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Flutter for iOS Developers |
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This document is for iOS developers looking to apply their existing iOS knowledge to build mobile apps with Flutter. If you understand the fundamentals of the iOS framework then you can use this document as a way to get started learning Flutter development.
Your iOS knowledge and skill set are highly valuable when building with Flutter, because Flutter relies on the mobile operating system for numerous capabilities and configurations. Flutter is a new way to build UIs for mobile, but it has a plugin system to communicate with iOS (and Android) for non-UI tasks. If you're an expert in iOS development, you don't have to relearn everything to use Flutter.
This document can be used as a cookbook by jumping around and finding questions that are most relevant to your needs.
- TOC Placeholder {:toc}
On iOS, most of what you create in the UI is done using view objects, which are
instances of the UIView
class. These can act as containers for other UIView
classes, which form your layout.
In Flutter, the rough equivalent to a UIView
is a Widget
. Widgets don't map
exactly to iOS views, but while you're getting acquainted with how Flutter works
you can think of them as "the way you declare and construct UI".
However, these have a few differences to a UIView
. To start, widgets have a
different lifespan: they are immutable and only exist until they need to be
changed. Whenever widgets or their state change, Flutter’s framework creates
a new tree of widget instances. In comparison, an iOS view is not recreated when
it changes, but rather it's a mutable entity that is drawn once and doesn't
redraw until it is invalidated using setNeedsDisplay()
.
Furthermore, unlike UIView
, Flutter’s widgets are lightweight, in part due
to their immutability. Because they aren't views themselves, and aren't directly
drawing anything, but rather are a description of the UI and its semantics that get
"inflated" into actual view objects under the hood.
Flutter includes the Material Components library. These are widgets that implement the Material Design guidelines. Material Design is a flexible design system optimized for all platforms, including iOS.
But Flutter is flexible and expressive enough to implement any design language. On iOS, you can use the Cupertino widgets to produce an interface that looks like Apple's iOS design language.
To update your views on iOS, you directly mutate them. In Flutter, widgets are immutable and not updated directly. Instead, you have to manipulate the widget’s state.
This is where the concept of Stateful vs Stateless widgets
comes in. A StatelessWidget
is just what it sounds like—a widget with no
state attached.
StatelessWidgets
are useful when the part of the user interface you are
describing does not depend on anything other than the initial configuration
information in the widget.
For example, in iOS, this is similar to placing a UIImageView
with
your logo as the image
. If the logo is not changing during runtime,
use a StatelessWidget
in Flutter.
If you want to dynamically change the UI based on data received after making an
HTTP call, use a StatefulWidget
. After the HTTP call has
completed, tell the Flutter framework that the widget’s State
is
updated, so it can update the UI.
The important difference between stateless and
stateful widgets is that StatefulWidget
s have a State
object that stores
state data and carries it over across tree rebuilds, so it's not lost.
If you are in doubt, remember this rule: if a widget changes outside of
the build
method (because of runtime user interactions, for example), it’s stateful.
If the widget never changes, once built, it's stateless.
However, even if a widget is stateful, the containing parent widget can still
be stateless if it isn’t itself reacting to those changes (or other inputs).
The following example shows how to use a StatelessWidget
. A common
StatelessWidget
is the Text
widget. If you look at the implementation of
the Text
widget you'll find it subclasses StatelessWidget
.
{% prettify dart %} Text( 'I like Flutter!', style: TextStyle(fontWeight: FontWeight.bold), ); {% endprettify %}
If you look at the code above, you might notice that the Text
widget
carries no explicit state with it. It renders what is passed in its
constructors and nothing more.
But, what if you want to make "I Like Flutter" change dynamically, for example
when clicking a FloatingActionButton
?
To achieve this, wrap the Text
widget in a StatefulWidget
and
update it when the user clicks the button.
For example:
{% prettify dart %} class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { // Default placeholder text String textToShow = "I Like Flutter"; void _updateText() { setState(() { // update the text textToShow = "Flutter is Awesome!"; }); } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: Center(child: Text(textToShow)), floatingActionButton: FloatingActionButton( onPressed: _updateText, tooltip: 'Update Text', child: Icon(Icons.update), ), ); } } {% endprettify %}
In iOS, you might use a Storyboard file to organize your views and set constraints, or you might set your constraints programmatically in your view controllers. In Flutter, declare your layout in code by composing a widget tree.
