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af4a10d2bc4a-5 | For this discussion, the key primitive is the frame callbacks.
Each time a frame needs to be shown on the screen,
Flutter’s engine triggers a “begin frame” callback that
the scheduler multiplexes to all the listeners registered using
scheduleFrameCallback(). All these callbacks are
given the official time stamp of the frame, in
the form of a Duration from some arbitrary epoch. Since all the
callbacks have the same time, any animations triggered from these
callbacks will appear to be exactly synchronised even
if they take a few milliseconds to be executed.
Tickers
The Ticker class hooks into the scheduler’s
scheduleFrameCallback()
mechanism to invoke a callback every tick.
A Ticker can be started and stopped. When started,
it returns a Future that will resolve when it is stopped.
Each tick, the Ticker provides the callback with the
duration since the first tick after it was started. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-6 | Because tickers always give their elapsed time relative to the first
tick after they were started; tickers are all synchronised. If you
start three tickers at different times between two ticks, they will all
nonetheless be synchronised with the same starting time, and will
subsequently tick in lockstep. Like people at a bus-stop,
all the tickers wait for a regularly occurring event
(the tick) to begin moving (counting time).
Simulations
The Simulation abstract class maps a
relative time value (an elapsed time) to a
double value, and has a notion of completion.
In principle simulations are stateless but in practice
some simulations (for example,
BouncingScrollSimulation and
ClampingScrollSimulation)
change state irreversibly when queried.
There are various concrete implementations
of the Simulation class for different effects.
Animatables
The Animatable abstract class maps a
double to a value of a particular type. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-7 | The Animatable abstract class maps a
double to a value of a particular type.
Animatable classes are stateless and immutable.
Tweens
The Tween<T> abstract class maps a double
value nominally in the range 0.0-1.0 to a typed value
(for example, a Color, or another double).
It is an Animatable.
It has a notion of an output type (T),
a begin value and an end value of that type,
and a way to interpolate (lerp) between the begin
and end values for a given input value (the double nominally in
the range 0.0-1.0).
Tween classes are stateless and immutable.
Composing animatables
Passing an Animatable<double> (the parent) to an Animatable’s
chain() method creates a new Animatable subclass that applies the
parent’s mapping then the child’s mapping.
Curves | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-8 | Curves
The Curve abstract class maps doubles
nominally in the range 0.0-1.0 to doubles
nominally in the range 0.0-1.0.
Curve classes are stateless and immutable.
Animations
The Animation abstract class provides a
value of a given type, a concept of animation
direction and animation status, and a listener interface to
register callbacks that get invoked when the value or status change.
Some subclasses of Animation have values that never change
(kAlwaysCompleteAnimation, kAlwaysDismissedAnimation,
AlwaysStoppedAnimation); registering callbacks on
these has no effect as the callbacks are never called.
The Animation<double> variant is special because it can be used to
represent a double nominally in the range 0.0-1.0, which is the input
expected by Curve and Tween classes, as well as some further
subclasses of Animation. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-9 | Some Animation subclasses are stateless,
merely forwarding listeners to their parents.
Some are very stateful.
Composable animations
Most Animation subclasses take an explicit “parent”
Animation<double>. They are driven by that parent.
The CurvedAnimation subclass takes an Animation<double> class (the
parent) and a couple of Curve classes (the forward and reverse
curves) as input, and uses the value of the parent as input to the
curves to determine its output. CurvedAnimation is immutable and
stateless.
The ReverseAnimation subclass takes an
Animation<double> class as its parent and reverses
all the values of the animation. It assumes the parent
is using a value nominally in the range 0.0-1.0 and returns
a value in the range 1.0-0.0. The status and direction of the parent
animation are also reversed. ReverseAnimation is immutable and
stateless. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-10 | The ProxyAnimation subclass takes an Animation<double> class as
its parent and merely forwards the current state of that parent.
However, the parent is mutable.
The TrainHoppingAnimation subclass takes two parents,
and switches between them when their values cross.
Animation controllers
The AnimationController is a stateful
Animation<double> that uses a Ticker to give itself life.
It can be started and stopped. At each tick, it takes the time
elapsed since it was started and passes it to a Simulation to obtain
a value. That is then the value it reports. If the Simulation
reports that at that time it has ended, then the controller stops
itself.
The animation controller can be given a lower and upper bound to
animate between, and a duration.
In the simple case (using forward() or reverse()), the animation controller simply does a linear
interpolation from the lower bound to the upper bound (or vice versa,
for the reverse direction) over the given duration. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-11 | When using repeat(), the animation controller uses a linear
interpolation between the given bounds over the given duration, but
does not stop.
When using animateTo(), the animation controller does a linear
interpolation over the given duration from the current value to the
given target. If no duration is given to the method, the default
duration of the controller and the range described by the controller’s
lower bound and upper bound is used to determine the velocity of the
animation.
When using fling(), a Force is used to create a specific
simulation which is then used to drive the controller.
When using animateWith(), the given simulation is used to drive the
controller.
These methods all return the future that the Ticker provides and
which will resolve when the controller next stops or changes
simulation.
Attaching animatables to animations | https://docs.flutter.dev/development/ui/animations/overview/index.html |
af4a10d2bc4a-12 | Attaching animatables to animations
Passing an Animation<double> (the new parent) to an Animatable’s
animate() method creates a new Animation subclass that acts like
the Animatable but is driven from the given parent. | https://docs.flutter.dev/development/ui/animations/overview/index.html |
3734ebc086fc-0 | Staggered animations
UI
Animations
Staggered
Basic structure of a staggered animation
Complete staggered animation
Stateless widget: StaggerAnimation
Stateful widget: StaggerDemo
What you’ll learn
A staggered animation consists of sequential or overlapping
animations.
To create a staggered animation, use multiple Animation objects.
One AnimationController controls all of the Animations.
Each Animation object specifies the animation during an Interval.
For each property being animated, create a Tween.
Terminology:
If the concept of tweens or tweening is new to you, see the
Animations in Flutter tutorial. | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-1 | Staggered animations are a straightforward concept: visual changes
happen as a series of operations, rather than all at once.
The animation might be purely sequential, with one change occurring after
the next, or it might partially or completely overlap. It might also
have gaps, where no changes occur.
This guide shows how to build a staggered animation in Flutter.
Examples
This guide explains the basic_staggered_animation example.
You can also refer to a more complex example,
staggered_pic_selection.
basic_staggered_animation
Shows a series of sequential and overlapping animations
of a single widget. Tapping the screen begins an animation
that changes opacity, size, shape, color, and padding.
staggered_pic_selection | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-2 | staggered_pic_selection
Shows deleting an image from a list of images displayed
in one of three sizes. This example uses two
animation controllers: one for image selection/deselection,
and one for image deletion. The selection/deselection
animation is staggered. (To see this effect,
you might need to increase the timeDilation value.)
Select one of the largest images—it shrinks as it
displays a checkmark inside a blue circle.
Next, select one of the smallest images—the
large image expands as the checkmark disappears.
Before the large image has finished expanding,
the small image shrinks to display its checkmark.
This staggered behavior is similar to what you might
see in Google Photos.
The following video demonstrates the animation performed by
basic_staggered_animation:
In the video, you see the following animation of a single widget,
which begins as a bordered blue square with slightly rounded corners.
The square runs through changes in the following order:
Fades in | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-3 | Fades in
Widens
Becomes taller while moving upwards
Transforms into a bordered circle
Changes color to orange
After running forward, the animation runs in reverse.
