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A Tour of the Flutter Widget Framework |
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Flutter widgets are built using a modern react-style framework, which takes inspiration from React. The central idea is that you build your UI out of widgets. Widgets describe what their view should look like given their current configuration and state. When a widget's state changes, the widget rebuilds its description, which the framework diffs against the previous description in order to determine the minimal changes needed in the underlying render tree to transition from one state to the next.
**Note:** If you would like to become better acquainted with Flutter by diving into some code, check out [Building Layouts in Flutter](/tutorials/layout/) and [Adding Interactivity to Your Flutter App](/tutorials/interactive/).The minimal Flutter app simply calls the
runApp
function
with a widget:
import 'package:flutter/material.dart';
void main() {
runApp(
new Center(
child: new Text(
'Hello, world!',
textDirection: TextDirection.ltr,
),
),
);
}
The runApp
function
takes the given
Widget
and
makes it the root of the widget tree. In this example, the widget tree consists
of two widgets, the
Center
widget
and its child, the
Text
widget.
The framework forces the root widget to cover the screen, which means the text
"Hello, world" ends up centered on screen. The text direction needs to be
specified in this instance; when the MaterialApp widget is used, this is taken
care of for you, as demonstrated later.
When writing an app, you'll commonly author new widgets that are subclasses of
either
StatelessWidget
or
StatefulWidget
,
depending on whether your widget manages any state. A widget's main job is
to implement a
build
function, which describes the widget in terms of other, lower-level widgets.
The framework builds those widgets in turn until the process bottoms out
in widgets that represent the underlying RenderObject
, which computes and describes the geometry of the widget.
Main article: Widgets Overview - Layout Models
Flutter comes with a suite of powerful basic widgets, of which the following are very commonly used:
-
Text
: TheText
widget lets you create a run of styled text within your application. -
Row
,Column
: These flex widgets let you create flexible layouts in both the horizontal (Row
) and vertical (Column
) directions. Its design is based on the web's flexbox layout model. -
Stack
: Instead of being linearly oriented (either horizontally or vertically), aStack
widget lets you stack widgets on top of each other in paint order. You can then use thePositioned
widget on children of aStack
to position them relative to the top, right, bottom, or left edge of the stack. Stacks are based on the web's absolute positioning layout model. -
Container
: TheContainer
widget lets you create rectangular visual element. A container can be decorated with aBoxDecoration
, such as a background, a border, or a shadow. AContainer
can also have margins, padding, and constraints applied to its size. In addition, aContainer
can be transformed in three dimensional space using a matrix.
Below are some simple widgets that combine these and other widgets:
import 'package:flutter/material.dart';
class MyAppBar extends StatelessWidget {
MyAppBar({this.title});
// Fields in a Widget subclass are always marked "final".
final Widget title;
@override
Widget build(BuildContext context) {
return new Container(
height: 56.0, // in logical pixels
padding: const EdgeInsets.symmetric(horizontal: 8.0),
decoration: new BoxDecoration(color: Colors.blue[500]),
// Row is a horizontal, linear layout.
child: new Row(
// <Widget> is the type of items in the list.
children: <Widget>[
new IconButton(
icon: new Icon(Icons.menu),
tooltip: 'Navigation menu',
onPressed: null, // null disables the button
),
// Expanded expands its child to fill the available space.
new Expanded(
child: title,
),
new IconButton(
icon: new Icon(Icons.search),
tooltip: 'Search',
onPressed: null,
),
],
),
);
}
}
class MyScaffold extends StatelessWidget {
@override
Widget build(BuildContext context) {
// Material is a conceptual piece of paper on which the UI appears.
return new Material(
// Column is a vertical, linear layout.
child: new Column(
children: <Widget>[
new MyAppBar(
title: new Text(
'Example title',
style: Theme.of(context).primaryTextTheme.title,
),
),
new Expanded(
child: new Center(
child: new Text('Hello, world!'),
),
),
],
),
);
}
}
void main() {
runApp(new MaterialApp(
title: 'My app', // used by the OS task switcher
home: new MyScaffold(),
));
}
Be sure to have a uses-material-design: true
entry in the flutter
section of your pubspec.yaml
file. It allows to use the predefined
set of Material icons.
name: my_app
flutter:
uses-material-design: true
Many widgets need to be inside of a
MaterialApp
to display properly, in order to inherit theme data. Therefore, we run the
application with a
MaterialApp
.
The MyAppBar
widget creates a
Container
with a height of 56 device-independent pixels with an internal padding of 8
pixels, both on the left and the right. Inside the container, MyAppBar
uses a
Row
layout to
organize its children. The middle child, the title
widget, is marked as
Expanded
,
which means it expands to fill any remaining available space that hasn't been
consumed by the other children. You can have multiple
Expanded
children and determine the ratio in which they consume the available space using
the
flex
argument to
Expanded
.