The following example shows how to display a simple widget with padding:
{% prettify dart %} @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: Center( child: CupertinoButton( onPressed: () { setState(() { _pressedCount += 1; }); }, child: Text('Hello'), padding: EdgeInsets.only(left: 10.0, right: 10.0), ), ), ); } {% endprettify %}
You can add padding to any widget, which mimics the functionality of constraints in iOS.
You can view the layouts that Flutter has to offer in the widget catalog.
In iOS, you call addSubview()
on the parent, or removeFromSuperview()
on a child view to dynamically add or remove child views. In Flutter, because
widgets are immutable there is no direct equivalent to addSubview()
.
Instead, you can pass a function to the parent that returns a widget, and
control that child's creation with a boolean flag.
The following example shows how to toggle between two widgets when the user clicks
the FloatingActionButton
:
{% prettify dart %} class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { // Default value for toggle bool toggle = true; void _toggle() { setState(() { toggle = !toggle; }); }
_getToggleChild() { if (toggle) { return Text('Toggle One'); } else { return CupertinoButton( onPressed: () {}, child: Text('Toggle Two'), ); } }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: Center( child: _getToggleChild(), ), floatingActionButton: FloatingActionButton( onPressed: _toggle, tooltip: 'Update Text', child: Icon(Icons.update), ), ); } } {% endprettify %}
In iOS, you create an animation by calling the
animate(withDuration:animations:)
method on a view. In Flutter,
use the animation library to wrap widgets inside an animated widget.
In Flutter, use an AnimationController
, which is an Animation<double>
that can pause, seek, stop, and reverse the animation. It requires a Ticker
that signals when vsync happens and produces a linear interpolation between
0 and 1 on each frame while it's running. You then create one or more
Animation
s and attach them to the controller.
For example, you might use CurvedAnimation
to implement an animation
along an interpolated curve. In this sense, the controller
is the "master" source of the animation progress and the CurvedAnimation
computes the curve that replaces the controller's default linear motion.
Like widgets, animations in Flutter work with composition.
When building the widget tree you assign the Animation
to an animated
property of a widget, such as the opacity of a FadeTransition
, and tell the
controller to start the animation.
The following example shows how to write a FadeTransition
that fades the widget
into a logo when you press the FloatingActionButton
:
{% prettify dart %} class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Fade Demo', theme: ThemeData( primarySwatch: Colors.blue, ), home: MyFadeTest(title: 'Fade Demo'), ); } }
class MyFadeTest extends StatefulWidget { MyFadeTest({Key key, this.title}) : super(key: key);
final String title;
@override _MyFadeTest createState() => _MyFadeTest(); }
class _MyFadeTest extends State with TickerProviderStateMixin { AnimationController controller; CurvedAnimation curve;
@override void initState() { controller = AnimationController(duration: const Duration(milliseconds: 2000), vsync: this); curve = CurvedAnimation(parent: controller, curve: Curves.easeIn); }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text(widget.title), ), body: Center( child: Container( child: FadeTransition( opacity: curve, child: FlutterLogo( size: 100.0, ) ) ) ), floatingActionButton: FloatingActionButton( tooltip: 'Fade', child: Icon(Icons.brush), onPressed: () { controller.forward(); }, ), ); }
@override dispose() { controller.dispose(); super.dispose(); } } {% endprettify %}
For more information, see Animation & Motion widgets, the Animations tutorial, and the Animations overview.
On iOS, you use CoreGraphics
to draw lines and shapes to the
screen. Flutter has a different API based on the Canvas
class, with two
other classes that help you draw: CustomPaint
and CustomPainter
, the
latter of which implements your algorithm to draw to the canvas.
To learn how to implement a signature painter in Flutter, see Collin's answer on [StackOverflow](https://stackoverflow.com/questions/46241071/create-signature-area- for-mobile-app-in-dart-flutter).