New to Flutter?
This page assumes you know how to create a layout using Flutter’s
widgets. For more information, see Building Layouts in Flutter.
Basic structure of a staggered animation
What's the point?
All of the animations are driven by the same
AnimationController.
Regardless of how long the animation lasts in real time,
the controller’s values must be between 0.0 and 1.0, inclusive.
Each animation has an Interval
between 0.0 and 1.0, inclusive. | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-4 | For each property that animates in an interval, create a
Tween. The Tween specifies the start and end
values for that property.
The Tween produces an Animation
object that is managed by the controller.
The following diagram shows the Intervals used in the
basic_staggered_animation example.
You might notice the following characteristics:
The opacity changes during the first 10% of the timeline.
A tiny gap occurs between the change in opacity,
and the change in width.
Nothing animates during the last 25% of the timeline.
Increasing the padding makes the widget appear to rise upward.
Increasing the border radius to 0.5,
transforms the square with rounded corners into a circle.
The padding and height changes occur during
the same exact interval, but they don’t have to.
To set up the animation: | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-5 | To set up the animation:
Create an AnimationController that manages all of the
Animations.
Create a Tween for each property being animated.
The Tween defines a range of values.
The Tween’s animate method requires the
parent controller, and produces an Animation
for that property.
Specify the interval on the Animation’s curve property.
When the controlling animation’s value changes,
the new animation’s value changes, triggering the UI to update.
The following code creates a tween for the width property.
It builds a CurvedAnimation,
specifying an eased curve. See Curves for
other available pre-defined animation curves.
The begin and end values don’t have to be doubles.
The following code builds the tween for the borderRadius property
(which controls the roundness of the square’s corners),
using BorderRadius.circular().
Complete staggered animation | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-6 | Complete staggered animation
Like all interactive widgets, the complete animation consists
of a widget pair: a stateless and a stateful widget.
The stateless widget specifies the Tweens,
defines the Animation objects, and provides a build() function
responsible for building the animating portion of the widget tree.
The stateful widget creates the controller, plays the animation,
and builds the non-animating portion of the widget tree.
The animation begins when a tap is detected anywhere in the screen.
Full code for basic_staggered_animation’s main.dart
Stateless widget: StaggerAnimation
AnimatedBuilder—a general purpose widget for building
animations. The
class StaggerAnimation extends StatelessWidget {
StaggerAnimation({ Key key, this.controller }) : | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-7 | // Each animation defined here transforms its value during the subset
// of the controller's duration defined by the animation's interval.
// For example the opacity animation transforms its value during
// the first 10% of the controller's duration.
opacity = Tween<double>(
begin: 0.0,
end: 1.0,
).animate(
CurvedAnimation(
parent: controller,
curve: Interval(
0.0, 0.100,
curve: Curves.ease,
),
),
),
// ... Other tween definitions ...
super(key: key);
final AnimationController controller;
final Animation<double> opacity;
final Animation<double> width;
final Animation<double> height;
final Animation<EdgeInsets> padding; | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-8 | final Animation<EdgeInsets> padding;
final Animation<BorderRadius> borderRadius;
final Animation<Color> color;
// This function is called each time the controller "ticks" a new frame.
// When it runs, all of the animation's values will have been
// updated to reflect the controller's current value.
Widget _buildAnimation(BuildContext context, Widget child) {
return Container(
padding: padding.value,
alignment: Alignment.bottomCenter,
child: Opacity(
opacity: opacity.value,
child: Container(
width: width.value,
height: height.value,
decoration: BoxDecoration(
color: color.value,
border: Border.all(
color: Colors.indigo[300],
width: 3.0,
),
borderRadius: borderRadius.value,
),
),
),
);
} | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-9 | @override
Widget build(BuildContext context) {
return
AnimatedBuilder(
builder: _buildAnimation,
animation: controller,
);
}
}
Stateful widget: StaggerDemo
The stateful widget, StaggerDemo, creates the AnimationController
(the one who rules them all), specifying a 2000 ms duration. It plays
the animation, and builds the non-animating portion of the widget tree.
The animation begins when a tap is detected in the screen.
The animation runs forward, then backward.
class StaggerDemo extends StatefulWidget {
@override
_StaggerDemoState createState() => _StaggerDemoState();
}
class _StaggerDemoState extends State<StaggerDemo> with TickerProviderStateMixin {
AnimationController _controller;
@override
void initState() {
super.initState(); | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-10 | @override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(milliseconds: 2000),
vsync: this
);
}
// ...Boilerplate...
Future<void> _playAnimation() async {
try {
await _controller.forward().orCancel;
await _controller.reverse().orCancel;
} on TickerCanceled {
// the animation got canceled, probably because it was disposed of
}
}
@override | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
3734ebc086fc-11 | @override
Widget build(BuildContext context) {
timeDilation = 10.0; // 1.0 is normal animation speed.
return Scaffold(
appBar: AppBar(
title: const Text('Staggered Animation'),
),
body: GestureDetector(
behavior: HitTestBehavior.opaque,
onTap: () {
_playAnimation();
},
child: Center(
child: Container(
width: 300.0,
height: 300.0,
decoration: BoxDecoration(
color: Colors.black.withOpacity(0.1),
border: Border.all(
color: Colors.black.withOpacity(0.5),
),
),
child: StaggerAnimation(
controller: _controller.view
),
),
),
),
);
}
} | https://docs.flutter.dev/development/ui/animations/staggered-animations/index.html |
58eaf49a934e-0 | Animations tutorial
UI
Animations
Tutorial
Essential animation concepts and classes
Animation<double>
CurvedAnimation
AnimationController
Tween
Tween.animate
Animation notifications
Animation examples
Rendering animations
Simplifying with AnimatedWidget
Monitoring the progress of the animation
Refactoring with AnimatedBuilder
Simultaneous animations
Next steps
What you’ll learn
How to use the fundamental classes from the
animation library to add animation to a widget.
When to use AnimatedWidget vs. AnimatedBuilder. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-1 | When to use AnimatedWidget vs. AnimatedBuilder.
This tutorial shows you how to build explicit animations in Flutter.
After introducing some of the essential concepts, classes,
and methods in the animation library, it walks you through 5
animation examples. The examples build on each other,
introducing you to different aspects of the animation library.
The Flutter SDK also provides built-in explicit animations,
such as FadeTransition, SizeTransition,
and SlideTransition. These simple animations are
triggered by setting a beginning and ending point.
They are simpler to implement
than custom explicit animations, which are described here.
Essential animation concepts and classes
What's the point?
Animation, a core class in Flutter’s animation library,
interpolates the values used to guide an animation. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-2 | An Animation object knows the current state of an animation
(for example, whether it’s started, stopped,
or moving forward or in reverse),
but doesn’t know anything about what appears onscreen.
An AnimationController manages the Animation.
A CurvedAnimation defines progression as a non-linear curve.
A Tween interpolates between the range of data as used by the
object being animated.
For example, a Tween might define an interpolation
from red to blue, or from 0 to 255.
Use Listeners and StatusListeners to monitor
animation state changes.
The animation system in Flutter is based on typed
Animation objects. Widgets can either incorporate
these animations in their build functions directly by
reading their current value and listening to their state
changes or they can use the animations as the basis of
more elaborate animations that they pass along to
other widgets.
