像标题状态一样,如何从StatefulWidget访问StatefulWidget的状态。
背景: 我有一个星级评分小部件,该部件连续包含5个“ StarWidget”。 StarWidget类只是一个包裹有检测器的Icon(不使用IconButton,因为它的尺寸很大)。 StarWidget将是否选择它存储在相应的State对象中,并相应显示一个实心或轮廓图标。
在主窗口小部件中,我可以访问StatefulWidget对象,并希望配置其状态。
import 'package:flutter/material.dart';
import 'package:font_awesome_flutter/font_awesome_flutter.dart';
class StarRatingWidget extends StatefulWidget {
@override
_StarRatingWidgetState createState() {
return _StarRatingWidgetState();
}
}
class _StarRatingWidgetState extends State<StarRatingWidget>
implements StarSelectionInterface {
//Properties
int _currentRating = 0;
List<RatingStarWidget> starWidgets = [];
//Methods
@override
void initState() {
super.initState();
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 0,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 1,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 2,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 3,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 4,
),
);
}
@override
Widget build(BuildContext buildContext) {
return Row(
children: starWidgets,
);
}
//Star Selection Interface Methods
void onStarSelected(_RatingStarWidgetState starWidgetState) {
print("listener: star selected ${starWidgetState._starPosition}");
//a new, rating has been selected, update rating
if (_currentRating != starWidgetState._starPosition) {
_currentRating = (starWidgetState._starPosition + 1);
}
//same star as rating has been selected, set rating to 0
else {
_currentRating = 0;
}
//update stars according to rating
for(int i = 1; i <= 5; i++) {
//what should I do here?!
}
}
}
class RatingStarWidget extends StatefulWidget {
//Properties
final int starPosition;
final StarSelectionInterface starSelectionInterface;
//Constructors
RatingStarWidget({this.starSelectionInterface, this.starPosition});
//Methods
@override
_RatingStarWidgetState createState() {
return _RatingStarWidgetState(starSelectionInterface, starPosition);
}
}
class _RatingStarWidgetState extends State<RatingStarWidget> {
//Properties
int _starPosition;
bool _isSelected = false;
StarSelectionInterface selectionListener;
//Constructors
_RatingStarWidgetState(this.selectionListener, this._starPosition);
//Methods
@override
Widget build(BuildContext buildContext) {
return AnimatedCrossFade(
firstChild: GestureDetector(
child: Icon(
FontAwesomeIcons.star,
size: 14,
),
onTap: () {
print("star: selected");
selectionListener.onStarSelected(this);
},
),
secondChild: GestureDetector(
child: Icon(
FontAwesomeIcons.solidStar,
size: 14,
),
onTap: () {
selectionListener.onStarSelected(this);
},
),
duration: Duration(milliseconds: 300),
crossFadeState:
_isSelected ? CrossFadeState.showSecond : CrossFadeState.showFirst,
);
}
}
class StarSelectionInterface {
void onStarSelected(_RatingStarWidgetState starWidgetState) {}
}
答案 0 :(得分:1)
Flutter的方法是在必要时重建小部件。不要害怕构建窗口小部件,它们对于SDK而言是便宜的,在这种情况下,对于简单的星星尤其如此。
访问其他窗口小部件状态需要的工作不仅仅是重建它。要访问状态,您应该使用键,或者应该在小部件本身中添加特殊方法。
在这种情况下,无论如何重建星形,使用普通的无状态小部件甚至更好,更简单,因为选定的状态可以在重建时由父级提供。
并且由于状态存储在父窗口小部件中,所以我认为最好不要将其作为墙存储在每个单独的星星中。
接下来是遵循这个想法的非常简单的解决方案。但是,是的,它仍然可以重建星星。
import 'package:flutter/material.dart';
import 'package:font_awesome_flutter/font_awesome_flutter.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(body: Center(child: StarRatingWidget())),
);
}
}
class StarRatingWidget extends StatefulWidget {
@override
_StarRatingWidgetState createState() {
return _StarRatingWidgetState();
}
}
class _StarRatingWidgetState extends State<StarRatingWidget> {
int _currentRating = 0;
List<Widget> buildStars() {
List<RatingStarWidget> starWidgets = [];
for (int i = 0; i < 5; i++) {
starWidgets.add(
RatingStarWidget(
clickCallback: () => setState(() {
_currentRating = i + 1;
}),
highlighted: _currentRating > i,
),
);
}
return starWidgets;
}
@override
Widget build(BuildContext buildContext) {
return Row(
children: buildStars(),
);
}
}
class RatingStarWidget extends StatelessWidget {
//Properties
final VoidCallback clickCallback;
final bool highlighted;
//Constructors
RatingStarWidget({this.clickCallback, this.highlighted});
@override
StatelessElement createElement() {
print("Element created");
return super.createElement();
}
//Methods
@override
Widget build(BuildContext buildContext) {
return GestureDetector(
onTap: () {
clickCallback();
},
child: AnimatedCrossFade(
firstChild: Icon(
FontAwesomeIcons.star,
size: 14,
),
secondChild: Icon(
FontAwesomeIcons.solidStar,
size: 14,
),
duration: Duration(milliseconds: 300),
crossFadeState:
highlighted ? CrossFadeState.showSecond : CrossFadeState.showFirst,
),
);
}
}
答案 1 :(得分:0)
我写了自己的例子,类似于您的例子。我在这里做的是:
因为数组从0开始,初始星速是-1;)我创建具有位置,当前星速和回调函数的星。我们将使用此回调函数来更新ScreenOne
中的值。
在Star
小部件中,我们有一个局部布尔值selected
,其默认值为false,并根据星号的位置和当前速率在构建函数内为其分配一个值。我们有setSelected()
函数,该函数运行回调函数并用星标位置值更新currentRate
。
查看视频示例here。
class ScreenOne extends StatefulWidget {
@override
_ScreenOneState createState() => _ScreenOneState();
}
class _ScreenOneState extends State<ScreenOne> {
int currentRate = -1; //since array starts from 0, set non-selected as -1
List<Star> starList = []; //empty list
@override
void initState() {
super.initState();
buildStars(); //build starts here on initial load
}
Widget buildStars() {
starList = [];
for (var i = 0; i < 5; i++) {
starList.add(Star(
position: i,
current: currentRate,
updateParent: refresh, //this is callback
));
}
}
refresh(int index) {
setState(() {
currentRate = index; //update the currentRate
});
buildStars(); //build stars again
}
@override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.white,
appBar: AppBar(
title: Text("Test page 1"),
),
body: Container(
child: Center(
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: starList,
),
),
),
);
}
}
class Star extends StatefulWidget {
final Function(int index) updateParent; //callback
final int position; //position of star
final int current; //current selected star from parent
const Star({Key key, this.position, this.updateParent, this.current})
: super(key: key);
@override
_StarState createState() => _StarState();
}
class _StarState extends State<Star> {
bool selected = false;
void setSelected() {
widget.updateParent(widget.position);
}
@override
Widget build(BuildContext context) {
if (widget.current >= widget.position) {
selected = true;
} else {
selected = false;
}
return GestureDetector(
child: AnimatedCrossFade(
firstChild: Icon(Icons.star_border),
secondChild: Icon(Icons.star),
crossFadeState:
selected ? CrossFadeState.showSecond : CrossFadeState.showFirst,
duration: Duration(milliseconds: 300),
),
onTap: () {
setSelected();
},
);
}
}