{% prettify dart %} class SignaturePainter extends CustomPainter { SignaturePainter(this.points);
final List points;
void paint(Canvas canvas, Size size) { var paint = Paint() ..color = Colors.black ..strokeCap = StrokeCap.round ..strokeWidth = 5.0; for (int i = 0; i < points.length - 1; i++) { if (points[i] != null && points[i + 1] != null) canvas.drawLine(points[i], points[i + 1], paint); } }
bool shouldRepaint(SignaturePainter other) => other.points != points; }
class Signature extends StatefulWidget { SignatureState createState() => SignatureState(); }
class SignatureState extends State {
List _points = [];
Widget build(BuildContext context) { return GestureDetector( onPanUpdate: (DragUpdateDetails details) { setState(() { RenderBox referenceBox = context.findRenderObject(); Offset localPosition = referenceBox.globalToLocal(details.globalPosition); _points = List.from(_points)..add(localPosition); }); }, onPanEnd: (DragEndDetails details) => _points.add(null), child: CustomPaint(painter: SignaturePainter(_points), size: Size.infinite), ); } } {% endprettify %}
On iOS, everything has .opacity or .alpha. In Flutter, most of the time you need to wrap a widget in an Opacity widget to accomplish this.
In iOS, you typically subclass UIView
, or use a pre-existing view, to
override and implement methods that achieve the desired behavior. In
In Flutter, build a custom widget by
composing smaller widgets
(instead of extending them).
For example, how do you build a CustomButton
that takes a label in
the constructor? Create a CustomButton that composes a RaisedButton
with a label,
rather than by extending RaisedButton
:
{% prettify dart %} class CustomButton extends StatelessWidget { final String label;
CustomButton(this.label);
@override Widget build(BuildContext context) { return RaisedButton(onPressed: () {}, child: Text(label)); } } {% endprettify %}
Then use CustomButton
, just as you'd use any other Flutter widget:
{% prettify dart %} @override Widget build(BuildContext context) { return Center( child: CustomButton("Hello"), ); } {% endprettify %}
In iOS, to travel between view controllers, you can use a
UINavigationController
that manages the stack of view controllers to
display.
Flutter has a similar implementation, using a Navigator
and
Routes
. A Route
is an abstraction for a “screen” or “page” of an app, and
a Navigator
is a widget
that manages routes. A route roughly maps to a
UIViewController
. The navigator works in a similar way to the iOS
UINavigationController
, in that it can push()
and pop()
routes depending
on whether you want to navigate to, or back from, a view.
To navigate between pages, you have a couple options:
- Specify a
Map
of route names. (MaterialApp) - Directly navigate to a route. (WidgetApp)
The following example builds a Map.
{% prettify dart %} void main() { runApp(MaterialApp( home: MyAppHome(), // becomes the route named '/' routes: <String, WidgetBuilder> { '/a': (BuildContext context) => MyPage(title: 'page A'), '/b': (BuildContext context) => MyPage(title: 'page B'), '/c': (BuildContext context) => MyPage(title: 'page C'), }, )); } {% endprettify %}
Navigate to a route by push
ing its name to the Navigator
.
{% prettify dart %} Navigator.of(context).pushNamed('/b'); {% endprettify %}
The Navigator
class handles routing in Flutter and is used to get
a result back from a route that you have pushed on the stack. This is done
by await
ing on the Future
returned by push()
.
For example, to start a ‘location’ route that lets the user select their location, you might do the following:
{% prettify dart %} Map coordinates = await Navigator.of(context).pushNamed('/location'); {% endprettify %}
And then, inside your ‘location’ route, once the user has selected their
location, pop()
the stack with the result:
{% prettify dart %} Navigator.of(context).pop({"lat":43.821757,"long":-79.226392}); {% endprettify %}
In iOS, to send the user to another application, you use a
specific URL scheme. For the system level apps, the scheme
depends on the app. To implement this functionality in Flutter,
create a native platform integration, or use an existing
plugin, such as
url_launcher
.
Calling SystemNavigator.pop()
from your Dart code invokes the
following iOS code:
UIViewController* viewController = [UIApplication sharedApplication].keyWindow.rootViewController;
if ([viewController isKindOfClass:[UINavigationController class]]) {
[((UINavigationController*)viewController) popViewControllerAnimated:NO];
}
If that doesn't do what you want, you can create your own platform channel to invoke arbitrary iOS code.
