摘要
官方文档在原生侧的说明很少,更多的时候需要从源码去寻找答案,本文主要是针对 Flutter 在 iOS 上是如何运行起来的源码进行串联,总结大致的运行流程。
涉及到的关键类有以下几个:
FlutterViewController
FlutterView
FlutterEngine
DartIsolate
FlutterViewController
Flutter 嵌入原生应用必须有个载体,从这个点入手,在 Flutter Engine 源码中的 API 的入口点是 FlutterViewController
,对其头文件源码做精简,大致如下
@interface FlutterViewController : UIViewController <FlutterTextureRegistry, FlutterPluginRegistry>- (instancetype)initWithEngine:(FlutterEngine)engine nibName:(nullable NSString)nibName bundle:(nullable NSBundle)nibBundle NSDESIGNATEDINITIALIZER;- (instancetype)initWithProject:(nullable FlutterDartProject)project nibName:(nullable NSString)nibName bundle:(nullable NSBundle)nibBundle NSDESIGNATEDINITIALIZER;- (void)handleStatusBarTouches:(UIEvent)event;- (void)setFlutterViewDidRenderCallback:(void (^)(void))callback;- (NSString)lookupKeyForAsset:(NSString)asset;- (NSString)lookupKeyForAsset:(NSString)asset fromPackage:(NSString)package;- (void)setInitialRoute:(NSString)route;- (void)popRoute;- (void)pushRoute:(NSString)route;- (id<FlutterPluginRegistry>)pluginRegistry;@property(nonatomic, readonly, getter=isDisplayingFlutterUI) BOOL displayingFlutterUI;@property(strong, nonatomic) UIView splashScreenView;- (BOOL)loadDefaultSplashScreenView;@property(nonatomic, getter=isViewOpaque) BOOL viewOpaque;@property(weak, nonatomic, readonly) FlutterEngine engine;@property(nonatomic, readonly) NSObject<FlutterBinaryMessenger>* binaryMessenger;@end
FlutterViewController 的构造函数
FlutterViewController 有两个构造函数,本质上是一样的,第一个构造函数是谷歌为了在存在多个 FlutterViewController
的场景下为了让使用者能复用 FlutterEngine
而开放的。
- (instancetype)initWithEngine:(FlutterEngine)engine nibName:(nullable NSString)nibName bundle:(nullable NSBundle)nibBundle { NSAssert(engine != nil, @"Engine is required"); self = [super initWithNibName:nibName bundle:nibBundle]; if (self) { viewOpaque = YES; engine.reset([engine retain]); engineNeedsLaunch = NO; flutterView.reset([[FlutterView alloc] initWithDelegate:engine opaque:self.isViewOpaque]); weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterViewController>>(self); ongoingTouches = [[NSMutableSet alloc] init]; [self performCommonViewControllerInitialization]; [engine setViewController:self]; } return self;}- (instancetype)initWithProject:(nullable FlutterDartProject)project nibName:(nullable NSString)nibName bundle:(nullable NSBundle)nibBundle { self = [super initWithNibName:nibName bundle:nibBundle]; if (self) { viewOpaque = YES; weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterViewController>>(self); engine.reset([[FlutterEngine alloc] initWithName:@"io.flutter" project:project allowHeadlessExecution:NO]); flutterView.reset([[FlutterView alloc] initWithDelegate:engine opaque:self.isViewOpaque]); [engine.get() createShell:nil libraryURI:nil]; engineNeedsLaunch = YES; _ongoingTouches = [[NSMutableSet alloc] init]; [self loadDefaultSplashScreenView]; [self performCommonViewControllerInitialization]; } return self;}
在构造函数中主要做了这么几件事情:
初始化或者替换当前的
FlutterEngine
初始化
FlutterView
初始化正在发生的手势集合
加载闪屏页,传入
FlutterEngine
的构造函数没有这项,应该是考虑了多FlutterViewController
的场景下不好频繁加载闪屏页
设置
UIInterfaceOrientationMask
和UIStatusBarStyle
添加一系列的通知,包括
Application
的生命周期,键盘事件,Accessibility
的事件等
将
FlutterViewController
设置给FlutterEngine
