GSYFlutterBook/Flutter-21.md

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2021-04-29 15:59:26 +08:00
作为系列文章的第二十一篇,本篇将通过不一样的角度来介绍 Flutter Framework 的整体渲染原理,深入剖析 Flutter 中构成 Layer 后的绘制流程,让开发者对 Flutter 的渲染原理和实现逻辑有更清晰的认知。
## 文章汇总地址:
> [Flutter 完整实战实战系列文章专栏](https://juejin.im/collection/5db25bcff265da06a19a304e)
>
> [Flutter 番外的世界系列文章专栏](https://juejin.im/collection/5db25d706fb9a069f422c374)
## 一、Layer 相关的回顾
先回顾下,我们知道在 Flutter 中的控件会经历 `Widget` -> `Element` -> `RenderObject` -> `Layer` 这样的变化过程,而其中 `Layer` 的组成由 `RenderObject` 中的 `isRepaintBoundary` 标志位决定。
> 当调用 `setState` 时,`RenderObject` 就会往上的父节点去查找,根据 `isRepaintBoundary `是否为 true会决定是否从这里开始往下去触发重绘换个说法就是**确定要更新哪些区域**。
>
比如 `Navigator` 跳转不同路由页面,每个页面内部就有一个 `RepaintBoundary` 控件,这个控件对应的 `RenderRepaintBoundary` 内的 `isRepaintBoundary` 标记位就是为 `true` ,从而路由页面之间形成了独立的 `Layer`
**所以相关的 `RenderObject` 在一起组成了 `Layer`,而由 `Layer` 构成的 `Layer Tree` 最后会被提交到 Flutter Engine 绘制出画面**。
`Layer` 是怎么工作的?它的本质又是什么? Flutter Framework
`Layer` 是如何被提交到 Engine 中?
## 二、Flutter Framework 中的绘制
带着前面 `Layer` 的问题,我们先做个假设:如果抛开 Flutter Framework 中封装好的控件,我们应该如何绘制出一个画面?或者说如何创建一个 `Layer`
举个例子,如下代码所示,运行后可以看到一个居中显示的 100 x 100 的蓝色方块,并且代码里没有用到任何 `Widget``RenderObject` 甚至 `Layer`,而是使用了 **`PictureRecorder` 、`Canvas` 、 `SceneBuilder` 这些相对陌生的对象完成了画面绘制,并且在最后执行的是 `window.render`** 。
```
import 'dart:ui' as ui;
void main() {
ui.window.onBeginFrame = beginFrame;
ui.window.scheduleFrame();
}
void beginFrame(Duration timeStamp) {
final double devicePixelRatio = ui.window.devicePixelRatio;
///创建一个画板
final ui.PictureRecorder recorder = ui.PictureRecorder();
///基于画板创建一个 Canvas
final ui.Canvas canvas = ui.Canvas(recorder);
canvas.scale(devicePixelRatio, devicePixelRatio);
var centerX = ui.window.physicalSize.width / 2.0;
var centerY = ui.window.physicalSize.height / 2.0;
///画一个 100 的剧中蓝色
canvas.drawRect(
Rect.fromCenter(
center: Offset.zero,
width: 100,
height: 100),
new Paint()..color = Colors.blue);
///结束绘制
final ui.Picture picture = recorder.endRecording();
final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
..pushOffset(centerX, centerY)
..addPicture(ui.Offset.zero, picture)
..pop();
ui.window.render(sceneBuilder.build());
}
```
因为在 Flutter 中 `Canvas` 的创建是必须有 `PictureRecorder` ,而 `PictureRecorder` 顾名思义就是创建一个图片用于记录绘制,所以在上述代码中:
- 先是创建了 `PictureRecorder`
