上一篇文章 深刻理解Flutter的Listener組件 介紹了觸控事件的監聽原理,讓咱們對Flutter
中觸摸事件的傳遞過程有了進一步的認識。bash
今天咱們學習一下手勢識別組件GestureDetector的原理。GestureDetector
的內部實現使用的是Listener
組件,若是對Listener
還不太熟悉,能夠先了解一下Listener
的原理。less
GestureDector
是一個無狀態組件,它的build
方法以下所示。ide
class GestureDetector extends StatelessWidget {
...省略
Widget build(BuildContext context) {
...省略
return RawGestureDetector(
gestures: gestures,
behavior: behavior,
excludeFromSemantics: excludeFromSemantics,
child: child,
);
}
}
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build
方法直接返回了RawGestureDetector
組件,說明GestureDetector
是由子組件RawGestureDetector
構成的。而RawGestureDetector
是一個有狀態組件,它的State
的build
方法以下所示。post
class RawGestureDetector extends StatefulWidget {
@override
RawGestureDetectorState createState() => RawGestureDetectorState();
}
class RawGestureDetectorState extends State<RawGestureDetector> {
...省略
@override
Widget build(BuildContext context) {
Widget result = Listener(
onPointerDown: _handlePointerDown,
behavior: widget.behavior ?? _defaultBehavior,
child: widget.child,
);
if (!widget.excludeFromSemantics)
result = _GestureSemantics(owner: this, child: result);
return result;
}
}
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build
方法裏面返回了Listener
組件,這也證實了上面的結論:學習
GestureDetector
的內部實現使用的是Listener
組件。測試
相比於Listener
,GestureDetector
有本身的屬性,如onDoubleTap
、onLongPress
、onHorizontalDragStart
、onVerticalDragStart
等。ui
其實說到底,這些屬性也是由Listener
的onPointerDown
、onPointerMove
、onPointerUp
這三個屬性封裝而成的。this
從新看一下RawGestureDetector
的State
的build
方法。spa
@override
Widget build(BuildContext context) {
Widget result = Listener(
onPointerDown: _handlePointerDown,
behavior: widget.behavior ?? _defaultBehavior,
child: widget.child,
);
if (!widget.excludeFromSemantics)
result = _GestureSemantics(owner: this, child: result);
return result;
}
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Listener
組件的child
屬性是由GestureDector
傳遞進來的,也就是說GestureDector
自上而下的Widget
構成以下圖所示。 debug
從以前對Listener
組件的分析可知,Listener
中的Child
的觸摸事件由onPointerDown
、onPointerMove
、onPointerUp
等屬性值決定。
這裏Listener
屬性值爲_handlePointerDown
,它是一個方法。
void _handlePointerDown(PointerDownEvent event) {
assert(_recognizers != null);
for (GestureRecognizer recognizer in _recognizers.values)
recognizer.addPointer(event);
}
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該方法遍歷了_recognizers
裏面的值(值類型爲GestureRecognizer
),_recognizers
又是在_syncAll
方法中賦值的。
void _syncAll(Map<Type, GestureRecognizerFactory> gestures) {
final Map<Type, GestureRecognizer> oldRecognizers = _recognizers;
_recognizers = <Type, GestureRecognizer>{};
for (Type type in gestures.keys) {
_recognizers[type] = oldRecognizers[type] ?? gestures[type].constructor(); //重要方法
gestures[type].initializer(_recognizers[type]); //重要方法
}
for (Type type in oldRecognizers.keys) {
if (!_recognizers.containsKey(type))
oldRecognizers[type].dispose();
}
}
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_syncAll
方法會將原有的_recognizers
保存下來,而後遍歷參數中的gestures
,若原有的_recognizers
有該手勢類型對象,則使用,不然調用gestures[type]
的constructor
方法。而後繼續調用gestures[type]
的initializer
方法。記住constructor
和initializer
這兩個方法,後面的分析須要用到。
_syncAll
方法在兩處地方被調用,分別是initState
和didUpdateWidget
方法。
@override
void initState() {