第二个构造函数中还多了这行代码,第一个构造函数把这个调用延后了而已
[_engine.get() createShell:nil libraryURI:nil];
FlutterViewController 的 loadView
在 loadView
函数中,设置了 FlutterViewController
的 view
,并判断是否需要加载闪屏页,可以通过重写 splashScreenView
的 get 方法返回 nil
的方式彻底不加载闪屏页
- (void)loadView { self.view = _flutterView.get(); self.view.multipleTouchEnabled = YES; self.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; [self installSplashScreenViewIfNecessary];}
FlutterViewController 对 Navigator 的操作
FlutterViewController
提供了三个接口允许我们在原生端对 dart 的 Navigator
直接进行操作
- (void)setInitialRoute:(NSString)route { [[engine.get() navigationChannel] invokeMethod:@"setInitialRoute" arguments:route];}- (void)popRoute { [[engine.get() navigationChannel] invokeMethod:@"popRoute" arguments:nil];}- (void)pushRoute:(NSString)route { [[_engine.get() navigationChannel] invokeMethod:@"pushRoute" arguments:route];}
setInitialRoute
setInitialRoute
在 iOS 端通过 navigationChannel
来告诉 dart 具体的 initialRoute,这个过程略微特殊,并不会在 dart 端直接接收 channel 信息,
而是在引擎层面做了处理,web_ui 不在本文的解析范畴,这里直接洗跟原生相关的点
setInitialRoute
设置流程如下:
DispatchPlatformMessage
-> HandleNavigationPlatformMessage
-> initial_route_
void Engine::DispatchPlatformMessage(fml::RefPtr<PlatformMessage> message) { if (message->channel() == kLifecycleChannel) { if (HandleLifecyclePlatformMessage(message.get())) return; } else if (message->channel() == kLocalizationChannel) { if (HandleLocalizationPlatformMessage(message.get())) return; } else if (message->channel() == kSettingsChannel) { HandleSettingsPlatformMessage(message.get()); return; } if (runtime_controller_->IsRootIsolateRunning() && runtime_controller_->DispatchPlatformMessage(std::move(message))) { return; } // If there's no runtime_, we may still need to set the initial route. if (message->channel() == kNavigationChannel) { HandleNavigationPlatformMessage(std::move(message)); return; } FML_DLOG(WARNING) << "Dropping platform message on channel: " << message->channel();}
bool Engine::HandleNavigationPlatformMessage( fml::RefPtr<PlatformMessage> message) { const auto& data = message->data(); rapidjson::Document document; document.Parse(reinterpretcast<const char*>(data.data()), data.size()); if (document.HasParseError() || !document.IsObject()) return false; auto root = document.GetObject(); auto method = root.FindMember("method"); if (method->value != "setInitialRoute") return false; auto route = root.FindMember("args"); initialroute_ = std::move(route->value.GetString()); return true;}
setInitialRoute
最终在 HandleNavigationPlatformMessage
函数中直接被赋值给 initial_route_
。
setInitialRoute
读取流程如下:
Window.defaultRouteName
-> DefaultRouteName
-> Engine::DefaultRouteName
-> initial_route_
可以看到,关键字 native
,这是 dart 为了方便绑定 C/C++ 导出方法而添加的关键字,对应的 key 是 Window_defaultRouteName
class Window { String get defaultRouteName => defaultRouteName(); String defaultRouteName() native 'Window_defaultRouteName';}
可以找到在引擎层的 flutter 命名空间下,有下面这个函数,注册了对应的导出函数,这里对应的是 DefaultRouteName
