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For the full set of these widgets,
|
see the Cupertino widgets gallery.You can also use a WidgetsApp as your app widget,
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which provides some of the same functionality,
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but is not as rich as MaterialApp.To customize the colors and styles of any child components,
|
pass a ThemeData object to the MaterialApp widget.
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For example, in the code below,
|
the color scheme from seed is set to deepPurple and divider color is grey.
|
<code_start>import 'package:flutter/material.dart';
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class SampleApp extends StatelessWidget {
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const SampleApp({super.key});
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@override
|
Widget build(BuildContext context) {
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return MaterialApp(
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title: 'Sample App',
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theme: ThemeData(
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colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
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dividerColor: Colors.grey,
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),
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home: const SampleAppPage(),
|
);
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}
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}<code_end>
|
<topic_end>
|
<topic_start>
|
Using custom fonts
|
In UIKit, you import any ttf font files into your project
|
and create a reference in the info.plist file.
|
In Flutter, place the font file in a folder
|
and reference it in the pubspec.yaml file,
|
similar to how you import images.Then assign the font to your Text widget:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return Scaffold(
|
appBar: AppBar(
|
title: const Text('Sample App'),
|
),
|
body: const Center(
|
child: Text(
|
'This is a custom font text',
|
style: TextStyle(fontFamily: 'MyCustomFont'),
|
),
|
),
|
);
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}<code_end>
|
<topic_end>
|
<topic_start>
|
Styling text
|
Along with fonts, you can customize other styling elements on a Text widget.
|
The style parameter of a Text widget takes a TextStyle object,
|
where you can customize many parameters, such as:<topic_end>
|
<topic_start>
|
Bundling images in apps
|
While iOS treats images and assets as distinct items,
|
Flutter apps have only assets. Resources that are
|
placed in the Images.xcasset folder on iOS,
|
are placed in an assets’ folder for Flutter.
|
As with iOS, assets are any type of file, not just images.
|
For example, you might have a JSON file located in the my-assets folder:Declare the asset in the pubspec.yaml file:And then access it from code using an AssetBundle:
|
<code_start>import 'dart:async' show Future;
|
import 'package:flutter/services.dart' show rootBundle;
|
Future<String> loadAsset() async {
|
return await rootBundle.loadString('my-assets/data.json');
|
}<code_end>
|
For images, Flutter follows a simple density-based format like iOS.
|
Image assets might be 1.0x, 2.0x, 3.0x, or any other multiplier.
|
Flutter’s devicePixelRatio expresses the ratio
|
of physical pixels in a single logical pixel.Assets are located in any arbitrary folder—
|
Flutter has no predefined folder structure.
|
You declare the assets (with location) in
|
the pubspec.yaml file, and Flutter picks them up.For example, to add an image called my_icon.png to your Flutter
|
project, you might decide to store it in a folder arbitrarily called images.
|
Place the base image (1.0x) in the images folder, and the
|
other variants in sub-folders named after the appropriate ratio multiplier:Next, declare these images in the pubspec.yaml file:You can now access your images using AssetImage:
|
<code_start>AssetImage('images/a_dot_burr.jpeg')<code_end>
|
or directly in an Image widget:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return Image.asset('images/my_image.png');
|
}<code_end>
|
For more details, see
|
Adding Assets and Images in Flutter.<topic_end>
|
<topic_start>
|
Form input
|
This section discusses how to use forms in Flutter
|
and how they compare with UIKit.<topic_end>
|
<topic_start>
|
Retrieving user input
|
Given how Flutter uses immutable widgets with a separate state,
|
you might be wondering how user input fits into the picture.
|
In UIKit, you usually query the widgets for their current values
|
when it’s time to submit the user input, or action on it.
|
How does that work in Flutter?In practice forms are handled, like everything in Flutter,
|
by specialized widgets. If you have a TextField or a
|
TextFormField, you can supply a TextEditingController
|
to retrieve user input:
|
<code_start>class _MyFormState extends State<MyForm> {
|
// Create a text controller and use it to retrieve the current value.
|
// of the TextField!
|
final myController = TextEditingController();
|
@override
|
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