Dart has a single-threaded execution model, with support for Isolate
s (a way
to run Dart code on another thread), an event loop, and asynchronous programming.
Unless you spawn an Isolate
, your Dart code runs in the main UI thread and is
driven by an event loop. Flutter’s event loop is equivalent to the iOS main
loop—that is, the Looper
that is attached to the main thread.
Dart’s single-threaded model doesn’t mean you are required to run everything as
a blocking operation that causes the UI to freeze. Instead,
use the asynchronous facilities that the Dart language provides, such as
async
/await
, to perform asynchronous work.
For example, you can run network code without causing the UI to hang by using
async
/await
and letting Dart do the heavy lifting:
{% prettify dart %} loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } {% endprettify %}
Once the await
ed network call is done, update the UI by calling setState()
,
which triggers a rebuild of the widget sub-tree and updates the data.
The following example loads data asynchronously and displays it in a ListView
:
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http;
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState();
loadData();
}
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); })); }
Widget getRow(int i) { return Padding( padding: EdgeInsets.all(10.0), child: Text("Row ${widgets[i]["title"]}") ); }
loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
Refer to the next section for more information on doing work in the background, and how Flutter differs from iOS.
Since Flutter is single threaded and runs an event loop (like Node.js), you
don't have to worry about thread management or spawning background threads. If
you're doing I/O-bound work, such as disk access or a network call, then
you can safely use async
/await
and you're done. If, on the other
hand, you need to do computationally intensive work that keeps the CPU busy,
you want to move it to an Isolate
to avoid blocking the event loop.
For I/O-bound work, declare the function as an async
function,
and await
on long-running tasks inside the function:
{% prettify dart %} loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } {% endprettify %}
This is how you typically do network or database calls, which are both I/O operations.
However, there are times when you might be processing a large amount of data and
your UI hangs. In Flutter, use Isolate
s to take advantage of
multiple CPU cores to do long-running or computationally intensive tasks.
Isolates are separate execution threads that do not share any memory
with the main execution memory heap. This means you can’t access variables from
the main thread, or update your UI by calling setState()
. Isolates are true to
their name, and cannot share memory (in the form of static fields, for example).
The following example shows, in a simple isolate, how to share data back to the main thread to update the UI.
{% prettify dart %} loadData() async { ReceivePort receivePort = ReceivePort(); await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message SendPort sendPort = await receivePort.first;
List msg = await sendReceive(sendPort, "https://jsonplaceholder.typicode.com/posts");
setState(() { widgets = msg; }); }
// The entry point for the isolate static dataLoader(SendPort sendPort) async { // Open the ReceivePort for incoming messages. ReceivePort port = ReceivePort();
// Notify any other isolates what port this isolate listens to. sendPort.send(port.sendPort);
await for (var msg in port) { String data = msg[0]; SendPort replyTo = msg[1];
String dataURL = data;
http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(json.decode(response.body));
} }
Future sendReceive(SendPort port, msg) { ReceivePort response = ReceivePort(); port.send([msg, response.sendPort]); return response.first; } {% endprettify %}
Here, dataLoader()
is the Isolate
that runs in its own separate execution thread.
In the isolate you can perform more CPU intensive processing (parsing a big JSON, for
example), or perform computationally intensive math, such as encryption or signal processing.
You can run the full example below:
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http; import 'dart:async'; import 'dart:isolate';
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); loadData(); }
showLoadingDialog() { if (widgets.length == 0) { return true; }
return false;
}
getBody() { if (showLoadingDialog()) { return getProgressDialog(); } else { return getListView(); } }
getProgressDialog() { return Center(child: CircularProgressIndicator()); }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: getBody()); }
ListView getListView() => ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); });
Widget getRow(int i) { return Padding(padding: EdgeInsets.all(10.0), child: Text("Row ${widgets[i]["title"]}")); }
loadData() async { ReceivePort receivePort = ReceivePort(); await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message
SendPort sendPort = await receivePort.first;
List msg = await sendReceive(sendPort, "https://jsonplaceholder.typicode.com/posts");
setState(() {
widgets = msg;
});
}
// the entry point for the isolate static dataLoader(SendPort sendPort) async { // Open the ReceivePort for incoming messages. ReceivePort port = ReceivePort();
// Notify any other isolates what port this isolate listens to.
sendPort.send(port.sendPort);
await for (var msg in port) {
String data = msg[0];
SendPort replyTo = msg[1];
String dataURL = data;
http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(json.decode(response.body));
}
}
Future sendReceive(SendPort port, msg) { ReceivePort response = ReceivePort(); port.send([msg, response.sendPort]); return response.first; } } {% endprettify %}
Making a network call in Flutter is easy when you use the popular
http
package. This abstracts
away a lot of the networking that you might normally implement yourself,
making it simple to make network calls.
