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Overlay与OverlayEntry
Overlay是一个Stack的widget,可以将overlay entry插入到overlay中,使独立的child窗口悬浮于其他widget之上。 因为Overlay本身使用的是[Stack]布局,所以overlay entry可以使用[Positioned] 或者 [AnimatedPositioned]在overlay中定位自己的位置。 当我们创建MaterialApp的时候,它会自动创建一个Navigator,然后创建一个Overlay; 然后利用这个Navigator来管理路由中的界面。 就我感觉,有点类似Android中的WindowManager,可以利用addView和removeView方法添加或删除View到界面中。
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Overlay的使用方法
主要就是两个方法,往Overlay中插入entry,删除Overlay中的entry。
//创建OverlayEntry Overlay entry=new OverlayEntry(builder:(){/*在这里创建对应的widget*/}); //往Overlay中插入插入OverlayEntry Overlay.of(context).insert(overlayEntry); //调用entry自身的remove()方法,从所在的overlay中移除自己 entry.remove();
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Overlay的使用场景
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自定义Toast
如果自己写插件调用原生的Toast的话,比较麻烦,可能还会出一些适配的问题。所以可以在Flutter中利用Overlay实现Toast的效果,比较方便,而且无需担心适配的问题。 下面是简单地显示一个Toast,更多功能的话,自行封装咯。
/** * 利用overlay实现Toast */ class Toast { static void show({@required BuildContext context, @required String message}) { //创建一个OverlayEntry对象 OverlayEntry overlayEntry = new OverlayEntry(builder: (context) { //外层使用Positioned进行定位,控制在Overlay中的位置 return new Positioned( top: MediaQuery.of(context).size.height * 0.7, child: new Material( child: new Container( width: MediaQuery.of(context).size.width, alignment: Alignment.center, child: new Center( child: new Card( child: new Padding( padding: EdgeInsets.all(8), child: new Text(message), ), color: Colors.grey, ), ), ), )); }); //往Overlay中插入插入OverlayEntry Overlay.of(context).insert(overlayEntry); //两秒后,移除Toast new Future.delayed(Duration(seconds: 2)).then((value) { overlayEntry.remove(); }); } }
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类似PopupWindow的弹窗效果
比如实现微信首页右上角,点击“+”后的显示的弹窗效果。
(TODO:如何监听某个widget的焦点变化,我知道textform可以用focusNode来监听焦点变化,那其他widget如何监听焦点变化呢?)
/** * 展示微信下拉的弹窗 */ void showWeixinButtonView() { weixinOverlayEntry = new OverlayEntry(builder: (context) { return new Positioned( top: kToolbarHeight, right: 20, width: 200, height: 320, child: new SafeArea( child: new Material( child: new Container( color: Colors.black, child: new Column( children: <Widget>[ Expanded( child: new ListTile( leading: Icon( Icons.add, color: Colors.white, ), title: new Text( "发起群聊", style: TextStyle(color: Colors.white), ), ), ), Expanded( child: new ListTile( leading: Icon(Icons.add, color: Colors.white), title: new Text("添加朋友", style: TextStyle(color: Colors.white)), ), ), Expanded( child: new ListTile( leading: Icon(Icons.add, color: Colors.white), title: new Text("扫一扫", style: TextStyle(color: Colors.white)), ), ), Expanded( child: new ListTile( leading: Icon(Icons.add, color: Colors.white), title: new Text("首付款", style: TextStyle(color: Colors.white)), ), ), Expanded( child: new ListTile( leading: Icon(Icons.add, color: Colors.white), title: new Text("帮助与反馈", style: TextStyle(color: Colors.white)), ), ), ], ), ), ))); }); Overlay.of(context).insert(weixinOverlayEntry); } }
比如,在某个TextForm获得焦点的时候,在TextForm下方显示一个listview的选择项
FocusNode focusNode = new FocusNode(); OverlayEntry overlayEntry; LayerLink layerLink = new LayerLink(); @override void initState() { super.initState(); focusNode.addListener(() { if (focusNode.hasFocus) { overlayEntry = createSelectPopupWindow(); Overlay.of(context).insert(overlayEntry); } else { overlayEntry.remove(); } }); }
比如点击FloatActionButton之后,弹出几个button列表。
- Overlay的源码阅读,还是看源码有用些(涉及Render方面的暂时没理解,就没翻译了)
//源文件:overlay.dart
import 'dart:async';
import 'dart:collection';
import 'package:flutter/foundation.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
import 'basic.dart';
import 'debug.dart';
import 'framework.dart';
import 'ticker_provider.dart';
/// [Overlay]中的任意位置都可以包含一个widget。因为Overlay本身使用的是[Stack]布局,所以overlay entry
/// 可以使用[Positioned] 或者 [AnimatedPositioned]在overlay中定位自己的位置。
///
/// Overlay entries 使用[OverlayState.insert] or [OverlayState.insertAll]方法就可以插入到
/// [Overlay]中。可以使用[Overlay.of]方法和利用所给的[BuildContext] 去找到最近的overlay实例并拿到OverlayState对象
///
///一个overlay entry在同一个时间只能被插入到最多一个overlay中。可以调用overlay entry自身的[remove]方法,去移除它所在的overlay
///
///
/// For example, [Draggable] uses an [OverlayEntry] to show the drag avatar that
/// follows the user's finger across the screen after the drag begins. Using the
/// overlay to display the drag avatar lets the avatar float over the other
/// widgets in the app. As the user's finger moves, draggable calls
/// [markNeedsBuild] on the overlay entry to cause it to rebuild. It its build,
/// the entry includes a [Positioned] with its top and left property set to
/// position the drag avatar near the user's finger. When the drag is over,
/// [Draggable] removes the entry from the overlay to remove the drag avatar
/// from view.