void Window::RegisterNatives(tonic::DartLibraryNatives* natives) { natives->Register({ {"Window_defaultRouteName", DefaultRouteName, 1, true}, {"Window_scheduleFrame", ScheduleFrame, 1, true}, {"WindowsendPlatformMessage", SendPlatformMessage, 4, true}, {"WindowrespondToPlatformMessage", RespondToPlatformMessage, 3, true}, {"Window_render", Render, 2, true}, {"Window_updateSemantics", UpdateSemantics, 2, true}, {"Window_setIsolateDebugName", SetIsolateDebugName, 2, true}, {"Window_reportUnhandledException", ReportUnhandledException, 2, true}, {"Window_setNeedsReportTimings", SetNeedsReportTimings, 2, true}, });}
void DefaultRouteName(DartNativeArguments args) { std::string routeName = UIDartState::Current()->window()->client()->DefaultRouteName(); DartSetReturnValue(args, tonic::StdStringToDart(routeName));}
再往下就是到 engine.cc 文件下面的函数,读取 initial_route_
的值
std::string Engine::DefaultRouteName() { if (!initialroute.empty()) { return initialroute; } return "/";}
至此,完成了在原生端设置 defaultRouteName,在 dart 端获取该值的流程。
pushRoute and popRoute
实现方式主要还是通过引擎内置的 navigationChannel 通知 dart 端,对应的在 dart 端 SystemChannels 类中,存在对应的 channel
static const MethodChannel navigation = MethodChannel( 'flutter/navigation', JSONMethodCodec(), );
最终处理 pushRoute
和 popRoute
的逻辑在 WidgetsBinding
类中,主要是以下几个函数
Future<dynamic> handleNavigationInvocation(MethodCall methodCall) { switch (methodCall.method) { case 'popRoute': return handlePopRoute(); case 'pushRoute': return handlePushRoute(methodCall.arguments as String); } return Future<dynamic>.value(); } Future<void> handlePushRoute(String route) async { for (final WidgetsBindingObserver observer in List<WidgetsBindingObserver>.from(observers)) { if (await observer.didPushRoute(route)) return; } } Future<void> handlePopRoute() async { for (final WidgetsBindingObserver observer in List<WidgetsBindingObserver>.from(_observers)) { if (await observer.didPopRoute()) return; } SystemNavigator.pop(); }
这段代码表示只有调用的方法返回 true
时才中断,每个 handle 函数具体的处理逻辑是通过某个 WidgetsBindingObserver
来实现了,继续跟进找到如下代码
class WidgetsAppState extends State<WidgetsApp> with WidgetsBindingObserver { @override Future<bool> didPopRoute() async { assert(mounted); final NavigatorState navigator = navigator?.currentState; if (navigator == null) return false; return await navigator.maybePop(); } @override Future<bool> didPushRoute(String route) async { assert(mounted); final NavigatorState navigator = _navigator?.currentState; if (navigator == null) return false; navigator.pushNamed(route); return true; }}
handlePopRoute
函数中,如果没有任何一个 observer
返回 true
,则最终调用 SystemNavigator.pop();
来退出应用程序
class SystemNavigator { static Future<void> pop({bool animated}) async { await SystemChannels.platform.invokeMethod<void>('SystemNavigator.pop', animated); }}
FlutterView
FlutterView
并没有太多功能,主要是两点:
初始化时传入
FlutterViewEngineDelegate
创建
flutter::IOSSurface
@protocol FlutterViewEngineDelegate <NSObject>- (flutter::Rasterizer::Screenshot)takeScreenshot:(flutter::Rasterizer::ScreenshotType)type asBase64Encoded:(BOOL)base64Encode;- (flutter::FlutterPlatformViewsController*)platformViewsController;@end@interface FlutterView : UIView- (instancetype)initWithDelegate:(id<FlutterViewEngineDelegate>)delegate opaque:(BOOL)opaque NSDESIGNATEDINITIALIZER;- (std::uniqueptr<flutter::IOSSurface>)createSurface: (std::sharedptr<flutter::IOSGLContext>)context;@end
takeScreenshot:asBase64Encoded:
应该是 FlutterView
渲染的数据源,具体参考 drawLayer:inContext:
的源码