- 然后使用 `PictureRecorder` 创建了 `Canvas`
- 之后使用 `Canvas` 绘制蓝色小方块;
- 结束绘制后通过 `SceneBuilder``pushOffset``addPicture` 加载了绘制的内容;
- 通过 `window.render` 绘制出画面。
> 需要注意⚠️: `render` 方法被限制必须在 `onBeginFrame` 或 `onDrawFrame` 中调用,所以上方代码才会有 `window.onBeginFrame = beginFrame;`。在官方的[examples/layers/raw/](https://github.com/flutter/flutter/blob/449f4a6673f6d89609b078eb2b595dee62fd1c79/examples/layers/raw/) 下有不少类似的例子。
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image1)
可以看到 Flutter Framework 在底层绘制的最后一步是 `window.render` ,而如下代码所示: `render` 方法需要的参数是 `Scene` 对象,并且 `render` 方法是一个 `native` 方法,**说明 Flutter Framework 最终提交给 Engine 的是一个 `Scene`**。
```
void render(Scene scene) native 'Window_render';
```
**那 `Scene ` 又是什么?前面所说的 `Layer` 又在哪里呢?它们之间又有什么样的关系?**
## 三、Scene 和 Layer 之间的苟且
在 Flutter 中 `Scene` 其实是一个 `Native` 对象,它对应的其实是 `Engine` 中的 [`scene.cc`](https://github.com/flutter/engine/blob/78a1c7ebf9adfc988b66381245502536695bfd75/lib/ui/compositing/scene.cc#L44) 结构,而 Engine 中的 `scene.cc` 内包含了一个 `layer_tree_` 用于绘制,所以**首先可以知道`Scene` 在 `Engine` 是和 `layer_tree_` 有关系**。
然后就是在 **Flutter Framework 中 `Scene` 只能通过 `SceneBuilder` 构建**,而 `SceneBuilder` 中存在很多方法比如: `pushOffset`、`pushClipRect`、`pushOpacity` 等,这些方法的执行后,可以通过 Engine 会创建出一个对应的 `EngineLayer`
```
OffsetEngineLayer pushOffset(double dx, double dy, { OffsetEngineLayer oldLayer }) {
assert(_debugCheckCanBeUsedAsOldLayer(oldLayer, 'pushOffset'));
final OffsetEngineLayer layer = OffsetEngineLayer._(_pushOffset(dx, dy));
assert(_debugPushLayer(layer));
return layer;
}
EngineLayer _pushOffset(double dx, double dy) native 'SceneBuilder_pushOffset';
```
**所以 `SceneBuilder``build``Scene` 之前,可以通过 `push` 等相关方法产生 `EngineLayer`** 比如前面的蓝色小方块例子,`SceneBuilder` 就是通过 `pushOffset` 创建出对应的图层偏移。
接着看 Flutter Framework 中的 `Layer` ,如下代码所示,在 `Layer` 默认就存在 `EngineLayer` 参数,所以可以得知 `Layer` 肯定和 `SceneBuilder` 有一定关系。
```
@protected
ui.EngineLayer get engineLayer => _engineLayer;
@protected
set engineLayer(ui.EngineLayer value) {
_engineLayer = value;
if (!alwaysNeedsAddToScene) {
if (parent != null && !parent.alwaysNeedsAddToScene) {
parent.markNeedsAddToScene();
}
}
}
ui.EngineLayer _engineLayer;
/// Override this method to upload this layer to the engine.
///
/// Return the engine layer for retained rendering. When there no
/// corresponding engine layer, null is returned.
