text stringlengths 1 474 |
|---|
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 |
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