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<topic_end>
|
<topic_start>
|
Widget layout
|
In UIKit, you might use a Storyboard file
|
to organize your views and set constraints,
|
or you might set your constraints programmatically in your view controllers.
|
In Flutter, declare your layout in code by composing a widget tree.The following example shows how to display a simple widget with padding:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return Scaffold(
|
appBar: AppBar(title: const Text('Sample App')),
|
body: Center(
|
child: CupertinoButton(
|
onPressed: () {},
|
padding: const EdgeInsets.only(left: 10, right: 10),
|
child: const Text('Hello'),
|
),
|
),
|
);
|
}<code_end>
|
You can add padding to any widget,
|
which mimics the functionality of constraints in iOS.You can view the layouts that Flutter has to offer
|
in the widget catalog.<topic_end>
|
<topic_start>
|
Removing Widgets
|
In UIKit, you call addSubview() on the parent,
|
or removeFromSuperview() on a child view
|
to dynamically add or remove child views.
|
In Flutter, because widgets are immutable,
|
there is no direct equivalent to addSubview().
|
Instead, you can pass a function to the parent
|
that returns a widget, and control that child’s creation
|
with a boolean flag.The following example shows how to toggle between two widgets
|
when the user clicks the FloatingActionButton:
|
<code_start>class SampleApp extends StatelessWidget {
|
// This widget is the root of your application.
|
const SampleApp({super.key});
|
@override
|
Widget build(BuildContext context) {
|
return const MaterialApp(
|
title: 'Sample App',
|
home: SampleAppPage(),
|
);
|
}
|
}
|
class SampleAppPage extends StatefulWidget {
|
const SampleAppPage({super.key});
|
@override
|
State<SampleAppPage> createState() => _SampleAppPageState();
|
}
|
class _SampleAppPageState extends State<SampleAppPage> {
|
// Default value for toggle.
|
bool toggle = true;
|
void _toggle() {
|
setState(() {
|
toggle = !toggle;
|
});
|
}
|
Widget _getToggleChild() {
|
if (toggle) {
|
return const Text('Toggle One');
|
}
|
return CupertinoButton(
|
onPressed: () {},
|
child: const Text('Toggle Two'),
|
);
|
}
|
@override
|
Widget build(BuildContext context) {
|
return Scaffold(
|
appBar: AppBar(
|
title: const Text('Sample App'),
|
),
|
body: Center(
|
child: _getToggleChild(),
|
),
|
floatingActionButton: FloatingActionButton(
|
onPressed: _toggle,
|
tooltip: 'Update Text',
|
child: const Icon(Icons.update),
|
),
|
);
|
}
|
}<code_end>
|
<topic_end>
|
<topic_start>
|
Animations
|
In UIKit, you create an animation by calling the
|
animate(withDuration:animations:) method on a view.
|
In Flutter, use the animation library
|
to wrap widgets inside an animated widget.In Flutter, use an AnimationController, which is an Animation<double>
|
that can pause, seek, stop, and reverse the animation.
|
It requires a Ticker that signals when vsync happens
|
and produces a linear interpolation
|
between 0 and 1 on each frame while it’s running.
|
You then create one or more
|
Animations and attach them to the controller.For example, you might use CurvedAnimation
|
to implement an animation along an interpolated curve.
|
In this sense, the controller is the “master” source
|
of the animation progress
|
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