To use the http
package, add it to your dependencies in pubspec.yaml
:
{% prettify yaml %} dependencies: ... http: ^0.11.3+16 {% endprettify %}
To make a network call, call await
on the async
function http.get()
:
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http; [...] loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
In iOS, you typically use a UIProgressView
while executing a
long-running task in the background.
In Flutter, use a ProgressIndicator
widget.
Show the progress programmatically by controlling when it's rendered
through a boolean flag. Tell Flutter to update its state before your
long-running task starts, and hide it after it ends.
In the example below, the build function is separated into three different
functions. If showLoadingDialog()
is true
(when widgets.length == 0
),
then render the ProgressIndicator
. Otherwise, render the
ListView
with the data returned from a network call.
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http;
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); loadData(); }
showLoadingDialog() { return widgets.length == 0; }
getBody() { if (showLoadingDialog()) { return getProgressDialog(); } else { return getListView(); } }
getProgressDialog() { return Center(child: CircularProgressIndicator()); }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: getBody()); }
ListView getListView() => ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); });
Widget getRow(int i) { return Padding(padding: EdgeInsets.all(10.0), child: Text("Row ${widgets[i]["title"]}")); }
loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
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:
my-assets/data.json
Declare the asset in the pubspec.yaml
file:
{% prettify yaml %} assets:
- my-assets/data.json {% endprettify %}
And then access it from code using an
AssetBundle
:
{% prettify dart %} import 'dart:async' show Future; import 'package:flutter/services.dart' show rootBundle;
Future loadAsset() async { return await rootBundle.loadString('my-assets/data.json'); } {% endprettify %}
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. The so-called
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:
images/my_icon.png // Base: 1.0x image
images/2.0x/my_icon.png // 2.0x image
images/3.0x/my_icon.png // 3.0x image
Next, declare these images in the pubspec.yaml
file:
{% prettify yaml %} assets:
- images/my_icon.jpeg {% endprettify %}
You can now access your images using AssetImage
:
{% prettify dart %} return AssetImage("images/a_dot_burr.jpeg"); {% endprettify %}
or directly in an Image
widget:
{% prettify dart %} @override Widget build(BuildContext context) { return Image.asset("images/my_image.png"); } {% endprettify %}
For more details, see Adding Assets and Images in Flutter.
Unlike iOS, which has the Localizable.strings
file, Flutter doesn't
currently have a dedicated system for handling strings. At the moment, the
best practice is to declare your copy text in a class as static fields and
access them from there. For example:
{% prettify dart %} class Strings { static String welcomeMessage = "Welcome To Flutter"; } {% endprettify %}
You can access your strings as such:
{% prettify dart %} Text(Strings.welcomeMessage) {% endprettify %}
By default, Flutter only supports US English for its strings. If you need to
add support for other languages, include the flutter_localizations
package. You might also need to add Dart's intl
package to use i10n machinery, such as date/time formatting.
{% prettify yaml %} dependencies:
flutter_localizations: sdk: flutter intl: "^0.15.6" {% endprettify %}
To use the flutter_localizations
package,
specify the localizationsDelegates
and supportedLocales
on the app widget:
{% prettify dart %} import 'package:flutter_localizations/flutter_localizations.dart';
MaterialApp( localizationsDelegates: [ // Add app-specific localization delegate[s] here GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, ], supportedLocales: [ const Locale('en', 'US'), // English const Locale('he', 'IL'), // Hebrew // ... other locales the app supports ], // ... ) {% endprettify %}
The delegates contain the actual localized values, while the supportedLocales
defines which locales the app supports. The above example uses a MaterialApp
,
so it has both a GlobalWidgetsLocalizations
for the base
widgets localized values, and a MaterialWidgetsLocalizations
for the Material
widgets localizations. If you use WidgetsApp
for your app, you don't
need the latter. Note that these two delegates contain "default"
values, but you'll need to provide one or more delegates for your own app's
localizable copy, if you want those to be localized too.
