给 UIKit 开发者的 Flutter 指南
- Overview
- Navigation
- ViewControllers
- Layouts
- Gesture detection and touch event handling
- Themes, styles, and media
- Form input
- Threading & asynchronicity
iOS developers with experience using UIKit who want to write mobile apps using Flutter should review this guide. It explains how to apply existing UIKit knowledge to Flutter.
Flutter is a framework for building cross-platform applications that uses the Dart programming language. To understand some differences between programming with Dart and programming with Swift, check out Learning Dart as a Swift Developer and Flutter concurrency for Swift developers.
Your iOS and UIKit knowledge and experience are highly valuable when building with Flutter. Flutter also makes a number of adaptations to app behavior when running on iOS. To learn how, see Platform adaptations.
Use this guide as a cookbook. Jump around and find questions that address your most relevant needs.
Overview
#As an introduction, watch the following video. It outlines how Flutter works on iOS and how to use Flutter to build iOS apps.
Views vs. Widgets
#In UIKit, most of what you create in the UI is done using view objects,
which are instances of the UIView
class.
These can act as containers for other UIView
classes,
which form your layout.
In Flutter, the rough equivalent to a UIView
is a Widget
.
Widgets don't map exactly to iOS views,
but while you're getting acquainted with how Flutter works
you can think of them as "the way you declare and construct UI".
However, these have a few differences to a UIView
.
To start, widgets have a different lifespan: they are immutable
and only exist until they need to be changed.
Whenever widgets or their state change,
Flutter's framework creates a new tree of widget instances.
In comparison, a UIKit view is not recreated when it changes,
but rather it's a mutable entity that is drawn once
and doesn't redraw until it is invalidated using setNeedsDisplay()
.
Furthermore, unlike UIView
, Flutter's widgets are lightweight,
in part due to their immutability.
Because they aren't views themselves,
and aren't directly drawing anything,
but rather are a description of the UI and its semantics
that get "inflated" into actual view objects under the hood.
Flutter includes the Material Components library. These are widgets that implement the Material Design guidelines. Material Design is a flexible design system optimized for all platforms, including iOS.
But Flutter is flexible and expressive enough to implement any design language. On iOS, you can use the Cupertino widgets library to produce an interface that looks like Apple's iOS design language.
Updating widgets
#To update your views in UIKit, you directly mutate them. In Flutter, widgets are immutable and not updated directly. Instead, you have to manipulate the widget's state.
This is where the concept of Stateful vs Stateless widgets
comes in. A StatelessWidget
is just what it sounds
like—a widget with no state attached.
StatelessWidgets
are useful when the part of the user interface you are
describing does not depend on anything other than the initial configuration
information in the widget.
For example, with UIKit, this is similar to placing a UIImageView
with your logo as the image
. If the logo is not changing during runtime,
use a StatelessWidget
in Flutter.
If you want to dynamically change the UI based on data received
after making an HTTP call, use a StatefulWidget
.
After the HTTP call has completed, tell the Flutter framework
that the widget's State
is updated, so it can update the UI.
The important difference between stateless and
stateful widgets is that StatefulWidget
s have a State
object
that stores state data and carries it over across tree rebuilds,
so it's not lost.
If you are in doubt, remember this rule:
if a widget changes outside of the build
method
(because of runtime user interactions, for example),
it's stateful.
If the widget never changes, once built, it's stateless.
However, even if a widget is stateful, the containing parent widget
can still be stateless if it isn't itself reacting to those changes
(or other inputs).
The following example shows how to use a StatelessWidget
.
A commonStatelessWidget
is the Text
widget.
If you look at the implementation of the Text
widget,
you'll find it subclasses StatelessWidget
.
Text(
'I like Flutter!',
style: TextStyle(fontWeight: FontWeight.bold),
);
If you look at the code above, you might notice that the Text
widget
carries no explicit state with it. It renders what is passed in its
constructors and nothing more.
But, what if you want to make "I Like Flutter" change dynamically,
for example when clicking a FloatingActionButton
?
To achieve this, wrap the Text
widget in a StatefulWidget
and
update it when the user clicks the button.
For example:
class SampleApp extends StatelessWidget {
// This widget is the root of your application.
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
// Default placeholder text
String textToShow = 'I Like Flutter';
void _updateText() {
setState(() {
// Update the text
textToShow = 'Flutter is Awesome!';
});
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('Sample App')),
body: Center(child: Text(textToShow)),
floatingActionButton: FloatingActionButton(
onPressed: _updateText,
tooltip: 'Update Text',
child: const Icon(Icons.update),
),
);
}
}
Widget layout
#In UIKit, you might use a Storyboard file to organize your views and set constraints, or you might set your constraints programmatically in your view controllers. In Flutter, declare your layout in code by composing a widget tree.
The following example shows how to display a simple widget with padding:
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('Sample App')),
body: Center(
child: CupertinoButton(
onPressed: () {},
padding: const EdgeInsets.only(left: 10, right: 10),
child: const Text('Hello'),
),
),
);
}
You can add padding to any widget, which mimics the functionality of constraints in iOS.
