Unraveling the Mysteries of Flutter: Understanding RenderObjects
The Rendering Process in Flutter
To grasp the concept of RenderObjects, let’s first explore how rendering works in Flutter. When a widget is created, it holds configuration information in its fields or parameters. This widget serves as a container, holding these parameters but not using them.
The widget then instantiates and becomes inflated into an element, which is inserted into the element tree. Each element in the element tree has a RenderObject attached to it, responsible for controlling the configuration parameters like sizes, layouts, and painting of the widgets to the screen.
What are RenderObjects?
RenderObjects are the objects responsible for controlling the sizes, layouts, and logic used for painting widgets to the screen and forming the UI for the application. They are the backbone of Flutter’s rendering process, making it possible for us to see and interact with the UI.
Although they are rarely used directly, understanding RenderObjects is essential for building quality mobile applications.
The Opacity Widget: A Case Study
Let’s examine the Opacity widget to better understand the link from widget to element to RenderObject. The Opacity widget adjusts the transparency of its child.
class Opacity extends SingleChildRenderObjectWidget {
//...
}
By analyzing the type of RenderObject a widget would extend, we can see that the Opacity widget extends the SingleChildRenderObjectWidget, which in turn extends RenderObjectWidget. This chain of extensions ultimately leads to the creation of the RenderOpacity class, responsible for painting the child widget using the context.pushOpacity method.
Creating Custom Widgets with RenderObjects
Now that we’ve delved into the world of RenderObjects, let’s explore how to create a custom widget with a custom RenderObject. We’ll create a Gap widget, which creates a space or gap between widgets in a tree.
class Gap extends StatelessWidget {
final double mainAxisExtent;
const Gap({required this.mainAxisExtent});
@override
RenderObject createRenderObject(BuildContext context) {
return _RenderGap(mainAxisExtent);
}
}
Unlike the SizedBox class, Gap does not require continually setting the size; instead, it infers what size it should be based on the layout of its parent.
The Gap Widget in Practice
Our Gap widget accepts only one property, the mainAxisExtent, which determines the amount of space between our widgets. We’ll create a RenderObject, _RenderGap, which extends RenderBox and accepts the passed value.
class _RenderGap extends RenderBox {
final double mainAxisExtent;
_RenderGap(this.mainAxisExtent);
@override
void performLayout() {
// Check the layout direction of the parent and set the size of the Gap widget accordingly
}
}
We can then use the Gap widget in our UI, adding spacing to our layout using dimensions we specify.
Building a Simple UI with the Gap Widget
Let’s build a simple screen to demonstrate the Gap widget in action. We’ll create a Column and Row widget, each with a Gap widget, to see how it responds to both vertical and horizontal layouts.
Column(
children: [
Text('Hello'),
Gap(mainAxisExtent: 20),
Text('World'),
],
);
Row(
children: [
Text('Hello'),
Gap(mainAxisExtent: 20),
Text('World'),
],
)
By passing in the desired spacing values, the Gap widget will infer the direction of the parent widget and render the gap space accordingly.