When initialized, the WidgetsApp
(or MaterialApp
) creates a
Localizations
widget for you, with the delegates you specify.
The current locale for the device is always accessible from the Localizations
widget from the current context (in the form of a Locale
object), or using the
Window.locale
.
To access localized resources, use the Localizations.of()
method to
access a specific localizations class that is provided by a given delegate.
Use the intl_translation
package to extract translatable copy to
arb
files for translating, and importing them back into the app for using them
with intl
.
For further details on internationalization and localization in Flutter, see the
internationalization guide,
which has sample code with and without the intl
package.
Note that before Flutter 1.0 beta 2, assets defined in Flutter were not accessible from the native side, and vice versa, native assets and resources weren’t available to Flutter, as they lived in separate folders.
In iOS, you add dependencies by adding to your Podfile
. Flutter uses Dart’s
build system and the Pub package manager to handle dependencies. The tools
delegate the building of the native Android and iOS wrapper apps to the
respective build systems.
While there is a Podfile in the iOS folder in your
Flutter project, only use this if you are adding native
dependencies needed for per-platform integration. In general, use
pubspec.yaml
to declare external dependencies in Flutter. A good place to
find great packages for Flutter is
Pub.
In iOS, a ViewController
represents a portion of user interface, most
commonly used for a screen or section. These are composed together to build
complex user interfaces, and help scale your application's UI. In Flutter, this
job falls to Widgets. As mentioned in the Navigation
section, screens in Flutter are represented by Widgets since "everything is a
widget!" Use a Navigator
to move between different Route
s
that represent different screens or pages, or maybe different states or
renderings of the same data.
In iOS, you can override methods to the ViewController
to capture lifecycle
methods for the view itself, or register lifecycle callbacks in the
AppDelegate
. In Flutter you have neither concept, but you can instead listen
to lifecycle events by hooking into the WidgetsBinding
observer and
listening to the didChangeAppLifecycleState()
change event.
The observable lifecycle events are:
inactive
— The application is in an inactive state and is not receiving user input. This event only works on iOS, as there is no equivalent event on Android.paused
— The application is not currently visible to the user, is not responding to user input, but is running in the background.resumed
— The application is visible and responding to user input.suspending
— The application is suspended momentarily. The iOS platform has no equivalent event.
For more details on the meaning of these states, see
[AppLifecycleStatus
documentation](https://docs.flutter.io/flutter/dart-ui
/AppLifecycleState-class.html).
In iOS, you might show a list in either a UITableView
or a
UICollectionView
. In Flutter, you have a similar implementation using a
ListView
.
In iOS, these views have delegate methods for deciding the number of rows, the
cell for each index path, and the size of the cells.
Due to Flutter’s immutable widget pattern, you pass a list of widgets to your
ListView
, and Flutter takes care of making sure that scrolling is fast
and smooth.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: ListView(children: _getListData()), ); }
_getListData() { List widgets = []; for (int i = 0; i < 100; i++) { widgets.add(Padding(padding: EdgeInsets.all(10.0), child: Text("Row $i"))); } return widgets; } } {% endprettify %}
In iOS, you implement the delegate method, tableView:didSelectRowAtIndexPath:
.
In Flutter, use the touch handling provided by the passed-in widgets.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: ListView(children: _getListData()), ); }
_getListData() { List widgets = []; for (int i = 0; i < 100; i++) { widgets.add(GestureDetector( child: Padding( padding: EdgeInsets.all(10.0), child: Text("Row $i"), ), onTap: () { print('row tapped'); }, )); } return widgets; } } {% endprettify %}
In iOS, you update the data for the list view, and notify the table or
collection view using the reloadData
method.
In Flutter, if you update the list of widgets inside a setState()
,
you quickly see that your data doesn't change visually.
This is because when setState()
is called, the Flutter rendering engine
looks at the widget tree to see if anything has changed. When it gets to your
ListView
, it performs an ==
check, and determines that the two ListView
s
are the same. Nothing has changed, so no update is required.