Animation<double> | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-3 | Animation<double>
In Flutter, an Animation object knows nothing about what
is onscreen. An Animation is an abstract class that
understands its current value and its state (completed or dismissed).
One of the more commonly used animation types is Animation<double>.
An Animation object sequentially generates
interpolated numbers between two values over a certain duration.
The output of an Animation object might be linear,
a curve, a step function, or any other mapping you can devise.
Depending on how the Animation object is controlled,
it could run in reverse, or even switch directions in the
middle.
Animations can also interpolate types other than double, such as
Animation<Color> or Animation<Size>.
An Animation object has state. Its current value is
always available in the .value member.
An Animation object knows nothing about rendering or
build() functions.
CurvedAnimation | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-4 | CurvedAnimation
A CurvedAnimation defines the animation’s progress
as a non-linear curve.
Note:
The Curves class defines many commonly used curves,
or you can create your own. For example:
Browse the Curves documentation for a complete listing
(with visual previews) of the Curves constants that ship with Flutter.
CurvedAnimation and AnimationController (described in the next section)
are both of type Animation<double>, so you can pass them interchangeably.
The CurvedAnimation wraps the object it’s modifying—you
don’t subclass AnimationController to implement a curve.
AnimationController
AnimationController is a special Animation
object that generates a new value whenever the hardware
is ready for a new frame. By default,
an AnimationController linearly produces the numbers
from 0.0 to 1.0 during a given duration.
For example, this code creates an Animation object,
but does not start it running: | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-5 | RepaintBoundary.
When creating an AnimationController, you pass it a vsync argument.
The presence of vsync prevents offscreen animations from consuming
unnecessary resources.
You can use your stateful object as the vsync by adding
SingleTickerProviderStateMixin to the class definition.
You can see an example of this in animate1 on GitHub.
Note:
In some cases, a position might exceed the AnimationController’s
0.0-1.0 range. For example, the fling() function
allows you to provide velocity, force, and position
(via the Force object). The position can be anything and
so can be outside of the 0.0 to 1.0 range. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-6 | A CurvedAnimation can also exceed the 0.0 to 1.0 range,
even if the AnimationController doesn’t.
Depending on the curve selected, the output of
the CurvedAnimation can have a wider range than the input.
For example, elastic curves such as Curves.elasticIn
significantly overshoots or undershoots the default range.
Tween
By default, the AnimationController object ranges from 0.0 to 1.0.
If you need a different range or a different data type, you can use a
Tween to configure an animation to interpolate to a
different range or data type. For example, the
following Tween goes from -200.0 to 0.0:
A Tween is a stateless object that takes only begin and end.
The sole job of a Tween is to define a mapping from an
input range to an output range. The input range is commonly
0.0 to 1.0, but that’s not a requirement. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-7 | A Tween object doesn’t store any state. Instead, it provides the
evaluate(Animation<double> animation) method that uses the
transform function to map the current value of the animation
(between 0.0 and 1.0), to the actual animation value.
The current value of the Animation object can be found in the
.value method. The evaluate function also performs some housekeeping,
such as ensuring that begin and end are returned when the
animation values are 0.0 and 1.0, respectively.
Tween.animate
To use a Tween object, call animate() on the Tween,
passing in the controller object. For example,
the following code generates the
integer values from 0 to 255 over the course of 500 ms.
Note:
The animate() method returns an Animation,
not an Animatable.
The following example shows a controller, a curve, and a Tween:
Animation notifications | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-8 | Animation notifications
Animation object can have
Monitoring the progress of the animation shows an
example of
Animation examples
This section walks you through 5 animation examples.
Each section provides a link to the source code for that example.
Rendering animations
What's the point?
How to add basic animation to a widget using addListener() and
setState().
Every time the Animation generates a new number, the addListener()
function calls setState().
How to define an AnimationController with the required
vsync parameter.
Understanding the “..” syntax in “..addListener”,
also known as Dart’s cascade notation.
To make a class private, start its name with an underscore (_). | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-9 | To make a class private, start its name with an underscore (_).
So far you’ve learned how to generate a sequence of numbers over time.
Nothing has been rendered to the screen. To render with an
Animation object, store the Animation object as a
member of your widget, then use its value to decide how to draw.
Consider the following app that draws the Flutter logo without animation:
App source: animate0
The following shows the same code modified to animate the
logo to grow from nothing to full size.
When defining an AnimationController, you must pass in a
vsync object. The vsync parameter is described in the
AnimationController section.
The changes from the non-animated example are highlighted:
{animate0 → animate1}/lib/main.dart
@@ -9,16 +9,39 @@
9
9
State<LogoApp> createState() => _LogoAppState(); | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-10 | State<LogoApp> createState() => _LogoAppState();
10
10
11
class _LogoAppState extends State<LogoApp> {
11
+
class _LogoAppState extends State<LogoApp> with SingleTickerProviderStateMixin {
12
+
late Animation<double> animation;
13
+
late AnimationController controller;
14
15
+
@override
16
+
void initState() {
17
+
super.initState();
18
+
controller =
19 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-11 | +
controller =
19
+
AnimationController(duration: const Duration(seconds: 2), vsync: this);
20
+
animation = Tween<double>(begin: 0, end: 300).animate(controller)
21
+
..addListener(() {
22
+
setState(() {
23
+
// The state that has changed here is the animation object’s value.
24
+
});
25
+
});
26
+
controller.forward();
27
+
}
28
12
29 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-12 | 28
12
29
@override
13
30
Widget build(BuildContext context) {
14
31
return Center(
15
32
child: Container(
16
33
margin: const EdgeInsets.symmetric(vertical: 10),
17
height: 300,
18
width: 300,
34
+
height: animation.value,
35
+
width: animation.value,
19
36
child: const FlutterLogo(),
20
37
), | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-13 | 20
37
),
21
38
);
22
39
40
41
+
@override
42
+
void dispose() {
43
+
controller.dispose();
44
+
super.dispose();
45
+
}
23
46
App source: animate1
With these few changes,
you’ve created your first animation in Flutter! | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-14 | With these few changes,
you’ve created your first animation in Flutter!
Dart language tricks:
You might not be familiar with Dart’s cascade notation—the two
dots in ..addListener(). This syntax means that the addListener()
method is called with the return value from animate().
Consider the following example:
animation = Tween<double>(begin: 0, end: 300).animate(controller)
..addListener(() {
// ···
});
This code is equivalent to:
animation = Tween<double>(begin: 0, end: 300).animate(controller);
animation.addListener(() {
// ···
});
To learn more about cascades,
check out Cascade notation
in the Dart language documentation.
Simplifying with AnimatedWidget
What's the point? | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-15 | Simplifying with AnimatedWidget
What's the point?
How to use the AnimatedWidget helper class
(instead of addListener()
and setState()) to create a widget that animates.
Use AnimatedWidget to create a widget that performs
a reusable animation.
To separate the transition from the widget, use an
AnimatedBuilder, as shown in the
Refactoring with AnimatedBuilder section.
Examples of AnimatedWidgets in the Flutter API:
AnimatedBuilder, AnimatedModalBarrier,
DecoratedBoxTransition, FadeTransition,
PositionedTransition, RelativePositionedTransition,
RotationTransition, ScaleTransition,
SizeTransition, SlideTransition.
The AnimatedWidget base class allows you to separate out
the core widget code from the animation code.
AnimatedWidget doesn’t need to maintain a State
object to hold the animation. Add the following AnimatedLogo class: | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-16 | lib/main.dart (AnimatedLogo)
AnimatedLogo uses the current value of the animation
when drawing itself.