The MyScaffold
widget organizes its children in a vertical column. At the
top of the column it places an instance of MyAppBar
, passing the app bar a
Text
widget to
use as its title. Passing widgets as arguments to other widgets is a powerful
technique that lets you create generic widgets that can be reused in a wide
variety of ways. Finally, MyScaffold
uses a
Expanded
to
fill the remaining space with its body, which consists a centered message.
Main article: Widgets Overview - Material Components
Flutter provides a number of widgets that help you build apps that follow
Material Design. A Material app starts with the
MaterialApp
widget, which builds a number of useful widgets at the root of your app,
including a
Navigator
,
which manages a stack of widgets identified by strings, also known as "routes".
The
Navigator
lets you transition smoothly between screens of your application. Using the
MaterialApp
widget is entirely optional but a good practice.
import 'package:flutter/material.dart';
void main() {
runApp(new MaterialApp(
title: 'Flutter Tutorial',
home: new TutorialHome(),
));
}
class TutorialHome extends StatelessWidget {
@override
Widget build(BuildContext context) {
// Scaffold is a layout for the major Material Components.
return new Scaffold(
appBar: new AppBar(
leading: new IconButton(
icon: new Icon(Icons.menu),
tooltip: 'Navigation menu',
onPressed: null,
),
title: new Text('Example title'),
actions: <Widget>[
new IconButton(
icon: new Icon(Icons.search),
tooltip: 'Search',
onPressed: null,
),
],
),
// body is the majority of the screen.
body: new Center(
child: new Text('Hello, world!'),
),
floatingActionButton: new FloatingActionButton(
tooltip: 'Add', // used by assistive technologies
child: new Icon(Icons.add),
onPressed: null,
),
);
}
}
Now that we've switched from MyAppBar
and MyScaffold
to the
AppBar
and
Scaffold
widgets from material.dart
, our app is starting to look at bit more
Material. For example, the app bar has a shadow and the title text
inherits the correct styling automatically. We've also added a floating action
button for good measure.
Notice that we're again passing widgets as arguments to other widgets. The
Scaffold
widget takes a number of different widgets as named arguments, each of which are
placed in the Scaffold layout in the appropriate place. Similarly, the
AppBar
widget lets us pass in widgets for the
leading
and the
actions
of the
title
widget. This pattern recurs throughout the framework and is something you might
consider when designing your own widgets.
Main article: Gestures in Flutter
Most applications include some form of user interaction with the system. The first step in building an interactive application is to detect input gestures. Let's see how that works by creating a simple button:
class MyButton extends StatelessWidget {
@override
Widget build(BuildContext context) {
return new GestureDetector(
onTap: () {
print('MyButton was tapped!');
},
child: new Container(
height: 36.0,
padding: const EdgeInsets.all(8.0),
margin: const EdgeInsets.symmetric(horizontal: 8.0),
decoration: new BoxDecoration(
borderRadius: new BorderRadius.circular(5.0),
color: Colors.lightGreen[500],
),
child: new Center(
child: new Text('Engage'),
),
),
);
}
}
The
GestureDetector
widget doesn't have a visual representation but instead detects gestures made
by the user. When the user taps the
Container
,
the
GestureDetector
calls its
onTap
callback, in this case printing a message to the console. You can use
GestureDetector
to detect a variety of input gestures, including taps, drags, and scales.
Many widgets use a
GestureDetector
to provide optional callbacks for other widgets. For example, the
IconButton
,
RaisedButton
,
and
FloatingActionButton
widgets have
onPressed
callbacks that are triggered when the user taps the widget.
Main articles: StatefulWidget
, State.setState
Thus far, we've used only stateless widgets. Stateless widgets receive
arguments from their parent widget, which they store in
final
member variables. When a widget is asked to
build
,
it uses these stored values to derive new arguments for the widgets it creates.
In order to build more complex experiences—for example, to react in more
interesting ways to user input—applications typically carry some state.
Flutter uses StatefulWidgets to capture this idea. StatefulWidgets are
special widgets that know how to generate State objects, which are then used to
hold state. Consider this basic example, using the
RaisedButton
mentioned earlier:
class Counter extends StatefulWidget {
// This class is the configuration for the state. It holds the
// values (in this nothing) provided by the parent and used by the build
// method of the State. Fields in a Widget subclass are always marked "final".
@override
_CounterState createState() => new _CounterState();
}
class _CounterState extends State<Counter> {
int _counter = 0;
void _increment() {
setState(() {
// This call to setState tells the Flutter framework that
// something has changed in this State, which causes it to rerun
// the build method below so that the display can reflect the
// updated values. If we changed _counter without calling
// setState(), then the build method would not be called again,
// and so nothing would appear to happen.