///
/// By default, if there is an entirely [opaque] entry over this one, then this
/// one will not be included in the widget tree (in particular, stateful widgets
/// within the overlay entry will not be instantiated). To ensure that your
/// overlay entry is still built even if it is not visible, set [maintainState]
/// to true. This is more expensive, so should be done with care. In particular,
/// if widgets in an overlay entry with [maintainState] set to true repeatedly
/// call [State.setState], the user's battery will be drained unnecessarily.
///
/// See also:
///
/// * [Overlay].
/// * [OverlayState].
/// * [WidgetsApp].
/// * [MaterialApp].
class OverlayEntry {
/// OverlayEntry的构造方法,
///
/// 为了将overlay entry插入到 [Overlay]中, 首先是使用[Overlay.of]方法去拿到OverlayState对象,
/// 然后再调用[OverlayState.insert]将overlay entry插入到overlay中。
/// 调用overlay entry自身的[remove]方法,去移除它所在的overlay
OverlayEntry({
@required this.builder,
bool opaque = false,
bool maintainState = false,
}) : assert(builder != null),
assert(opaque != null),
assert(maintainState != null),
_opaque = opaque,
_maintainState = maintainState;
/// 通过builder进行创建对应的widget,并显示在overlay中的对应位置
/// 如果想再次调用这个builder方法,需要调用overlay entry自身的[markNeedsBuild]方法
final WidgetBuilder builder;
/// Whether this entry occludes the entire overlay.
///
/// If an entry claims to be opaque, then, for efficiency, the overlay will
/// skip building entries below that entry unless they have [maintainState]
/// set.
bool get opaque => _opaque;
bool _opaque;
set opaque(bool value) {
if (_opaque == value)
return;
_opaque = value;
assert(_overlay != null);
_overlay._didChangeEntryOpacity();
}
/// Whether this entry must be included in the tree even if there is a fully
/// [opaque] entry above it.
///
/// By default, if there is an entirely [opaque] entry over this one, then this
/// one will not be included in the widget tree (in particular, stateful widgets
/// within the overlay entry will not be instantiated). To ensure that your
/// overlay entry is still built even if it is not visible, set [maintainState]
/// to true. This is more expensive, so should be done with care. In particular,
/// if widgets in an overlay entry with [maintainState] set to true repeatedly
/// call [State.setState], the user's battery will be drained unnecessarily.
///
/// 这个字段,是给[Navigator]和[Route]使用的,确保路由即使在后台也能维持状态。
bool get maintainState => _maintainState;
bool _maintainState;
set maintainState(bool value) {
assert(_maintainState != null);
if (_maintainState == value)
return;
_maintainState = value;
assert(_overlay != null);
_overlay._didChangeEntryOpacity();
}
OverlayState _overlay;
final GlobalKey<_OverlayEntryState> _key = GlobalKey<_OverlayEntryState>();
/// 从overlay中移除overlay entry.