@implementation FlutterView- (void)drawLayer:(CALayer)layer inContext:(CGContextRef)context { if (layer != self.layer || context == nullptr) { return; } auto screenshot = [delegate takeScreenshot:flutter::Rasterizer::ScreenshotType::UncompressedImage asBase64Encoded:NO]; if (!screenshot.data || screenshot.data->isEmpty() || screenshot.framesize.isEmpty()) { return; } NSData data = [NSData dataWithBytes:constcast<void>(screenshot.data->data()) length:screenshot.data->size()]; fml::CFRef<CGDataProviderRef> imagedataprovider( CGDataProviderCreateWithCFData(reinterpretcast<CFDataRef>(data))); fml::CFRef<CGColorSpaceRef> colorspace(CGColorSpaceCreateDeviceRGB()); fml::CFRef<CGImageRef> image(CGImageCreate( screenshot.framesize.width(), // sizet width screenshot.framesize.height(), // sizet height 8, // sizet bitsPerComponent 32, // sizet bitsPerPixel, 4 screenshot.framesize.width(), // sizet bytesPerRow colorspace, // CGColorSpaceRef space staticcast<CGBitmapInfo>(kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big), // CGBitmapInfo bitmapInfo imagedataprovider, // CGDataProviderRef provider nullptr, // const CGFloat* decode false, // bool shouldInterpolate kCGRenderingIntentDefault // CGColorRenderingIntent intent )); const CGRect framerect = CGRectMake(0.0, 0.0, screenshot.framesize.width(), screenshot.framesize.height()); CGContextSaveGState(context); CGContextTranslateCTM(context, 0.0, CGBitmapContextGetHeight(context)); CGContextScaleCTM(context, 1.0, -1.0); CGContextDrawImage(context, frame_rect, image); CGContextRestoreGState(context);}@end
后面我们会看到 FlutterViewEngineDelegate
实际上是被 FlutterEngine
实现了。
这里不对 IOSSurface
做过多解析,其是建立在三种 layer 之上的,可以在编译期选择使用何种渲染方式
如果是模拟器,则使用正常的 CALayer
使用 Metal 渲染的情形则使用 CAMetalLayer
使用 OpenGL 渲染的情形则使用 CAEAGLLayer
+ (Class)layerClass {#if TARGETIPHONESIMULATOR return [CALayer class];#else // TARGETIPHONESIMULATOR#if FLUTTERSHELLENABLEMETAL return [CAMetalLayer class];#else // FLUTTERSHELLENABLEMETAL return [CAEAGLLayer class];#endif // FLUTTERSHELLENABLEMETAL#endif // TARGETIPHONE_SIMULATOR}
在 createSurface
函数中主要是分别创建三种对应的 IOSSurface
CALayer -> IOSSurfaceSoftware
CAEAGLLayer -> IOSSurfaceGL
CAMetalLayer -> IOSSurfaceMetal
再往下的渲染实际上就要交给 FlutterEngine
自身了。
FlutterEngine
FlutterEngine
对外暴露的接口不算多,主要就这么几点
构造函数,
initWithName:project:allowHeadlessExecution
,allowHeadlessExecution允许初始化引擎时不强依赖
FlutterViewController`启动引擎,
runWithEntrypoint:libraryURI:
可传入自定义的entrypoint
释放资源,
destroyContext
语义树是否建立,
ensureSemanticsEnabled
,关于语义树文档比较少,大概是残疾人模式下需要用到的东西FlutterViewController
的 get/set最后是一堆内置的 channel
我们主要关心引擎的构造、启动、释放和 FlutterViewController
就差不多了,FlutterTextureRegistry
, FlutterPluginRegistry
不在本文关注范围内
@interface FlutterEngine : NSObject <FlutterTextureRegistry, FlutterPluginRegistry>- (instancetype)initWithName:(NSString)labelPrefix project:(nullable FlutterDartProject)project allowHeadlessExecution:(BOOL)allowHeadlessExecution NSDESIGNATEDINITIALIZER;- (BOOL)runWithEntrypoint:(nullable NSString)entrypoint libraryURI:(nullable NSString)uri;- (void)destroyContext;- (void)ensureSemanticsEnabled;@property(nonatomic, weak) FlutterViewController viewController;@property(nonatomic, readonly, nullable) FlutterMethodChannel localizationChannel;@property(nonatomic, readonly) FlutterMethodChannel navigationChannel;@property(nonatomic, readonly) FlutterMethodChannel platformChannel;@property(nonatomic, readonly) FlutterMethodChannel textInputChannel;@property(nonatomic, readonly) FlutterBasicMessageChannel lifecycleChannel;@property(nonatomic, readonly) FlutterBasicMessageChannel systemChannel;@property(nonatomic, readonly) FlutterBasicMessageChannel settingsChannel;@property(nonatomic, readonly) NSObject<FlutterBinaryMessenger> binaryMessenger;@property(nonatomic, readonly, copy, nullable) NSString isolateId;@end
