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<topic_end> |
<topic_start> |
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: |
<code_start>@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'), |
), |
), |
); |
}<code_end> |
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.<topic_end> |
<topic_start> |
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: |
<code_start>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), |
), |
); |
} |
}<code_end> |
<topic_end> |
<topic_start> |
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 |
Animations 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 |
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