You can view the layouts that Flutter has to offer in the widget catalog.
Removing Widgets
#In UIKit, you call addSubview()
on the parent,
or removeFromSuperview()
on a child view
to dynamically add or remove child views.
In Flutter, because widgets are immutable,
there is no direct equivalent to addSubview()
.
Instead, you can pass a function to the parent
that returns a widget, and control that child's creation
with a boolean flag.
The following example shows how to toggle between two widgets
when the user clicks the FloatingActionButton
:
class SampleApp extends StatelessWidget {
// This widget is the root of your application.
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
// Default value for toggle.
bool toggle = true;
void _toggle() {
setState(() {
toggle = !toggle;
});
}
Widget _getToggleChild() {
if (toggle) {
return const Text('Toggle One');
}
return CupertinoButton(
onPressed: () {},
child: const Text('Toggle Two'),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: Center(
child: _getToggleChild(),
),
floatingActionButton: FloatingActionButton(
onPressed: _toggle,
tooltip: 'Update Text',
child: const Icon(Icons.update),
),
);
}
}
Animations
#In UIKit, you create an animation by calling the
animate(withDuration:animations:)
method on a view.
In Flutter, use the animation library
to wrap widgets inside an animated widget.
In Flutter, use an AnimationController
, which is an Animation<double>
that can pause, seek, stop, and reverse the animation.
It requires a Ticker
that signals when vsync happens
and produces a linear interpolation
between 0 and 1 on each frame while it's running.
You then create one or more
Animation
s and attach them to the controller.
For example, you might use CurvedAnimation
to implement an animation along an interpolated curve.
In this sense, the controller is the "master" source
of the animation progress
and the CurvedAnimation
computes the curve
that replaces the controller's default linear motion.
Like widgets, animations in Flutter work with composition.
When building the widget tree you assign the Animation
to an animated
property of a widget, such as the opacity of a FadeTransition
,
and tell the controller to start the animation.
The following example shows how to write a FadeTransition
that
fades the widget into a logo when you press the FloatingActionButton
:
import 'package:flutter/material.dart';
class SampleApp extends StatelessWidget {
// This widget is the root of your application.
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Fade Demo',
home: MyFadeTest(title: 'Fade Demo'),
);
}
}
class MyFadeTest extends StatefulWidget {
const MyFadeTest({super.key, required this.title});
final String title;
@override
State<MyFadeTest> createState() => _MyFadeTest();
}
class _MyFadeTest extends State<MyFadeTest>
with SingleTickerProviderStateMixin {
late AnimationController controller;
late CurvedAnimation curve;
@override
void initState() {
super.initState();
controller = AnimationController(
duration: const Duration(milliseconds: 2000),
vsync: this,
);
curve = CurvedAnimation(
parent: controller,
curve: Curves.easeIn,
);
}
@override
void dispose() {
controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: Text(widget.title)),
body: Center(
child: FadeTransition(
opacity: curve,
child: const FlutterLogo(size: 100),
),
),
floatingActionButton: FloatingActionButton(
onPressed: () {
controller.forward();
},
tooltip: 'Fade',
child: const Icon(Icons.brush),
),
);
}
}
For more information, see Animation & Motion widgets, the Animations tutorial, and the Animations overview.
Drawing on the screen
#In UIKit, you use CoreGraphics
to draw lines and shapes to the
screen. Flutter has a different API based on the Canvas
class,
with two other classes that help you draw: CustomPaint
and CustomPainter
,
the latter of which implements your algorithm to draw to the canvas.
To learn how to implement a signature painter in Flutter, see Collin's answer on StackOverflow.
import 'package:flutter/material.dart';
void main() => runApp(const MaterialApp(home: DemoApp()));
class DemoApp extends StatelessWidget {
const DemoApp({super.key});
@override
Widget build(BuildContext context) => const Scaffold(body: Signature());
}
class Signature extends StatefulWidget {
const Signature({super.key});
@override
State<Signature> createState() => SignatureState();
}
class SignatureState extends State<Signature> {
List<Offset?> _points = <Offset?>[];
@override
Widget build(BuildContext context) {
return GestureDetector(
onPanUpdate: (details) {
setState(() {
RenderBox? referenceBox = context.findRenderObject() as RenderBox;
Offset localPosition =
referenceBox.globalToLocal(details.globalPosition);
_points = List.from(_points)..add(localPosition);
});
},
onPanEnd: (details) => _points.add(null),
child: CustomPaint(
painter: SignaturePainter(_points),
size: Size.infinite,
),
);
}
}
class SignaturePainter extends CustomPainter {
SignaturePainter(this.points);
final List<Offset?> points;
@override
void paint(Canvas canvas, Size size) {
final Paint paint = Paint()
..color = Colors.black
..strokeCap = StrokeCap.round
..strokeWidth = 5;
for (int i = 0; i < points.length - 1; i++) {
if (points[i] != null && points[i + 1] != null) {
canvas.drawLine(points[i]!, points[i + 1]!, paint);
}
}
}
@override
bool shouldRepaint(SignaturePainter oldDelegate) =>
oldDelegate.points != points;
}
Widget opacity
#In UIKit, everything has .opacity
or .alpha
.