FlutterEngine 的构造
FlutterEngine
在构造时,要关注的有几下两点:
FlutterDartProject
初始化FlutterPlatformViewsController
的初始化
- (instancetype)initWithName:(NSString)labelPrefix project:(FlutterDartProject)project allowHeadlessExecution:(BOOL)allowHeadlessExecution { self = [super init]; NSAssert(self, @"Super init cannot be nil"); NSAssert(labelPrefix, @"labelPrefix is required"); allowHeadlessExecution = allowHeadlessExecution; labelPrefix = [labelPrefix copy]; weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterEngine>>(self); if (project == nil) dartProject.reset([[FlutterDartProject alloc] init]); else dartProject.reset([project retain]); pluginPublications = [NSMutableDictionary new]; platformViewsController.reset(new flutter::FlutterPlatformViewsController()); _binaryMessenger = [[FlutterBinaryMessengerRelay alloc] initWithParent:self]; NSNotificationCenter* center = [NSNotificationCenter defaultCenter]; [center addObserver:self selector:@selector(onMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil]; return self;}
FlutterEngine 的启动
FlutterEngine
层面,需要关注以下一些类:
FlutterDartProject
flutter::ThreadHost
flutter::Shell
FlutterObservatoryPublisher
FlutterPlatformViewsController
FlutterEngine
的启动,主要是两个事情
createShell
launchEngine
- (BOOL)runWithEntrypoint:(NSString)entrypoint libraryURI:(NSString)libraryURI { if ([self createShell:entrypoint libraryURI:libraryURI]) { [self launchEngine:entrypoint libraryURI:libraryURI]; } return _shell != nullptr;}
createShell
createShell
的源码比较多,做了下精简,主要是以下几点:
初始化
MessageLoop
初始化
ThreadHost
设置
oncreateplatform_view
回调设置
oncreaterasterizer
回调初始化
flutter::TaskRunners
,如果开启embeddedviewspreview
则 使用当前线程的TaskRunner
作为 gpu 线程的TaskRunner
创建
shell
,最终是启动 Isolate创建
FlutterPlatformViewsController
创建
FlutterObservatoryPublisher
设置
PlatformView
channels
- (BOOL)createShell:(NSString)entrypoint libraryURI:(NSString)libraryURI { // …… fml::MessageLoop::EnsureInitializedForCurrentThread(); threadHost = {threadLabel.UTF8String, flutter::ThreadHost::Type::UI | flutter::ThreadHost::Type::GPU | flutter::ThreadHost::Type::IO}; flutter::Shell::CreateCallback<flutter::PlatformView> oncreateplatformview = [](flutter::Shell& shell) { return std::makeunique<flutter::PlatformViewIOS>(shell, shell.GetTaskRunners()); }; flutter::Shell::CreateCallback<flutter::Rasterizer> oncreaterasterizer = [](flutter::Shell& shell) { return std::makeunique<flutter::Rasterizer>(shell, shell.GetTaskRunners()); }; if (flutter::IsIosEmbeddedViewsPreviewEnabled()) { flutter::TaskRunners taskrunners(threadLabel.UTF8String, // label fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform fml::MessageLoop::GetCurrent().GetTaskRunner(), // gpu threadHost.uithread->GetTaskRunner(), // ui threadHost.iothread->GetTaskRunner() // io ); // Create