performLayout method
Do the work of computing the layout for this render object.
Do not call this function directly: call layout instead. This function is called by layout when there is actually work to be done by this render object during layout. The layout constraints provided by your parent are available via the constraints getter.
If sizedByParent is true, then this function should not actually change the dimensions of this render object. Instead, that work should be done by performResize. If sizedByParent is false, then this function should both change the dimensions of this render object and instruct its children to layout.
In implementing this function, you must call layout on each of your children, passing true for parentUsesSize if your layout information is dependent on your child's layout information. Passing true for parentUsesSize ensures that this render object will undergo layout if the child undergoes layout. Otherwise, the child can change its layout information without informing this render object.
Implementation
@override
void performLayout() {
final SliverConstraints constraints = this.constraints;
childManager.didStartLayout();
childManager.setDidUnderflow(false);
final double scrollOffset = constraints.scrollOffset + constraints.cacheOrigin;
assert(scrollOffset >= 0.0);
final double remainingExtent = constraints.remainingCacheExtent;
assert(remainingExtent >= 0.0);
final double targetEndScrollOffset = scrollOffset + remainingExtent;
final BoxConstraints childConstraints = constraints.asBoxConstraints();
int leadingGarbage = 0;
int trailingGarbage = 0;
bool reachedEnd = false;
// This algorithm in principle is straight-forward: find the first child
// that overlaps the given scrollOffset, creating more children at the top
// of the list if necessary, then walk down the list updating and laying out
// each child and adding more at the end if necessary until we have enough
// children to cover the entire viewport.
//
// It is complicated by one minor issue, which is that any time you update
// or create a child, it's possible that the some of the children that
// haven't yet been laid out will be removed, leaving the list in an
// inconsistent state, and requiring that missing nodes be recreated.
//
// To keep this mess tractable, this algorithm starts from what is currently
// the first child, if any, and then walks up and/or down from there, so
// that the nodes that might get removed are always at the edges of what has
// already been laid out.
// Make sure we have at least one child to start from.
if (firstChild == null) {
if (!addInitialChild()) {
// There are no children.
geometry = SliverGeometry.zero;
childManager.didFinishLayout();
return;
}
}
// We have at least one child.
// These variables track the range of children that we have laid out. Within
// this range, the children have consecutive indices. Outside this range,
// it's possible for a child to get removed without notice.
RenderBox? leadingChildWithLayout, trailingChildWithLayout;
RenderBox? earliestUsefulChild = firstChild;
// A firstChild with null layout offset is likely a result of children
// reordering.
//
// We rely on firstChild to have accurate layout offset. In the case of null
// layout offset, we have to find the first child that has valid layout
// offset.
if (childScrollOffset(firstChild!) == null) {
int leadingChildrenWithoutLayoutOffset = 0;
while (earliestUsefulChild != null && childScrollOffset(earliestUsefulChild) == null) {
earliestUsefulChild = childAfter(earliestUsefulChild);
leadingChildrenWithoutLayoutOffset += 1;
}
// We should be able to destroy children with null layout offset safely,
// because they are likely outside of viewport
collectGarbage(leadingChildrenWithoutLayoutOffset, 0);
// If can not find a valid layout offset, start from the initial child.
if (firstChild == null) {
if (!addInitialChild()) {
// There are no children.
geometry = SliverGeometry.zero;
childManager.didFinishLayout();
return;
}
}
}
// Find the last child that is at or before the scrollOffset.
earliestUsefulChild = firstChild;
for (double earliestScrollOffset = childScrollOffset(earliestUsefulChild!)!;
earliestScrollOffset > scrollOffset;
earliestScrollOffset = childScrollOffset(earliestUsefulChild)!) {
// We have to add children before the earliestUsefulChild.
earliestUsefulChild = insertAndLayoutLeadingChild(childConstraints, parentUsesSize: true);
if (earliestUsefulChild == null) {
final SliverMultiBoxAdaptorParentData childParentData = firstChild!.parentData! as SliverMultiBoxAdaptorParentData;
childParentData.layoutOffset = 0.0;
if (scrollOffset == 0.0) {
// insertAndLayoutLeadingChild only lays out the children before
// firstChild. In this case, nothing has been laid out. We have
// to lay out firstChild manually.
firstChild!.layout(childConstraints, parentUsesSize: true);
earliestUsefulChild = firstChild;
leadingChildWithLayout = earliestUsefulChild;
trailingChildWithLayout ??= earliestUsefulChild;
break;
} else {
// We ran out of children before reaching the scroll offset.