@protected
void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]);
```
其次在 `Layer` 中有一个关键方法: **`addToScene`**,先通过注释可以得知这个方法是由子类实现,并且执行后可以得到一个 `EngineLayer` ,并且这个方法需要一个 `SceneBuilder` ,而查询该方法的实现恰好就有`OffsetLayer` 和 `PictureLayer` 等。
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image2)
所以如下代码所示,在 `OffsetLayer``PictureLayer``addToScene` 方法实现中可以看到:
- `PictureLayer` 调用了 `SceneBuilder``addPicture`;
- `OffsetLayer` 调用了 `SceneBuilder``pushOffset`
```
class PictureLayer extends Layer {
···
@override
void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) {
builder.addPicture(layerOffset, picture, isComplexHint: isComplexHint, willChangeHint: willChangeHint);
}
···
}
class OffsetLayer extends ContainerLayer {
···
OffsetLayer({ Offset offset = Offset.zero }) : _offset = offset;
@override
void addToScene(ui.SceneBuilder builder, [ Offset layerOffset = Offset.zero ]) {
engineLayer = builder.pushOffset(
layerOffset.dx + offset.dx,
layerOffset.dy + offset.dy,
oldLayer: _engineLayer as ui.OffsetEngineLayer,
);
addChildrenToScene(builder);
builder.pop();
}
···
}
```
所以到这里 **`SceneBuilder``Layer` 通过 `EngineLayer``addToScene` 方法成功关联起来,而 `window.render` 提交的 `Scene` 又是通过 `SceneBuilder` 构建得到,所以如下图所示, `Layer``Scene` 就这样“苟且”到了一起**。
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image3)
对面前面的蓝色小方块代码,如下代码所示,这里修改为使用 `Layer` 的方式实现,可以看到这样的实现更接近 Flutter Framework 的实现:**通过 `rootLayer` 一级一级 `append` 构建出`Layer` 树,而 `rootLayer` 调用 `addToScene` 方法后,因为会执行 `addChildrenToScene` 方法,从而往下执行 child `Layer``addToScene`**。
```
import 'dart:ui' as ui;
void main() {
ui.window.onBeginFrame = beginFrame;
ui.window.scheduleFrame();
}
void beginFrame(Duration timeStamp) {
final double devicePixelRatio = ui.window.devicePixelRatio;
///创建一个画板
final ui.PictureRecorder recorder = ui.PictureRecorder();
///基于画板创建一个 Canvas
final ui.Canvas canvas = ui.Canvas(recorder);
canvas.scale(devicePixelRatio, devicePixelRatio);
var centerX = ui.window.physicalSize.width / 2.0;
var centerY = ui.window.physicalSize.height / 2.0;
///画一个 100 的剧中蓝色
canvas.drawRect(Rect.fromCenter(center: Offset.zero, width: 100, height: 100),
new Paint()..color = Colors.blue);
final ui.SceneBuilder sceneBuilder = ui.SceneBuilder();
OffsetLayer rootLayer = new OffsetLayer();
OffsetLayer offsetLayer = new OffsetLayer(offset: Offset(centerX, centerY));
rootLayer.append(offsetLayer);
PictureLayer pictureLayer = new PictureLayer(Rect.zero);
pictureLayer.picture = recorder.endRecording();
offsetLayer.append(pictureLayer);
rootLayer.addToScene(sceneBuilder);
ui.window.render(sceneBuilder.build());
}
```
## 四、Layer 的品种
这里额外介绍下 Flutter 中常见的 `Layer`,如下图所示,一般 Flutter 中 `Layer` 可以分为 `ContainerLayer` 和非 `ContainerLayer`
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image4)
`ContainerLayer` 是可以具备子节点,也就是带有 `append` 方法,大致可以分为:
- 位移类(`OffsetLayer`/`TransformLayer`;
- 透明类(`OpacityLayer`
- 裁剪类(`ClipRectLayer`/`ClipRRectLayer`/`ClipPathLayer`);
- 阴影类 (`PhysicalModelLayer`)
