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check out the cupertino components package,
which has its own versions of
CupertinoApp, and CupertinoNavigationBar.
<topic_end>
<topic_start>
handling gestures
most applications include some form of user interaction with the system.
the first step in building an interactive application is to detect
input gestures. see how that works by creating a simple button:
<code_start>
import 'package:flutter/material.dart';
class MyButton extends StatelessWidget {
const MyButton({super.key});
@override
widget build(BuildContext context) {
return GestureDetector(
onTap: () {
print('MyButton was tapped!');
},
child: container(
height: 50,
padding: const EdgeInsets.all(8),
margin: const EdgeInsets.symmetric(horizontal: 8),
decoration: BoxDecoration(
borderRadius: BorderRadius.circular(5),
color: Colors.lightGreen[500],
),
child: const center(
child: Text('Engage'),
),
),
);
}
}
void main() {
runApp(
const MaterialApp(
home: scaffold(
body: center(
child: MyButton(),
),
),
),
);
}
<code_end>
the GestureDetector widget doesn’t have a visual
representation but instead detects gestures made by the
user. when the user taps the container,
the GestureDetector calls its onTap() callback, in this
case printing a message to the console. you can use
GestureDetector to detect a variety of input gestures,
including taps, drags, and scales.
many widgets use a GestureDetector to provide
optional callbacks for other widgets. for example, the
IconButton, ElevatedButton, and
FloatingActionButton widgets have onPressed()
callbacks that are triggered when the user taps the widget.
for more information, check out gestures in flutter.
<topic_end>
<topic_start>
changing widgets in response to input
so far, this page has used only stateless widgets.
stateless widgets receive arguments from their parent widget,
which they store in final member variables.
when a widget is asked to build(), it uses these stored
values to derive new arguments for the widgets it creates.
in order to build more complex experiences—for example,
to react in more interesting ways to user input—applications
typically carry some state. flutter uses StatefulWidgets to capture
this idea. StatefulWidgets are special widgets that know how to generate
state objects, which are then used to hold state.
consider this basic example, using the ElevatedButton mentioned earlier:
<code_start>
import 'package:flutter/material.dart';
class counter extends StatefulWidget {
// this class is the configuration for the state.
// it holds the values (in this case nothing) provided
// by the parent and used by the build method of the
// state. fields in a widget subclass are always marked
// "final".
const counter({super.key});
@override
State<Counter> createState() => _CounterState();
}
class _CounterState extends State<Counter> {
int _counter = 0;
void _increment() {
setState(() {
// this call to setState tells the flutter framework
// that something has changed in this state, which
// causes it to rerun the build method below so that
// the display can reflect the updated values. if you
// change _counter without calling setState(), then
// the build method won't be called again, and so
// nothing would appear to happen.
_counter++;
});
}
@override