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<topic_start>
other interactive widgets
flutter offers a variety of buttons and similar interactive widgets.
most of these widgets implement the material design guidelines,
which define a set of components with an opinionated UI.
if you prefer, you can use GestureDetector to build
interactivity into any custom widget.
you can find examples of GestureDetector in
managing state. learn more about the GestureDetector
in handle taps, a recipe in the flutter cookbook.
lightbulb tip
flutter also provides a set of iOS-style widgets called
cupertino.
when you need interactivity, it’s easiest to use one of
the prefabricated widgets. here’s a partial list:
<topic_end>
<topic_start>
standard widgets
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<topic_start>
material components
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resources
the following resources might help when adding interactivity
to your app.
gestures, a section in the flutter cookbook.
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<topic_start>
taps, drags, and other gestures
this document explains how to listen for, and respond to,
gestures in flutter.
examples of gestures include taps, drags, and scaling.
the gesture system in flutter has two separate layers.
the first layer has raw pointer events that describe
the location and movement of pointers (for example,
touches, mice, and styli) across the screen.
the second layer has gestures that describe semantic
actions that consist of one or more pointer movements.
<topic_end>
<topic_start>
pointers
pointers represent raw data about the user’s interaction
with the device’s screen.
there are four types of pointer events:
on pointer down, the framework does a hit test on your app
to determine which widget exists at the location where the
pointer contacted the screen. the pointer down event
(and subsequent events for that pointer) are then dispatched
to the innermost widget found by the hit test.
from there, the events bubble up the tree and are dispatched
to all the widgets on the path from the innermost
widget to the root of the tree. there is no mechanism for
canceling or stopping pointer events from being dispatched further.
to listen to pointer events directly from the widgets layer, use a
listener widget. however, generally,
consider using gestures (as discussed below) instead.
<topic_end>
<topic_start>
gestures
gestures represent semantic actions (for example, tap, drag,
and scale) that are recognized from multiple individual pointer
events, potentially even multiple individual pointers.
gestures can dispatch multiple events, corresponding to the
lifecycle of the gesture (for example, drag start,
drag update, and drag end):
tap
double tap
long press
vertical drag
horizontal drag
pan
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<topic_start>
adding gesture detection to widgets
to listen to gestures from the widgets layer,
use a GestureDetector.
info note
to learn more, watch this short
widget of the week video on the GestureDetector widget:
if you’re using material components,
many of those widgets already respond to taps or gestures.
for example, IconButton and TextButton
respond to presses (taps), and ListView
responds to swipes to trigger scrolling.
if you aren’t using those widgets, but you want the
“ink splash” effect on a tap, you can use InkWell.
<topic_end>
<topic_start>
gesture disambiguation
at a given location on screen,
there might be multiple gesture detectors.
for example:
all of these gesture detectors listen to the stream
of pointer events as they flow past and attempt to recognize
specific gestures. the GestureDetector widget decides
which gestures to attempt to recognize based on which of its
callbacks are non-null.
when there is more than one gesture recognizer for a given
pointer on the screen, the framework disambiguates which