_counter++;
});
}
@override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance
// as done by the _increment method above.
// The Flutter framework has been optimized to make rerunning
// build methods fast, so that you can just rebuild anything that
// needs updating rather than having to individually change
// instances of widgets.
return new Row(
children: <Widget>[
new RaisedButton(
onPressed: _increment,
child: new Text('Increment'),
),
new Text('Count: $_counter'),
],
);
}
}
You might wonder why StatefulWidget and State are separate objects. In
Flutter, these two types of objects have different life cycles. Widgets are
temporary objects, used to construct a presentation of the application in its
current state. State objects on the other hand are persistent between calls to
build()
,
allowing them to remember information.
The example above accepts user input and directly uses the result in its build method. In more complex applications, different parts of the widget hierarchy might be responsible for different concerns; for example, one widget might present a complex user interface with the goal of gathering specific information, such as a date or location, while another widget might use that information to change the overall presentation.
In Flutter, change notifications flow "up" the widget hierarchy by way of callbacks, while current state flows "down" to the stateless widgets that do presentation. The common parent that redirects this flow is the State. Let's see how that works in practice, with this slightly more complex example:
class CounterDisplay extends StatelessWidget {
CounterDisplay({this.count});
final int count;
@override
Widget build(BuildContext context) {
return new Text('Count: $count');
}
}
class CounterIncrementor extends StatelessWidget {
CounterIncrementor({this.onPressed});
final VoidCallback onPressed;
@override
Widget build(BuildContext context) {
return new RaisedButton(
onPressed: onPressed,
child: new Text('Increment'),
);
}
}
class Counter extends StatefulWidget {
@override
_CounterState createState() => new _CounterState();
}
class _CounterState extends State<Counter> {
int _counter = 0;
void _increment() {
setState(() {
++_counter;
});
}
@override
Widget build(BuildContext context) {
return new Row(children: <Widget>[
new CounterIncrementor(onPressed: _increment),
new CounterDisplay(count: _counter),
]);
}
}
Notice how we created two new stateless widgets, cleanly separating the concerns of displaying the counter (CounterDisplay) and changing the counter (CounterIncrementor). Although the net result is the same as the previous example, the separation of responsibility allows greater complexity to be encapsulated in the individual widgets, while maintaining simplicity in the parent.
Let's consider a more complete example that brings together the concepts
introduced above. We'll work with a hypothetical shopping application, which
displays various products offered for sale and maintains a shopping cart for
intended purchases. Let's start by defining our presentation class,
ShoppingListItem
:
class Product {
const Product({this.name});
final String name;
}
typedef void CartChangedCallback(Product product, bool inCart);
class ShoppingListItem extends StatelessWidget {
ShoppingListItem({Product product, this.inCart, this.onCartChanged})
: product = product,
super(key: new ObjectKey(product));
final Product product;
final bool inCart;
final CartChangedCallback onCartChanged;
Color _getColor(BuildContext context) {
// The theme depends on the BuildContext because different parts of the tree
// can have different themes. The BuildContext indicates where the build is
// taking place and therefore which theme to use.
return inCart ? Colors.black54 : Theme.of(context).primaryColor;
}
TextStyle _getTextStyle(BuildContext context) {
if (!inCart) return null;
return new TextStyle(
color: Colors.black54,
decoration: TextDecoration.lineThrough,
);
}
@override
Widget build(BuildContext context) {
return new ListTile(
onTap: () {
onCartChanged(product, !inCart);
},
leading: new CircleAvatar(
backgroundColor: _getColor(context),
child: new Text(product.name[0]),
),
title: new Text(product.name, style: _getTextStyle(context)),
);
}
}
The ShoppingListItem
widget follows a common pattern for stateless
widgets. It stores the values it receives in its constructor in
final
member variables, which it then uses during its
build
function. For example, the inCart
boolean to toggle between two visual
appearances: one that uses the primary color from the current theme and another
that uses gray.
When the user taps the list item, the widget doesn't modify its inCart
value directly. Instead, the widget calls the onCartChanged
function it
received from its parent widget. This pattern lets you store state higher in
the widget hierarchy, which causes the state to persist for longer periods of
time. In the extreme, the state stored on the widget passed to
runApp
persists for
the lifetime of the application.
When the parent receives the onCartChanged
callback, the parent updates
its internal state, which triggers the parent to rebuild and create a new
instance of ShoppingListItem
with the new inCart
value. Although the parent
creates a new instance of ShoppingListItem
when it rebuilds, that operation is
cheap because the framework compares the newly built widgets with the previously
built widgets and applies only the differences to the underlying RenderObject
.
