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Last updated on Nov 3, 2023
•9 mins read
Last updated on Nov 3, 2023
•9 mins read
Software Development Executive - I
Writes code, blogs, and product docs. She loves a good meal, a great playlist, and a clean commit history. When she’s not debugging, she’s probably experimenting with a new recipe.
Software Development Executive - II
A Flutter and iOS developer.
GestureBinding is a critical aspect of event handling in Flutter. It is a class that provides an interface to the engine's pointer event system. This system is responsible for managing the lifecycle of gestures within an application.
In the world of Flutter, GestureBinding is a singleton instance, a class that can only be instantiated once. This ensures that there is only one object handling all the pointer-events in your application.
For instance, consider a scenario where you have a widget that responds to a tap. The GestureBinding instance will receive the pointer event from the user's tap and then dispatch this event to the appropriate widget. This is typically achieved through a 'hitTestEntry entry' method determining which widgets have been tapped.
The primary role of GestureBinding is to handle pointer events. These events are generated when users interact with the application, such as when they tap a button or swipe across the screen.
GestureBinding is responsible for taking these raw pointer events and converting them into higher-level gesture events. For example, a series of pointer events could be interpreted as a swipe or a pinch.
This process involves a lot of data handling. Each pointer event comes with a set of data, such as the position of the pointer and the type of event (e.g., down, move, up). GestureBinding takes this data and uses it to determine the appropriate response.
By managing pointer events and converting them into gesture events, it allows developers to create interactive and responsive applications.
The singleton pattern is a design pattern that limits a class's instantiation to a single instance. This is especially beneficial when only one object is required to coordinate actions throughout the system.
In Dart, a singleton instance is typically created using a static getInstance method. This method checks if an instance of the class has already been created. If it has, it returns that instance. If not, it creates a new instance and returns it. Here's a simplified example:
1class Singleton { 2 static Singleton _instance; 3 4 Singleton._internal(); 5 6 static Singleton getInstance() { 7 if (_instance == null) { 8 _instance = Singleton._internal(); 9 } 10 return _instance; 11 } 12} 13
In this example, the Singleton class has a private constructor (_internal) and a private static field (_instance). The getInstance method checks if the instance is null. If it is, it creates a new Singleton object and assigns it to the instance. If _instance is not null, it simply returns the existing object. This ensures that there is only one Singleton object in the system.
GestureBinding uses the singleton pattern to ensure that there is only one object handling pointer events in the application. This is important because it ensures that all pointer events are handled consistently and in the correct order.
In the Flutter framework, the singleton instance of GestureBinding can be accessed via the GestureBinding.instance getter. This returns the current GestureBinding instance, which can be used to handle pointer events.
1GestureBinding gestureBinding = GestureBinding.instance; 2
In this line of code, gestureBinding is now a reference to the singleton instance of GestureBinding. This object can be used to access the features exposed by GestureBinding, such as the method for handling pointer events.
Pointer events are the foundation of user interaction in Flutter. They represent raw data about the user's interaction with the device's screen.
A PointerEvent event in Flutter represents a single interaction from the user. This could be a tap, a swipe, or a long press, among other interactions. Each PointerEvent event comes with a wealth of data, including the pointer's position, the type of event (down, move, up, cancel), and the pressure of the touch.
Here's an example of a PointerEvent event:
1PointerEvent event = PointerDownEvent( 2 position: Offset(10.0, 10.0), 3 pressure: 1.0, 4 pressureMin: 0.0, 5 pressureMax: 1.0, 6); 7
In this example, a PointerDownEvent is created, representing the user pressing down on the screen. The position of the press is (10.0, 10.0), and the pressure is 1.0 (on a scale from 0.0 to 1.0).
GestureBinding is responsible for taking these raw PointerEvent events and converting them into higher-level gesture events. This is done by the handleEvent method, which takes a PointerEvent event and a HitTestEntry entry as parameters.
Here's an example of how this might look in code:
1void main() { 2 GestureBinding gestureBinding = GestureBinding.instance; 3 4 PointerEvent event = PointerDownEvent( 5 position: Offset(10.0, 10.0), 6 pressure: 1.0, 7 pressureMin: 0.0, 8 pressureMax: 1.0, 9 ); 10 11 gestureBinding.handleEvent(event, HitTestEntry()); 12} 13
In this example, a PointerDownEvent is created and passed to the handleEvent method of the GestureBinding instance. This method will then process the event and dispatch it to the appropriate widgets.
GestureBinding exposes several features that are essential for handling user interactions in Flutter. These features allow developers to manage the lifecycle of gestures, handle pointer events, and more.
One of the key features of GestureBinding is its ability to handle pointer events. As we've seen in the previous sections, GestureBinding takes raw pointer events and converts them into higher-level gesture events. This is done by the handleEvent method, which takes a PointerEvent event and a HitTestEntry entry as parameters.
Another important feature of GestureBinding is its singleton instance. This ensures that there is only one object handling all the pointer-events in your application, providing a consistent and reliable way to manage user interactions.