为什么这些 `Layer` 需要是 `ContainerLayer` **因为这些 `Layer` 都是一些像素合成的操作,其本身是不具备“描绘”控件的能力,就如前面的蓝色小方块例子一样,如果要呈现画面一般需要和 `PictureLayer` 结合**。
> 比如 `ClipRRect` 控件的 `RenderClipRRect` 内部,在 `pushClipRRect` 时可以会创建 `ClipRRectLayer` ,而新创建的 `ClipRRectLayer ` 会通过 `appendLayer` 方法触发 `append` 操作添加为父 `Layer` 的子节点。
而非 `ContainerLayer` 一般不具备子节点,比如:
- `PictureLayer` 是用于绘制画面Flutter 上的控件基本是绘制在这上面;
- `TextureLayer` 是用于外界纹理,比如视频播放或者摄像头数据;
- `PlatformViewLayer` 是用于 iOS 上 `PlatformView` 相关嵌入纹理的使用;
举个例子,控件绘制时的 `Canvas` 来源于 `PaintingContext` 而如下代码所示 `PaintingContext` 通过 `_repaintCompositedChild` 执行绘制后得到的 `Picture` 最后就是提交给所在的 `PictureLayer.picture`
```
void stopRecordingIfNeeded() {
if (!_isRecording)
return;
_currentLayer.picture = _recorder.endRecording();
_currentLayer = null;
_recorder = null;
_canvas = null;
}
```
## 五、Layer 的内外兼修
了解完 `Layer` 是如何提交绘制后,接下来介绍的就是 `Layer` 的刷新和复用。
我们知道当 `RenderObject``isRepaintBoundary``ture`Flutter Framework 就会自动创建一个 `OffsetLayer` 来“承载”这片区域,而 `Layer` 内部的画面更新一般不会影响到其他 `Layer`
**那 `Layer` 是如何更新?这就涉及了 `Layer` 内部的 `markNeedsAddToScene``updateSubtreeNeedsAddToScene` 这两个方法。**
如下代码所示,`markNeedsAddToScene` 方法其实就是把 `Layer` 内的 `_needsAddToScene` 标记为 `true` ; 而 `updateSubtreeNeedsAddToScene ` 方法就是遍历所有 child `Layer`,通过递归调用 `updateSubtreeNeedsAddToScene()` 判断是否有 `child` 需要 `_needsAddToScene` ,如果是那就把自己也标记为 `true`
```
@protected
@visibleForTesting
void markNeedsAddToScene() {
// Already marked. Short-circuit.
if (_needsAddToScene) {
return;
}
_needsAddToScene = true;
}
@override
void updateSubtreeNeedsAddToScene() {
super.updateSubtreeNeedsAddToScene();
Layer child = firstChild;
while (child != null) {
child.updateSubtreeNeedsAddToScene();
_needsAddToScene = _needsAddToScene || child._needsAddToScene;
child = child.nextSibling;
}
}
```
是不是和 `setState` 调用 `markNeedsBuild` 把自己标志为 `_dirty` 很像?**当 `_needsAddToScene` 等于 `true` 时,对应 `Layer``addToScene` 才会被调用;而当 `Layer``_needsAddToScene``false``_engineLayer` 不为空时就触发 `Layer` 的复用**。
```
void _addToSceneWithRetainedRendering(ui.SceneBuilder builder) {
if (!_needsAddToScene && _engineLayer != null) {
builder.addRetained(_engineLayer);
return;
}
addToScene(builder);
_needsAddToScene = false;
}
```
是的,当一个 `Layer``_needsAddToScene``false` 时 表明了自己不需要更新,那这个 `Layer``EngineLayer` 又存在,那 就可以被复用。举个例子:当一个新的页面打开时,底部的页面并没有发生变化时,它只是参与画面的合成,所以对于底部页面来说它 “`Layer`” 是可以直接被复用参与绘制。
**那 `markNeedsAddToScene` 在什么时候会被调用?**
如下图所示,当 `Layer` 子的参数,比如: `PictureLayer``picture`、`OffsetLayer` 的 `offset` 发生变化时,`Layer` 就会主动调用 `markNeedsAddToScene` 标记自己为“脏”区域。另外当 `Layer``engineLayer` 发生变化时,就会尝试触发父节点的 `Layer` 调用 `markNeedsAddToScene` ,这样父节点也会对应产生变化。
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image5)
```
@protected
set engineLayer(ui.EngineLayer value) {
_engineLayer = value;
if (!alwaysNeedsAddToScene) {
if (parent != null && !parent.alwaysNeedsAddToScene) {
parent.markNeedsAddToScene();
}
}
}
```
`updateSubtreeNeedsAddToScene` 是在 `buildScene` 的时候触发,在 `addToScene` 之前调用 `updateSubtreeNeedsAddToScene` 再次判断 child 节点,从而确定是否需要发生改变。
```