/// 这个方法只能被调用一次
///
/// If this method is called while the [SchedulerBinding.schedulerPhase] is
/// [SchedulerPhase.persistentCallbacks], i.e. during the build, layout, or
/// paint phases (see [WidgetsBinding.drawFrame]), then the removal is
/// delayed until the post-frame callbacks phase. Otherwise the removal is
/// done synchronously. This means that it is safe to call during builds, but
/// also that if you do call this during a build, the UI will not update until
/// the next frame (i.e. many milliseconds later).
void remove() {
assert(_overlay != null);
final OverlayState overlay = _overlay;
_overlay = null;
if (SchedulerBinding.instance.schedulerPhase == SchedulerPhase.persistentCallbacks) {
SchedulerBinding.instance.addPostFrameCallback((Duration duration) {
overlay._remove(this);
});
} else {
overlay._remove(this);
}
}
/// 需要在[builder]所创建的widget发生变化的时候,调用这个方法,会导致entry在下一次管道刷新期间进行rebuild操作。
void markNeedsBuild() {
_key.currentState?._markNeedsBuild();
}
@override
String toString() => '${describeIdentity(this)}(opaque: $opaque; maintainState: $maintainState)';
}
class _OverlayEntry extends StatefulWidget {
_OverlayEntry(this.entry)
: assert(entry != null),
super(key: entry._key);
final OverlayEntry entry;
@override
_OverlayEntryState createState() => _OverlayEntryState();
}
class _OverlayEntryState extends State<_OverlayEntry> {
@override
Widget build(BuildContext context) {
return widget.entry.builder(context);
}
void _markNeedsBuild() {
setState(() { /* the state that changed is in the builder */ });
}
}
/// A [Stack] of entries that can be managed independently.
/// Overlay是一个[Stack]布局,可以独立管理存放在它里面的overlay entry。
///
/// 通过将entry插入到overlay的[Stack]中,Overlay可以让child widget悬浮于其他可视化的widgets上面。
/// 虽然你可以直接创建一个[Overlay],但是最常见的用法,是在[WidgetsApp]或者[MaterialApp]中使用由Navigator创建的overlay对象就行。
/// Navigator的原理,是使用它的overlay来管理路由中的可视化界面。
///
/// See also:
///
/// * [OverlayEntry].
/// * [OverlayState].
/// * [WidgetsApp].
/// * [MaterialApp].
class Overlay extends StatefulWidget {
/// Overlay的构造方法.
///
/// 在与它所关联的[OverlayState]被初始化后,initialEntries被插入到overlay中。
/// 与其自己创建一个overlay,比如考虑直接使用由[WidgetsApp]或者 [MaterialApp]为应用程序所创建的overlay就行。
const Overlay({
Key key,
this.initialEntries = const <OverlayEntry>[]
}) : assert(initialEntries != null),
super(key: key);
/// 这些entries是overlay初始化的时候,被会插入到overlay中的entry.
/// 插入方法和删除方法,跟上面讲的是一样的。
/// 使用[Overlay.of]方法去拿到OverlayState对象,
/// 然后再调用[OverlayState.insert]将overlay entry插入到overlay中。
/// 调用overlay entry自身的[remove]方法,去移除它所在的overlay
final List<OverlayEntry> initialEntries;
/// The state from the closest instance of this class that encloses the given context.
/// 通过所传的context上下文对象,利用context.ancestorStateOfType方法,返回与给定state类型匹配的最接近的祖先小部件State对象
/// 这个其实是InheritedWidget的原理,利用context.ancestorStateOfType方法,找到应用程序中的OverlayState祖先对象。
/// 使用方法:
/// ```dart
/// OverlayState overlay = Overlay.of(context);
/// ```
static OverlayState of(BuildContext context, { Widget debugRequiredFor }) {
final OverlayState result = context.ancestorStateOfType(const TypeMatcher<OverlayState>());
assert(() {
if (debugRequiredFor != null && result == null) {
final String additional = context.widget != debugRequiredFor
? '\nThe context from which that widget was searching for an overlay was:\n $context'
: '';
throw FlutterError(
'No Overlay widget found.\n'
'${debugRequiredFor.runtimeType} widgets require an Overlay widget ancestor for correct operation.\n'
'The most common way to add an Overlay to an application is to include a MaterialApp or Navigator widget in the runApp() call.\n'
'The specific widget that failed to find an overlay was:\n'
' $debugRequiredFor'
'$additional'
);
}
return true;
}());
return result;
}
@override
OverlayState createState() => OverlayState();
}
/// [Overlay]当前的State对象
/// 可以用来插入overlay entry到overlay中
class OverlayState extends State<Overlay> with TickerProviderStateMixin {
final List<OverlayEntry> _entries = <OverlayEntry>[];
@override
void initState() {
super.initState();
insertAll(widget.initialEntries);
}
/// 把给定的entry插入到overlay中
/// 如果[above]不为空,则entry会被插入到[above]上面。默认,一般是直接插入到最顶部。
void insert(OverlayEntry entry, { OverlayEntry above }) {
assert(entry._overlay == null);
assert(above == null || (above._overlay == this && _entries.contains(above)));
entry._overlay = this;
setState(() {
final int index = above == null ? _entries.length : _entries.indexOf(above) + 1;
_entries.insert(index, entry);
});
}
/// 把多个entry插入到overlay中
void insertAll(Iterable<OverlayEntry> entries, { OverlayEntry above }) {
assert(above == null || (above._overlay == this && _entries.contains(above)));
if (entries.isEmpty)
return;
for (OverlayEntry entry in entries) {
assert(entry._overlay == null);
entry._overlay = this;
}
setState(() {
final int index = above == null ? _entries.length : _entries.indexOf(above) + 1;
_entries.insertAll(index, entries);
});
}
void _remove(OverlayEntry entry) {
if (mounted) {
_entries.remove(entry);
setState(() { /* entry was removed */ });
}
}
/// (DEBUG ONLY) Check whether a given entry is visible (i.e., not behind an
/// opaque entry).