the shell. This is a blocking operation. shell = flutter::Shell::Create(std::move(taskrunners), // task runners std::move(settings), // settings oncreateplatformview, // platform view creation oncreaterasterizer // rasterzier creation ); } else { flutter::TaskRunners taskrunners(threadLabel.UTF8String, // label fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform threadHost.gputhread->GetTaskRunner(), // gpu threadHost.uithread->GetTaskRunner(), // ui threadHost.iothread->GetTaskRunner() // io ); // Create the shell. This is a blocking operation. shell = flutter::Shell::Create(std::move(taskrunners), // task runners std::move(settings), // settings oncreateplatformview, // platform view creation oncreaterasterizer // rasterzier creation ); } if (shell != nullptr) { [self setupChannels]; if (!platformViewsController) { platformViewsController.reset(new flutter::FlutterPlatformViewsController()); } publisher.reset([[FlutterObservatoryPublisher alloc] init]); [self maybeSetupPlatformViewChannels]; } return _shell != nullptr;}
这里可以看到会启动四个 TaskRunner
,分别为 platform,gpu, ui,io,但实际上并不一定对应四个线程。
launchEngine
launchEngine
实际上还是在 shell
上进行的操作
- (void)launchEngine:(NSString)entrypoint libraryURI:(NSString)libraryOrNil { // Launch the Dart application with the inferred run configuration. self.shell.RunEngine([_dartProject.get() runConfigurationForEntrypoint:entrypoint libraryOrNil:libraryOrNil]);}
void Shell::RunEngine(RunConfiguration run_configuration) { RunEngine(std::move(run_configuration), nullptr);}void Shell::RunEngine(RunConfiguration run_configuration, std::function<void(Engine::RunStatus)> result_callback) { auto result = [platform_runner = task_runners_.GetPlatformTaskRunner(), result_callback](Engine::RunStatus run_result) { if (!result_callback) { return; } platform_runner->PostTask( [result_callback, run_result]() { result_callback(run_result); }); }; FML_DCHECK(is_setup_); FML_DCHECK(task_runners_.GetPlatformTaskRunner()->RunsTasksOnCurrentThread()); if (!weak_engine_) { result(Engine::RunStatus::Failure); } fml::TaskRunner::RunNowOrPostTask( task_runners_.GetUITaskRunner(), fml::MakeCopyable( [run_configuration = std::move(run_configuration), weak_engine = weak_engine_, result]() mutable { if (!weak_engine) { FML_LOG(ERROR) << "Could not launch engine with configuration - no engine."; result(Engine::RunStatus::Failure); return; } auto run_result = weak_engine->Run(std::move(run_configuration)); if (run_result == flutter::Engine::RunStatus::Failure) { FML_LOG(ERROR) << "Could not launch engine with configuration."; } result(run_result); }));}
再跟下去,最终会到[shell > common > engine.cc] 里面的 run 函数,最核心的是这行代码 PrepareAndLaunchIsolate
,最终整个流程跑下来就是为了启动 Isolate
Engine::RunStatus Engine::Run(RunConfiguration configuration) { if (!configuration.IsValid()) { FMLLOG(ERROR) << "Engine run configuration was invalid."; return RunStatus::Failure; } auto isolatelaunchstatus = PrepareAndLaunchIsolate(std::move(configuration)); if (isolatelaunchstatus == Engine::RunStatus::Failure) { FMLLOG(ERROR) << "Engine not prepare and launch isolate."; return isolatelaunchstatus; } else if (isolatelaunchstatus == Engine::RunStatus::FailureAlreadyRunning) { return