ui.Scene buildScene(ui.SceneBuilder builder) {
List<PictureLayer> temporaryLayers;
assert(() {
if (debugCheckElevationsEnabled) {
temporaryLayers = _debugCheckElevations();
}
return true;
}());
updateSubtreeNeedsAddToScene();
addToScene(builder);
_needsAddToScene = false;
final ui.Scene scene = builder.build();
return scene;
}
```
## 六、Flutter Framework 的 Layer 构成
最后回归到 Flutter Framework ,在 Flutter Framework 中 `_window.render` 是在 `RenderView``compositeFrame` 方法中被调用;而 `RenderView ` 是在`RendererBinding` 的 `initRenderView` 被初始化;`initRenderView` 是在 `initInstances` 时被调用,也就是 `runApp` 的时候。
简单来说就是:**`runApp` 的时候创建了 `RenderView` ,并且 `RenderView` 内部的 `compositeFrame` 就是通过 `_window.render`来提交 `Layer` 的绘制。**
```
void compositeFrame() {
Timeline.startSync('Compositing', arguments: timelineWhitelistArguments);
try {
final ui.SceneBuilder builder = ui.SceneBuilder();
final ui.Scene scene = layer.buildScene(builder);
if (automaticSystemUiAdjustment)
_updateSystemChrome();
_window.render(scene);
scene.dispose();
assert(() {
if (debugRepaintRainbowEnabled || debugRepaintTextRainbowEnabled)
debugCurrentRepaintColor = debugCurrentRepaintColor.withHue((debugCurrentRepaintColor.hue + 2.0) % 360.0);
return true;
}());
} finally {
Timeline.finishSync();
}
}
```
所以 `runApp` 的时候 Flutter 创建了 `RenderView`,并且在 `Window``drawFrame` 方法中调用了 `renderView.compositeFrame();` 提交了绘制,而 **`RenderView` 作为根节点,它携带的 `rootLayer``OffsetLayer` 的子类 `TransformLayer`,属于是 Flutter 中 `Layer` 的根节点**。
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image6)
这里举个例子,如下图所示是一个简单的不规范代码,运行后出现的结果是一个黑色空白页面,这里我们通过 `debugDumpLayerTree` 方法打印出 `Layer` 的机构。
```
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
new Future.delayed(Duration(seconds: 1), () {
debugDumpLayerTree();
});
return MaterialApp(
title: 'GSY Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: Container(),
//routes: routers,
);
}
}
```
打印出的结果如下 LOG 所示,正如前面所说 `TransformLayer` 作为 `rooterLayer` 它的 `owner``RenderView`,然后它有两个 child 节点: child1 `OffsetLayer` 和 child2 `PictureLayer`
> 默认情况下因为 `Layer` 的形成机制(`isRepaintBoundary` 为 `ture` 自动创建一个 `OffsetLayer`)和 `Canvas` 绘制需要,至少会有一个 `OffsetLayer` 和 `PictureLayer`。
```
I/flutter (32494): TransformLayer#f8fa5
I/flutter (32494): │ owner: RenderView#2d51e
I/flutter (32494): │ creator: [root]
I/flutter (32494): │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ transform:
I/flutter (32494): │ [0] 2.8,0.0,0.0,0.0
I/flutter (32494): │ [1] 0.0,2.8,0.0,0.0
I/flutter (32494): │ [2] 0.0,0.0,1.0,0.0
I/flutter (32494): │ [3] 0.0,0.0,0.0,1.0
I/flutter (32494): │
I/flutter (32494): ├─child 1: OffsetLayer#4503b
I/flutter (32494): │ │ creator: RepaintBoundary ← _FocusMarker ← Semantics ← FocusScope
I/flutter (32494): │ │ ← PageStorage ← Offstage ← _ModalScopeStatus ←
I/flutter (32494): │ │ _ModalScope<dynamic>-[LabeledGlobalKey<_ModalScopeState<dynamic>>#e1be1]
I/flutter (32494): │ │ ← _OverlayEntry-[LabeledGlobalKey<_OverlayEntryState>#95107] ←
I/flutter (32494): │ │ Stack ← _Theatre ←