///
/// This is an O(N) algorithm, and should not be necessary except for debug
/// asserts. To avoid people depending on it, this function is implemented
/// only in checked mode.
bool debugIsVisible(OverlayEntry entry) {
bool result = false;
assert(_entries.contains(entry));
assert(() {
for (int i = _entries.length - 1; i > 0; i -= 1) {
final OverlayEntry candidate = _entries[i];
if (candidate == entry) {
result = true;
break;
}
if (candidate.opaque)
break;
}
return true;
}());
return result;
}
void _didChangeEntryOpacity() {
setState(() {
// We use the opacity of the entry in our build function, which means we
// our state has changed.
});
}
@override
Widget build(BuildContext context) {
// These lists are filled backwards. For the offstage children that
// does not matter since they aren't rendered, but for the onstage
// children we reverse the list below before adding it to the tree.
final List<Widget> onstageChildren = <Widget>[];
final List<Widget> offstageChildren = <Widget>[];
bool onstage = true;
for (int i = _entries.length - 1; i >= 0; i -= 1) {
final OverlayEntry entry = _entries[i];
if (onstage) {
onstageChildren.add(_OverlayEntry(entry));
if (entry.opaque)
onstage = false;
} else if (entry.maintainState) {
offstageChildren.add(TickerMode(enabled: false, child: _OverlayEntry(entry)));
}
}
return _Theatre(
onstage: Stack(
fit: StackFit.expand,
children: onstageChildren.reversed.toList(growable: false),
),
offstage: offstageChildren,
);
}
@override
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
super.debugFillProperties(properties);
// TODO(jacobr): use IterableProperty instead as that would
// provide a slightly more consistent string summary of the List.
properties.add(DiagnosticsProperty<List<OverlayEntry>>('entries', _entries));
}
}
/// A widget that has one [onstage] child which is visible, and one or more
/// [offstage] widgets which are kept alive, and are built, but are not laid out
/// or painted.
///
/// onstage的widget必须是一个Stack。
/// 为了方便起见,在offstage中使用[Positioned]使合法的。
class _Theatre extends RenderObjectWidget {
_Theatre({
this.onstage,
@required this.offstage,
}) : assert(offstage != null),
assert(!offstage.any((Widget child) => child == null));
final Stack onstage;
final List<Widget> offstage;
@override
_TheatreElement createElement() => _TheatreElement(this);
@override
_RenderTheatre createRenderObject(BuildContext context) => _RenderTheatre();
}
class _TheatreElement extends RenderObjectElement {
_TheatreElement(_Theatre widget)
: assert(!debugChildrenHaveDuplicateKeys(widget, widget.offstage)),
super(widget);
@override
_Theatre get widget => super.widget;
@override
_RenderTheatre get renderObject => super.renderObject;
Element _onstage;
static final Object _onstageSlot = Object();
List<Element> _offstage;
final Set<Element> _forgottenOffstageChildren = HashSet<Element>();
@override
void insertChildRenderObject(RenderBox child, dynamic slot) {
assert(renderObject.debugValidateChild(child));
if (slot == _onstageSlot) {
assert(child is RenderStack);
renderObject.child = child;
} else {
assert(slot == null || slot is Element);
renderObject.insert(child, after: slot?.renderObject);
}
}
@override
void moveChildRenderObject(RenderBox child, dynamic slot) {
if (slot == _onstageSlot) {
renderObject.remove(child);
assert(child is RenderStack);
renderObject.child = child;
} else {
assert(slot == null || slot is Element);
if (renderObject.child == child) {
renderObject.child = null;
renderObject.insert(child, after: slot?.renderObject);
} else {
renderObject.move(child, after: slot?.renderObject);
}
}
}
@override
void removeChildRenderObject(RenderBox child) {
if (renderObject.child == child) {
renderObject.child = null;
} else {
renderObject.remove(child);
}
}
@override
void visitChildren(ElementVisitor visitor) {