super.initState();
_syncAll(widget.gestures);
}
@override
void didUpdateWidget(RawGestureDetector oldWidget) {
super.didUpdateWidget(oldWidget);
_syncAll(widget.gestures);
}
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組件初始化會調用initState
方法,並傳遞了widget
的gestures
屬性,這裏的widget
是指RawGestureDetector
組件。
讓咱們再回過頭來看GestureDector
的build
方法,以下所示。
@override
Widget build(BuildContext context) {
final Map<Type, GestureRecognizerFactory> gestures = <Type, GestureRecognizerFactory>{};
if (
onTapDown != null ||
onTapUp != null ||
onTap != null ||
onTapCancel != null ||
onSecondaryTapDown != null ||
onSecondaryTapUp != null ||
onSecondaryTapCancel != null
) {
gestures[TapGestureRecognizer] = GestureRecognizerFactoryWithHandlers<TapGestureRecognizer>(
() => TapGestureRecognizer(debugOwner: this),
(TapGestureRecognizer instance) {
instance
..onTapDown = onTapDown
..onTapUp = onTapUp
..onTap = onTap
..onTapCancel = onTapCancel
..onSecondaryTapDown = onSecondaryTapDown
..onSecondaryTapUp = onSecondaryTapUp
..onSecondaryTapCancel = onSecondaryTapCancel;
},
);
}
if (onDoubleTap != null) {
gestures[DoubleTapGestureRecognizer] = GestureRecognizerFactoryWithHandlers<DoubleTapGestureRecognizer>(
() => DoubleTapGestureRecognizer(debugOwner: this),
(DoubleTapGestureRecognizer instance) {
instance
..onDoubleTap = onDoubleTap;
},
);
}
if (onLongPress != null ||
onLongPressUp != null ||
onLongPressStart != null ||
onLongPressMoveUpdate != null ||
onLongPressEnd != null) {
gestures[LongPressGestureRecognizer] = GestureRecognizerFactoryWithHandlers<LongPressGestureRecognizer>(
() => LongPressGestureRecognizer(debugOwner: this),
(LongPressGestureRecognizer instance) {
instance
..onLongPress = onLongPress
..onLongPressStart = onLongPressStart
..onLongPressMoveUpdate = onLongPressMoveUpdate
..onLongPressEnd =onLongPressEnd
..onLongPressUp = onLongPressUp;
},
);
}
...省略
return RawGestureDetector(
gestures: gestures,
behavior: behavior,
excludeFromSemantics: excludeFromSemantics,
child: child,
);
}
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首先初始化了gestures
,而且對於每一種手勢族都定義了一種類型。
一、TapGestureRecognizer
手勢族裏面就包含了onTapDown
、onTapUp
、onTap
、onTapCancel
、onSecondaryTapDown
、onSecondaryTapUp
、onSecondaryTapCancel
事件。
二、DoubleTapGestureRecognizer
手勢族裏面就包含了onDoubleTap
事件。
三、LongPressGestureRecognizer
手勢族裏面就包含了onLongPress
、onLongPressStart
、onLongPressMoveUpdate
、onLongPressEnd
、onLongPressUp
事件。
gestures
中的每個值都是GestureRecognizerFactory
類型。經過GestureRecognizerFactoryWithHandlers
的構造方法,分別給GestureRecognizerFactory
的constructor、initializer
方法進行初始化。
還記得RawGestureDetector
組件的_syncAll
中提到的constructor、initializer
方法麼?因此結合起來看,咱們得出了以下結論:
GestureDetector
的多種手勢屬性,都有其所屬的手勢族(GestureRecognizerFactory
對象)。這些屬性會經過手勢族的initializer
方法保存起來。
GestureDetector(
child: ConstrainedBox(
constraints: BoxConstraints.tight(Size(300, 150)),
child: Container(
color: Colors.blue,
child: Center(
child: Text('click me'),
),
),
),
onTapDown: (TapDownDetails details) {
print("onTap down");
},
onTapUp: (TapUpDetails details) {
print("onTap up");
},
),
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運行上面的代碼後,展現以下。
GestureDector
本質上也是
Listener
,因此當咱們點擊了
click me文案後,須要執行命中測試,命中測試列表以下所示:
RenderParagraph
->
RenderPositionedBox
->
RenderDecoratedBox
->
RenderConstrainedBox
->
RenderPointerListener
。
根據命中測試列表,從上而下執行每個對象的handleEvent
方法。Listener
對應的RenderObject
就是RenderPointerListener
,而RenderPointerListener
的handleEvent
方法以下。
@override
void handleEvent(PointerEvent event, HitTestEntry entry) {
assert(debugHandleEvent(event, entry));
if (onPointerDown != null && event is PointerDownEvent)
return onPointerDown(event);
if (onPointerMove != null && event is PointerMoveEvent)
return onPointerMove(event);
if (onPointerUp != null && event is PointerUpEvent)
return onPointerUp(event);
if (onPointerCancel != null && event is PointerCancelEvent)
return onPointerCancel(event);
if (onPointerSignal != null && event is PointerSignalEvent)
return onPointerSignal(event);
}
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這裏的onPointerDown
、onPointerMove
、onPointerUp
、onPointerCancel
、onPointerSignal
屬性和Listener
中是一一對應的。
當點擊click me文案時,因爲onPointerDown!=null && event is PointerDownEvent
爲true,從而執行了Listener
中的onPointerDown
方法,也就是RawGestureDetector
組件的_handlePointerDown
方法。
void _handlePointerDown(PointerDownEvent event) {
assert(_recognizers != null);
for (GestureRecognizer recognizer in _recognizers.values)
recognizer.addPointer(event);
}
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_recognizers.values
值遍歷的結果咱們上面分析過了,這裏遍歷的結果是每次都會去執行GestureRecognizer
對象的addPointer
方法。
void addPointer(PointerDownEvent event) {
_pointerToKind[event.pointer] = event.kind;
if (isPointerAllowed(event)) {
addAllowedPointer(event);
} else {
handleNonAllowedPointer(event);
}
}
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首先經過了isPointerAllowed
方法判斷PointerDownEvent
手勢事件是否被GestureRecognizer
對象所接受,通常每個GestureRecognizer
對象都會重寫isPointerAllowed
方法。
對於上面的例子,這裏的GestureRecognizer
對象就是TapGestureRecognizer
,它的addAllowedPointer
方法以下所示。
@override
void addAllowedPointer(PointerDownEvent event) {
super.addAllowedPointer(event);
_initialButtons = event.buttons;
}
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這裏直接調用了父類的addAllowedPointer
方法。
@override
void addAllowedPointer(PointerDownEvent event) {
startTrackingPointer(event.pointer, event.transform);
if (state == GestureRecognizerState.ready) {
state = GestureRecognizerState.possible;
primaryPointer = event.pointer;
initialPosition = OffsetPair(local: event.localPosition, global: event.position);
if (deadline != null)
_timer = Timer(deadline, () => didExceedDeadlineWithEvent(event));
}
}
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而後是startTrackingPointer
方法。
@protected
void startTrackingPointer(int pointer, [Matrix4 transform]) {
GestureBinding.instance.pointerRouter.addRoute(pointer, handleEvent, transform);
_trackedPointers.add(pointer);
assert(!_entries.containsValue(pointer));
_entries[pointer] = _addPointerToArena(pointer);
}
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一、第一步經過GestureBinding.instance.pointerRouter
調用了addRoute
方法,參數爲PointerDownEvent
事件的惟一值(pointer
)、handleEvent
對象(由GestureRecognizer
的子類實現)、PointerDownEvent
事件座標系(transform
)。
注意:這裏的
GestureBinding.instance
返回的是GestureBinding
的對象,它是一個單例類,做用是管理手勢事件生命週期與手勢衝突。
void addRoute(int pointer, PointerRoute route, [Matrix4 transform]) {