I/flutter (32494): │ │ Overlay-[LabeledGlobalKey<OverlayState>#ceb36] ← ⋯
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: OffsetLayer#e8309
I/flutter (32494): │ creator: RepaintBoundary-[GlobalKey#bbad8] ← IgnorePointer ←
I/flutter (32494): │ FadeTransition ← FractionalTranslation ← SlideTransition ←
I/flutter (32494): │ _FadeUpwardsPageTransition ← AnimatedBuilder ← RepaintBoundary
I/flutter (32494): │ ← _FocusMarker ← Semantics ← FocusScope ← PageStorage ← ⋯
I/flutter (32494): │ offset: Offset(0.0, 0.0)
I/flutter (32494): │
I/flutter (32494): └─child 2: PictureLayer#be4f1
I/flutter (32494): paint bounds: Rect.fromLTRB(0.0, 0.0, 1080.0, 2030.0)
```
根据上述 LOG 所示,首先看:
- `OffsetLayer``creator``RepaintBoundary`,而其来源是 `Overlay`,我们知道 Flutter 中可以通过 `Overlay` 做全局悬浮控件,而 `Overlay` 就是在 `MaterialApp``Navigator` 中创建,并且它是一个独立的`Layer`
-`OffsetLayer` 的 child 是 `PageStorage` `PageStorage` 是通过 `Route` 产生的,也即是默认的路由第一个页面。
**所以现在知道为什么 `Overlay` 可以在 `MaterialApp` 的所有路由页面下全局悬浮显示了吧。**
如下代码所示,再原本代码的基础上增加 `Scaffold` 后继续执行 `debugDumpLayerTree`
```
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
new Future.delayed(Duration(seconds: 1), () {
debugDumpLayerTree();
});
return MaterialApp(
title: 'GSY Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: Scaffold(
body: Container(),
),
//routes: routers,
);
}
}
```
可以看到这里多了一个 `PhysicalModelLayer``PictureLayer` `PhysicalModelLayer` 是用于设置阴影等效果的,比如关闭 `debugDisablePhysicalShapeLayers``AppBar` 的阴影会消失,而之后的 `PictureLayer` 也是用于绘制。
```
I/flutter (32494): TransformLayer#ac14b
I/flutter (32494): │ owner: RenderView#f5ecc
I/flutter (32494): │ creator: [root]
I/flutter (32494): │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ transform:
I/flutter (32494): │ [0] 2.8,0.0,0.0,0.0
I/flutter (32494): │ [1] 0.0,2.8,0.0,0.0
I/flutter (32494): │ [2] 0.0,0.0,1.0,0.0
I/flutter (32494): │ [3] 0.0,0.0,0.0,1.0
I/flutter (32494): │
I/flutter (32494): ├─child 1: OffsetLayer#c0128
I/flutter (32494): │ │ creator: RepaintBoundary ← _FocusMarker ← Semantics ← FocusScope
I/flutter (32494): │ │ ← PageStorage ← Offstage ← _ModalScopeStatus ←
I/flutter (32494): │ │ _ModalScope<dynamic>-[LabeledGlobalKey<_ModalScopeState<dynamic>>#fe143]
I/flutter (32494): │ │ ← _OverlayEntry-[LabeledGlobalKey<_OverlayEntryState>#9cb60] ←
I/flutter (32494): │ │ Stack ← _Theatre ←
I/flutter (32494): │ │ Overlay-[LabeledGlobalKey<OverlayState>#ee455] ← ⋯
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: OffsetLayer#fb2a6
I/flutter (32494): │ │ creator: RepaintBoundary-[GlobalKey#fd46b] ← IgnorePointer ←
I/flutter (32494): │ │ FadeTransition ← FractionalTranslation ← SlideTransition ←
I/flutter (32494): │ │ _FadeUpwardsPageTransition ← AnimatedBuilder ← RepaintBoundary
I/flutter (32494): │ │ ← _FocusMarker ← Semantics ← FocusScope ← PageStorage ← ⋯
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: PhysicalModelLayer#f1460
I/flutter (32494): │ │ creator: PhysicalModel ← AnimatedPhysicalModel ← Material ←