In Flutter, most of the time you need to
wrap a widget in an Opacity
widget to accomplish this.
Custom Widgets
#In UIKit, you typically subclass UIView
, or use a pre-existing view,
to override and implement methods that achieve the desired behavior.
In Flutter, build a custom widget by composing smaller widgets
(instead of extending them).
For example, how do you build a CustomButton
that takes a label in the constructor?
Create a CustomButton that composes a ElevatedButton
with a label,
rather than by extending ElevatedButton
:
class CustomButton extends StatelessWidget {
const CustomButton(this.label, {super.key});
final String label;
@override
Widget build(BuildContext context) {
return ElevatedButton(
onPressed: () {},
child: Text(label),
);
}
}
Then use CustomButton
,
just as you'd use any other Flutter widget:
@override
Widget build(BuildContext context) {
return const Center(
child: CustomButton('Hello'),
);
}
Managing dependencies
#In iOS, you add dependencies with CocoaPods by adding to your Podfile
.
Flutter uses Dart's build system and the Pub package manager
to handle dependencies. The tools delegate the building of the
native Android and iOS wrapper apps to the
respective build systems.
While there is a Podfile in the iOS folder in your
Flutter project, only use this if you are adding native
dependencies needed for per-platform integration.
In general, use pubspec.yaml
to declare external dependencies in Flutter.
A good place to find great packages for Flutter is on pub.dev.
Navigation
#This section of the document discusses navigation between pages of an app, the push and pop mechanism, and more.
Navigating between pages
#In UIKit, to travel between view controllers, you can use a
UINavigationController
that manages the stack of view controllers
to display.
Flutter has a similar implementation,
using a Navigator
and Routes
.
A Route
is an abstraction for a "screen" or "page" of an app,
and a Navigator
is a widget
that manages routes. A route roughly maps to a
UIViewController
. The navigator works in a similar way to the iOS
UINavigationController
, in that it can push()
and pop()
routes depending on whether you want to navigate to, or back from, a view.
To navigate between pages, you have a couple options:
- Specify a
Map
of route names. - Directly navigate to a route.
The following example builds a Map.
void main() {
runApp(
CupertinoApp(
home: const MyAppHome(), // becomes the route named '/'
routes: <String, WidgetBuilder>{
'/a': (context) => const MyPage(title: 'page A'),
'/b': (context) => const MyPage(title: 'page B'),
'/c': (context) => const MyPage(title: 'page C'),
},
),
);
}
Navigate to a route by push
ing its name to the Navigator
.
Navigator.of(context).pushNamed('/b');
The Navigator
class handles routing in Flutter and is used to get
a result back from a route that you have pushed on the stack.
This is done by await
ing on the Future
returned by push()
.
For example, to start a location
route that lets the user select their
location, you might do the following:
Object? coordinates = await Navigator.of(context).pushNamed('/location');
And then, inside your location
route, once the user has selected their
location, pop()
the stack with the result:
Navigator.of(context).pop({'lat': 43.821757, 'long': -79.226392});
Navigating to another app
#In UIKit, to send the user to another application,
you use a specific URL scheme.
For the system level apps, the scheme depends on the app.
To implement this functionality in Flutter,
create a native platform integration, or use an
existing plugin, such as url_launcher
.
Manually pop back
#Calling SystemNavigator.pop()
from your Dart code
invokes the following iOS code:
UIViewController* viewController = [UIApplication sharedApplication].keyWindow.rootViewController;
if ([viewController isKindOfClass:[UINavigationController class]]) {
[((UINavigationController*)viewController) popViewControllerAnimated:NO];
}
If that doesn't do what you want, you can create your own platform channel to invoke arbitrary iOS code.
Handling localization
#Unlike iOS, which has the Localizable.strings
file,
Flutter doesn't currently have a dedicated system for handling strings.
At the moment, the best practice is to declare your copy text
in a class as static fields and access them from there. For example:
class Strings {
static const String welcomeMessage = 'Welcome To Flutter';
}
You can access your strings as such:
Text(Strings.welcomeMessage);
By default, Flutter only supports US English for its strings.
If you need to add support for other languages,
include the flutter_localizations
package.
You might also need to add Dart's intl
package to use i10n machinery, such as date/time formatting.
dependencies:
flutter_localizations:
sdk: flutter
intl: any # Use version of intl from flutter_localizations.
To use the flutter_localizations
package,
specify the localizationsDelegates
and
supportedLocales
on the app widget:
import 'package:flutter/material.dart';
import 'package:flutter_localizations/flutter_localizations.dart';
class MyWidget extends StatelessWidget {
const MyWidget({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
localizationsDelegates: <LocalizationsDelegate<dynamic>>[
// Add app-specific localization delegate[s] here
GlobalMaterialLocalizations.delegate,
GlobalWidgetsLocalizations.delegate,
],
supportedLocales: <Locale>[
Locale('en', 'US'), // English
Locale('he', 'IL'), // Hebrew
// ... other locales the app supports
],
);
}
}
The delegates contain the actual localized values,
while the supportedLocales
defines which locales the app supports.
