做者:騰訊NOW直播 - levinyang(楊亦偉)java
Flutter是谷歌的移動UI框架,能夠快速在iOS和Android上構建高質量的原生用戶界面。 Flutter能夠與現有的代碼一塊兒工做。在全世界,Flutter正在被愈來愈多的開發者和組織使用,而且Flutter是徹底免費、開源的。本文主要講述Flutter整個渲染流程,重點關注在渲染過程當中Framework層,從setState到向Engine提交Layer整個過程是怎麼樣實現的,讓讀者更加深刻理解Flutter的渲染過程。node
Flutter的框架分爲Framework和Engine兩層,應用是基於Framework層開發的,Framework負責渲染中的Build,Layout,Paint,生成Layer等環節。Engine層是C++實現的渲染引擎,負責把Framework生成的Layer組合,生成紋理,而後經過Open GL接口向GPU提交渲染數據。canvas
當須要更新UI的時候,Framework通知Engine,Engine會等到下個Vsync信號到達的時候,會通知Framework,而後Framework會進行animations, build,layout,compositing,paint,最後生成layer提交給Engine。Engine會把layer進行組合,生成紋理,最後經過Open Gl接口提交數據給GPU, GPU通過處理後在顯示器上面顯示。整個流程以下圖:數組
從流程圖能夠看出來,只有當有UI更新的才須要從新渲染,固然程序啓動的是默認去渲染的。接下來咱們先分析一下當有UI須要更新的時候,是怎麼樣觸發渲染,從應用到Framework,再到Engine這個過程是怎麼樣的。在Flutter開發應用的時候,當須要更新的UI的時候,須要調用一下setState方法,而後就能夠實現了UI的更新,咱們接下來分析一下該方法作哪些事情。app
void setState(VoidCallback fn) {
...
_element.markNeedsBuild(); //經過相應的element來實現更新,關於element,widget,renderOjbect這裏不展開討論
}
void markNeedsBuild() {
...
if (dirty)
return;
_dirty = true;
owner.scheduleBuildFor(this);
}
void scheduleBuildFor(Element element) {
...
if (!_scheduledFlushDirtyElements && onBuildScheduled != null) {
_scheduledFlushDirtyElements = true;
onBuildScheduled(); //這是一個callback,調用的方法是下面的_handleBuildScheduled
}
_dirtyElements.add(element); //把當前element添加到_dirtyElements數組裏面,後面從新build會遍歷這個數組
element._inDirtyList = true;
}
void _handleBuildScheduled() {
...
ensureVisualUpdate();
}
void ensureVisualUpdate() {
switch (schedulerPhase) {
case SchedulerPhase.idle:
case SchedulerPhase.postFrameCallbacks:
scheduleFrame();
return;
case SchedulerPhase.transientCallbacks:
case SchedulerPhase.midFrameMicrotasks:
case SchedulerPhase.persistentCallbacks:
return;
}
}
void scheduleFrame() {
if (_hasScheduledFrame || !_framesEnabled)
return;
...
ui.window.scheduleFrame();
_hasScheduledFrame = true;
}
void scheduleFrame() native 'Window_scheduleFrame';//這個方法是Engine實現的,把接口暴露給Framework,調用這個方法通知引擎,須要更新UI,引擎會在下一個vSync的到達的時候通知Framework
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當應用調用setState後,通過Framework一連串的調用後,最終調用scheduleFrame來通知Engine須要更新UI,Engine就會在下個vSync到達的時候經過調用_drawFrame來通知Framework,而後Framework就會經過BuildOwner進行Build和PipelineOwner進行Layout,Paint,最後把生成Layer,組合成Scene提交給Engine。接下來咱們從代碼中分析一下,這些環節具體是怎麼樣實現的。首先從Engine回調Framework的入口開始。框架
void _drawFrame() { //Engine回調Framework入口
_invoke(window.onDrawFrame, window._onDrawFrameZone);
}
//初始化的時候把onDrawFrame設置爲_handleDrawFrame
void initInstances() {
super.initInstances();
_instance = this;
ui.window.onBeginFrame = _handleBeginFrame;
ui.window.onDrawFrame = _handleDrawFrame;
SystemChannels.lifecycle.setMessageHandler(_handleLifecycleMessage);
}
void _handleDrawFrame() {
if (_ignoreNextEngineDrawFrame) {
_ignoreNextEngineDrawFrame = false;
return;
}
handleDrawFrame();
}
void handleDrawFrame() {
_schedulerPhase = SchedulerPhase.persistentCallbacks;//記錄當前更新UI的狀態
for (FrameCallback callback in _persistentCallbacks)
_invokeFrameCallback(callback, _currentFrameTimeStamp);
}
}
void initInstances() {
....
addPersistentFrameCallback(_handlePersistentFrameCallback);
}
void _handlePersistentFrameCallback(Duration timeStamp) {
drawFrame();
}
void drawFrame() {
...