// We must inform our parent that this sliver cannot fulfill
// its contract and that we need a scroll offset correction.
geometry = SliverGeometry(
scrollOffsetCorrection: -scrollOffset,
);
return;
}
}
final double firstChildScrollOffset = earliestScrollOffset - paintExtentOf(firstChild!);
// firstChildScrollOffset may contain double precision error
if (firstChildScrollOffset < -precisionErrorTolerance) {
// Let's assume there is no child before the first child. We will
// correct it on the next layout if it is not.
geometry = SliverGeometry(
scrollOffsetCorrection: -firstChildScrollOffset,
);
final SliverMultiBoxAdaptorParentData childParentData = firstChild!.parentData! as SliverMultiBoxAdaptorParentData;
childParentData.layoutOffset = 0.0;
return;
}
final SliverMultiBoxAdaptorParentData childParentData = earliestUsefulChild.parentData! as SliverMultiBoxAdaptorParentData;
childParentData.layoutOffset = firstChildScrollOffset;
assert(earliestUsefulChild == firstChild);
leadingChildWithLayout = earliestUsefulChild;
trailingChildWithLayout ??= earliestUsefulChild;
}
assert(childScrollOffset(firstChild!)! > -precisionErrorTolerance);
// If the scroll offset is at zero, we should make sure we are
// actually at the beginning of the list.
if (scrollOffset < precisionErrorTolerance) {
// We iterate from the firstChild in case the leading child has a 0 paint
// extent.
while (indexOf(firstChild!) > 0) {
final double earliestScrollOffset = childScrollOffset(firstChild!)!;
// We correct one child at a time. If there are more children before
// the earliestUsefulChild, we will correct it once the scroll offset
// reaches zero again.
earliestUsefulChild = insertAndLayoutLeadingChild(childConstraints, parentUsesSize: true);
assert(earliestUsefulChild != null);
final double firstChildScrollOffset = earliestScrollOffset - paintExtentOf(firstChild!);
final SliverMultiBoxAdaptorParentData childParentData = firstChild!.parentData! as SliverMultiBoxAdaptorParentData;
childParentData.layoutOffset = 0.0;
// We only need to correct if the leading child actually has a
// paint extent.
if (firstChildScrollOffset < -precisionErrorTolerance) {
geometry = SliverGeometry(
scrollOffsetCorrection: -firstChildScrollOffset,
);
return;
}
}
}
// At this point, earliestUsefulChild is the first child, and is a child
// whose scrollOffset is at or before the scrollOffset, and
// leadingChildWithLayout and trailingChildWithLayout are either null or
// cover a range of render boxes that we have laid out with the first being
// the same as earliestUsefulChild and the last being either at or after the
// scroll offset.
assert(earliestUsefulChild == firstChild);
assert(childScrollOffset(earliestUsefulChild!)! <= scrollOffset);
// Make sure we've laid out at least one child.
if (leadingChildWithLayout == null) {
earliestUsefulChild!.layout(childConstraints, parentUsesSize: true);
leadingChildWithLayout = earliestUsefulChild;
trailingChildWithLayout = earliestUsefulChild;
}
// Here, earliestUsefulChild is still the first child, it's got a
// scrollOffset that is at or before our actual scrollOffset, and it has
// been laid out, and is in fact our leadingChildWithLayout. It's possible
// that some children beyond that one have also been laid out.
