Commit 0db2fc3f authored by Ian Hickson's avatar Ian Hickson Committed by GitHub

RenderObjectElement docs (#6770)

parent 1939ba12
......@@ -2017,26 +2017,29 @@ abstract class Element implements BuildContext {
@protected
void detachChild(Element child);
/// This method is the core of the system.
/// Update the given child with the given new configuration.
///
/// This method is the core of the widgets system.
///
/// It is called each time we are to add, update, or remove a child based on
/// an updated configuration.
///
/// If the child is null, and the newWidget is not null, then we have a new
/// child for which we need to create an Element, configured with newWidget.
/// If the `child` is null, and the `newWidget` is not null, then we have a new
/// child for which we need to create an [Element], configured with `newWidget`.
///
/// If the newWidget is null, and the child is not null, then we need to
/// If the `newWidget` is null, and the `child` is not null, then we need to
/// remove it because it no longer has a configuration.
///
/// If neither are null, then we need to update the child's configuration to
/// be the new configuration given by newWidget. If newWidget can be given to
/// the existing child, then it is so given. Otherwise, the old child needs
/// to be disposed and a new child created for the new configuration.
/// If neither are null, then we need to update the `child`'s configuration to
/// be the new configuration given by `newWidget`. If `newWidget` can be given
/// to the existing child (as determined by [Widget.canUpdate]), then it is so
/// given. Otherwise, the old child needs to be disposed and a new child
/// created for the new configuration.
///
/// If both are null, then we don't have a child and won't have a child, so
/// we do nothing.
/// If both are null, then we don't have a child and won't have a child, so we
/// do nothing.
///
/// The updateChild() method returns the new child, if it had to create one,
/// The [updateChild] method returns the new child, if it had to create one,
/// or the child that was passed in, if it just had to update the child, or
/// null, if it removed the child and did not replace it.
@protected
......@@ -2201,7 +2204,8 @@ abstract class Element implements BuildContext {
return element;
}
/// Create an element for the given widget and add it as a child of this element in the given slot.
/// Create an element for the given widget and add it as a child of this
/// element in the given slot.
///
/// This method is typically called by [updateChild] but can be called
/// directly by subclasses that need finer-grained control over creating
......@@ -3242,6 +3246,157 @@ class InheritedElement extends ProxyElement {
/// painting, and hit testing.
///
/// Contrast with [ComponentElement].
///
/// For details on the lifecycle of an element, see the discussion at [Element].
///
/// ## Writing a RenderObjectElement subclass
///
/// There are three common child models used by most [RenderObject]s:
///
/// * Leaf render objects, with no children: The [LeafRenderObjectElement] class
/// handles this case.
///
/// * A single child: The [SingleChildRenderObjectElement] class handles this
/// case.
///
/// * A linked list of children: The [MultiChildRenderObjectElement] class
/// handles this case.
///
/// Sometimes, however, a render object's child model is more complicated. Maybe
/// it has a two-dimensional array of children. Maybe it constructs children on
/// demand. Maybe it features multiple lists. In such situations, the
/// corresponding [Element] for the [Widget] that configures that [RenderObject]
/// will be a new subclass of [RenderObjectElement].
///
/// Such a subclass is responsible for managing children, specifically the
/// [Element] children of this object, and the [RenderObject] children of its
/// corresponding [RenderObject].
///
/// ### Specializing the getters
///
/// [RenderObjectElement] objects spend much of their time acting as
/// intermediaries between their [widget] and their [renderObject]. To make this
/// more tractable, most [RenderObjectElement] subclasses override these getters
/// so that they return the specific type that the element expects, e.g.:
///
/// ```dart
/// class FooElement extends RenderObjectElement {
///
/// @override
/// Foo get widget => super.widget;
///
/// @override
/// RenderFoo get renderObject => super.renderObject;
///
/// // ...
/// }
/// ```
///
/// ### Slots
///
/// Each child [Element] corresponds to a [RenderObject] which should be
/// attached to this element's render object as a child.
///
/// However, the immediate children of the element may not be the ones that
/// eventually produce the actual [RenderObject] that they correspond to. For
/// example a [StatelessElement] (the element of a [StatelessWidget]) simply
/// corresponds to whatever [RenderObject] its child (the element returned by
/// its [StatelessWidget.build] method) corresponds to.