if (renderViewElement != null)
buildOwner.buildScope(renderViewElement); //先從新build widget
super.drawFrame();
buildOwner.finalizeTree();
}
void drawFrame() { //這個方法完成Layout,CompositingBits,Paint,生成Layer和提交給Engine的工做
assert(renderView != null);
pipelineOwner.flushLayout();
pipelineOwner.flushCompositingBits();
pipelineOwner.flushPaint();
renderView.compositeFrame(); //生成Layer並提交給Engine
pipelineOwner.flushSemantics();
}
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從上面代碼分析得知,從Engine回調,Framework會build,Layout,Paint,生成Layer等環節。接下來具體分析一下,這些環節是怎麼實現的。less
在Flutter應用開發中,無狀態的widget是經過StatelessWidget的build方法構建UI,有狀態的widget是經過State的build方法構建UI。如今具體分析一下從setState調用後到調用自定義State的build的流程是怎樣的(如今只分析有狀態的widget渲染過程)。ide
//這是官方的demo
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
_counter++;
});
}
//這裏就是構建UI,當調用setState後就會調用到這裏,從新生成新的widget
@override
Widget build(BuildContext context) {
return new Scaffold(
...
);
}
}
//從上面代碼的分析到,在調用了setState後,最終會調用到buildScope來build
void buildScope(Element context, [VoidCallback callback]) {
...
_dirtyElements.sort(Element._sort);
_dirtyElementsNeedsResorting = false;
int dirtyCount = _dirtyElements.length;
int index = 0;
while (index < dirtyCount) {
...
_dirtyElements[index].rebuild();
index += 1;
}
for (Element element in _dirtyElements) {
assert(element._inDirtyList);
element._inDirtyList = false;
}
_dirtyElements.clear();
}
void rebuild() {
...
if (!_active || !_dirty)
return;
performRebuild();
}
void performRebuild() {
...
built = build();
...
}
Widget build() => widget.build(this);
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從上面能夠看出,buildScope會遍歷_dirtyElements,對每一個在數組裏面的每一個element調用rebuild,最終就是調用到相應的widget的build方法。 其實當setState的時候會把相應的element添加到_dirtyElements數組裏,而且element標識dirty狀態。佈局
在Flutter中應用中,是使用支持layout的widget來實現佈局的,支持layout的wiget有Container,Padding,Align等等,強大又簡易。在渲染流程中,在widget build後會進入layout環節,下面具體分析一下layout的實現,layout入口是flushLayout。post
void flushLayout() {
...
while (_nodesNeedingLayout.isNotEmpty) {
final List<RenderObject> dirtyNodes = _nodesNeedingLayout;
_nodesNeedingLayout = <RenderObject>[];
for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => a.depth - b.depth)) {//這裏是按照在node tree中的深度順序遍歷_nodesNeedingLayout,RenderObject的markNeedsLayout方法會把本身添加到_nodesNeedingLayout
if (node._needsLayout && node.owner == this)//對於須要layout的RenderObject進行layout
node._layoutWithoutResize();
}
}
...
}
void _layoutWithoutResize() {
...
performLayout(); //這個方法是計算layout的實現,不一樣layout widget有不一樣的實現
markNeedsSemanticsUpdate();
...
_needsLayout = false;
markNeedsPaint();
}
//這裏就是列出來RenderView的計算佈局的實現方式,這個比較簡單,就是讀取配置裏面的大小,而後調用child的layout,其餘widget layout的計算佈局的方式是很是繁瑣複雜的,能夠自行分析代碼
void performLayout() {
assert(_rootTransform != null);
_size = configuration.size;
assert(_size.isFinite);
if (child != null)
child.layout(new BoxConstraints.tight(_size));//調用child的layout
}
//這個方法parent調用child的layout的入口,parent會把限制傳給child,child根據限制來layout
void layout(Constraints constraints, { bool parentUsesSize: false }) {
...
RenderObject relayoutBoundary;
if (!parentUsesSize || sizedByParent || constraints.isTight || parent is! RenderObject) {
relayoutBoundary = this;
} else {
final RenderObject parent = this.parent;
relayoutBoundary = parent._relayoutBoundary;
}
if (!_needsLayout && constraints == _constraints && relayoutBoundary == _relayoutBoundary) {
return;
}
_constraints = constraints;
_relayoutBoundary = relayoutBoundary;
if (sizedByParent) {
performResize();
}
RenderObject debugPreviousActiveLayout;
performLayout();//實際計算layout的實現
markNeedsSemanticsUpdate();
_needsLayout = false;
markNeedsPaint();
}
void performResize() {
...