The LogoApp still manages the AnimationController and the Tween,
and it passes the Animation object to AnimatedLogo:
{animate1 → animate2}/lib/main.dart
@@ -1,10 +1,28 @@
1
1
import 'package:flutter/material.dart';
2
2
void main() => runApp(const LogoApp());
+
class AnimatedLogo extends AnimatedWidget {
+
const AnimatedLogo({super.key, required Animation<double> animation})
+
: super(listenable: animation);
+
@override
+
Widget build(BuildContext context) { | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-17 | +
Widget build(BuildContext context) {
+
final animation = listenable as Animation<double>;
10
+
return Center(
11
+
child: Container(
12
+
margin: const EdgeInsets.symmetric(vertical: 10),
13
+
height: animation.value,
14
+
width: animation.value,
15
+
child: const FlutterLogo(),
16
+
),
17
+
);
18
+
}
19
+
} | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-18 | 19
+
}
20
3
21
class LogoApp extends StatefulWidget {
4
22
const LogoApp({super.key});
5
23
@override
6
24
State<LogoApp> createState() => _LogoAppState();
7
25
@@ -15,32 +33,18 @@
15
33
@override
16
34
void initState() {
17
35
super.initState();
18
36
controller =
19
37 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-19 | controller =
19
37
AnimationController(duration: const Duration(seconds: 2), vsync: this);
20
animation = Tween<double>(begin: 0, end: 300).animate(controller)
21
..addListener(() {
22
setState(() {
23
// The state that has changed here is the animation object’s value.
24
});
25
});
38
+
animation = Tween<double>(begin: 0, end: 300).animate(controller);
26
39
controller.forward();
27
40
28
41 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-20 | 27
40
28
41
@override
29
Widget build(BuildContext context) {
30
return Center(
31
child: Container(
32
margin: const EdgeInsets.symmetric(vertical: 10),
33
height: animation.value,
34
width: animation.value,
35
child: const FlutterLogo(),
36
),
37
);
38
}
42
+
Widget build(BuildContext context) => AnimatedLogo(animation: animation); | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-21 | 39
43
@override
40
44
void dispose() {
41
45
controller.dispose();
42
46
super.dispose();
43
47
App source: animate2
Monitoring the progress of the animation
What's the point?
Use addStatusListener() for notifications of changes
to the animation’s state, such as starting, stopping,
or reversing direction.
Run an animation in an infinite loop by reversing direction when
the animation has either completed or returned to its starting state. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-22 | It’s often helpful to know when an animation changes state,
such as finishing, moving forward, or reversing.
You can get notifications for this with addStatusListener().
The following code modifies the previous example so that
it listens for a state change and prints an update.
The highlighted line shows the change:
..addStatusListener((status) => print('$status'));
controller.forward();
}
// ...
}
Running this code produces this output:
AnimationStatus.forward
AnimationStatus.completed
Next, use addStatusListener() to reverse the animation
at the beginning or the end. This creates a “breathing” effect:
{animate2 → animate3}/lib/main.dart
@@ -35,7 +35,15 @@
35
35
void initState() {
36
36
super.initState(); | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-23 | 36
36
super.initState();
37
37
controller =
38
38
AnimationController(duration: const Duration(seconds: 2), vsync: this);
39
animation = Tween<double>(begin: 0, end: 300).animate(controller);
39
+
animation = Tween<double>(begin: 0, end: 300).animate(controller)
40
+
..addStatusListener((status) {
41
+
if (status == AnimationStatus.completed) {
42
+
controller.reverse();
43 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-24 | +
controller.reverse();
43
+
} else if (status == AnimationStatus.dismissed) {
44
+
controller.forward();
45
+
}
46
+
})
47
+
..addStatusListener((status) => print('$status'));
40
48
controller.forward();
41
49
App source: animate3
Refactoring with AnimatedBuilder
What's the point?
An AnimatedBuilder understands how to render the transition.
An AnimatedBuilder doesn’t know how to render the widget,
nor does it manage the Animation object. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-25 | Use AnimatedBuilder to describe an animation as
part of a build method for another widget.
If you simply want to define a widget with a reusable
animation, use an AnimatedWidget, as shown in
the Simplifying with AnimatedWidget section.
Examples of AnimatedBuilders in the Flutter API: BottomSheet,
ExpansionTile, PopupMenu, ProgressIndicator,
RefreshIndicator, Scaffold, SnackBar, TabBar,
TextField.
One problem with the code in the animate3 example,
is that changing the animation required changing the widget
that renders the logo. A better solution
is to separate responsibilities into different classes:
Render the logo
Define the Animation object
Render the transition
The widget tree for the animate4
example looks like this:
Starting from the bottom of the widget tree, the code for rendering
the logo is straightforward: | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-26 | Starting from the bottom of the widget tree, the code for rendering
the logo is straightforward:
One tricky point in the code below is that the child looks
like it’s specified twice. What’s happening is that the
outer reference of child is passed to AnimatedBuilder,
which passes it to the anonymous closure, which then uses
that object as its child. The net result is that the
AnimatedBuilder is inserted in between the two widgets
in the render tree.
animate2 example. The
{animate2 → animate4}/lib/main.dart
@@ -1,27 +1,47 @@
1
1
import 'package:flutter/material.dart';
2
2
void main() => runApp(const LogoApp());
class AnimatedLogo extends AnimatedWidget {
const AnimatedLogo({super.key, required Animation<double> animation}) | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-27 | const AnimatedLogo({super.key, required Animation<double> animation})
: super(listenable: animation);
+
class LogoWidget extends StatelessWidget {
+
const LogoWidget({super.key});
+
// Leave out the height and width so it fills the animating parent
+
@override
+
Widget build(BuildContext context) {
+
return Container(
10
+
margin: const EdgeInsets.symmetric(vertical: 10),
11
+
child: const FlutterLogo(),
12
+
);
13
+
}
14
+
}
15 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-28 | +
}
15
16
+
class GrowTransition extends StatelessWidget {
17
+
const GrowTransition(
18
+
{required this.child, required this.animation, super.key});
19
20
+
final Widget child;
21
+
final Animation<double> animation;
6
22
@override
7
23
Widget build(BuildContext context) {
final animation = listenable as Animation<double>;
9
24
return Center(
10
child: Container(
11 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-29 | child: Container(
11
margin: const EdgeInsets.symmetric(vertical: 10),
12
height: animation.value,
13
width: animation.value,
14
child: const FlutterLogo(),
25
+
child: AnimatedBuilder(
26
+
animation: animation,
27
+
builder: (context, child) {
28
+
return SizedBox(
29
+
height: animation.value,
30
+
width: animation.value,
31 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-30 | +
width: animation.value,
31
+
child: child,
32
+
);
33
+
},
34
+
child: child,
15
35
),
16
36
);
17
37
18
38
19
39
class LogoApp extends StatefulWidget {
20
40
const LogoApp({super.key});
21
41
@override
22
42
State<LogoApp> createState() => _LogoAppState(); | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-31 | State<LogoApp> createState() => _LogoAppState();
@@ -34,18 +54,23 @@
34
54
@override
35
55
void initState() {
36
56
super.initState();
37
57
controller =
38
58
AnimationController(duration: const Duration(seconds: 2), vsync: this);
39
59
animation = Tween<double>(begin: 0, end: 300).animate(controller);
40
60
controller.forward();
41
61
42
62
@override
43 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-32 | @override
43
Widget build(BuildContext context) => AnimatedLogo(animation: animation);
63
+
Widget build(BuildContext context) {
64
+
return GrowTransition(
65
+
animation: animation,
66
+
child: const LogoWidget(),
67
+
);
68
+
}
44
69
@override
45
70
void dispose() {
46
71
controller.dispose();
47
72
super.dispose();
48
73 | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-33 | super.dispose();
48
73
49
74
App source: animate4
Simultaneous animations
What's the point?