final LinkedHashSet<_RouteEntry> routes = _routeMap.putIfAbsent(pointer, () => LinkedHashSet<_RouteEntry>());
assert(!routes.any(_RouteEntry.isRoutePredicate(route)));
routes.add(_RouteEntry(route: route, transform: transform));
}
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addRoute
方法將在_routeMap
中尋找pointer
對應的LinkedHashSet
,不存在則新建一個,而後建立一個_RouteEntry
對象,並將route
和transform
傳遞過去。
二、第二步調用了_addPointerToArena
方法。
GestureArenaEntry _addPointerToArena(int pointer) {
if (_team != null)
return _team.add(pointer, this);
return GestureBinding.instance.gestureArena.add(pointer, this);
}
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在_addPointerToArena
方法中,也經過GestureBinding.instance.gestureArena
調用了add
方法,參數爲PointerDownEvent
事件的惟一值(pointer
)、GestureRecognizer
對象(具體子類)。
還記得咱們點擊click me文案時,上面提到的命中測試列表麼?其實上面只是列出了一部分,在RenderPointerListener
的最後還有WidgetsFlutterBinding
。因此應該是這樣的: RenderParagraph
->RenderPositionedBox
->RenderDecoratedBox
->RenderConstrainedBox
->RenderPointerListener
->...->WidgetsFlutterBinding
因此在命中測試列表最後一步,執行的是WidgetsFlutterBinding
的handleEvent
方法,這一步很重要,咱們來看一下。
@override
void handleEvent(PointerEvent event, HitTestEntry entry) {
pointerRouter.route(event);
if (event is PointerDownEvent) {
gestureArena.close(event.pointer);
} else if (event is PointerUpEvent) {
gestureArena.sweep(event.pointer);
} else if (event is PointerSignalEvent) {
pointerSignalResolver.resolve(event);
}
}
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方法中參數event
是一個PointerEvent
對象,由PointerDownEvent
、一系列PointerMoveEvent
、PointerUpEvent
事件組成,對於每個PointerEvent
事件,都會執行pointerRouter
的route
方法。這裏的pointerRouter
對象就是GestureBinding.instance.pointerRouter
對象。
void route(PointerEvent event) {
final LinkedHashSet<_RouteEntry> routes = _routeMap[event.pointer];
final List<_RouteEntry> globalRoutes = List<_RouteEntry>.from(_globalRoutes);
if (routes != null) {
for (_RouteEntry entry in List<_RouteEntry>.from(routes)) {
if (routes.any(_RouteEntry.isRoutePredicate(entry.route)))
_dispatch(event, entry);
}
}
for (_RouteEntry entry in globalRoutes) {
if (_globalRoutes.any(_RouteEntry.isRoutePredicate(entry.route)))
_dispatch(event, entry);
}
}
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route
方法會從_routeMap
中取出該觸摸事件,並執行_dispatch
將該事件分發下去。這裏_routeMap
對應的數據,在上面的startTrackingPointer
方法中已分析過。
void _dispatch(PointerEvent event, _RouteEntry entry) {
try {
event = event.transformed(entry.transform);
entry.route(event);
} catch (exception, stack) {
...省略
}
}
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event.transfromed
方法會對當前觸摸事件對象進行座標系轉換。通常來講,非特殊狀況下,這裏轉換前和轉換後是同一個觸摸事件對象。而後調用了_RouteEntry
的route
方法,將該觸摸事件對象傳遞過去。
這裏_RouteEntry
的route
方法就是上面的startTrackingPointer
方法中初始化的,而且它指向的是每個GestureRecognizer
子類的handleEvent
方法。
拿上面的例子來講,就是TapGestureRecognizer
的handleEvent
方法,因爲TapGestureRecognizer
沒有該方法,咱們從它父類PrimaryPointerGestureRecognizer
能夠找到。
@override
void handleEvent(PointerEvent event) {
assert(state != GestureRecognizerState.ready);
if (state == GestureRecognizerState.possible && event.pointer == primaryPointer) {
final bool isPreAcceptSlopPastTolerance =
!_gestureAccepted &&
preAcceptSlopTolerance != null &&
