我有一个应用程序,在用户触摸屏幕的位置显示一个黑点,如下所示:
当用户将他的手指拖到屏幕上时,用户可以移动黑点.
背景是一个昂贵的绘制操作,所以我在堆栈中创建了两个单独的小部件,希望背景小部件绘画将存储在Flutter栅格缓存中.但它没有存储 - 每当黑点移动时,Flutter就会调用我昂贵的绘画方法.
我究竟做错了什么?
这是我的代码:
import 'package:flutter/material.dart';
import 'dart:math';
void main() {
runApp(new MyApp());
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return new MaterialApp(
home: new MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
@override
State createState() => new MyHomePageState();
}
class MyHomePageState extends State<MyHomePage> {
GlobalKey _paintKey = new GlobalKey();
Offset _offset;
@override
Widget build(BuildContext context) {
return new Scaffold(
body: new Stack(
fit: StackFit.expand,
children: <Widget>[
new CustomPaint(
painter: new ExpensivePainter(),
isComplex: true,
willChange: false,
),
new Listener(
onPointerDown: _updateOffset,
onPointerMove: _updateOffset,
child: new CustomPaint(
key: _paintKey,
painter: new MyCustomPainter(_offset),
child: new ConstrainedBox(
constraints: new BoxConstraints.expand(),
),
),
)
],
),
);
}
_updateOffset(PointerEvent event) {
RenderBox referenceBox = _paintKey.currentContext.findRenderObject();
Offset offset = referenceBox.globalToLocal(event.position);
setState(() {
_offset = offset;
});
}
}
class ExpensivePainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
print("Doing expensive paint job");
Random rand = new Random(12345);
List<Color> colors = [
Colors.red,
Colors.blue,
Colors.yellow,
Colors.green,
Colors.white,
];
for (int i = 0; i < 5000; i++) {
canvas.drawCircle(
new Offset(
rand.nextDouble() * size.width, rand.nextDouble() * size.height),
10 + rand.nextDouble() * 20,
new Paint()
..color = colors[rand.nextInt(colors.length)].withOpacity(0.2));
}
}
@override
bool shouldRepaint(ExpensivePainter other) => false;
}
class MyCustomPainter extends CustomPainter {
final Offset _offset;
MyCustomPainter(this._offset);
@override
void paint(Canvas canvas, Size size) {
if (_offset == null) return;
canvas.drawCircle(_offset, 10.0, new Paint()..color = Colors.black);
}
@override
bool shouldRepaint(MyCustomPainter other) => other._offset != _offset;
}
Run Code Online (Sandbox Code Playgroud)
Rém*_*let 29
这是扑扑的特异性.我们没有做出反应,只有当他们的状态/道具改变时,"组件"才会被重新绘制.
在颤动中,每次小部件都必须重绘整个树.
通常,这不是问题而且相当快.但是有些情况(例如你的),你不想要那样.这是一个相当无证的小部件,但重要的出现!RepaintBoundary
有关Flutter渲染管道如何工作的优秀演讲:https://www.youtube.com/watch?v = UUfXWzp0-DU
但简而言之,可以考虑RepaintBoundary将绘画操作分成不同的部分.
无论如何,解决方案?将您的Expensive小部件包装在一个RepaintBoundary.突然你得到60 FPS.
new RepaintBoundary(
child: new CustomPaint(
painter: new ExpensivePainter(),
isComplex: true,
willChange: false,
),
),
Run Code Online (Sandbox Code Playgroud)
| 归档时间: |
|
| 查看次数: |
2494 次 |
| 最近记录: |