基于Flutter 1.22.3的源码刨析,分析Flutter的StatefulWidget的UI更新机制,相关源码:
widgets/framework.dart
widgets/binding.dart
scheduler/binding.dart
lib/ui/window.dart
flutter/runtime/runtime_controller.cc
一、概述
对于Flutter来说,万物皆为Widget,常见的Widget子类为StatelessWidget(无状态)和StatefulWidget(有状态);
- StatelessWidget:内部没有保存状态,界面创建后不会发生改变;
- StatefulWidget:内部有保存状态,当状态发生改变,调用setState()方法会触发StatefulWidget的UI发生更新,对于自定义继承自StatefulWidget的子类,必须要重写createState()方法。
接下来看看setState()究竟干了哪些操作。
二、Widget更新流程
2.1 setState
[-> framework.dart::state]
abstract class State<T extends StatefulWidget> with Diagnosticable {
StatefulElement _element;
/// It is an error to call this method after the framework calls [dispose].
/// You can determine whether it is legal to call this method by checking
/// whether the [mounted] property is true.
@protected
void setState(VoidCallback fn) {
...
_element.markNeedsBuild();
}
}
这里需要注意setState()方法要在dispose()方法调用前调用,可以通过mounted属性值来判断父Widget是否还包含该Widget.
2.2 markNeedsBuild
[->framework.dart::Element]
abstract class Element extends DiagnosticableTree implements BuildContext {
/// Marks the element as dirty and adds it to the global list of widgets to
/// rebuild in the next frame.
///标记元素为脏元素,然后添加到list集合里 等下一帧刷新
void markNeedsBuild() {
if (!_active)
return;
if (dirty)
return;
_dirty = true;
owner.scheduleBuildFor(this);
}
}
设置 Element的 _dirty 为 true
2.3 scheduleBuildFor
[->framework.dart::BuildOwner]
abstract class Element extends DiagnosticableTree implements BuildContext {
/// Adds an element to the dirty elements list so that it will be rebuilt
/// when [WidgetsBinding.drawFrame] calls [buildScope].
void scheduleBuildFor(Element element) {
...
if (element._inDirtyList) { //是否在集合里面
_dirtyElementsNeedsResorting = true;
return;
}
if (!_scheduledFlushDirtyElements && onBuildScheduled != null) {
_scheduledFlushDirtyElements = true;
onBuildScheduled();
}
_dirtyElements.add(element);//记录所有脏元素
element._inDirtyList = true;
}
}
将element添加到脏element集合,之后会被重建
2.4 _handleBuildScheduled
[-> binding.dart:: WidgetsBinding]
/// The glue between the widgets layer and the Flutter engine.
mixin WidgetsBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, RendererBinding, SemanticsBinding {
@override
void initInstances() {
super.initInstances();
_instance = this;
// Initialization of [_buildOwner] has to be done after
// [super.initInstances] is called, as it requires [ServicesBinding] to
// properly setup the [defaultBinaryMessenger] instance.
_buildOwner = BuildOwner();
buildOwner.onBuildScheduled = _handleBuildScheduled;
window.onLocaleChanged = handleLocaleChanged;
window.onAccessibilityFeaturesChanged = handleAccessibilityFeaturesChanged;
SystemChannels.navigation.setMethodCallHandler(_handleNavigationInvocation);
FlutterErrorDetails.propertiesTransformers.add(transformDebugCreator);
}
void _handleBuildScheduled() {
ensureVisualUpdate();
}
在Flutter应用启动过程初始化WidgetsBinding时,赋值onBuildScheduled等于_handleBuildScheduled()。
2.5 ensureVisualUpdate
[ -> binding.dart::SchedulerBinding]
mixin SchedulerBinding on BindingBase {
@override
void initInstances() {
super.initInstances();
_instance = this;
}
void ensureVisualUpdate() {
switch (schedulerPhase) {
case SchedulerPhase.idle:
case SchedulerPhase.postFrameCallbacks:
scheduleFrame();
return;
case SchedulerPhase.transientCallbacks:
case SchedulerPhase.midFrameMicrotasks:
case SchedulerPhase.persistentCallbacks:
return;
}
}
schedulerPhase的初始值为SchedulerPhase.idle。SchedulerPhase是一个enum枚举类型,有以下5个可取值:
状态 | 含义 |
---|---|
idle | 没有正在处理的帧,可能正在执行的是WidgetsBinding.scheduleTask,scheduleMicrotask,Timer,事件handlers,或者其他回调等 |
transientCallbacks | SchedulerBinding.handleBeginFrame过程, 处理动画状态更新 |
midFrameMicrotasks | 处理transientCallbacks阶段触发的微任务(Microtasks) |
persistentCallbacks | WidgetsBinding.drawFrame和SchedulerBinding.handleDrawFrame过程,build/layout/paint流水线工作 |
postFrameCallbacks | 主要是清理和计划执行下一帧的工作 |
2.6 scheduleFrame
void scheduleFrame() {
//只有当APP处于用户可见状态才会准备调度下一帧方法
if (_hasScheduledFrame || !framesEnabled)
return;
ensureFrameCallbacksRegistered();
window.scheduleFrame();
_hasScheduledFrame = true;
}
2.7 scheduleFrame