The Curves class defines an array of
commonly used curves that you can
use with a CurvedAnimation.
In this section, you’ll build on the example from
monitoring the progress of the animation
(animate3), which used AnimatedWidget
to animate in and out continuously. Consider the case
where you want to animate in and out while the
opacity animates from transparent to opaque.
Note:
This example shows how to use multiple tweens on the same animation
controller, where each tween manages a different effect in
the animation. It is for illustrative purposes only.
If you were tweening opacity and size in production code,
you’d probably use FadeTransition and SizeTransition
instead. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-34 | Each tween manages an aspect of the animation. For example:
You can get the size with sizeAnimation.value and the opacity
with opacityAnimation.value, but the constructor for AnimatedWidget
only takes a single Animation object. To solve this problem,
the example creates its own Tween objects and explicitly calculates the
values.
Change AnimatedLogo to encapsulate its own Tween objects,
and its build() method calls Tween.evaluate()
on the parent’s animation object to calculate
the required size and opacity values.
The following code shows the changes with highlights:
static final _opacityTween = Tween<double>(begin: 0.1, end: 1);
static final _sizeTween = Tween<double>(begin: 0, end: 300);
@override
Widget build(BuildContext context) {
final animation = listenable as Animation<double>;
return Center(
child: Opacity( | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-35 | child: Opacity(
opacity: _opacityTween.evaluate(animation),
child: Container(
margin: const EdgeInsets.symmetric(vertical: 10),
height:
_sizeTween.evaluate(animation),
width:
_sizeTween.evaluate(animation),
child: const FlutterLogo(),
),
),
);
}
}
class LogoApp extends StatefulWidget {
const LogoApp({super.key});
@override
State<LogoApp> createState() => _LogoAppState();
}
class _LogoAppState extends State<LogoApp> with SingleTickerProviderStateMixin {
late Animation<double> animation;
late AnimationController controller; | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-36 | @override
void initState() {
super.initState();
controller =
AnimationController(duration: const Duration(seconds: 2), vsync: this);
animation =
CurvedAnimation(parent: controller, curve: Curves.easeIn)
..addStatusListener((status) {
if (status == AnimationStatus.completed) {
controller.reverse();
} else if (status == AnimationStatus.dismissed) {
controller.forward();
}
});
controller.forward();
}
@override
Widget build(BuildContext context) => AnimatedLogo(animation: animation);
@override
void dispose() {
controller.dispose();
super.dispose();
}
}
App source: animate5
Next steps | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
58eaf49a934e-37 | App source: animate5
Next steps
This tutorial gives you a foundation for creating animations in
Flutter using Tweens, but there are many other classes to explore.
You might investigate the specialized Tween classes,
animations specific to Material Design,
ReverseAnimation,
shared element transitions (also known as Hero animations),
physics simulations and fling() methods.
See the animations landing page
for the latest available documents and examples. | https://docs.flutter.dev/development/ui/animations/tutorial/index.html |
652a356a6113-0 | Adding assets and images
UI
Assets and images
Specifying assets
Asset bundling
Asset variants
Loading assets
Loading text assets
Loading images
Declaring resolution-aware image assets
Loading images
Asset images in package dependencies
Bundling of package assets
Sharing assets with the underlying platform
Loading Flutter assets in Android
Loading Flutter assets in iOS
Loading iOS images in Flutter
Platform assets
Updating the app icon
Android
iOS
Updating the launch screen
Android
iOS | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-1 | Updating the launch screen
Android
iOS
Flutter apps can include both code and assets
(sometimes called resources). An asset is a file
that is bundled and deployed with your app,
and is accessible at runtime. Common types of assets include
static data (for example, JSON files),
configuration files, icons, and images
(JPEG, WebP, GIF, animated WebP/GIF, PNG, BMP, and WBMP).
Specifying assets
Flutter uses the pubspec.yaml file,
located at the root of your project,
to identify assets required by an app.
Here is an example:
flutter
assets
assets/my_icon.png
assets/background.png
To include all assets under a directory,
specify the directory name with the / character at the end:
flutter
assets
directory/ | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-2 | flutter
assets
directory/
directory/subdirectory/
Note:
Only files located directly in the directory are included unless
there are files with the same name inside a subdirectory
(see Asset Variants). To add files located in subdirectories, create
an entry per directory.
Asset bundling
The assets subsection of the flutter section
specifies files that should be included with the app.
Each asset is identified by an explicit path
(relative to the pubspec.yaml file) where the asset
file is located. The order in which the assets are
declared doesn’t matter. The actual directory name used
(assets in first example or directory in the above
example) doesn’t matter.
During a build, Flutter places assets into a special
archive called the asset bundle that apps read
from at runtime.
Asset variants | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-3 | Asset variants
The build process supports the notion of asset variants:
different versions of an asset that might be displayed
in different contexts. When an asset’s path is specified
in the assets section of pubspec.yaml,
the build process looks for any files with the same
name in adjacent subdirectories. Such files are then
included in the asset bundle along with the specified asset.
For example, if you have the following files in
your application directory:
And your pubspec.yaml file contains the following:
flutter
assets
graphics/background.png
Then both graphics/background.png and graphics/dark/background.png
are included in your asset bundle. The former is considered the
main asset, while the latter is considered a variant.
If, on the other hand, the graphics directory is specified:
flutter
assets
graphics/ | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-4 | flutter
assets
graphics/
Then the graphics/my_icon.png, graphics/background.png
and graphics/dark/background.png files are also included.
Flutter uses asset variants when choosing resolution-appropriate
images. In the future, this mechanism might be extended to
include variants for different locales or regions,
reading directions, and so on.
Loading assets
Your app can access its assets through an
AssetBundle object.
The two main methods on an asset bundle allow you to load a
string/text asset (loadString()) or an image/binary asset (load())
out of the bundle, given a logical key. The logical key maps to the path
to the asset specified in the pubspec.yaml file at build time.
Loading text assets | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-5 | Loading text assets
Each Flutter app has a rootBundle
object for easy access to the main asset bundle.
It is possible to load assets directly using the
rootBundle global static from
package:flutter/services.dart.
However, it’s recommended to obtain the AssetBundle
for the current BuildContext using
DefaultAssetBundle, rather than the default
asset bundle that was built with the app; this
approach enables a parent widget to substitute a
different AssetBundle at run time,
which can be useful for localization or testing
scenarios.
Typically, you’ll use DefaultAssetBundle.of()
to indirectly load an asset, for example a JSON file,
from the app’s runtime rootBundle.
Outside of a Widget context, or when a handle
to an AssetBundle is not available,
you can use rootBundle to directly load such assets.
For example:
Loading images
Flutter can load resolution-appropriate images for
the current device pixel ratio. | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-6 | Flutter can load resolution-appropriate images for
the current device pixel ratio.
Declaring resolution-aware image assets
AssetImage understands how to map a logical requested
asset onto one that most closely matches the current
device pixel ratio.