The above example uses a MaterialApp
,
so it has both a GlobalWidgetsLocalizations
for the base widgets localized values,
and a MaterialWidgetsLocalizations
for the Material widgets localizations.
If you use WidgetsApp
for your app, you don't need the latter.
Note that these two delegates contain "default" values,
but you'll need to provide one or more delegates
for your own app's localizable copy,
if you want those to be localized too.
When initialized, the WidgetsApp
(or MaterialApp
)
creates a Localizations
widget for you,
with the delegates you specify.
The current locale for the device is always accessible
from the Localizations
widget from the current context
(in the form of a Locale
object), or using the Window.locale
.
To access localized resources, use the Localizations.of()
method
to access a specific localizations class that is provided by a given delegate.
Use the intl_translation
package to extract translatable copy
to arb files for translating, and importing them back into the app
for using them with intl
.
For further details on internationalization and localization in Flutter,
see the internationalization guide, which has sample code
with and without the intl
package.
ViewControllers
#This section of the document discusses the equivalent of ViewController in Flutter and how to listen to lifecycle events.
Equivalent of ViewController in Flutter
#In UIKit, a ViewController
represents a portion of user interface,
most commonly used for a screen or section.
These are composed together to build complex user interfaces,
and help scale your application's UI.
In Flutter, this job falls to Widgets.
As mentioned in the Navigation section,
screens in Flutter are represented by Widgets since
"everything is a widget!"
Use a Navigator
to move between different Route
s
that represent different screens or pages,
or maybe different states or renderings of the same data.
Listening to lifecycle events
#In UIKit, you can override methods to the ViewController
to capture lifecycle methods for the view itself,
or register lifecycle callbacks in the AppDelegate
.
In Flutter, you have neither concept, but you can instead
listen to lifecycle events by hooking into
the WidgetsBinding
observer and listening to
the didChangeAppLifecycleState()
change event.
The observable lifecycle events are:
inactive
- The application is in an inactive state and is not receiving user input. This event only works on iOS, as there is no equivalent event on Android.
paused
- The application is not currently visible to the user, is not responding to user input, but is running in the background.
resumed
- The application is visible and responding to user input.
suspending
- The application is suspended momentarily. The iOS platform has no equivalent event.
For more details on the meaning of these states, see
AppLifecycleState
documentation.
Layouts
#This section discusses different layouts in Flutter and how they compare with UIKit.
Displaying a list view
#In UIKit, you might show a list in
either a UITableView
or a UICollectionView
.
In Flutter, you have a similar implementation using a ListView
.
In UIKit, these views have delegate methods
for deciding the number of rows,
the cell for each index path, and the size of the cells.
Due to Flutter's immutable widget pattern,
you pass a list of widgets to your ListView
,
and Flutter takes care of making sure that
scrolling is fast and smooth.
import 'package:flutter/material.dart';
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Widget> _getListData() {
final List<Widget> widgets = [];
for (int i = 0; i < 100; i++) {
widgets.add(Padding(
padding: const EdgeInsets.all(10),
child: Text('Row $i'),
));
}
return widgets;
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: ListView(children: _getListData()),
);
}
}
Detecting what was clicked
#In UIKit, you implement the delegate method,
tableView:didSelectRowAtIndexPath:
.
In Flutter, use the touch handling provided by the passed-in widgets.
import 'dart:developer' as developer;
import 'package:flutter/material.dart';
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Widget> _getListData() {
List<Widget> widgets = [];
for (int i = 0; i < 100; i++) {
widgets.add(
GestureDetector(
onTap: () {
developer.log('row tapped');
},
child: Padding(
padding: const EdgeInsets.all(10),
child: Text('Row $i'),
),
),
);
}
return widgets;
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: ListView(children: _getListData()),
);
}
}
Dynamically updating ListView
#In UIKit, you update the data for the list view,
and notify the table or collection view using the
reloadData
method.
In Flutter, if you update the list of widgets inside a setState()
,
you quickly see that your data doesn't change visually.
This is because when setState()
is called,
the Flutter rendering engine looks at the widget tree
to see if anything has changed.
When it gets to your ListView
, it performs an ==
check,
and determines that the two ListView
s are the same.
Nothing has changed, so no update is required.
For a simple way to update your ListView
,
create a new List
inside of setState()
,
and copy the data from the old list to the new list.
While this approach is simple,
it is not recommended for large data sets,
as shown in the next example.
import 'dart:developer' as developer;
import 'package:flutter/material.dart';
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Widget> widgets = <Widget>[];
@override
void initState() {
super.initState();
for (int i = 0; i < 100; i++) {
widgets.add(getRow(i));
}
}
Widget getRow(int i) {
return GestureDetector(
onTap: () {
setState(() {
widgets = List.from(widgets);
widgets.add(getRow(widgets.length));
developer.log('row $i');
});
},
child: Padding(
padding: const EdgeInsets.all(10),
child: Text('Row $i'),
),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: ListView(children: widgets),
);
}
}
The recommended, efficient,
and effective way to build a list uses a ListView.Builder
.
