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static const double xsmall = 3;
static const double small = 4;
static const double medium = 5;
static const double large = 10;
static const double extraLarge = 20;
// etc
}
class Fonts {
static const String raleway = 'Raleway';
// etc
}
class TextStyles {
static const TextStyle raleway = TextStyle(
fontFamily: Fonts.raleway,
);
static TextStyle buttonText1 =
const TextStyle(fontWeight: FontWeight.bold, fontSize: 14);
static TextStyle buttonText2 =
const TextStyle(fontWeight: FontWeight.normal, fontSize: 11);
static TextStyle h1 =
const TextStyle(fontWeight: FontWeight.bold, fontSize: 22);
static TextStyle h2 =
const TextStyle(fontWeight: FontWeight.bold, fontSize: 16);
static TextStyle body1 = raleway.copyWith(color: const Color(0xFF42A5F5));
// etc
}<code_end>
These constants can then be used in place of hard-coded numeric values:
<code_start>return Padding(
padding: const EdgeInsets.all(Insets.small),
child: Text('Hello!', style: TextStyles.body1),
);<code_end>
Use Theme.of(context).platform for theming and
design choices, like what kind of switches to show
and general Cupertino/Material adaptions.With all views referencing the same shared-design system rules,
they tend to look better and more consistent.
Making a change or adjusting a value for a specific platform
can be done in a single place, instead of using an error-prone
search and replace. Using shared rules has the added benefit
of helping enforce consistency on the design side.Some common design system categories that can be represented
this way are:Like most rules, there are exceptions:
one-off values that are used nowhere else in the app.
There is little point in cluttering up the styling rules
with these values, but it’s worth considering if they
should be derived from an existing value (for example,
padding + 1.0). You should also watch for reuse or duplication
of the same semantic values. Those values should likely be
added to the global styling ruleset.<topic_end>
<topic_start>
Design to the strengths of each form factor
Beyond screen size, you should also spend time
considering the unique strengths and weaknesses
of different form factors. It isn’t always ideal
for your multiplatform app to offer identical
functionality everywhere. Consider whether it makes
sense to focus on specific capabilities,
or even remove certain features, on some device categories.For example, mobile devices are portable and have cameras,
but they aren’t well suited for detailed creative work.
With this in mind, you might focus more on capturing content
and tagging it with location data for a mobile UI,
but focus on organizing or manipulating that content
for a tablet or desktop UI.Another example is leveraging the web’s extremely low barrier
for sharing. If you’re deploying a web app,
decide which deep links to support,
and design your navigation routes with those in mind.The key takeaway here is to think about what each
platform does best and see if there are unique capabilities
you can leverage.<topic_end>
<topic_start>
Use desktop build targets for rapid testing
One of the most effective ways to test adaptive
interfaces is to take advantage of the desktop build targets.When running on a desktop, you can easily resize the window
while the app is running to preview various screen sizes.
This, combined with hot reload, can greatly accelerate the
development of a responsive UI.<topic_end>
<topic_start>
Solve touch first
Building a great touch UI can often be more difficult
than a traditional desktop UI due, in part,
to the lack of input accelerators like right-click,
scroll wheel, or keyboard shortcuts.One way to approach this challenge is to focus initially
on a great touch-oriented UI. You can still do most of
your testing using the desktop target for its iteration speed.
But, remember to switch frequently to a mobile device to
verify that everything feels right.After you have the touch interface polished, you can tweak
the visual density for mouse users, and then layer on all
the additional inputs. Approach these other inputs as
accelerator—alternatives that make a task faster.
The important thing to consider is what a user expects
when using a particular input device,
and work to reflect that in your app.<topic_end>
<topic_start>
Input
Of course, it isn’t enough to just adapt how your app looks,
you also have to support varying user inputs.
The mouse and keyboard introduce input types beyond those
found on a touch device—like scroll wheel, right-click,
hover interactions, tab traversal, and keyboard shortcuts.<topic_end>
<topic_start>
Scroll wheel
Scrolling widgets like ScrollView or ListView
support the scroll wheel by default, and because