I have a CustomPainter that I want to render some items every few milliseconds. But I only want to render the items that have changed since the last draw. I plan on manually clearing the area that will be changing and redrawing just in the area. The problem is that the canvas in Flutter seems to be completely new every time paint() is called. I understand that I can keep track of the entire state and redraw everything every time, but for performance reasons and the specific use case that is not preferable. Below is sample code that could represent the issue:
I understand that everything will need to be redrawn when the canvas size changes.
import 'dart:async';
import 'dart:math';
import 'package:flutter/material.dart';
class CanvasWidget extends StatefulWidget {
CanvasWidget({Key key}) : super(key: key);
@override
_CanvasWidgetState createState() => _CanvasWidgetState();
}
class _CanvasWidgetState extends State<CanvasWidget> {
final _repaint = ValueNotifier<int>(0);
TestingPainter _wavePainter;
@override
void initState() {
_wavePainter = TestingPainter(repaint: _repaint);
Timer.periodic( Duration(milliseconds: 50), (Timer timer) {
_repaint.value++;
});
super.initState();
}
@override
Widget build(BuildContext context) {
return CustomPaint(
painter: _wavePainter,
);
}
}
class TestingPainter extends CustomPainter {
static const double _numberPixelsToDraw = 3;
final _rng = Random();
double _currentX = 0;
double _currentY = 0;
TestingPainter({Listenable repaint}): super(repaint: repaint);
@override
void paint(Canvas canvas, Size size) {
var paint = Paint();
paint.color = Colors.transparent;
if(_currentX + _numberPixelsToDraw > size.width)
{
_currentX = 0;
}
// Clear previously drawn points
var clearArea = Rect.fromLTWH(_currentX, 0, _numberPixelsToDraw, size.height);
canvas.drawRect(clearArea, paint);
Path path = Path();
path.moveTo(_currentX, _currentY);
for(int i = 0; i < _numberPixelsToDraw; i++)
{
_currentX++;
_currentY = _rng.nextInt(size.height.toInt()).toDouble();
path.lineTo(_currentX, _currentY);
}
// Draw new points in red
paint.color = Colors.red;
canvas.drawPath(path, paint);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return true;
}
}
Flutter gives you the flexibility to write one code, create some beautiful UI widgets and the app is ready for both iOS and Android.So what actually happens is these widgets that you create are drawn on to your mobile screen Or we can call it as drawn on to the Canvas. Using the same concept we can draw on it and use it as a drawing board.
Animating CustomPainter is easy. We just need to repaint the whole canvas on each AnimationController.value change. Create AnimationController in a StatefulWidget that is parent of the CustomPainter:
In Flutter everything revolves around the term Widget. Flutter gives you the flexibility to write one code, create some beautiful UI widgets and the app is ready for both iOS and Android.So what actually happens is these widgets that you create are drawn on to your mobile screen Or we can call it as drawn on to the Canvas.
The CustomPainter would then repaint the canvas on each animation.value change. If we don’t call super (repaint: animation), our painter won’t animate. That’s it! The full source code can be found below:
Redrawing the whole canvas, even on every frame, is completely efficient. Trying to reuse the previous frame will often not be more efficient.
Looking at the code you posted, there are certain areas with rooms for improvement, but trying to preserve parts of the canvas should not be one of them.
The real performance issue you are having, is from repeatedly changing a ValueNotifier
from a Timer.periodic
event, every 50 ms. A much better way to handle redrawing on every frame, is to use AnimatedBuilder
with a vsync
, so the paint
method of the CustomPainter
will be called on every frame. This is similar to Window.requestAnimationFrame
in the web browser world, if you are familiar with that. Here vsync
stands for "vertical sync", if you are familiar with how computer graphics work. Essentially, your paint
method will be called 60 times per second, on a device with 60 Hz screen, and it'll paint 120 times per second on a 120 Hz screen. This is the correct and scalable way to achieve buttery smooth animation across different kind of devices.
There are other areas worth optimizing, before thinking about preserving parts of the canvas. For example, just briefly looking at your code, you have this line:
_currentY = _rng.nextInt(size.height.toInt()).toDouble();
Here I assume you want to have a random decimal between 0
and size.height
, if so, you can simply write _rng.nextDouble() * size.height
, instead of casting a double to int and back again, and (probably unintentionally) rounding it during that process. But the performance gain from stuff like these is negligible.