In order for this mapping to work, assets should be arranged
according to a particular directory structure:
Where M and N are numeric identifiers that correspond
to the nominal resolution of the images contained within.
In other words, they specify the device pixel ratio that
the images are intended for.
The main asset is assumed to correspond to a resolution of 1.0.
For example, consider the following asset layout for an
image named my_icon.png:
On devices with a device pixel ratio of 1.8, the asset
.../2.0x/my_icon.png is chosen.
For a device pixel ratio of 2.7, the asset
.../3.0x/my_icon.png is chosen. | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-7 | If the width and height of the rendered image are not specified
on the Image widget, the nominal resolution is used to scale
the asset so that it occupies the same amount of screen space
as the main asset would have, just with a higher resolution.
That is, if .../my_icon.png is 72px by 72px, then
.../3.0x/my_icon.png should be 216px by 216px;
but they both render into 72px by 72px (in logical pixels),
if width and height are not specified.
Each entry in the asset section of the pubspec.yaml
should correspond to a real file, with the exception of
the main asset entry. If the main asset entry doesn’t correspond
to a real file, then the asset with the lowest resolution
is used as the fallback for devices with device pixel
ratios below that resolution. The entry should still
be included in the pubspec.yaml manifest, however.
Loading images | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-8 | Loading images
To load an image, use the AssetImage
class in a widget’s build() method.
For example, your app can load the background
image from the asset declarations above:
Anything using the default asset bundle inherits resolution
awareness when loading images. (If you work with some of the lower
level classes, like ImageStream or ImageCache,
you’ll also notice parameters related to scale.)
Device pixel ratio depends on
MediaQueryData.size which requires to have either a
MaterialApp or
CupertinoApp as an ancestor of your
AssetImage.
Asset images in package dependencies
To load an image from a package dependency,
the package argument must be provided to AssetImage.
For instance, suppose your application depends on a package
called my_icons, which has the following directory structure:
To load the image, use: | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-9 | To load the image, use:
Assets used by the package itself should also be fetched
using the package argument as above.
Bundling of package assets
If the desired asset is specified in the pubspec.yaml
file of the package, it’s bundled automatically with the
application. In particular, assets used by the package
itself must be specified in its pubspec.yaml.
A package can also choose to have assets in its lib/
folder that are not specified in its pubspec.yaml file.
In this case, for those images to be bundled,
the application has to specify which ones to include in its
pubspec.yaml. For instance, a package named fancy_backgrounds
could have the following files:
To include, say, the first image, the pubspec.yaml of the
application should specify it in the assets section:
flutter
assets
packages/fancy_backgrounds/backgrounds/background1.png | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-10 | packages/fancy_backgrounds/backgrounds/background1.png
The lib/ is implied,
so it should not be included in the asset path.
If you are developing a package, to load an asset within the package, specify it in the ‘pubspec.yaml’ of the package:
flutter
assets
assets/images/
To load the image within your package, use:
return
const
AssetImage
'packages/fancy_backgrounds/backgrounds/background1.png'
);
Sharing assets with the underlying platform
Flutter assets are readily available to platform code
using the AssetManager on Android and NSBundle on iOS.
Loading Flutter assets in Android
AssetManager API. The lookup key used in,
for instance
openFd, is obtained from | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-11 | openFd, is obtained from
PluginRegistry.Registrar or
FlutterView.
As an example, suppose you have specified the following
in your pubspec.yaml
flutter
assets
icons/heart.png
This reflects the following structure in your Flutter app.
To access icons/heart.png from your Java plugin code,
do the following:
AssetManager
assetManager
registrar
context
().
getAssets
();
String
key
registrar
lookupKeyForAsset
"icons/heart.png"
);
AssetFileDescriptor
fd
assetManager
openFd
key | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-12 | assetManager
openFd
key
);
Loading Flutter assets in iOS
mainBundle.
The lookup key used in, for instance
pathForResource:ofType:,
is obtained from
FlutterPluginRegistrar, or
FlutterViewController.
As an example, suppose you have the Flutter setting from above.
To access icons/heart.png from your Objective-C plugin code you
would do the following:
To access icons/heart.png from your Swift app you
would do the following:
let
key
controller
lookupKey
forAsset
"icons/heart.png"
let
mainBundle
Bundle
main
let
path
mainBundle | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-13 | let
path
mainBundle
path
forResource
key
ofType
nil
For a more complete example, see the implementation of the
Flutter video_player plugin on pub.dev.
The ios_platform_images plugin on pub.dev wraps
up this logic in a convenient category. You fetch
an image as follows:
Objective-C:
Swift:
UIImage
flutterImageNamed
"icons/heart.png"
Loading iOS images in Flutter
When implementing Flutter by
adding it to an existing iOS app,
you might have images hosted in iOS that you
want to use in Flutter. To accomplish
that, use the ios_platform_images plugin
available on pub.dev.
Platform assets | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-14 | Platform assets
There are other occasions to work with assets in the
platform projects directly. Below are two common cases
where assets are used before the Flutter framework is
loaded and running.
Updating the app icon
Updating a Flutter application’s launch icon works
the same way as updating launch icons in native
Android or iOS applications.
Android
In your Flutter project’s root directory, navigate to
.../android/app/src/main/res. The various bitmap resource
folders such as mipmap-hdpi already contain placeholder
images named ic_launcher.png. Replace them with your
desired assets respecting the recommended icon size per
screen density as indicated by the Android Developer Guide.
iOS | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-15 | iOS
In your Flutter project’s root directory,
navigate to .../ios/Runner. The
Assets.xcassets/AppIcon.appiconset directory already contains
placeholder images. Replace them with the appropriately
sized images as indicated by their filename as dictated by the
Apple Human Interface Guidelines.
Keep the original file names.
Updating the launch screen
Flutter also uses native platform mechanisms to draw
transitional launch screens to your Flutter app while the
Flutter framework loads. This launch screen persists until
Flutter renders the first frame of your application.
runApp() in the
window.render() in response to
window.onDrawFrame),
the launch screen persists forever.
Android | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
652a356a6113-16 | Android
To add a launch screen (also known as “splash screen”) to your
Flutter application, navigate to .../android/app/src/main.
In res/drawable/launch_background.xml,
use this layer list drawable XML to customize
the look of your launch screen. The existing template provides
an example of adding an image to the middle of a white splash
screen in commented code. You can uncomment it or use other
drawables to achieve the intended effect.
For more details, see
Adding a splash screen to your Android app.
iOS
You can also fully customize your launch screen storyboard
in Xcode by opening .../ios/Runner.xcworkspace.
Navigate to Runner/Runner in the Project Navigator and
drop in images by opening Assets.xcassets or do any
customization using the Interface Builder in
LaunchScreen.storyboard.
For more details, see
Adding a splash screen to your iOS app. | https://docs.flutter.dev/development/ui/assets-and-images/index.html |
090d0552a853-0 | User interface
UI
Topics:
Introduction to widgets
Building layouts
Adding interactivity
Assets and images
Material Design
Navigation & routing
Animations
Advanced UI
Widget catalog | https://docs.flutter.dev/development/ui/index.html |
2febaadb6ee7-0 | Adding interactivity to your Flutter app
UI
Adding interactivity
Stateful and stateless widgets
Creating a stateful widget
Step 0: Get ready
Step 1: Decide which object manages the widget’s state
Step 2: Subclass StatefulWidget
Step 3: Subclass State
Step 4: Plug the stateful widget into the widget tree
Problems?
