今天看了Flutter Interact, 全程有個小姐姐翻譯(同聲翻譯,好強力),因而我就邊聽邊完成了這篇文章。 git
接着上一章Flutter Sliver一輩子之敵 (ExtendedList),這章咱們將編寫一個瀑布流佈局,來檢驗一下咱們上一章對Sliver列表源碼分析是否正確。github
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以前作UWP的時候,我本身也作過瀑布流佈局。彷佛是一種執念,入坑Flutter以後也想實現一下瀑布流佈局。下面簡單講一下什麼是瀑布流以及原理。markdown
瀑布流佈局的特色是等寬不等高。 爲了讓最後一行的差距最小,從第二行開始,須要將一項放在第一行最矮的一項下面,以此類推,以下圖。4在0下面,5在3下面,6在1下面,7在2下面,8在4下面...app
知道了原理,下面咱們來一塊兒把原理實現爲代碼。工具
因爲咱們須要知道離viewport頂部最近的Items,以及viewport底部最近的Items。這樣才能知道向後滾動新的item放哪一個item下面,或者說向前滾動的時候知道新的item放在哪一個item的上面 我設計了CrossAxisItems 來存放leadingItems 和 trailingItems。源碼分析
向後添加新的item的時候代碼以下佈局
1.補充leadingItems直到等於crossAxisCountpost
2.找到當前最矮的一項,將設置它的layoutoffset開發工具
3.保存這一列的indexes
void insert({
@required RenderBox child,
@required ChildTrailingLayoutOffset childTrailingLayoutOffset,
@required PaintExtentOf paintExtentOf,
}) {
final WaterfallFlowParentData data = child.parentData;
final LastChildLayoutType lastChildLayoutType =
delegate.getLastChildLayoutType(data.index);
///處理最後一個特殊化佈局
switch (lastChildLayoutType) {
case LastChildLayoutType.fullCrossAxisExtend:
case LastChildLayoutType.foot:
//橫軸繪製offset
data.crossAxisOffset = 0.0;
//橫軸index
data.crossAxisIndex = 0;
//該child的大小
final size = paintExtentOf(child);
if (lastChildLayoutType == LastChildLayoutType.fullCrossAxisExtend ||
maxChildTrailingLayoutOffset + size >
constraints.remainingPaintExtent) {
data.layoutOffset = maxChildTrailingLayoutOffset;
} else {
//若是所有children沒有繪製viewport的大
data.layoutOffset = constraints.remainingPaintExtent - size;
}
data.trailingLayoutOffset = childTrailingLayoutOffset(child);
return;
case LastChildLayoutType.none:
break;
}
if (!leadingItems.contains(data)) {
//補充滿leadingItems
if (leadingItems.length != crossAxisCount) {
data.crossAxisIndex ??= leadingItems.length;
data.crossAxisOffset =
delegate.getCrossAxisOffset(constraints, data.crossAxisIndex);
if (data.index < crossAxisCount) {
data.layoutOffset = 0.0;
data.indexs.clear();
}
trailingItems.add(data);
leadingItems.add(data);
} else {
if (data.crossAxisIndex != null) {
var item = trailingItems.firstWhere(
(x) =>
x.index > data.index &&
x.crossAxisIndex == data.crossAxisIndex,
orElse: () => null);
///out of viewport
if (item != null) {
data.trailingLayoutOffset = childTrailingLayoutOffset(child);
return;
}
}
//找到最矮的那個
var min = trailingItems.reduce((curr, next) =>
((curr.trailingLayoutOffset < next.trailingLayoutOffset) ||
(curr.trailingLayoutOffset == next.trailingLayoutOffset &&
curr.crossAxisIndex < next.crossAxisIndex)
? curr
: next));
data.layoutOffset = min.trailingLayoutOffset + delegate.mainAxisSpacing;
data.crossAxisIndex = min.crossAxisIndex;
data.crossAxisOffset =
delegate.getCrossAxisOffset(constraints, data.crossAxisIndex);
trailingItems.forEach((f) => f.indexs.remove(min.index));
min.indexs.add(min.index);
data.indexs = min.indexs;
trailingItems.remove(min);
trailingItems.add(data);
}
}
data.trailingLayoutOffset = childTrailingLayoutOffset(child);
}
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1.經過indexs找到新item屬於哪一列
2.添加到舊的item的上面
void insertLeading({
@required RenderBox child,
@required PaintExtentOf paintExtentOf,
}) {
final WaterfallFlowParentData data = child.parentData;
if (!leadingItems.contains(data)) {
var pre = leadingItems.firstWhere((x) => x.indexs.contains(data.index),
orElse: () => null);
if (pre == null || pre.index < data.index) return;
data.trailingLayoutOffset = pre.layoutOffset - delegate.mainAxisSpacing;
data.crossAxisIndex = pre.crossAxisIndex;
data.crossAxisOffset =
delegate.getCrossAxisOffset(constraints, data.crossAxisIndex);
leadingItems.remove(pre);
leadingItems.add(data);
trailingItems.remove(pre);
trailingItems.add(data);
data.indexs = pre.indexs;
data.layoutOffset = data.trailingLayoutOffset - paintExtentOf(child);
}
}
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if (crossAxisItems.maxLeadingLayoutOffset > scrollOffset) {
RenderBox child = firstChild;
//move to max index of leading
final int maxLeadingIndex = crossAxisItems.maxLeadingIndex;
while (child != null && maxLeadingIndex > indexOf(child)) {
child = childAfter(child);
}
//fill leadings from max index of leading to min index of leading
while (child != null && crossAxisItems.minLeadingIndex < indexOf(child)) {
crossAxisItems.insertLeading(
child: child, paintExtentOf: paintExtentOf);
child = childBefore(child);
}
//collectGarbage(maxLeadingIndex - index, 0);
while (crossAxisItems.maxLeadingLayoutOffset > scrollOffset) {
// We have to add children before the earliestUsefulChild.