bool inLayoutRange = true;
RenderBox? child = earliestUsefulChild;
int index = indexOf(child!);
double endScrollOffset = childScrollOffset(child)! + paintExtentOf(child);
bool advance() { // returns true if we advanced, false if we have no more children
// This function is used in two different places below, to avoid code duplication.
assert(child != null);
if (child == trailingChildWithLayout) {
inLayoutRange = false;
}
child = childAfter(child!);
if (child == null) {
inLayoutRange = false;
}
index += 1;
if (!inLayoutRange) {
if (child == null || indexOf(child!) != index) {
// We are missing a child. Insert it (and lay it out) if possible.
child = insertAndLayoutChild(childConstraints,
after: trailingChildWithLayout,
parentUsesSize: true,
);
if (child == null) {
// We have run out of children.
return false;
}
} else {
// Lay out the child.
child!.layout(childConstraints, parentUsesSize: true);
}
trailingChildWithLayout = child;
}
assert(child != null);
final SliverMultiBoxAdaptorParentData childParentData = child!.parentData! as SliverMultiBoxAdaptorParentData;
childParentData.layoutOffset = endScrollOffset;
assert(childParentData.index == index);
endScrollOffset = childScrollOffset(child!)! + paintExtentOf(child!);
return true;
}
// Find the first child that ends after the scroll offset.
while (endScrollOffset < scrollOffset) {
leadingGarbage += 1;
if (!advance()) {
assert(leadingGarbage == childCount);
assert(child == null);
// we want to make sure we keep the last child around so we know the end scroll offset
collectGarbage(leadingGarbage - 1, 0);
assert(firstChild == lastChild);
final double extent = childScrollOffset(lastChild!)! + paintExtentOf(lastChild!);
geometry = SliverGeometry(
scrollExtent: extent,
maxPaintExtent: extent,
);
return;
}
}
// Now find the first child that ends after our end.
while (endScrollOffset < targetEndScrollOffset) {
if (!advance()) {
reachedEnd = true;
break;
}
}
// Finally count up all the remaining children and label them as garbage.
if (child != null) {
child = childAfter(child!);
while (child != null) {
trailingGarbage += 1;
child = childAfter(child!);
}
}
// At this point everything should be good to go, we just have to clean up
// the garbage and report the geometry.
collectGarbage(leadingGarbage, trailingGarbage);
assert(debugAssertChildListIsNonEmptyAndContiguous());
final double estimatedMaxScrollOffset;
if (reachedEnd) {
estimatedMaxScrollOffset = endScrollOffset;
} else {
estimatedMaxScrollOffset = childManager.estimateMaxScrollOffset(
constraints,
firstIndex: indexOf(firstChild!),
lastIndex: indexOf(lastChild!),
leadingScrollOffset: childScrollOffset(firstChild!),
trailingScrollOffset: endScrollOffset,
);
assert(estimatedMaxScrollOffset >= endScrollOffset - childScrollOffset(firstChild!)!);
}
final double paintExtent = calculatePaintOffset(
constraints,
from: childScrollOffset(firstChild!)!,
to: endScrollOffset,
);
final double cacheExtent = calculateCacheOffset(
constraints,
from: childScrollOffset(firstChild!)!,
to: endScrollOffset,
);
final double targetEndScrollOffsetForPaint = constraints.scrollOffset + constraints.remainingPaintExtent;
geometry = SliverGeometry(
scrollExtent: estimatedMaxScrollOffset,
paintExtent: paintExtent,
cacheExtent: cacheExtent,
maxPaintExtent: estimatedMaxScrollOffset,
// Conservative to avoid flickering away the clip during scroll.
hasVisualOverflow: endScrollOffset > targetEndScrollOffsetForPaint || constraints.scrollOffset > 0.0,
);
// We may have started the layout while scrolled to the end, which would not
// expose a new child.
if (estimatedMaxScrollOffset == endScrollOffset) {
childManager.setDidUnderflow(true);
}
childManager.didFinishLayout();
}