size = constraints.biggest;
switch (axis) {
case Axis.vertical:
offset.applyViewportDimension(size.height);
break;
case Axis.horizontal:
offset.applyViewportDimension(size.width);
break;
}
}
//這是標記爲layout爲dirty,把本身添加到渲染管道(PipelineOwner)裏面
void markNeedsLayout() {
if (_relayoutBoundary != this) {
markParentNeedsLayout();
} else {
_needsLayout = true;
if (owner != null) {
return true;
}());
owner._nodesNeedingLayout.add(this);
owner.requestVisualUpdate();
}
}
}
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從上面分析出來,layout的整個過程,首先是當RenderOjbect須要從新layout的時候,把本身添加到渲染管道里面,而後再觸發渲染到了layout環節,先從渲染管道里面遍歷找出須要渲染的RenderObject,而後調用performLayout進行計算layout,並且不一樣的對象實現不一樣的performLayout方法,計算layout的方式也不同,而後再調用child 的layout入口,同時把parent的限制也傳給child,child調用本身的performLayout。
當須要描繪自定義的圖像的時候,能夠經過繼承CustomPainter,實現paint方法,而後在paint方法裏面使用Flutter提供接口能夠實現複雜的圖像。 下面具體分析一下paint流程是怎麼實現的。
//這是官方的paint demo
class Sky extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
var rect = Offset.zero & size;
var gradient = new RadialGradient(
center: const Alignment(0.7, -0.6), radius: 0.2, colors: [const Color(0xFFFFFF00), const Color(0xFF0099FF)], stops: [0.4, 1.0], );
canvas.drawRect(
rect,
new Paint()..shader = gradient.createShader(rect),
);
}
@override
bool shouldRepaint(Sky oldDelegate) => false;
}
//這是在渲染管道中paint的入口
void flushPaint() {
final List<RenderObject> dirtyNodes = _nodesNeedingPaint;
_nodesNeedingPaint = <RenderObject>[];
// Sort the dirty nodes in reverse order (deepest first).
for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) => b.depth - a.depth)) { //這是實現的方式和layout過程基本相似,不過排序是反序的
assert(node._layer != null);
if (node._needsPaint && node.owner == this) {
if (node._layer.attached) {
PaintingContext.repaintCompositedChild(node);
} else {
node._skippedPaintingOnLayer();
}
}
}
}
static void repaintCompositedChild(RenderObject child, { bool debugAlsoPaintedParent: false }) {
...
if (child._layer == null) {
child._layer = new OffsetLayer();
} else {
child._layer.removeAllChildren();
}
final PaintingContext childContext = new PaintingContext._(child._layer, child.paintBounds); //經過layer生成 painting context
child._paintWithContext(childContext, Offset.zero);
childContext._stopRecordingIfNeeded();
}
void _paintWithContext(PaintingContext context, Offset offset) {
...
paint(context, offset);
...
}
void paint(PaintingContext context, Offset offset) {
if (_painter != null) { //只有持有CustomPainter狀況下,才繼續往下調用自定義的CustomPainter的paint方法,把canvas傳過去
_paintWithPainter(context.canvas, offset, _painter);
_setRasterCacheHints(context);
}
super.paint(context, offset); //調用父類的paint的方法
if (_foregroundPainter != null) {
_paintWithPainter(context.canvas, offset, _foregroundPainter);
_setRasterCacheHints(context);
}
}
//super paint 在父類的paint裏面繼續調用child的paint,實現父子遍歷
void paint(PaintingContext context, Offset offset) {
if (child != null){
context.paintChild(child, offset);
}
void _paintWithPainter(Canvas canvas, Offset offset, CustomPainter painter) {
int debugPreviousCanvasSaveCount;
canvas.save();
if (offset != Offset.zero)
canvas.translate(offset.dx, offset.dy);
painter.paint(canvas, size);//,在調用paint的時候,通過一串的轉換後,layer->PaintingContext->Canvas,最終paint就是描繪在Canvas上
...
canvas.restore();
}
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總結來講,paint過程當中,渲染管道中首先找出須要重繪的RenderObject,而後若是有實現了CustomPainter,就是調用CustomPainter paint方法,再去調用child的paint方法。
void compositeFrame() {
Timeline.startSync('Compositing', arguments: timelineWhitelistArguments);
try {
final ui.SceneBuilder builder = new ui.SceneBuilder();
layer.addToScene(builder, Offset.zero);
final ui.Scene scene = builder.build();
ui.window.render(scene);
scene.dispose();
assert(() {
if (debugRepaintRainbowEnabled || debugRepaintTextRainbowEnabled)
debugCurrentRepaintColor = debugCurrentRepaintColor.withHue(debugCurrentRepaintColor.hue + 2.0);
return true;
}());
} finally {
Timeline.finishSync();
}
}
void addToScene(ui.SceneBuilder builder, Offset layerOffset) {
addChildrenToScene(builder, offset + layerOffset);
}
void addChildrenToScene(ui.SceneBuilder builder, Offset childOffset) {
Layer child = firstChild;
while (child != null) {
child.addToScene(builder, childOffset);
child = child.nextSibling;
}
}
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Composited Layer就是把全部layer組合成Scene,而後經過ui.window.render方法,把scene提交給Engine,到這一步,Framework向Engine提交數據基本完成了。Engine會把全部的layer根據大小,層級,透明度計算出最終的顯示效果,經過Openg Gl接口渲染到屏幕上。
本文結合Flutter的官方描繪的框架和渲染流程,簡要介紹了渲染的過程實現方式,讓讀者對Flutter在渲染方面有基本的理解,便於之後的開發和探索。Now直播終端團隊致力於爲Flutter生態做出一點本身的貢獻,期待Flutter愈來愈好!