Finally, GestureBinding also provides a way to access the current system time, which can be useful for animations and other time-based operations. This can be accessed via the currentSystemFrameTimeStamp getter.
Let's look at some practical examples of how these features can be used in a Flutter application.
For instance, you might want to create a custom widget that responds to a tap. You could do this by creating a GestureDetector widget and providing a callback for the onTap parameter. However, if you want more control over gesture handling, you could use GestureBinding directly.
Here's an example:
1class CustomWidget extends StatefulWidget { 2 3 _CustomWidgetState createState() => _CustomWidgetState(); 4} 5 6class _CustomWidgetState extends State<CustomWidget> { 7 8 void initState() { 9 super.initState(); 10 GestureBinding.instance.pointerRouter.addGlobalRoute(_handlePointerEvent); 11 } 12 13 14 void dispose() { 15 GestureBinding.instance.pointerRouter.removeGlobalRoute(_handlePointerEvent); 16 super.dispose(); 17 } 18 19 void _handlePointerEvent(PointerEvent event) { 20 if (event is PointerDownEvent) { 21 // Handle the tap 22 } 23 } 24 25 26 Widget build(BuildContext context) { 27 return Container(); 28 } 29} 30
In this example, the _handlePointerEvent method is added as a global route to the pointerRouter of the GestureBinding instance. This method will be called for every pointer event, and if the event is a PointerDownEvent, it will handle the tap. When the widget is disposed of, the route is removed to prevent memory leaks.
Hot reload is a feature of Flutter that allows developers to experiment, build UIs, add features, and fix bugs faster. It injects updated source code files into the Dart Virtual Machine (VM) and then rebuilds the widget tree, preserving the application state.
Hot reload works by injecting updated source code into the running Dart VM. This is done without restarting the app, which means you can see the effects of your changes almost instantly without losing the current state of the app.
For example, if you're halfway through a process in your app and notice a bug, you can fix the bug in your code and then hot reload. The app will update with the bug fix, but you'll still be halfway through the process. This makes hot reload an incredibly powerful tool for rapid development and debugging.
Hot reload has a significant impact on GestureBinding. When you hot reload your Flutter app, the singleton instance of GestureBinding is preserved. This means that any pointer events in progress when you hot reloaded will continue to be processed after the hot reload.
However, it's important to note that while the GestureBinding instance is preserved, the widget tree is rebuilt. This means that if a widget was listening for a pointer event before the hot reload, it must re-register with the GestureBinding instance after the hot reload.
Here's an example of how this might look in code:
1class CustomWidget extends StatefulWidget { 2 3 _CustomWidgetState createState() => _CustomWidgetState(); 4} 5 6class _CustomWidgetState extends State<CustomWidget> { 7 8 void initState() { 9 super.initState(); 10 GestureBinding.instance.pointerRouter.addGlobalRoute(_handlePointerEvent); 11 } 12 13 14 void dispose() { 15 GestureBinding.instance.pointerRouter.removeGlobalRoute(_handlePointerEvent); 16 super.dispose(); 17 } 18 19 void _handlePointerEvent(PointerEvent event) { 20 if (event is PointerDownEvent) { 21 // Handle the tap 22 } 23 } 24 25 26 Widget build(BuildContext context) { 27 return Container(); 28 } 29} 30
In this example, the _handlePointerEvent method is added as a global route to the pointerRouter of the GestureBinding instance in the initState method. This means that every time the widget is inserted into the tree (after a hot reload), it will re-register with the GestureBinding instance. When the widget is removed from the tree, the route is removed to prevent memory leaks.
In Dart, a mixin is a way of reusing a class's code in multiple class hierarchies. It's a form of code reuse where the mixin's capabilities are added to a class, allowing the class to use its methods and variables.
In the context of GestureBinding, a mixin can be used to add the capabilities of GestureBinding to a class. This allows the class to handle pointer events and manage the lifecycle of gestures, just like GestureBinding.
The GestureBinding mixin is typically used in custom Flutter engines. For example, if you're creating a custom Flutter engine and you want it to handle pointer events, you can use the GestureBinding mixin to add this capability to your engine.
Let's look at an example of how the GestureBinding mixin might be used in a custom Flutter engine.
1class CustomFlutterEngine with GestureBinding { 2 void handlePointerEvent(PointerEvent event) { 3 // Custom handling of pointer events 4 } 5} 6
In this example, the CustomFlutterEngine class uses the with keyword to apply the GestureBinding mixin. This allows the CustomFlutterEngine class to use the methods and variables of GestureBinding, such as the handleEvent method for handling pointer events.
This is just one example of how the GestureBinding mixin can be used. The actual implementation will depend on the specific requirements of your application or engine.
In conclusion, GestureBinding is a powerful tool for handling user interactions in Flutter. By understanding how it works and how to use its features, you can create interactive and responsive applications that provide a great user experience.
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