各類滑動效果,經過設置阻尼係數等等實現]github
在這篇文章中咱們將定製ScrollPhysics來改變ListView的滾動行爲在一個多頁面集合或者幻燈片集合循環訪問,是一個常常出現的場景。spring
實現這個效果的代碼很是簡單,咱們只須要使用PageView的默認屬性就能夠了。bash
import 'dart:math';
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: MyHomePage(),
);
}
}
class MyHomePage extends StatelessWidget {
final List<int> pages = List.generate(4, (index) => index);
@override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: PageView.builder(
itemCount: pages.length,
itemBuilder: (context, index) {
return Container(
color: randomColor,
margin: const EdgeInsets.all(20.0),
);
},
),
),
);
}
Color get randomColor =>
Color((Random().nextDouble() * 0xFFFFFF).toInt() << 0).withOpacity(1.0);
}
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源碼引用至GitHubapp
很是酷炫. 可是.less
有時候,咱們想要給用戶一些提示;或者咱們滾動的列表中的元素不是真的全頁面。這種狀況下,若是當前的頁面只填充視圖的一部分,讓咱們能看到下個元素(或者上個元素)那就太好了。dom
不用擔憂,在Flutter中使用PageController就能作到。ide
代碼依然很是簡單。咱們只須要把想要的視圖的百分比設置到viewportFraction屬性就能夠了。class MyHomePage extends StatelessWidget {
final List<int> pages = List.generate(4, (index) => index);
final _pageController = PageController(viewportFraction: 0.8);
@override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: PageView.builder(
controller: _pageController,
itemCount: pages.length,
itemBuilder: (context, index) {
return Container(
color: randomColor,
margin: const EdgeInsets.all(20.0),
);
},
),
),
);
}
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很是酷炫. 可是.函數
若是這不是咱們想要的效果呢?我想要元素想一整個列表同樣,而不是居中;可是又想要一次滾動一個元素。ui
爲了實現這個效果,咱們須要深刻了解一下個咱們還沒用過的屬性:ScrollPhysics
PageView更多的是爲用戶滑動的一組頁面設計的,有點像播放幻燈片。咱們的狀況有些不一樣,由於咱們想要一個列表的效果,但同時又想一次滾動一個元素。放棄PageView,而使用ListView更加符合需求。
@override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: ListView.builder(
scrollDirection: Axis.horizontal,
itemCount: pages.length,
itemBuilder: (context, index) => Container(
height: double.infinity,
width: 300,
color: randomColor,
margin: const EdgeInsets.all(20.0),
),
),
),
);
}
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簡單。可是若是你向右滑動,就會發現不能一次滑動一個元素。 咱們如今是在處理List裏面的元素了,再也不是頁面。因此咱們須要本身創建頁面的概念,咱們可使用ListView的physics屬性作到這種效果。
已經有不一樣的ScrollPhysics之類能夠用來控制滑動效果;其中有一個看起來很是有趣,PageScrollPhysics。PageView內部使用的就是PageScrollPhysics, 不興的是,在ListView中使用無效。咱們能夠本身設計一個出來,先看看PageScrollPhysics的實現。
class PageScrollPhysics extends ScrollPhysics {
/// Creates physics for a [PageView].
const PageScrollPhysics({ ScrollPhysics parent }) : super(parent: parent);
@override
PageScrollPhysics applyTo(ScrollPhysics ancestor) {
return PageScrollPhysics(parent: buildParent(ancestor));
}
double _getPage(ScrollPosition position) {
if (position is _PagePosition)
return position.page;
return position.pixels / position.viewportDimension;
}
double _getPixels(ScrollPosition position, double page) {
if (position is _PagePosition)
return position.getPixelsFromPage(page);
return page * position.viewportDimension;
}
double _getTargetPixels(ScrollPosition position, Tolerance tolerance, double velocity) {
double page = _getPage(position);
if (velocity < -tolerance.velocity)
page -= 0.5;
else if (velocity > tolerance.velocity)
page += 0.5;
return _getPixels(position, page.roundToDouble());
}
@override
Simulation createBallisticSimulation(ScrollMetrics position, double velocity) {
// If we're out of range and not headed back in range, defer to the parent // ballistics, which should put us back in range at a page boundary. if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) || (velocity >= 0.0 && position.pixels >= position.maxScrollExtent)) return super.createBallisticSimulation(position, velocity); final Tolerance tolerance = this.tolerance; final double target = _getTargetPixels(position, tolerance, velocity); if (target != position.pixels) return ScrollSpringSimulation(spring, position.pixels, target, velocity, tolerance: tolerance); return null; } @override bool get allowImplicitScrolling => false; } 複製代碼
方法createBallisticSimulation是這個類的入口,將滾動條中的位置和速度做爲輸入參數。 首先這是在檢查用戶是向右滾動仍是向左滾動,接着計算滾動條中的新位置,也就是將當前加或減視圖的範圍,由於頁面視圖中的滾動是一個接一個的。
咱們要作的很是相似,可是咱們沒有使用視圖(viewport),而是使用自定義的大小,由於每一個視圖有多個元素。
這個自定義的大小咱們能夠本身計算,它是滾動條的總大小除以列表元素個數再減1.爲何要減1呢?列表中有1個元素不能滑動,2個元素就能滑1個元素...因此N個元素就能滑N-1
class CustomScrollPhysics extends ScrollPhysics {
final double itemDimension;
CustomScrollPhysics({this.itemDimension, ScrollPhysics parent})
: super(parent: parent);
@override
CustomScrollPhysics applyTo(ScrollPhysics ancestor) {
return CustomScrollPhysics(
itemDimension: itemDimension, parent: buildParent(ancestor));
}
