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<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 |
almost every scrollable custom widget is built |
using one of these, it works with them as well. |
if you need to implement custom scroll behavior, |
you can use the listener widget, which lets you |
customize how your UI reacts to the scroll wheel. |
<code_start> |
return listener( |
onPointerSignal: (event) { |
if (event is PointerScrollEvent) print(event.scrollDelta.dy); |
}, |
child: ListView(), |
); |
<code_end> |
<topic_end> |
<topic_start> |
tab traversal and focus interactions |
users with physical keyboards expect that they can use |
the tab key to quickly navigate your application, |
and users with motor or vision differences often rely |
completely on keyboard navigation. |
there are two considerations for tab interactions: |
how focus moves from widget to widget, known as traversal, |
and the visual highlight shown when a widget is focused. |
most built-in components, like buttons and text fields, |
support traversal and highlights by default. |
if you have your own widget that you want included in |
traversal, you can use the FocusableActionDetector widget |
to create your own controls. it combines the functionality |
of actions, shortcuts, MouseRegion, and |
focus widgets to create a detector that defines actions |
and key bindings, and provides callbacks for handling focus |
and hover highlights. |
<code_start> |
class _BasicActionDetectorState extends State<BasicActionDetector> { |
bool _hasFocus = false; |
@override |
widget build(BuildContext context) { |
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