颤动执行方法只要按下按钮

Flutter Execute Method so long the button pressed

我想在用户按下按钮时执行一个方法。在伪代码中:

while (button.isPressed) {
  executeCallback();
}

换句话说,只要用户按下按钮,executeCallback 方法就应该重复触发,并在释放按钮时停止触发。我怎样才能在 Flutter 中实现这一点?

使用 Listener 和有状态小部件。我还在每个循环后引入了轻微的延迟:

import 'dart:async';

import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(brightness: Brightness.dark),
      home: MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  int _counter = 0;

  bool _buttonPressed = false;
  bool _loopActive = false;

  void _increaseCounterWhilePressed() async {
    // make sure that only one loop is active
    if (_loopActive) return;

    _loopActive = true;

    while (_buttonPressed) {
      // do your thing
      setState(() {
        _counter++;
      });

      // wait a bit
      await Future.delayed(Duration(milliseconds: 200));
    }

    _loopActive = false;
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(),
      body: Center(
        child: Listener(
          onPointerDown: (details) {
            _buttonPressed = true;
            _increaseCounterWhilePressed();
          },
          onPointerUp: (details) {
            _buttonPressed = false;
          },
          child: Container(
            decoration: BoxDecoration(color: Colors.orange, border: Border.all()),
            padding: EdgeInsets.all(16.0),
            child: Text('Value: $_counter'),
          ),
        ),
      ),
    );
  }
}

没有监听器的更简单的方法如下:

  GestureDetector(
      child: InkWell(
        child: Icon(Icons.skip_previous_rounded),
        onTap: widget.onPrevious,
      ),
      onLongPressStart: (_) async {
        isPressed = true;
        do {
          print('long pressing'); // for testing
          await Future.delayed(Duration(seconds: 1));
        } while (isPressed);
      },
      onLongPressEnd: (_) => setState(() => isPressed = false),
    );
  }

基于 ThinkDigital 的解决方案,我的观察是 InkWell 包含执行此操作所需的所有事件,无需额外的 GestureDetector(我发现 GestureDetector 会干扰长按时的墨迹动画)。这是我为宠物项目实现的一个控件,它在按住时以递减的延迟触发事件(这是一个带有图标的圆形按钮,但任何使用 InkWell 的按钮都可以):

/// A round button with an icon that can be tapped or held
/// Tapping the button once simply calls [onUpdate], holding
/// the button will repeatedly call [onUpdate] with a
/// decreasing time interval.
class TapOrHoldButton extends StatefulWidget {
  /// Update callback
  final VoidCallback onUpdate;

  /// Minimum delay between update events when holding the button
  final int minDelay;

  /// Initial delay between change events when holding the button
  final int initialDelay;

  /// Number of steps to go from [initialDelay] to [minDelay]
  final int delaySteps;

  /// Icon on the button
  final IconData icon;

  const TapOrHoldButton(
      {Key? key,
      required this.onUpdate,
      this.minDelay = 80,
      this.initialDelay = 300,
      this.delaySteps = 5,
      required this.icon})
      : assert(minDelay <= initialDelay,
            "The minimum delay cannot be larger than the initial delay"),
        super(key: key);

  @override
  _TapOrHoldButtonState createState() => _TapOrHoldButtonState();
}

class _TapOrHoldButtonState extends State<TapOrHoldButton> {
  /// True if the button is currently being held
  bool _holding = false;

  @override
  Widget build(BuildContext context) {
    var shape = CircleBorder();
    return Material(
      color: Theme.of(context).dividerColor,
      shape: shape,
      child: InkWell(
        child: Padding(
          padding: const EdgeInsets.all(8.0),
          child: Icon(
            widget.icon,
            color:
                Theme.of(context).textTheme.headline1?.color ?? Colors.white70,
            size: 36,
          ),
        ),
        onTap: () => _stopHolding(),
        onTapDown: (_) => _startHolding(),
        onTapCancel: () => _stopHolding(),
        customBorder: shape,
      ),
    );
  }

  void _startHolding() async {
    // Make sure this isn't called more than once for
    // whatever reason.
    if (_holding) return;
    _holding = true;

    // Calculate the delay decrease per step
    final step =
        (widget.initialDelay - widget.minDelay).toDouble() / widget.delaySteps;
    var delay = widget.initialDelay.toDouble();

    while (_holding) {
      widget.onUpdate();
      await Future.delayed(Duration(milliseconds: delay.round()));
      if (delay > widget.minDelay) delay -= step;
    }
  }

  void _stopHolding() {
    _holding = false;
  }
}

这是实际操作:

为了改进 ,我修复了连续点击时点击次数和调用 onUpdate 回调的次数不匹配的问题。

_tapDownCount变量被额外使用。

import 'package:flutter/material.dart';

/// A round button with an icon that can be tapped or held
/// Tapping the button once simply calls [onUpdate], holding
/// the button will repeatedly call [onUpdate] with a
/// decreasing time interval.
class TapOrHoldButton extends StatefulWidget {
  /// Update callback
  final VoidCallback onUpdate;

  /// Minimum delay between update events when holding the button
  final int minDelay;

  /// Initial delay between change events when holding the button
  final int initialDelay;

  /// Number of steps to go from [initialDelay] to [minDelay]
  final int delaySteps;

  /// Icon on the button
  final IconData icon;

  const TapOrHoldButton(
      {Key? key,
      required this.onUpdate,
      this.minDelay = 80,
      this.initialDelay = 300,
      this.delaySteps = 5,
      required this.icon})
      : assert(minDelay <= initialDelay, "The minimum delay cannot be larger than the initial delay"),
        super(key: key);

  @override
  _TapOrHoldButtonState createState() => _TapOrHoldButtonState();
}

class _TapOrHoldButtonState extends State<TapOrHoldButton> {
  /// True if the button is currently being held
  bool _holding = false;
  int _tapDownCount = 0;

  @override
  Widget build(BuildContext context) {
    var shape = const CircleBorder();
    return Material(
      color: Theme.of(context).dividerColor,
      shape: shape,
      child: InkWell(
        child: Padding(
          padding: const EdgeInsets.all(8.0),
          child: Icon(
            widget.icon,
            color: Theme.of(context).textTheme.headline1?.color ?? Colors.white70,
            size: 36,
          ),
        ),
        onTap: () => _stopHolding(),
        onTapDown: (_) => _startHolding(),
        onTapCancel: () => _stopHolding(),
        customBorder: shape,
      ),
    );
  }

  void _startHolding() async {
    // Make sure this isn't called more than once for
    // whatever reason.
    widget.onUpdate();
    _tapDownCount += 1;
    final int myCount = _tapDownCount;
    if (_holding) return;
    _holding = true;

    // Calculate the delay decrease per step
    final step = (widget.initialDelay - widget.minDelay).toDouble() / widget.delaySteps;
    var delay = widget.initialDelay.toDouble();

    while (true) {
      await Future.delayed(Duration(milliseconds: delay.round()));
      if (_holding && myCount == _tapDownCount) {
        widget.onUpdate();
      } else {
        return;
      }
      if (delay > widget.minDelay) delay -= step;
    }
  }

  void _stopHolding() {
    _holding = false;
  }
}