earliestUsefulChild =
insertAndLayoutLeadingChild(childConstraints, parentUsesSize: true);
if (earliestUsefulChild == null) {
if (scrollOffset == 0.0) {
// insertAndLayoutLeadingChild only lays out the children before
// firstChild. In this case, nothing has been laid out. We have
// to lay out firstChild manually.
firstChild.layout(childConstraints, parentUsesSize: true);
earliestUsefulChild = firstChild;
leadingChildWithLayout = earliestUsefulChild;
trailingChildWithLayout ??= earliestUsefulChild;
crossAxisItems.reset();
crossAxisItems.insert(
child: earliestUsefulChild,
childTrailingLayoutOffset: childTrailingLayoutOffset,
paintExtentOf: paintExtentOf,
);
break;
} else {
// We ran out of children before reaching the scroll offset.
// We must inform our parent that this sliver cannot fulfill
// its contract and that we need a scroll offset correction.
geometry = SliverGeometry(
scrollOffsetCorrection: -scrollOffset,
);
return;
}
}
crossAxisItems.insertLeading(
child: earliestUsefulChild, paintExtentOf: paintExtentOf);
final WaterfallFlowParentData data = earliestUsefulChild.parentData;
// firstChildScrollOffset may contain double precision error
if (data.layoutOffset < -precisionErrorTolerance) {
// The first child doesn't fit within the viewport (underflow) and
// there may be additional children above it. Find the real first child
// and then correct the scroll position so that there's room for all and
// so that the trailing edge of the original firstChild appears where it
// was before the scroll offset correction.
// do this work incrementally, instead of all at once,
// i.e. find a way to avoid visiting ALL of the children whose offset
// is < 0 before returning for the scroll correction.
double correction = 0.0;
while (earliestUsefulChild != null) {
assert(firstChild == earliestUsefulChild);
correction += paintExtentOf(firstChild);
earliestUsefulChild = insertAndLayoutLeadingChild(childConstraints,
parentUsesSize: true);
crossAxisItems.insertLeading(
child: earliestUsefulChild, paintExtentOf: paintExtentOf);
}
geometry = SliverGeometry(
scrollOffsetCorrection: correction - data.layoutOffset,
);
return;
}
assert(earliestUsefulChild == firstChild);
leadingChildWithLayout = earliestUsefulChild;
trailingChildWithLayout ??= earliestUsefulChild;
}
}
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// Now find the first child that ends after our end.
if (child != null) {
while (crossAxisItems.minChildTrailingLayoutOffset <
targetEndScrollOffset ||
//make sure leading children are painted.
crossAxisItems.leadingItems.length < _gridDelegate.crossAxisCount
|| crossAxisItems.leadingItems.length > childCount
) {
if (!advance()) {
reachedEnd = true;
break;
}
}
}
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dependencies:
waterfall_flow: any
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import 'package:waterfall_flow/waterfall_flow.dart';
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你能夠經過設置SliverWaterfallFlowDelegate參數來定義瀑布流
參數 | 描述 | 默認 |
---|---|---|
crossAxisCount | 橫軸的等長度元素數量 | 必填 |
mainAxisSpacing | 主軸元素之間的距離 | 0.0 |
crossAxisSpacing | 橫軸元素之間的距離 | 0.0 |
collectGarbage | 元素回收時候的回調 | - |
lastChildLayoutTypeBuilder | 最後一個元素的佈局樣式(詳情請查看後面) | - |
viewportBuilder | 可視區域中元素indexes變化時的回調 | - |
closeToTrailing | 能否讓佈局緊貼trailing(詳情請查看後面) | false |
WaterfallFlow.builder(
//cacheExtent: 0.0,
padding: EdgeInsets.all(5.0),
gridDelegate: SliverWaterfallFlowDelegate(
crossAxisCount: 2,
crossAxisSpacing: 5.0,
mainAxisSpacing: 5.0,
/// follow max child trailing layout offset and layout with full cross axis extend
/// last child as loadmore item/no more item in [GridView] and [WaterfallFlow]
/// with full cross axis extend
// LastChildLayoutType.fullCrossAxisExtend,
/// as foot at trailing and layout with full cross axis extend
/// show no more item at trailing when children are not full of viewport
/// if children is full of viewport, it's the same as fullCrossAxisExtend
// LastChildLayoutType.foot,
lastChildLayoutTypeBuilder: (index) => index == _list.length
? LastChildLayoutType.foot
: LastChildLayoutType.none,
),
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沒有再對源碼有更多的分析,上一篇若是你看過了,應該會更加明白其中的道理。這一篇是對瀑布流原理在Flutter上面實現的展現,沒有作不到效果,只有想不到的效果,這就是Flutter給我帶來的體驗。
最後放上Flutter Interact 的一些內容,我是邊聽邊寫的,若是有誤,請提醒我更改下。
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