This method is great when you have a dynamic
list or a list with very large amounts of data.
import 'dart:developer' as developer;
import 'package:flutter/material.dart';
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Widget> widgets = [];
@override
void initState() {
super.initState();
for (int i = 0; i < 100; i++) {
widgets.add(getRow(i));
}
}
Widget getRow(int i) {
return GestureDetector(
onTap: () {
setState(() {
widgets.add(getRow(widgets.length));
developer.log('row $i');
});
},
child: Padding(
padding: const EdgeInsets.all(10),
child: Text('Row $i'),
),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: ListView.builder(
itemCount: widgets.length,
itemBuilder: (context, position) {
return getRow(position);
},
),
);
}
}
Instead of creating a ListView
, create a ListView.builder
that takes two key parameters: the initial length of the list,
and an ItemBuilder
function.
The ItemBuilder
function is similar to the cellForItemAt
delegate method in an iOS table or collection view,
as it takes a position, and returns the
cell you want rendered at that position.
Finally, but most importantly, notice that the onTap()
function
doesn't recreate the list anymore, but instead .add
s to it.
Creating a scroll view
#In UIKit, you wrap your views in a ScrollView
that
allows a user to scroll your content if needed.
In Flutter the easiest way to do this is using the ListView
widget.
This acts as both a ScrollView
and an iOS TableView
,
as you can lay out widgets in a vertical format.
@override
Widget build(BuildContext context) {
return ListView(
children: const <Widget>[
Text('Row One'),
Text('Row Two'),
Text('Row Three'),
Text('Row Four'),
],
);
}
For more detailed docs on how to lay out widgets in Flutter, see the layout tutorial.
Gesture detection and touch event handling
#This section discusses how to detect gestures and handle different events in Flutter, and how they compare with UIKit.
Adding a click listener
#In UIKit, you attach a GestureRecognizer
to a view to
handle click events.
In Flutter, there are two ways of adding touch listeners:
- If the widget supports event detection, pass a function to it,
and handle the event in the function. For example, the
ElevatedButton
widget has anonPressed
parameter:
@override
Widget build(BuildContext context) {
return ElevatedButton(
onPressed: () {
developer.log('click');
},
child: const Text('Button'),
);
}
- If the Widget doesn't support event detection,
wrap the widget in a GestureDetector and pass a function
to the
onTap
parameter.
class SampleTapApp extends StatelessWidget {
const SampleTapApp({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: GestureDetector(
onTap: () {
developer.log('tap');
},
child: const FlutterLogo(
size: 200,
),
),
),
);
}
}
Handling other gestures
#Using GestureDetector
you can listen
to a wide range of gestures such as:
-
Tapping
onTapDown
- A pointer that might cause a tap has contacted the screen at a particular location.
onTapUp
- A pointer that triggers a tap has stopped contacting the screen at a particular location.
onTap
- A tap has occurred.
onTapCancel
- The pointer that previously triggered the
onTapDown
won't cause a tap.
-
Double tapping
onDoubleTap
- The user tapped the screen at the same location twice in quick succession.
-
Long pressing
onLongPress
- A pointer has remained in contact with the screen at the same location for a long period of time.
-
Vertical dragging
onVerticalDragStart
- A pointer has contacted the screen and might begin to move vertically.
onVerticalDragUpdate
- A pointer in contact with the screen has moved further in the vertical direction.
onVerticalDragEnd
- A pointer that was previously in contact with the screen and moving vertically is no longer in contact with the screen and was moving at a specific velocity when it stopped contacting the screen.
-
Horizontal dragging
onHorizontalDragStart
- A pointer has contacted the screen and might begin to move horizontally.
onHorizontalDragUpdate
- A pointer in contact with the screen has moved further in the horizontal direction.
onHorizontalDragEnd
- A pointer that was previously in contact with the screen and moving horizontally is no longer in contact with the screen.
The following example shows a GestureDetector
that rotates the Flutter logo on a double tap:
class SampleApp extends StatefulWidget {
const SampleApp({super.key});
@override
State<SampleApp> createState() => _SampleAppState();
}
class _SampleAppState extends State<SampleApp>
with SingleTickerProviderStateMixin {
late AnimationController controller;
late CurvedAnimation curve;
@override
void initState() {
super.initState();
controller = AnimationController(
vsync: this,
duration: const Duration(milliseconds: 2000),
);
curve = CurvedAnimation(
parent: controller,
curve: Curves.easeIn,
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: GestureDetector(
onDoubleTap: () {
if (controller.isCompleted) {
controller.reverse();
} else {
controller.forward();
}
},
child: RotationTransition(
turns: curve,
child: const FlutterLogo(
size: 200,
),
),
),
),
);
}
}
Themes, styles, and media
#Flutter applications are easy to style; you can switch between light and dark themes, change the style of your text and UI components, and more. This section covers aspects of styling your Flutter apps and compares how you might do the same in UIKit.