For a simple way to update your ListView
, create a new List
inside of
setState()
, and copy the data from the old list to the new list.
While this approach is simple, it is not recommended for large data sets,
as shown in the next example.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); for (int i = 0; i < 100; i++) { widgets.add(getRow(i)); } }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: ListView(children: widgets), ); }
Widget getRow(int i) { return GestureDetector( child: Padding( padding: EdgeInsets.all(10.0), child: Text("Row $i"), ), onTap: () { setState(() { widgets = List.from(widgets); widgets.add(getRow(widgets.length + 1)); print('row $i'); }); }, ); } } {% endprettify %}
The recommended, efficient, and effective way to build a list uses a
ListView.Builder
. This method is great when you have a dynamic
list or a list with very large amounts of data.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); for (int i = 0; i < 100; i++) { widgets.add(getRow(i)); } }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); }, ), ); }
Widget getRow(int i) { return GestureDetector( child: Padding( padding: EdgeInsets.all(10.0), child: Text("Row $i"), ), onTap: () { setState(() { widgets.add(getRow(widgets.length + 1)); print('row $i'); }); }, ); } } {% endprettify %}
Instead of creating a "ListView", create a ListView.builder
that
takes two key parameters: the initial length of the list, and an ItemBuilder
function.
The ItemBuilder
function is similar to the cellForItemAt
delegate method
in an iOS table or collection view, as it takes a position, and returns the
cell you want rendered at that position.
Finally, but most importantly, notice that the onTap()
function
doesn't recreate the list anymore, but instead .add
s to it.
In iOS, you wrap your views in a ScrollView
that allows a user to scroll
your content if needed.
In Flutter the easiest way to do this is using the ListView
widget. This
acts as both a ScrollView
and an iOS TableView
, as you can layout widgets
in a vertical format.
{% prettify dart %} @override Widget build(BuildContext context) { return ListView( children: [ Text('Row One'), Text('Row Two'), Text('Row Three'), Text('Row Four'), ], ); } {% endprettify %}
For more detailed docs on how to lay out widgets in Flutter, see the layout tutorial.
In iOS, you attach a GestureRecognizer
to a view to handle
click events. In Flutter, there are two ways of adding touch listeners:
-
If the widget supports event detection, pass a function to it, and handle the event in the function. For example, the
RaisedButton
widget has anonPressed
parameter:@override Widget build(BuildContext context) { return RaisedButton( onPressed: () { print("click"); }, child: Text("Button"), ); }
-
If the Widget doesn't support event detection, wrap the widget in a GestureDetector and pass a function to the
onTap
parameter.class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return Scaffold( body: Center( child: GestureDetector( child: FlutterLogo( size: 200.0, ), onTap: () { print("tap"); }, ), ), ); } }
Using GestureDetector
you can listen to a wide range of gestures such as:
-
Tapping
onTapDown
— A pointer that might cause a tap has contacted the screen at a particular location.onTapUp
— A pointer that triggers a tap has stopped contacting the screen at a particular location.onTap
— A tap has occurred.onTapCancel
— The pointer that previously triggered theonTapDown
won't cause a tap.
-
Double tapping
onDoubleTap
— The user tapped the screen at the same location twice in quick succession.
-
Long pressing
onLongPress
— A pointer has remained in contact with the screen at the same location for a long period of time.
-
Vertical dragging
onVerticalDragStart
— A pointer has contacted the screen and might begin to move vertically.onVerticalDragUpdate
— A pointer in contact with the screen has moved further in the vertical direction.onVerticalDragEnd
— A pointer that was previously in contact with the screen and moving vertically is no longer in contact with the screen and was moving at a specific velocity when it stopped contacting the screen.
-
Horizontal dragging
onHorizontalDragStart
— A pointer has contacted the screen and might begin to move horizontally.onHorizontalDragUpdate
— A pointer in contact with the screen has moved further in the horizontal direction.onHorizontalDragEnd
— A pointer that was previously in contact with the screen and moving horizontally is no longer in contact with the screen.