Managing state
The widget manages its own state
The parent widget manages the widget’s state
A mix-and-match approach
Other interactive widgets
Standard widgets
Material Components
Resources
What you’ll learn
How to respond to taps.
How to create a custom widget.
The difference between stateless and stateful widgets. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-1 | The difference between stateless and stateful widgets.
How do you modify your app to make it react to user input?
In this tutorial, you’ll add interactivity to an app that
contains only non-interactive widgets.
Specifically, you’ll modify an icon to make it tappable
by creating a custom stateful widget that manages two
stateless widgets.
The building layouts tutorial showed you how to create
the layout for the following screenshot.
When the app first launches, the star is solid red,
indicating that this lake has previously been favorited.
The number next to the star indicates that 41
people have favorited this lake. After completing this tutorial,
tapping the star removes its favorited status,
replacing the solid star with an outline and
decreasing the count. Tapping again favorites the lake,
drawing a solid star and increasing the count. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-2 | To accomplish this, you’ll create a single custom widget
that includes both the star and the count,
which are themselves widgets. Tapping the star changes state
for both widgets, so the same widget should manage both.
You can get right to touching the code in
Step 2: Subclass StatefulWidget.
If you want to try different ways of managing state,
skip to Managing state.
Stateful and stateless widgets
A widget is either stateful or stateless. If a widget can
change—when a user interacts with it,
for example—it’s stateful.
A stateless widget never changes.
Icon, IconButton, and Text are
examples of stateless widgets. Stateless widgets
subclass StatelessWidget.
Checkbox,
Radio,
Slider,
InkWell,
Form, and | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-3 | InkWell,
Form, and
TextField
are examples of stateful widgets. Stateful widgets
subclass
StatefulWidget.
A widget’s state is stored in a State object,
separating the widget’s state from its appearance.
The state consists of values that can change, like a
slider’s current value or whether a checkbox is checked.
When the widget’s state changes,
the state object calls setState(),
telling the framework to redraw the widget.
Creating a stateful widget
What's the point?
A stateful widget is implemented by two classes:
a subclass of StatefulWidget and a subclass of State.
The state class contains the widget’s mutable state and
the widget’s build() method.
When the widget’s state changes, the state object calls
setState(), telling the framework to redraw the widget. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-4 | In this section, you’ll create a custom stateful widget.
You’ll replace two stateless widgets—the solid red
star and the numeric count next to it—with a single
custom stateful widget that manages a row with two
children widgets: an IconButton and Text.
Implementing a custom stateful widget requires creating two classes:
A subclass of StatefulWidget that defines the widget.
A subclass of State that contains the state for that
widget and defines the widget’s build() method.
This section shows you how to build a stateful widget,
called FavoriteWidget, for the lakes app.
After setting up, your first step is choosing how state is
managed for FavoriteWidget.
Step 0: Get ready
If you’ve already built the app in the
building layouts tutorial (step 6),
skip to the next section.
Make sure you’ve set up your environment.
Create a new Flutter app. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-5 | Create a new Flutter app.
Replace the lib/main.dart file with main.dart.
Replace the pubspec.yaml file with pubspec.yaml.
Create an images directory in your project, and add
lake.jpg.
Once you have a connected and enabled device,
or you’ve launched the iOS simulator
(part of the Flutter install) or the
Android emulator (part of the Android Studio
install), you are good to go!
Step 1: Decide which object manages the widget’s state
A widget’s state can be managed in several ways,
but in our example the widget itself,
FavoriteWidget, will manage its own state.
In this example, toggling the star is an isolated
action that doesn’t affect the parent widget or the rest of
the UI, so the widget can handle its state internally.
Learn more about the separation of widget and state,
and how state might be managed, in Managing state. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-6 | Step 2: Subclass StatefulWidget
lib/main.dart (FavoriteWidget)
Note:
Members or classes that start with an underscore
(_) are private. For more information,
see Libraries and imports, a section in the
Dart language documentation.
Step 3: Subclass State
The _FavoriteWidgetState class stores the mutable data
that can change over the lifetime of the widget.
When the app first launches, the UI displays a solid
red star, indicating that the lake has “favorite” status,
along with 41 likes. These values are stored in the
_isFavorited and _favoriteCount fields:
lib/main.dart (_FavoriteWidgetState fields)
bool _isFavorited = true;
int _favoriteCount = 41;
// ···
}
IconButton (instead of | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-7 | // ···
}
IconButton (instead of
lib/main.dart (_FavoriteWidgetState build)
build(BuildContext context) {
return Row(
mainAxisSize: MainAxisSize.min,
children: [
Container(
padding: const EdgeInsets.all(0),
child: IconButton(
padding: const EdgeInsets.all(0),
alignment: Alignment.centerRight,
icon: (_isFavorited
? const Icon(Icons.star)
: const Icon(Icons.star_border)),
color: Colors.red[500],
onPressed: _toggleFavorite,
),
),
SizedBox(
width: 18,
child: SizedBox(
child: Text('$_favoriteCount'),
),
),
],
);
}
} | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-8 | Tip:
Placing the Text in a SizedBox and setting its
width prevents a discernible “jump” when the text changes
between the values of 40 and 41 — a jump would
otherwise occur because those values have different widths.
The _toggleFavorite() method, which is called when the
IconButton is pressed, calls setState().
Calling setState() is critical, because this
tells the framework that the widget’s state has
changed and that the widget should be redrawn.
The function argument to setState() toggles the
UI between these two states:
A star icon and the number 41
A star_border icon and the number 40
Step 4: Plug the stateful widget into the widget tree
Add your custom stateful widget to the widget tree in
the app’s build() method. First, locate the code that
creates the Icon and Text, and delete it.
In the same location, create the stateful widget: | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-9 | layout/lakes/{step6 → interactive}/lib/main.dart
@@ -10,2 +5,2 @@
10
5
class MyApp extends StatelessWidget {
11
6
const MyApp({super.key});
@@ -40,11 +35,7 @@
40
35
],
41
36
),
42
37
),
43
Icon(
44
Icons.star,
45
color: Colors.red[500],
46
),
47
const Text('41'),
38 | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-10 | const Text('41'),
38
+
const FavoriteWidget(),
48
39
],
49
40
),
50
41
);
That’s it! When you hot reload the app,
the star icon should now respond to taps.
Problems?
If you can’t get your code to run, look in your
IDE for possible errors. Debugging Flutter apps might help.
If you still can’t find the problem,
check your code against the interactive lakes example on GitHub.
lib/main.dart
pubspec.yaml
lakes.jpg
If you still have questions, refer to any one of the developer
community channels. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-11 | If you still have questions, refer to any one of the developer
community channels.
The rest of this page covers several ways a widget’s state can
be managed, and lists other available interactive widgets.
Managing state
What's the point?
There are different approaches for managing state.
You, as the widget designer, choose which approach to use.
If in doubt, start by managing state in the parent widget.
Who manages the stateful widget’s state? The widget itself?
The parent widget? Both? Another object?
The answer is… it depends. There are several valid ways
to make your widget interactive. You, as the widget designer,
make the decision based on how you expect your widget to be used.
Here are the most common ways to manage state:
The widget manages its own state
The parent manages the widget’s state
A mix-and-match approach | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-12 | A mix-and-match approach
How do you decide which approach to use?