double _getPage(ScrollPosition position) {
return position.pixels / itemDimension;
}
double _getPixels(double page) {
return page * itemDimension;
}
double _getTargetPixels(
ScrollPosition position, Tolerance tolerance, double velocity) {
double page = _getPage(position);
if (velocity < -tolerance.velocity) {
page -= 0.5;
} else if (velocity > tolerance.velocity) {
page += 0.5;
}
return _getPixels(page.roundToDouble());
}
@override
Simulation createBallisticSimulation(
ScrollMetrics position, double velocity) {
// If we're out of range and not headed back in range, defer to the parent // ballistics, which should put us back in range at a page boundary. if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) || (velocity >= 0.0 && position.pixels >= position.maxScrollExtent)) return super.createBallisticSimulation(position, velocity); final Tolerance tolerance = this.tolerance; final double target = _getTargetPixels(position, tolerance, velocity); if (target != position.pixels) return ScrollSpringSimulation(spring, position.pixels, target, velocity, tolerance: tolerance); return null; } @override bool get allowImplicitScrolling => false; } 複製代碼
咱們重寫getPixels()讓它返回基於頁碼的位置,重寫getPage()返回基於位置的頁碼,最後再把itemDimension傳入構造函數。
幸運的是ScrollController能夠獲取滾動條的長度;可是呢,須要等到widget被建立出來以後才能夠拿到。咱們須要把咱們的Page改成StatefulWidget,去監聽dimensions的有效性通知,而後初始化CustomScrollPhysics
final _controller = ScrollController();
final List<int> pages = List.generate(4, (index) => index);
ScrollPhysics _physics;
@override
void initState() {
super.initState();
_controller.addListener(() {
if (_controller.position.haveDimensions && _physics == null) {
setState(() {
var dimension =
_controller.position.maxScrollExtent / (pages.length - 1);
_physics = CustomScrollPhysics(itemDimension: dimension);
});
}
});
}
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到此,咱們可讓List一次滑動一個元素了。
這是一個自定義ScrollPhysics來定製滑動效果的簡單例子;在示例中咱們讓ListView一次滑動一個元素。 完整的代碼以下:
import 'dart:math';
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
@override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
final _controller = ScrollController();
final List<int> pages = List.generate(4, (index) => index);
ScrollPhysics _physics;
@override
void initState() {
super.initState();
_controller.addListener(() {
if (_controller.position.haveDimensions && _physics == null) {
setState(() {
var dimension =
_controller.position.maxScrollExtent / (pages.length - 1);
_physics = CustomScrollPhysics(itemDimension: dimension);
});
}
});
}
@override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: ListView.builder(
scrollDirection: Axis.horizontal,
controller: _controller,
physics: _physics,
itemCount: pages.length,
itemBuilder: (context, index) => Container(
height: double.infinity,
width: 300,
color: randomColor,
margin: const EdgeInsets.all(20.0),
),
),
),
);
}
Color get randomColor =>
Color((Random().nextDouble() * 0xFFFFFF).toInt() << 0).withOpacity(1.0);
}
class CustomScrollPhysics extends ScrollPhysics {
final double itemDimension;
CustomScrollPhysics({this.itemDimension, ScrollPhysics parent})
: super(parent: parent);
@override
CustomScrollPhysics applyTo(ScrollPhysics ancestor) {
return CustomScrollPhysics(
itemDimension: itemDimension, parent: buildParent(ancestor));
}
double _getPage(ScrollPosition position) {
return position.pixels / itemDimension;
}
double _getPixels(double page) {
return page * itemDimension;
}
double _getTargetPixels(
ScrollPosition position, Tolerance tolerance, double velocity) {
double page = _getPage(position);
if (velocity < -tolerance.velocity) {
page -= 0.5;
} else if (velocity > tolerance.velocity) {
page += 0.5;
}
return _getPixels(page.roundToDouble());
}
@override
Simulation createBallisticSimulation(
ScrollMetrics position, double velocity) {
// If we're out of range and not headed back in range, defer to the parent // ballistics, which should put us back in range at a page boundary. if ((velocity <= 0.0 && position.pixels <= position.minScrollExtent) || (velocity >= 0.0 && position.pixels >= position.maxScrollExtent)) return super.createBallisticSimulation(position, velocity); final Tolerance tolerance = this.tolerance; final double target = _getTargetPixels(position, tolerance, velocity); if (target != position.pixels) return ScrollSpringSimulation(spring, position.pixels, target, velocity, tolerance: tolerance); return null; } @override bool get allowImplicitScrolling => false; } 複製代碼
就寫這麼多,歡迎提問互動。感謝您的閱讀!