Think about it, if a 3D video game can run smoothly on a phone, with each frame being dramatically different from the previous one, your animation should run smoothly, without having to worry about manually clearing parts of the canvas. Trying to manually optimize the canvas will probably lead to performance loss instead.
So, what you really should be focusing, is to use AnimatedBuilder
instead of Timer
to trigger the canvas redraw in your project, as a starting point.
For example, here's a small demo I made using AnimatedBuilder and CustomPaint:
Full source code:
import 'dart:math';
import 'package:flutter/material.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
@override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage>
with SingleTickerProviderStateMixin {
List<SnowFlake> snowflakes = List.generate(100, (index) => SnowFlake());
AnimationController _controller;
@override
void initState() {
_controller = AnimationController(
vsync: this,
duration: Duration(seconds: 1),
)..repeat();
super.initState();
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return Scaffold(
body: Container(
width: double.infinity,
height: double.infinity,
decoration: BoxDecoration(
gradient: LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
colors: [Colors.blue, Colors.lightBlue, Colors.white],
stops: [0, 0.7, 0.95],
),
),
child: AnimatedBuilder(
animation: _controller,
builder: (_, __) {
snowflakes.forEach((snow) => snow.fall());
return CustomPaint(
painter: MyPainter(snowflakes),
);
},
),
),
);
}
}
class MyPainter extends CustomPainter {
final List<SnowFlake> snowflakes;
MyPainter(this.snowflakes);
@override
void paint(Canvas canvas, Size size) {
final w = size.width;
final h = size.height;
final c = size.center(Offset.zero);
final whitePaint = Paint()..color = Colors.white;
canvas.drawCircle(c - Offset(0, -h * 0.165), w / 6, whitePaint);
canvas.drawOval(
Rect.fromCenter(
center: c - Offset(0, -h * 0.35),
width: w * 0.5,
height: w * 0.6,
),
whitePaint);
snowflakes.forEach((snow) =>
canvas.drawCircle(Offset(snow.x, snow.y), snow.radius, whitePaint));
}
@override
bool shouldRepaint(CustomPainter oldDelegate) => true;
}
class SnowFlake {
double x = Random().nextDouble() * 400;
double y = Random().nextDouble() * 800;
double radius = Random().nextDouble() * 2 + 2;
double velocity = Random().nextDouble() * 4 + 2;
SnowFlake();
fall() {
y += velocity;
if (y > 800) {
x = Random().nextDouble() * 400;
y = 10;
radius = Random().nextDouble() * 2 + 2;
velocity = Random().nextDouble() * 4 + 2;
}
}
}
Here I'm generating 100 snowflakes, redrawing the whole screen every frame. You can easily change the number of snowflakes to 1000 or higher, and it would still run very smoothly. Here I'm also not using the device screen size as much as I should be, as you can see, there are some hardcoded values like 400 or 800. Anyway, hopefully this demo would give you some faith in Flutter's graphics engine. :)
Here is another (smaller) example, showing you everything you need to get going with Canvas and Animations in Flutter. It might be easier to follow:
import 'package:flutter/material.dart';
void main() {
runApp(DemoWidget());
}
class DemoWidget extends StatefulWidget {
@override
_DemoWidgetState createState() => _DemoWidgetState();
}
class _DemoWidgetState extends State<DemoWidget>
with SingleTickerProviderStateMixin {
AnimationController _controller;
@override
void initState() {
_controller = AnimationController(
vsync: this,
duration: Duration(seconds: 1),
)..repeat(reverse: true);
super.initState();
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _controller,
builder: (_, __) => CustomPaint(
painter: MyPainter(_controller.value),
),
);
}
}
class MyPainter extends CustomPainter {
final double value;
MyPainter(this.value);
@override
void paint(Canvas canvas, Size size) {
canvas.drawCircle(
Offset(size.width / 2, size.height / 2),
value * size.shortestSide,
Paint()..color = Colors.blue,
);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) => true;
}
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