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<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 |
void dispose() { |
// clean up the controller when disposing of the widget. |
myController.dispose(); |
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