Using a theme
#Out of the box, Flutter comes with a beautiful implementation of Material Design, which takes care of a lot of styling and theming needs that you would typically do.
To take full advantage of Material Components in your app,
declare a top-level widget, MaterialApp
,
as the entry point to your application.
MaterialApp
is a convenience widget that wraps a number
of widgets that are commonly required for applications
implementing Material Design.
It builds upon a WidgetsApp
by adding Material specific functionality.
But Flutter is flexible and expressive enough to implement any design language. On iOS, you can use the Cupertino library to produce an interface that adheres to the Human Interface Guidelines. For the full set of these widgets, see the Cupertino widgets gallery.
You can also use a WidgetsApp
as your app widget,
which provides some of the same functionality,
but is not as rich as MaterialApp
.
To customize the colors and styles of any child components,
pass a ThemeData
object to the MaterialApp
widget.
For example, in the code below,
the color scheme from seed is set to deepPurple and divider color is grey.
import 'package:flutter/material.dart';
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Sample App',
theme: ThemeData(
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
dividerColor: Colors.grey,
),
home: const SampleAppPage(),
);
}
}
Using custom fonts
#In UIKit, you import any ttf
font files into your project
and create a reference in the info.plist
file.
In Flutter, place the font file in a folder
and reference it in the pubspec.yaml
file,
similar to how you import images.
fonts:
- family: MyCustomFont
fonts:
- asset: fonts/MyCustomFont.ttf
- style: italic
Then assign the font to your Text
widget:
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: const Center(
child: Text(
'This is a custom font text',
style: TextStyle(fontFamily: 'MyCustomFont'),
),
),
);
}
Styling text
#Along with fonts, you can customize other styling elements on a Text
widget.
The style parameter of a Text
widget takes a TextStyle
object,
where you can customize many parameters, such as:
color
decoration
decorationColor
decorationStyle
fontFamily
fontSize
fontStyle
fontWeight
hashCode
height
inherit
letterSpacing
textBaseline
wordSpacing
Bundling images in apps
#While iOS treats images and assets as distinct items,
Flutter apps have only assets. Resources that are
placed in the Images.xcasset
folder on iOS,
are placed in an assets' folder for Flutter.
As with iOS, assets are any type of file, not just images.
For example, you might have a JSON file located in the my-assets
folder:
my-assets/data.json
Declare the asset in the pubspec.yaml
file:
assets:
- my-assets/data.json
And then access it from code using an AssetBundle
:
import 'dart:async' show Future;
import 'package:flutter/services.dart' show rootBundle;
Future<String> loadAsset() async {
return await rootBundle.loadString('my-assets/data.json');
}
For images, Flutter follows a simple density-based format like iOS.
Image assets might be 1.0x
, 2.0x
, 3.0x
, or any other multiplier.
Flutter's devicePixelRatio
expresses the ratio
of physical pixels in a single logical pixel.
Assets are located in any arbitrary folder—
Flutter has no predefined folder structure.
You declare the assets (with location) in
the pubspec.yaml
file, and Flutter picks them up.
For example, to add an image called my_icon.png
to your Flutter
project, you might decide to store it in a folder arbitrarily called images
.
Place the base image (1.0x) in the images
folder, and the
other variants in sub-folders named after the appropriate ratio multiplier:
images/my_icon.png // Base: 1.0x image
images/2.0x/my_icon.png // 2.0x image
images/3.0x/my_icon.png // 3.0x image
Next, declare these images in the pubspec.yaml
file:
assets:
- images/my_icon.png
You can now access your images using AssetImage
:
image: AssetImage('images/a_dot_burr.jpeg'),
or directly in an Image
widget:
@override
Widget build(BuildContext context) {
return Image.asset('images/my_image.png');
}
For more details, see Adding Assets and Images in Flutter.
Form input
#This section discusses how to use forms in Flutter and how they compare with UIKit.
Retrieving user input
#Given how Flutter uses immutable widgets with a separate state, you might be wondering how user input fits into the picture. In UIKit, you usually query the widgets for their current values when it's time to submit the user input, or action on it. How does that work in Flutter?
In practice forms are handled, like everything in Flutter,
by specialized widgets. If you have a TextField
or a
TextFormField
, you can supply a TextEditingController
to retrieve user input:
class _MyFormState extends State<MyForm> {
// Create a text controller and use it to retrieve the current value.
// of the TextField!
final myController = TextEditingController();
@override
void dispose() {
// Clean up the controller when disposing of the Widget.
myController.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('Retrieve Text Input')),
body: Padding(
padding: const EdgeInsets.all(16),
child: TextField(controller: myController),
),
floatingActionButton: FloatingActionButton(
// When the user presses the button, show an alert dialog with the
// text the user has typed into our text field.
onPressed: () {
showDialog(
context: context,
builder: (context) {
return AlertDialog(
// Retrieve the text the user has typed in using our
// TextEditingController.
content: Text(myController.text),
);
},
);
},
tooltip: 'Show me the value!',
child: const Icon(Icons.text_fields),
),
);
}
}
You can find more information and the full code listing in Retrieve the value of a text field, from the Flutter cookbook.