I/flutter (32494): │ │ PrimaryScrollController ← _ScaffoldScope ← Scaffold ← Semantics
I/flutter (32494): │ │ ← Builder ← RepaintBoundary-[GlobalKey#fd46b] ← IgnorePointer ←
I/flutter (32494): │ │ FadeTransition ← FractionalTranslation ← ⋯
I/flutter (32494): │ │ elevation: 0.0
I/flutter (32494): │ │ color: Color(0xfffafafa)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: PictureLayer#f800f
I/flutter (32494): │ paint bounds: Rect.fromLTRB(0.0, 0.0, 392.7, 738.2)
I/flutter (32494): │
I/flutter (32494): └─child 2: PictureLayer#af14d
I/flutter (32494): paint bounds: Rect.fromLTRB(0.0, 0.0, 1080.0, 2030.0)
I/flutter (32494):
```
最后通过再使用 `Navigator` 跳到另外一个页面,再新页面打印 `Layer` 树,可以看到又可以多了个 `PictureLayer` 、`AnnotatedRegionLayer` 和 `TransformLayer` 其中多了的 `AnnotatedRegionLayer` 是用于处理新页面顶部状态栏的显示效果。
```
I/flutter (32494): TransformLayer#12e21
I/flutter (32494): │ owner: RenderView#aa5c7
I/flutter (32494): │ creator: [root]
I/flutter (32494): │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ transform:
I/flutter (32494): │ [0] 2.8,0.0,0.0,0.0
I/flutter (32494): │ [1] 0.0,2.8,0.0,0.0
I/flutter (32494): │ [2] 0.0,0.0,1.0,0.0
I/flutter (32494): │ [3] 0.0,0.0,0.0,1.0
I/flutter (32494): │
I/flutter (32494): ├─child 1: OffsetLayer#fc176
I/flutter (32494): │ │ creator: RepaintBoundary ← _FocusMarker ← Semantics ← FocusScope
I/flutter (32494): │ │ ← PageStorage ← Offstage ← _ModalScopeStatus ←
I/flutter (32494): │ │ _ModalScope<dynamic>-[LabeledGlobalKey<_ModalScopeState<dynamic>>#43140]
I/flutter (32494): │ │ ← _OverlayEntry-[LabeledGlobalKey<_OverlayEntryState>#46f19] ←
I/flutter (32494): │ │ Stack ← _Theatre ←
I/flutter (32494): │ │ Overlay-[LabeledGlobalKey<OverlayState>#af6f4] ← ⋯
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: OffsetLayer#b6e14
I/flutter (32494): │ │ creator: RepaintBoundary-[GlobalKey#0ce90] ← IgnorePointer ←
I/flutter (32494): │ │ FadeTransition ← FractionalTranslation ← SlideTransition ←
I/flutter (32494): │ │ _FadeUpwardsPageTransition ← AnimatedBuilder ← RepaintBoundary
I/flutter (32494): │ │ ← _FocusMarker ← Semantics ← FocusScope ← PageStorage ← ⋯
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: PhysicalModelLayer#4fdc6
I/flutter (32494): │ │ creator: PhysicalModel ← AnimatedPhysicalModel ← Material ←
I/flutter (32494): │ │ PrimaryScrollController ← _ScaffoldScope ← Scaffold ←
I/flutter (32494): │ │ ClipDemoPage ← Semantics ← Builder ←
I/flutter (32494): │ │ RepaintBoundary-[GlobalKey#0ce90] ← IgnorePointer ←
I/flutter (32494): │ │ FadeTransition ← ⋯
I/flutter (32494): │ │ elevation: 0.0
I/flutter (32494): │ │ color: Color(0xfffafafa)
I/flutter (32494): │ │
I/flutter (32494): │ ├─child 1: PictureLayer#6ee26
I/flutter (32494): │ │ paint bounds: Rect.fromLTRB(0.0, 0.0, 392.7, 738.2)
I/flutter (32494): │ │
I/flutter (32494): │ ├─child 2: AnnotatedRegionLayer<SystemUiOverlayStyle>#cbeaf
I/flutter (32494): │ │ │ value: {systemNavigationBarColor: 4278190080,
I/flutter (32494): │ │ │ systemNavigationBarDividerColor: null, statusBarColor: null,
