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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. |
<code_start>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(), |
); |
} |
}<code_end> |
<topic_end> |
<topic_start> |
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.Then assign the font to your Text widget: |
<code_start>@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'), |
), |
), |
); |
}<code_end> |
<topic_end> |
<topic_start> |
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:<topic_end> |
<topic_start> |
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:Declare the asset in the pubspec.yaml file:And then access it from code using an AssetBundle: |
<code_start>import 'dart:async' show Future; |
import 'package:flutter/services.dart' show rootBundle; |
Future<String> loadAsset() async { |
return await rootBundle.loadString('my-assets/data.json'); |
}<code_end> |
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:Next, declare these images in the pubspec.yaml file:You can now access your images using AssetImage: |
<code_start>AssetImage('images/a_dot_burr.jpeg')<code_end> |
or directly in an Image widget: |
<code_start>@override |
Widget build(BuildContext context) { |
return Image.asset('images/my_image.png'); |
}<code_end> |
For more details, see |
Adding Assets and Images in Flutter.<topic_end> |
<topic_start> |
Form input |
This section discusses how to use forms in Flutter |
and how they compare with UIKit.<topic_end> |
<topic_start> |
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: |
<code_start>class _MyFormState extends State<MyForm> { |
// Create a text controller and use it to retrieve the current value. |
// of the TextField! |
final myController = TextEditingController(); |
@override |
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