Let's look at an example parent widget that stores mutable state:
class ShoppingList extends StatefulWidget {
ShoppingList({Key key, this.products}) : super(key: key);
final List<Product> products;
// The framework calls createState the first time a widget appears at a given
// location in the tree. If the parent rebuilds and uses the same type of
// widget (with the same key), the framework re-uses the State object
// instead of creating a new State object.
@override
_ShoppingListState createState() => new _ShoppingListState();
}
class _ShoppingListState extends State<ShoppingList> {
Set<Product> _shoppingCart = new Set<Product>();
void _handleCartChanged(Product product, bool inCart) {
setState(() {
// When a user changes what's in the cart, we need to change _shoppingCart
// inside a setState call to trigger a rebuild. The framework then calls
// build, below, which updates the visual appearance of the app.
if (inCart)
_shoppingCart.add(product);
else
_shoppingCart.remove(product);
});
}
@override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(
title: new Text('Shopping List'),
),
body: new ListView(
padding: new EdgeInsets.symmetric(vertical: 8.0),
children: widget.products.map((Product product) {
return new ShoppingListItem(
product: product,
inCart: _shoppingCart.contains(product),
onCartChanged: _handleCartChanged,
);
}).toList(),
),
);
}
}
void main() {
runApp(new MaterialApp(
title: 'Shopping App',
home: new ShoppingList(
products: <Product>[
new Product(name: 'Eggs'),
new Product(name: 'Flour'),
new Product(name: 'Chocolate chips'),
],
),
));
}
The ShoppingList
class extends
StatefulWidget
,
which means this widget stores mutable state. When the ShoppingList
widget is first inserted into the tree, the framework calls the
createState
function to create a fresh instance of _ShoppingListState
to associate with
that location in the tree. (Notice that we typically name subclasses of
State
with
leading underscores to indicate that they are private implementation details.)
When this widget's parent rebuilds, the parent creates a new instance of
ShoppingList
, but the framework reuses the _ShoppingListState
instance
that is already in the tree rather than calling
createState
again.
To access properties of the current ShoppingList
, the _ShoppingListState
can
use its
widget
property. If the parent rebuilds and creates a new ShoppingList
, the
_ShoppingListState
rebuilds with the new
widget
value. If you wish to be notified when the
widget
property changes, you can override the
didUpdateWidget
function, which is passed oldWidget
to let you compare the old widget with
the current
widget
.
When handling the onCartChanged
callback, the _ShoppingListState
mutates its
internal state by either adding or removing a product from _shoppingCart
. To
signal to the framework that it changes its internal state, it wraps those calls
in a
setState
call. Calling
setState
marks this widget as dirty and schedules it to be rebuilt the next time your
app needs to update the screen. If you forget to call
setState
when modifying the internal state of a widget, the framework won't know your
widget is dirty and might not call the widget's
build
function, which means the user interface might not update to reflect the changed
state.
By managing state in this way, you don't need to write separate code for creating and updating child widgets. Instead, you simply implement the build function, which handles both situations.
Main article: State
After calling
createState
on the StatefulWidget, the framework inserts the new state object into the
tree and then calls
initState
on the state object. A subclass of
State
can
override
initState
to do work that needs to happen just once. For example, you can override
initState
to configure animations or to subscribe to platform services. Implementations of
initState
are required to start by calling
super.initState
.
When a state object is no longer needed, the framework calls
dispose
on the state object. You can override the
dispose
function to do cleanup work. For example, you can override
dispose
to cancel timers or to unsubscribe from platform services. Implementations of
dispose
typically end by calling
super.dispose
.
Main article: Key
You can use keys to control which widgets the framework matches up with
other widgets when a widget rebuilds. By default, the framework matches
widgets in the current and previous build according to their
runtimeType
and the order in which they appear. With keys, the framework requires that the
two widgets have the same
key
as
well as the same
runtimeType
.
Keys are most useful in widgets that build many instances of the same type of
widget. For example, the ShoppingList
widget, which builds just enough
ShoppingListItem
instances to fill its visible region:
-
Without keys, the first entry in the current build would always sync with the first entry in the previous build, even if, semantically, the first entry in the list just scrolled off screen and is no longer visible in the viewport.
-
By assigning each entry in the list a "semantic" key, the infinite list can be more efficient because the framework syncs entries with matching semantic keys and therefore similar (or identical) visual appearances. Moreover, syncing the entries semantically means that state retained in stateful child widgets remains attached to the same semantic entry rather than the entry in the same numerical position in the viewport.
Main article: GlobalKey
You can use global keys to uniquely identify child widgets. Global keys must be globally unique across the entire widget hierarchy, unlike local keys which need only be unique among siblings. Because they are globally unique, a global key can be used to retrieve the state associated with a widget.