Placeholder in a text field
#In Flutter, you can easily show a "hint" or a placeholder text
for your field by adding an InputDecoration
object
to the decoration constructor parameter for the Text
widget:
Center(
child: TextField(
decoration: InputDecoration(hintText: 'This is a hint'),
),
)
Showing validation errors
#Just as you would with a "hint", pass an InputDecoration
object
to the decoration constructor for the Text
widget.
However, you don't want to start off by showing an error.
Instead, when the user has entered invalid data,
update the state, and pass a new InputDecoration
object.
import 'package:flutter/material.dart';
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
String? _errorText;
bool isEmail(String em) {
String emailRegexp =
r'^(([^<>()[\]\\.,;:\s@\"]+(\.[^<>()[\]\\.,;:\s@\"]+)*)|'
r'(\".+\"))@((\[[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\])|'
r'(([a-zA-Z\-0-9]+\.)+[a-zA-Z]{2,}))$';
RegExp regExp = RegExp(emailRegexp);
return regExp.hasMatch(em);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: Center(
child: TextField(
onSubmitted: (text) {
setState(() {
if (!isEmail(text)) {
_errorText = 'Error: This is not an email';
} else {
_errorText = null;
}
});
},
decoration: InputDecoration(
hintText: 'This is a hint',
errorText: _errorText,
),
),
),
);
}
}
Threading & asynchronicity
#This section discusses concurrency in Flutter and how it compares with UIKit.
Writing asynchronous code
#Dart has a single-threaded execution model,
with support for Isolate
s
(a way to run Dart code on another thread),
an event loop, and asynchronous programming.
Unless you spawn an Isolate
,
your Dart code runs in the main UI thread and is
driven by an event loop. Flutter's event loop is
equivalent to the iOS main loop—that is,
the Looper
that is attached to the main thread.
Dart's single-threaded model doesn't mean you are
required to run everything as a blocking operation
that causes the UI to freeze. Instead,
use the asynchronous facilities that the Dart language provides,
such as async
/await
, to perform asynchronous work.
For example, you can run network code without causing the
UI to hang by using async
/await
and letting Dart do
the heavy lifting:
Future<void> loadData() async {
final Uri dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
final http.Response response = await http.get(dataURL);
setState(() {
data = jsonDecode(response.body);
});
}
Once the await
ed network call is done,
update the UI by calling setState()
,
which triggers a rebuild of the widget subtree
and updates the data.
The following example loads data asynchronously and
displays it in a ListView
:
import 'dart:convert';
import 'package:flutter/material.dart';
import 'package:http/http.dart' as http;
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Map<String, dynamic>> data = <Map<String, dynamic>>[];
@override
void initState() {
super.initState();
loadData();
}
Future<void> loadData() async {
final Uri dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
final http.Response response = await http.get(dataURL);
setState(() {
data = jsonDecode(response.body);
});
}
Widget getRow(int index) {
return Padding(
padding: const EdgeInsets.all(10),
child: Text('Row ${data[index]['title']}'),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: ListView.builder(
itemCount: data.length,
itemBuilder: (context, index) {
return getRow(index);
},
),
);
}
}
Refer to the next section for more information on doing work in the background, and how Flutter differs from iOS.
Moving to the background thread
#Since Flutter is single threaded and runs an event loop
(like Node.js), you don't have to worry about
thread management or spawning background threads.
If you're doing I/O-bound work,
such as disk access or a network call,
then you can safely use async
/await
and you're done.
If, on the other hand, you need to do computationally intensive
work that keeps the CPU busy, you want to move it to an
Isolate
to avoid blocking the event loop.
For I/O-bound work, declare the function as an async
function,
and await
on long-running tasks inside the function:
Future<void> loadData() async {
final Uri dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
final http.Response response = await http.get(dataURL);
setState(() {
data = jsonDecode(response.body);
});
}
This is how you typically do network or database calls, which are both I/O operations.
However, there are times when you might be processing
a large amount of data and your UI hangs.
In Flutter, use Isolate
s to take advantage of
multiple CPU cores to do long-running or
computationally intensive tasks.
Isolates are separate execution threads that do not share
any memory with the main execution memory heap.
This means you can't access variables from the main thread,
or update your UI by calling setState()
.
Isolates are true to their name, and cannot share memory
(in the form of static fields, for example).
The following example shows, in a simple isolate, how to share data back to the main thread to update the UI.
Future<void> loadData() async {
final ReceivePort receivePort = ReceivePort();
await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message.
final SendPort sendPort = await receivePort.first as SendPort;
final List<Map<String, dynamic>> msg = await sendReceive(
sendPort,
'https://jsonplaceholder.typicode.com/posts',
);
setState(() {
data = msg;
});
}
// The entry point for the isolate.
static Future<void> dataLoader(SendPort sendPort) async {
// Open the ReceivePort for incoming messages.
final ReceivePort port = ReceivePort();
// Notify any other isolates what port this isolate listens to.
sendPort.send(port.sendPort);
await for (final dynamic msg in port) {
final String url = msg[0] as String;
final SendPort replyTo = msg[1] as SendPort;
final Uri dataURL = Uri.parse(url);
final http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(jsonDecode(response.body) as List<Map<String, dynamic>>);
}
}
Future<List<Map<String, dynamic>>> sendReceive(SendPort port, String msg) {
final ReceivePort response = ReceivePort();
port.send(<dynamic>[msg, response.sendPort]);
return response.first as Future<List<Map<String, dynamic>>>;
}
Here, dataLoader()
is the Isolate
that runs in
its own separate execution thread.