///
/// Each child is therefore assigned a _slot_ token. This is an identifier whose
/// meaning is private to this [RenderObjectElement] node. When the descendant
/// that finally produces the [RenderObject] is ready to attach it to this
/// node's render object, it passes that slot token back to this node, and that
/// allows this node to cheaply identify where to put the child render object
/// relative to the others in the parent render object.
///
/// ### Updating children
///
/// Early in the lifecycle of an element, the framework calls the [mount]
/// method. This method should call [inflateChild] for each child, passing in
/// the widget for that child, and the slot for that child, thus obtaining a
/// list of child [Element]s.
///
/// Subsequently, the framework will call the [update] method. In this method,
/// the [RenderObjectElement] should call [updateChild] for each child, passing
/// in the [Element] that was obtained during [mount] or the last time [update]
/// was run (whichever happened most recently), the new [Widget], and the slot.
/// This provides the object with a new list of [Element] objects.
///
/// Where possible, the [update] method should attempt to map the elements from
/// the last pass to the widgets in the new pass. For example, if one of the
/// elements from the last pass was configured with a particular [Key], and one
/// of the widgets in this new pass has that same key, they should be paired up,
/// and the old element should be updated with the widget (and the slot
/// corresponding to the new widget's new position, also). The [updateChildren]
/// method may be useful in this regard.
///
/// [updateChild] should be called for children in their logical order. The
/// order can matter; for example, if two of the children use [Focus.at]'s
/// `autofocus` feature in their build method, then the first one to be updated
/// will gain the focus.
///
/// #### Dynamically determining the children during the build phase
///
/// The child widgets need not necessarily come from this element's widget
/// verbatim. They could be generated dynamically from a callback, or generated
/// in other more creative ways.
///
/// #### Dynamically determining the children during layout
///
/// If the widgets are to be generated at layout time, then generating them when
/// the [update] method won't work: layout of this element's render object
/// hasn't started yet at that point. Instead, the [update] method can mark the
/// render object as needing layout (see [RenderObject.markNeedsLayout]), and
/// then the render object's [performLayout] method can call back to the element
/// to have it generate the widgets and call [updateChild] accordingly.
///
/// For a render object to call an element during layout, it must use
/// [RenderObject.invokeLayoutCallback]. For an element to call [updateChild]
/// outside of its [update] method, it must use [BuildOwner.buildScope].
///
/// The framework provides many more checks in normal operation than it does
/// when doing a build during layout. For this reason, creating widgets with
/// layout-time build semantics should be done with great care.
///
/// #### Handling errors when building
///
/// If an element calls a builder function to obtain widgets for its children,
/// it may find that the build throws an exception. Such exceptions should be
/// caught and reported using [FlutterError.reportError]. If a child is needed
/// but a builder has failed in this way, an instance of [ErrorWidget] can be
/// used instead.
///
/// ### Detaching children
///
/// It is possible, when using [GlobalKey]s, for a child to be proactively
/// removed by another element before this element has been updated.
/// (Specifically, this happens when the subtree rooted at a widget with a
/// particular [GlobalKey] is being moved from this element to an element
/// processed earlier in the build phase.) When this happens, this element's
/// [detachChild] method will be called with a reference to the affected child
/// element.
///
/// The [detachChild] method of a [RenderObjectElement] subclass must remove the
/// child element from its child list, so that when it next [update]s its
/// children, the removed child is not considered.
///
/// For performance reasons, if there are many elements, it may be quicker to
/// track which elements were detached by storing them in a [Set], rather than
/// proactively mutating the local record of the child list and the identities
/// of all the slots. For example, see the implementation of
/// [MultiChildRenderObjectElement].
///
/// ### Maintaining the render object tree
///
/// Once a descendant produces a render object, it will call
/// [insertChildRenderObject]. If the descendant's slot changes identity, it
/// will call [moveChildRenderObject]. If a descendant goes away, it will call
/// [removeChildRenderObject].
///
/// These three methods should update the render tree accordingly, attaching,
/// moving, and detaching the given child render object from this element's own
/// render object respectively.
abstract class RenderObjectElement extends BuildableElement {
/// Creates an element that uses the given widget as its configuration.
RenderObjectElement(RenderObjectWidget widget) : super(widget);
......
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