I/flutter (32494): │ │ │ statusBarBrightness: Brightness.dark, statusBarIconBrightness:
I/flutter (32494): │ │ │ Brightness.light, systemNavigationBarIconBrightness:
I/flutter (32494): │ │ │ Brightness.light}
I/flutter (32494): │ │ │ size: Size(392.7, 83.6)
I/flutter (32494): │ │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │ │
I/flutter (32494): │ │ └─child 1: PhysicalModelLayer#edb15
I/flutter (32494): │ │ │ creator: PhysicalModel ← AnimatedPhysicalModel ← Material ←
I/flutter (32494): │ │ │ AnnotatedRegion<SystemUiOverlayStyle> ← Semantics ← AppBar ←
I/flutter (32494): │ │ │ FlexibleSpaceBarSettings ← ConstrainedBox ← MediaQuery ←
I/flutter (32494): │ │ │ LayoutId-[<_ScaffoldSlot.appBar>] ← CustomMultiChildLayout ←
I/flutter (32494): │ │ │ AnimatedBuilder ← ⋯
I/flutter (32494): │ │ │ elevation: 4.0
I/flutter (32494): │ │ │ color: MaterialColor(primary value: Color(0xff2196f3))
I/flutter (32494): │ │ │
I/flutter (32494): │ │ └─child 1: PictureLayer#418ce
I/flutter (32494): │ │ paint bounds: Rect.fromLTRB(0.0, 0.0, 392.7, 83.6)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 3: TransformLayer#7f867
I/flutter (32494): │ │ offset: Offset(0.0, 0.0)
I/flutter (32494): │ │ transform:
I/flutter (32494): │ │ [0] 1.0,0.0,0.0,-0.0
I/flutter (32494): │ │ [1] -0.0,1.0,0.0,0.0
I/flutter (32494): │ │ [2] 0.0,0.0,1.0,0.0
I/flutter (32494): │ │ [3] 0.0,0.0,0.0,1.0
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: PhysicalModelLayer#9f36b
I/flutter (32494): │ │ creator: PhysicalShape ← _MaterialInterior ← Material ←
I/flutter (32494): │ │ ConstrainedBox ← _FocusMarker ← Focus ← _InputPadding ←
I/flutter (32494): │ │ Semantics ← RawMaterialButton ← KeyedSubtree-[GlobalKey#9ead9]
I/flutter (32494): │ │ ← TickerMode ← Offstage ← ⋯
I/flutter (32494): │ │ elevation: 6.0
I/flutter (32494): │ │ color: Color(0xff2196f3)
I/flutter (32494): │ │
I/flutter (32494): │ └─child 1: PictureLayer#2a074
I/flutter (32494): │ paint bounds: Rect.fromLTRB(320.7, 666.2, 376.7, 722.2)
I/flutter (32494): │
I/flutter (32494): └─child 2: PictureLayer#3d42d
I/flutter (32494): paint bounds: Rect.fromLTRB(0.0, 0.0, 1080.0, 2030.0)
I/flutter (32494):
```
所以可以看到Flutter 中的 `Widget` 在最终形成各式各样的 `Layer` ,每个 `Layer` 都有自己单独的区域和功能,比如 `AnnotatedRegionLayer`在新的页面处理状态栏颜色的变化,而这些 `Layer` 最终通过 `SceneBuilder` 转化为 `EngineLayer` ,最后提交为 `Scene` 经由 Engine 绘制。
最后总结一下:**Flutter Framework 的 `Layer` 在绘制之前,需要经历 `SceneBuinlder` 的处理得到 `EngineLayer`,其实 Flutter Framework 中的 `Layer` 可以理解为 `SceneBuinlder` 的对象封装,而 `EngineLayer` 才是真正的 Engine 图层 ,在之后得到的 `Scene` 会被提交 Engine 绘制**。
> 自此,第二十一篇终于结束了!(///▽///)
## 资源推荐
* Github https://github.com/CarGuo
* **开源 Flutter 完整项目https://github.com/CarGuo/GSYGithubAppFlutter**
* **开源 Flutter 多案例学习型项目: https://github.com/CarGuo/GSYFlutterDemo**
* **开源 Fluttre 实战电子书项目https://github.com/CarGuo/GSYFlutterBook**
* 开源 React Native 项目https://github.com/CarGuo/GSYGithubApp
![](http://img.cdn.guoshuyu.cn/20200327_Flutter-21/image7)