In the isolate, you can perform more CPU intensive
processing (parsing a big JSON, for example),
or perform computationally intensive math,
such as encryption or signal processing.
You can run the full example below:
import 'dart:async';
import 'dart:convert';
import 'dart:isolate';
import 'package:flutter/material.dart';
import 'package:http/http.dart' as http;
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Map<String, dynamic>> data = <Map<String, dynamic>>[];
@override
void initState() {
super.initState();
loadData();
}
bool get showLoadingDialog => data.isEmpty;
Future<void> loadData() async {
final ReceivePort receivePort = ReceivePort();
await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message.
final SendPort sendPort = await receivePort.first as SendPort;
final List<Map<String, dynamic>> msg = await sendReceive(
sendPort,
'https://jsonplaceholder.typicode.com/posts',
);
setState(() {
data = msg;
});
}
// The entry point for the isolate.
static Future<void> dataLoader(SendPort sendPort) async {
// Open the ReceivePort for incoming messages.
final ReceivePort port = ReceivePort();
// Notify any other isolates what port this isolate listens to.
sendPort.send(port.sendPort);
await for (final dynamic msg in port) {
final String url = msg[0] as String;
final SendPort replyTo = msg[1] as SendPort;
final Uri dataURL = Uri.parse(url);
final http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(jsonDecode(response.body) as List<Map<String, dynamic>>);
}
}
Future<List<Map<String, dynamic>>> sendReceive(SendPort port, String msg) {
final ReceivePort response = ReceivePort();
port.send(<dynamic>[msg, response.sendPort]);
return response.first as Future<List<Map<String, dynamic>>>;
}
Widget getBody() {
bool showLoadingDialog = data.isEmpty;
if (showLoadingDialog) {
return getProgressDialog();
} else {
return getListView();
}
}
Widget getProgressDialog() {
return const Center(child: CircularProgressIndicator());
}
ListView getListView() {
return ListView.builder(
itemCount: data.length,
itemBuilder: (context, position) {
return getRow(position);
},
);
}
Widget getRow(int i) {
return Padding(
padding: const EdgeInsets.all(10),
child: Text("Row ${data[i]["title"]}"),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: getBody(),
);
}
}
Making network requests
#Making a network call in Flutter is easy when you
use the popular http
package. This abstracts
away a lot of the networking that you might normally
implement yourself, making it simple to make network calls.
To add the http
package as a dependency, run flutter pub add
:
flutter pub add http
To make a network call,
call await
on the async
function http.get()
:
Future<void> loadData() async {
final Uri dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
final http.Response response = await http.get(dataURL);
setState(() {
data = jsonDecode(response.body);
});
}
Showing the progress on long-running tasks
#In UIKit, you typically use a UIProgressView
while executing a long-running task in the background.
In Flutter, use a ProgressIndicator
widget.
Show the progress programmatically by controlling
when it's rendered through a boolean flag.
Tell Flutter to update its state before your long-running task starts,
and hide it after it ends.
In the example below, the build function is separated into three different
functions. If showLoadingDialog
is true
(when widgets.length == 0
), then render the ProgressIndicator
.
Otherwise, render the ListView
with the data returned from a network call.
import 'dart:convert';
import 'package:flutter/material.dart';
import 'package:http/http.dart' as http;
void main() {
runApp(const SampleApp());
}
class SampleApp extends StatelessWidget {
const SampleApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
title: 'Sample App',
home: SampleAppPage(),
);
}
}
class SampleAppPage extends StatefulWidget {
const SampleAppPage({super.key});
@override
State<SampleAppPage> createState() => _SampleAppPageState();
}
class _SampleAppPageState extends State<SampleAppPage> {
List<Map<String, dynamic>> data = <Map<String, dynamic>>[];
@override
void initState() {
super.initState();
loadData();
}
bool get showLoadingDialog => data.isEmpty;
Future<void> loadData() async {
final Uri dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
final http.Response response = await http.get(dataURL);
setState(() {
data = jsonDecode(response.body);
});
}
Widget getBody() {
if (showLoadingDialog) {
return getProgressDialog();
}
return getListView();
}
Widget getProgressDialog() {
return const Center(child: CircularProgressIndicator());
}
ListView getListView() {
return ListView.builder(
itemCount: data.length,
itemBuilder: (context, index) {
return getRow(index);
},
);
}
Widget getRow(int i) {
return Padding(
padding: const EdgeInsets.all(10),
child: Text("Row ${data[i]["title"]}"),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Sample App'),
),
body: getBody(),
);
}
}
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