[ -> lib/ui/window.dart::Window]
void scheduleFrame() native 'PlatformConfiguration_scheduleFrame';
window是Flutter引擎中跟图形相关接口打交道的核心类,这里是一个native方法
2.7.1 ScheduleFrame(C++)
[->引擎库 lib/ui/window/platform_configuration.cc]
void ScheduleFrame(Dart_NativeArguments args) {
UIDartState::ThrowIfUIOperationsProhibited();
UIDartState::Current()->platform_configuration()->client()->ScheduleFrame();
}
通过RegisterNatives()完成native方法的注册,“PlatformConfiguration_scheduleFrame”所对应的native方法如上所示。
2.7.2 RuntimeController::ScheduleFrame
[->runtime/runtime_controller.cc]
// |PlatformConfigurationClient|
void RuntimeController::ScheduleFrame() {
client_.ScheduleFrame();
}
2.7.3 Engine::ScheduleFrame
[->flutter/shell/common/engine.cc]
void Engine::ScheduleFrame(bool regenerate_layer_tree) {
animator_->RequestFrame(regenerate_layer_tree);
}
Engine::ScheduleFrame()经过层层调用,最终会注册Vsync回调。 等待下一次vsync信号的到来,然后再经过层层调用最终会调用到Window::BeginFrame()。这里不展开解释了。
2.8 Window::BeginFrame
[-> flutter/lib/ui/window/window.cc]
void Window::BeginFrame(fml::TimePoint frameTime) {
std::shared_ptr<tonic::DartState> dart_state = library_.dart_state().lock();
if (!dart_state)
return;
tonic::DartState::Scope scope(dart_state);
int64_t microseconds = (frameTime - fml::TimePoint()).ToMicroseconds();
DartInvokeField(library_.value(), "_beginFrame",
{
Dart_NewInteger(microseconds),
});
//执行MicroTask
UIDartState::Current()->FlushMicrotasksNow();
DartInvokeField(library_.value(), "_drawFrame", {});
}
Window::BeginFrame()过程主要工作:
- 执行_beginFrame
- 执行FlushMicrotasksNow
- 执行_drawFrame
可见,Microtask位于beginFrame和drawFrame之间,那么Microtask的耗时会影响ui绘制过程。
2.9handleBeginFrame
[-> lib/src/scheduler/binding.dart:: SchedulerBinding]
void handleBeginFrame(Duration rawTimeStamp) {
Timeline.startSync('Frame', arguments: timelineWhitelistArguments);
_firstRawTimeStampInEpoch ??= rawTimeStamp;
_currentFrameTimeStamp = _adjustForEpoch(rawTimeStamp ?? _lastRawTimeStamp);
if (rawTimeStamp != null)
_lastRawTimeStamp = rawTimeStamp;
profile(() {
_profileFrameNumber += 1;
_profileFrameStopwatch.reset();
_profileFrameStopwatch.start();
});
//此时阶段等于SchedulerPhase.idle;
_hasScheduledFrame = false;
try {
Timeline.startSync('Animate', arguments: timelineWhitelistArguments);
_schedulerPhase = SchedulerPhase.transientCallbacks;
//执行动画的回调方法
final Map<int, _FrameCallbackEntry> callbacks = _transientCallbacks;
_transientCallbacks = <int, _FrameCallbackEntry>{};
callbacks.forEach((int id, _FrameCallbackEntry callbackEntry) {
if (!_removedIds.contains(id))
_invokeFrameCallback(callbackEntry.callback, _currentFrameTimeStamp, callbackEntry.debugStack);
});
_removedIds.clear();
} finally {
_schedulerPhase = SchedulerPhase.midFrameMicrotasks;
}
}
该方法主要功能是遍历_transientCallbacks,执行相应的Animate操作,可通过scheduleFrameCallback()/cancelFrameCallbackWithId()来完成添加和删除成员,再来简单看看这两个方法。
2.10 handleDrawFrame
[-> lib/src/scheduler/binding.dart:: SchedulerBinding]
void handleDrawFrame() {
assert(_schedulerPhase == SchedulerPhase.midFrameMicrotasks);
Timeline.finishSync(); // 标识结束"Animate"阶段
try {
_schedulerPhase = SchedulerPhase.persistentCallbacks;
//执行PERSISTENT FRAME回调
for (FrameCallback callback in _persistentCallbacks)
_invokeFrameCallback(callback, _currentFrameTimeStamp);
_schedulerPhase = SchedulerPhase.postFrameCallbacks;
// 执行POST-FRAME回调
final List<FrameCallback> localPostFrameCallbacks = List<FrameCallback>.from(_postFrameCallbacks);
_postFrameCallbacks.clear();
for (FrameCallback callback in localPostFrameCallbacks)
_invokeFrameCallback(callback, _currentFrameTimeStamp);
} finally {
_schedulerPhase = SchedulerPhase.idle;
Timeline.finishSync(); //标识结束”Frame“阶段
profile(() {
_profileFrameStopwatch.stop();
_profileFramePostEvent();
});
_currentFrameTimeStamp = null;
}
}
该方法主要功能:
- 遍历_persistentCallbacks,执行相应的回调方法,可通过addPersistentFrameCallback()注册,一旦注册后不可移除,后续每一次frame回调都会执行;
- 遍历_postFrameCallbacks,执行相应的回调方法,可通过addPostFrameCallback()注册,handleDrawFrame()执行完成后会清空_postFrameCallbacks内容。
三、小结
可见,setState()过程主要工作是记录所有的脏元素,添加到BuildOwner对象的_dirtyElements成员变量,然后调用scheduleFrame来注册Vsync回调。 当下一次vsync信号的到来时会执行handleBeginFrame()和handleDrawFrame()来更新UI。
本文参考了gityan大佬的博客,感谢大佬分享!