if (_onstage != null)
visitor(_onstage);
for (Element child in _offstage) {
if (!_forgottenOffstageChildren.contains(child))
visitor(child);
}
}
@override
void debugVisitOnstageChildren(ElementVisitor visitor) {
if (_onstage != null)
visitor(_onstage);
}
@override
bool forgetChild(Element child) {
if (child == _onstage) {
_onstage = null;
} else {
assert(_offstage.contains(child));
assert(!_forgottenOffstageChildren.contains(child));
_forgottenOffstageChildren.add(child);
}
return true;
}
@override
void mount(Element parent, dynamic newSlot) {
super.mount(parent, newSlot);
_onstage = updateChild(_onstage, widget.onstage, _onstageSlot);
_offstage = List<Element>(widget.offstage.length);
Element previousChild;
for (int i = 0; i < _offstage.length; i += 1) {
final Element newChild = inflateWidget(widget.offstage[i], previousChild);
_offstage[i] = newChild;
previousChild = newChild;
}
}
@override
void update(_Theatre newWidget) {
super.update(newWidget);
assert(widget == newWidget);
_onstage = updateChild(_onstage, widget.onstage, _onstageSlot);
_offstage = updateChildren(_offstage, widget.offstage, forgottenChildren: _forgottenOffstageChildren);
_forgottenOffstageChildren.clear();
}
}
// A render object which lays out and paints one subtree while keeping a list
// of other subtrees alive but not laid out or painted (the "zombie" children).
//
// The subtree that is laid out and painted must be a [RenderStack].
//
// This class uses [StackParentData] objects for its parent data so that the
// children of its primary subtree's stack can be moved to this object's list
// of zombie children without changing their parent data objects.
class _RenderTheatre extends RenderBox
with RenderObjectWithChildMixin<RenderStack>, RenderProxyBoxMixin<RenderStack>,
ContainerRenderObjectMixin<RenderBox, StackParentData> {
@override
void setupParentData(RenderObject child) {
if (child.parentData is! StackParentData)
child.parentData = StackParentData();
}
// Because both RenderObjectWithChildMixin and ContainerRenderObjectMixin
// define redepthChildren, visitChildren and debugDescribeChildren and don't
// call super, we have to define them again here to make sure the work of both
// is done.
//
// We chose to put ContainerRenderObjectMixin last in the inheritance chain so
// that we can call super to hit its more complex definitions of
// redepthChildren and visitChildren, and then duplicate the more trivial
// definition from RenderObjectWithChildMixin inline in our version here.
//
// This code duplication is suboptimal.
// TODO(ianh): Replace this with a better solution once https://github.com/dart-lang/sdk/issues/27100 is fixed
//
// For debugDescribeChildren we just roll our own because otherwise the line
// drawings won't really work as well.
@override
void redepthChildren() {
if (child != null)
redepthChild(child);
super.redepthChildren();
}
@override
void visitChildren(RenderObjectVisitor visitor) {
if (child != null)
visitor(child);
super.visitChildren(visitor);
}
@override
List<DiagnosticsNode> debugDescribeChildren() {
final List<DiagnosticsNode> children = <DiagnosticsNode>[];
if (child != null)
children.add(child.toDiagnosticsNode(name: 'onstage'));
if (firstChild != null) {
RenderBox child = firstChild;
int count = 1;
while (true) {
children.add(
child.toDiagnosticsNode(
name: 'offstage $count',
style: DiagnosticsTreeStyle.offstage,
),
);
if (child == lastChild)
break;
final StackParentData childParentData = child.parentData;
child = childParentData.nextSibling;
count += 1;
}
} else {
children.add(
DiagnosticsNode.message(
'no offstage children',
style: DiagnosticsTreeStyle.offstage,
),
);
}
return children;
}
@override
void visitChildrenForSemantics(RenderObjectVisitor visitor) {
if (child != null)
visitor(child);
}
}