_getGlobalDistance(event) > preAcceptSlopTolerance;
final bool isPostAcceptSlopPastTolerance =
_gestureAccepted &&
postAcceptSlopTolerance != null &&
_getGlobalDistance(event) > postAcceptSlopTolerance;
if (event is PointerMoveEvent && (isPreAcceptSlopPastTolerance || isPostAcceptSlopPastTolerance)) {
resolve(GestureDisposition.rejected);
stopTrackingPointer(primaryPointer);
} else {
handlePrimaryPointer(event);
}
}
stopTrackingIfPointerNoLongerDown(event);
}
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這裏最重要的方法是執行了resolve
方法。
void resolve(GestureDisposition disposition) {
final List<GestureArenaEntry> localEntries = List<GestureArenaEntry>.from(_entries.values);
_entries.clear();
for (GestureArenaEntry entry in localEntries)
entry.resolve(disposition);
}
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這裏的_entries
也是在上面的startTrackingPointer
方法分析過的,因此上述方法會遍歷_entries
的每個GestureArenaEntry
對象(對應着每個GestureRecognizer
對象),並執行它的resolved
方法,而後再調用GestureArenaManager
的_resolve
方法。
void _resolve(int pointer, GestureArenaMember member, GestureDisposition disposition) {
final _GestureArena state = _arenas[pointer];
if (state == null)
return; // This arena has already resolved.
assert(_debugLogDiagnostic(pointer, '${ disposition == GestureDisposition.accepted ? "Accepting" : "Rejecting" }: $member'));
assert(state.members.contains(member));
if (disposition == GestureDisposition.rejected) {
state.members.remove(member);
member.rejectGesture(pointer);
if (!state.isOpen)
_tryToResolveArena(pointer, state);
} else {
assert(disposition == GestureDisposition.accepted);
if (state.isOpen) {
state.eagerWinner ??= member;
} else {
assert(_debugLogDiagnostic(pointer, 'Self-declared winner: $member'));
_resolveInFavorOf(pointer, state, member);
}
}
}
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該方法主要的做用是處理手勢衝突,經過手勢衝突處理後,能成功執行的手勢事件會調用_resolveInFavorOf
方法。
void _resolveInFavorOf(int pointer, _GestureArena state, GestureArenaMember member) {
assert(state == _arenas[pointer]);
assert(state != null);
assert(state.eagerWinner == null || state.eagerWinner == member);
assert(!state.isOpen);
_arenas.remove(pointer);
for (GestureArenaMember rejectedMember in state.members) {
if (rejectedMember != member)
rejectedMember.rejectGesture(pointer);
}
member.acceptGesture(pointer);
}
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而後再執行GestureArenaMember
的acceptGesture
方法。該方法是抽象方法,具體的實現是在其子類中。咱們看一下TapGestureRecognizer
的實現。
@override
void acceptGesture(int pointer) {
super.acceptGesture(pointer);
if (pointer == primaryPointer) {
_checkDown(pointer);
_wonArenaForPrimaryPointer = true;
_checkUp();
}
}
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這裏_checkDown
方法主要處理按下事件,_checkUp
主要處理擡起事件。這也說明了TapGestureRecognizer
手勢族只處理手勢的按下與擡起。其餘事件由其餘手勢族進行處理。
_checkDown
與_checkUp
方法後面還會調用諸多方法,最終會調用onTapDown
和onTapUp
方法,這裏的方法鏈路就再也不分析了,有興趣的同窗能夠去看看源碼。
本文以TapGestureRecognizer
做爲例子,分析了GestureDector
組件的觸摸事件的原理。GestureDector
組件的底層是經過Listener
實現的,而且與Listener
同樣也須要對觸摸事件進行命中測試。GestureDector
組件的各個屬性方法在獲得響應以前,會經過WidgetsFlutterBinding
作事件分發,並經過手勢衝突競技場作手勢衝突管理,最終經過的手勢事件纔會分發到各個GestureRecognizer
對象的handleEvent
方法進行處理,結果纔會是各個GestureRecognizer
對象的屬性方法獲得響應。