isolatelaunchstatus; } std::sharedptr<DartIsolate> isolate = runtimecontroller->GetRootIsolate().lock(); bool isolaterunning = isolate && isolate->GetPhase() == DartIsolate::Phase::Running; if (isolaterunning) { tonic::DartState::Scope scope(isolate.get()); if (settings.rootisolatecreatecallback) { settings.rootisolatecreatecallback(); } if (settings.rootisolateshutdowncallback) { isolate->AddIsolateShutdownCallback( settings.rootisolateshutdowncallback); } std::string serviceid = isolate->GetServiceId(); fml::RefPtr<PlatformMessage> serviceidmessage = fml::MakeRefCounted<flutter::PlatformMessage>( kIsolateChannel, std::vector<uint8t>(serviceid.begin(), serviceid.end()), nullptr); HandlePlatformMessage(serviceidmessage); } return isolaterunning ? Engine::RunStatus::Success : Engine::RunStatus::Failure;}
DartIsolate
对 PrepareAndLaunchIsolate
函数做下精简,剩下两个点
PrepareIsolate
RunFromLibrary
Engine::RunStatus Engine::PrepareAndLaunchIsolate(RunConfiguration configuration) { // …… if (!isolate_configuration->PrepareIsolate(*isolate)) { return RunStatus::Failure; } if (!isolate->RunFromLibrary(configuration.GetEntrypointLibrary(), configuration.GetEntrypoint(), settings.dartentrypoint_args)) { return RunStatus::Failure; } return RunStatus::Success;}
主要看看 RunFromLibrary 做了什么
查找 entrypoint
调用 entrypoint 的函数,InvokeMainEntrypoint
bool DartIsolate::RunFromLibrary(const std::string& libraryname, const std::string& entrypointname, const std::vector<std::string>& args, fml::closure onrun) { tonic::DartState::Scope scope(this); auto userentrypointfunction = DartGetField(DartLookupLibrary(tonic::ToDart(libraryname.cstr())), tonic::ToDart(entrypointname.cstr())); auto entrypointargs = tonic::ToDart(args); if (!InvokeMainEntrypoint(userentrypointfunction, entrypointargs)) { return false; } phase = Phase::Running; if (onrun) { onrun(); } return true;}
再看看 InvokeMainEntrypoint
做了什么,源码做了精简,主要就这两步,我们可以在 dart 端找到对应的函数
_getStartMainIsolateFunction
_runMainZoned
static bool InvokeMainEntrypoint(Dart_Handle user_entrypoint_function, Dart_Handle args) { Dart_Handle start_main_isolate_function = tonic::DartInvokeField(Dart_LookupLibrary(tonic::ToDart("dart:isolate")), "_getStartMainIsolateFunction", {}); if (tonic::LogIfError(tonic::DartInvokeField( Dart_LookupLibrary(tonic::ToDart("dart:ui")), "_runMainZoned", {start_main_isolate_function, user_entrypoint_function, args}))) { FML_LOG(ERROR) << "Could not invoke the main entrypoint."; return false; } return true;}
再往下就是 tonic 库,后面可能会在其它文章中对 tonic 库进行梳理。
总结
Flutter 运行于 iOS 之上,从源码层面看,有以下几点收获:
复用了现有的三类 CALayer 来绘制界面,
drawLayer
时会调用takeScreenshot
来获取 Flutter 界面的光栅图在原生端不会建立对应的 语义树,需要额外生成
Flutter 自身会起一个完全独立的线程环境来运行,我们需要关注的是四个
TaskRunner
,Platform TaskRunner 不一定是独立的线程Platform TaskRunner,原生端跟 Flutter 的所有交互都会在 Platform TaskRunner 进行处理
dart 端可以通过
native
关键字调用 C/C++ 的函数,获取基本类型的数据返回值,性能比 channel 要好FlutterViewController
将所有的手势交互相关的都转发给 FlutterEngine
Flutter 运行流程
对整个 Flutter 运行的流程可以大致总结如下,主要是侧重在引擎侧,dart 那边的流程不展开,仅供参考:
寻找 DartLibrary
定位到 Entrypoint
创建
FlutterEngine
,传入 DartLibrary 和 Entrypoint创建
FlutterViewController
,FlutterView
设置
FlutterEngine
的viewController
创建 shell,启动 Dart VM
加载 DartLibrary,运行 dart 的 Entrypoint
截取 Dart UI 的界面并光栅化并 绘制 CALayer
本文主要是对整个源码流程做了一个串联,更多细节无法在一篇文章中阐述清楚。
(文章来源:InfoQ)