The following principles should help you decide:
If the state in question is user data,
for example the checked or unchecked
mode of a checkbox, or the position of a slider,
then the state is best managed by the parent widget.
If the state in question is aesthetic,
for example an animation, then the
state is best managed by the widget itself.
If in doubt, start by managing state in the parent widget.
We’ll give examples of the different ways of managing state
by creating three simple examples: TapboxA, TapboxB,
and TapboxC. The examples all work similarly—each
creates a container that, when tapped, toggles between a
green or grey box. The _active boolean determines the
color: green for active or grey for inactive.
These examples use GestureDetector to capture activity
on the Container. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-13 | These examples use GestureDetector to capture activity
on the Container.
The widget manages its own state
Sometimes it makes the most sense for the widget
to manage its state internally. For example,
ListView automatically scrolls when its
content exceeds the render box. Most developers
using ListView don’t want to manage ListView’s
scrolling behavior, so ListView itself manages its scroll offset.
The _TapboxAState class:
Manages state for TapboxA.
Defines the _active boolean which determines the
box’s current color.
Defines the _handleTap() function, which updates
_active when the box is tapped and calls the
setState() function to update the UI.
Implements all interactive behavior for the widget.
The parent widget manages the widget’s state | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-14 | The parent widget manages the widget’s state
Often it makes the most sense for the parent widget
to manage the state and tell its child widget when to update.
For example, IconButton allows you to treat
an icon as a tappable button. IconButton is a
stateless widget because we decided that the parent
widget needs to know whether the button has been tapped,
so it can take appropriate action.
In the following example, TapboxB exports its state
to its parent through a callback. Because TapboxB
doesn’t manage any state, it subclasses StatelessWidget.
The ParentWidgetState class:
Manages the _active state for TapboxB.
Implements _handleTapboxChanged(),
the method called when the box is tapped.
When the state changes, calls setState()
to update the UI.
The TapboxB class:
Extends StatelessWidget because all state is handled by its parent. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-15 | Extends StatelessWidget because all state is handled by its parent.
When a tap is detected, it notifies the parent.
A mix-and-match approach
For some widgets, a mix-and-match approach makes
the most sense. In this scenario, the stateful widget
manages some of the state, and the parent widget
manages other aspects of the state.
The _ParentWidgetState object:
Manages the _active state.
Implements _handleTapboxChanged(),
the method called when the box is tapped.
Calls setState() to update the UI when a tap
occurs and the _active state changes.
The _TapboxCState object:
Manages the _highlight state. | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-16 | Manages the _highlight state.
The GestureDetector listens to all tap events.
As the user taps down, it adds the highlight
(implemented as a dark green border). As the user releases the
tap, it removes the highlight.
Calls setState() to update the UI on tap down,
tap up, or tap cancel, and the _highlight state changes.
On a tap event, passes that state change to the parent widget to take
appropriate action using the widget property.
An alternate implementation might have exported the highlight
state to the parent while keeping the active state internal,
but if you asked someone to use that tap box,
they’d probably complain that it doesn’t make much sense.
The developer cares whether the box is active.
The developer probably doesn’t care how the highlighting
is managed, and prefers that the tap box handles those
details.
Other interactive widgets | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-17 | Other interactive widgets
Flutter offers a variety of buttons and similar interactive widgets.
Most of these widgets implement the Material Design guidelines,
which define a set of components with an opinionated UI.
GestureDetector to build
interactivity into any custom widget.
You can find examples of
Managing state. Learn more about the
Handle taps, a recipe in the
Flutter cookbook.
Tip:
Flutter also provides a set of iOS-style widgets called
Cupertino.
When you need interactivity, it’s easiest to use one of
the prefabricated widgets. Here’s a partial list:
Standard widgets
Form
FormField
Material Components
Checkbox
DropdownButton
TextButton
FloatingActionButton
IconButton | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-18 | TextButton
FloatingActionButton
IconButton
Radio
ElevatedButton
Slider
Switch
TextField
Resources
The following resources might help when adding interactivity
to your app.
Gestures, a section in the Flutter cookbook.
Handling gestures, a section in
Introduction to widgets
How to create a button and make it respond to input.
Gestures in Flutter
A description of Flutter’s gesture mechanism.
Flutter API documentation
Reference documentation for all of the Flutter libraries.
running app,
repo
Demo app showcasing many Material components and
other Flutter features.
Flutter’s Layered Design (video) | https://docs.flutter.dev/development/ui/interactive/index.html |
2febaadb6ee7-19 | Flutter’s Layered Design (video)
This video includes information about state and
stateless widgets. Presented by Google engineer, Ian Hickson. | https://docs.flutter.dev/development/ui/interactive/index.html |
44306f44f88c-0 | Creating responsive and adaptive apps
UI
Layout
Responsive and adaptive
The difference between an adaptive and a responsive app
Creating a responsive Flutter app
Other resources
Creating an adaptive Flutter app
Other resources
One of Flutter’s primary goals is to create a framework
that allows you to develop apps from a single codebase
that look and feel great on any platform.
This means that your app may appear on screens of
many different sizes, from a watch, to a foldable
phone with two screens, to a high def monitor.
Two terms that describe concepts for this
scenario are adaptive and responsive. Ideally,
you’d want your app to be both but what,
exactly, does this mean?
These terms are similar, but they are not the same.
The difference between an adaptive and a responsive app | https://docs.flutter.dev/development/ui/layout/adaptive-responsive/index.html |
44306f44f88c-1 | The difference between an adaptive and a responsive app
Adaptive and responsive can be viewed as separate
dimensions of an app: you can have an adaptive app
that is not responsive, or vice versa. And, of course,
an app can be both, or neither.
Typically, a responsive app has had its layout
tuned for the available screen size. Often this
means (for example), re-laying out the UI if the
user resizes the window, or changes the device’s
orientation. This is especially necessary when
the same app can run on a variety of devices,
from a watch, phone, tablet, to a laptop or
desktop computer. | https://docs.flutter.dev/development/ui/layout/adaptive-responsive/index.html |
44306f44f88c-2 | Adapting an app to run on different device types,
such as mobile and desktop, requires dealing
with mouse and keyboard input, as well as
touch input. It also means there are different
expectations about the app’s visual density,
how component selection works
(cascading menus vs bottom sheets, for example),
using platform-specific features (such as
top-level windows), and more.
Creating a responsive Flutter app
Flutter allows you to create apps that self-adapt
to the device’s screen size and orientation.
There are two basic approaches to creating Flutter
apps with responsive design:
LayoutBuilder class | https://docs.flutter.dev/development/ui/layout/adaptive-responsive/index.html |
44306f44f88c-3 | LayoutBuilder class
From its builder property, you get a
BoxConstraints object.
Examine the constraint’s properties to decide what to
display. For example, if your maxWidth is greater than
your width breakpoint, return a Scaffold object with a
row that has a list on the left. If it’s narrower,
return a Scaffold object with a drawer containing that
list. You can also adjust your display based on the
device’s height, the aspect ratio, or some other property.
When the constraints change (for example,
the user rotates the phone, or puts your app into a tile UI
in Nougat), the build function runs.
MediaQuery.of() method in your build functions
This gives you the size, orientation, etc, of your current app.
This is more useful if you want to make decisions based on the
complete context rather than on just the size of your particular
widget. Again, if you use this, then your build function automatically
runs if the user somehow changes the app’s size. | https://docs.flutter.dev/development/ui/layout/adaptive-responsive/index.html |
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