The following example shows a GestureDetector
that rotates the Flutter logo
on a double tap:
{% prettify dart %} AnimationController controller; CurvedAnimation curve;
@override void initState() { controller = AnimationController(duration: const Duration(milliseconds: 2000), vsync: this); curve = CurvedAnimation(parent: controller, curve: Curves.easeIn); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return Scaffold( body: Center( child: GestureDetector( child: RotationTransition( turns: curve, child: FlutterLogo( size: 200.0, )), onDoubleTap: () { if (controller.isCompleted) { controller.reverse(); } else { controller.forward(); } }, ), ), ); } } {% endprettify %}
Out of the box, Flutter comes with a beautiful implementation of Material Design, which takes care of a lot of styling and theming needs that you would typically do.
To take full advantage of Material Components in your app, declare a top-level widget, MaterialApp, as the entry point to your application. MaterialApp is a convenience widget that wraps a number of widgets that are commonly required for applications implementing Material Design. It builds upon a WidgetsApp by adding Material specific functionality.
But Flutter is flexible and expressive enough to implement any design language. On iOS, you can use the Cupertino library to produce an interface that adheres to the Human Interface Guidelines. For the full set of these widgets, see the Cupertino widgets gallery.
You can also use a WidgetApp
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 primary swatch is set to blue and text selection color is red.
{% prettify dart %} class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, textSelectionColor: Colors.red ), home: SampleAppPage(), ); } } {% endprettify %}
In iOS, 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.
{% prettify yaml %} fonts:
- family: MyCustomFont
fonts:
- asset: fonts/MyCustomFont.ttf
- style: italic {% endprettify %}
Then assign the font to your Text
widget:
{% prettify dart %} @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: Center( child: Text( 'This is a custom font text', style: TextStyle(fontFamily: 'MyCustomFont'), ), ), ); } {% endprettify %}
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:
color
decoration
decorationColor
decorationStyle
fontFamily
fontSize
fontStyle
fontWeight
hashCode
height
inherit
letterSpacing
textBaseline
wordSpacing
Given how Flutter uses immutable widgets with a separate state, you might be wondering how user input fits into the picture. On iOS, 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:
{% prettify dart %} class _MyFormState extends State { // 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(); super.dispose(); }
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text('Retrieve Text Input'), ), body: Padding( padding: const EdgeInsets.all(16.0), child: TextField( controller: myController, ), ), floatingActionButton: FloatingActionButton( // When the user presses the button, show an alert dialog with the // text the user has typed into our text field. onPressed: () { return showDialog( context: context, builder: (context) { return AlertDialog( // Retrieve the text the user has typed in using our // TextEditingController content: Text(myController.text), ); }, ); }, tooltip: 'Show me the value!', child: Icon(Icons.text_fields), ), ); } } {% endprettify %}
You can find more information and the full code listing in Retrieve the value of a text field, from the Flutter Cookbook.
In Flutter you can easily show a "hint" or a placeholder text for your field by
adding an InputDecoration
object to the decoration constructor parameter for
the Text
widget:
{% prettify dart %} body: Center( child: TextField( decoration: InputDecoration(hintText: "This is a hint"), ), ) {% endprettify %}
Just as you would with a "hint", pass an InputDecoration
object
to the decoration constructor for the Text
widget.
However, you don't want to start off by showing an error.
Instead, when the user has entered invalid data,
update the state, and pass a new InputDecoration
object.
{% prettify dart %} class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Sample App', theme: ThemeData( primarySwatch: Colors.blue, ), home: SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => _SampleAppPageState(); }
class _SampleAppPageState extends State { String _errorText;
@override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text("Sample App"), ), body: Center( child: TextField( onSubmitted: (String text) { setState(() { if (!isEmail(text)) { _errorText = 'Error: This is not an email'; } else { _errorText = null; } }); }, decoration: InputDecoration(hintText: "This is a hint", errorText: _getErrorText()), ), ), ); }
_getErrorText() { return _errorText; }
bool isEmail(String em) { String emailRegexp = r'^(([^<>()[]\.,;:\s@"]+(.[^<>()[]\.,;:\s@"]+)*)|(".+"))@(([[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}])|(([a-zA-Z-0-9]+.)+[a-zA-Z]{2,}))$';
RegExp regExp = RegExp(p);
return regExp.hasMatch(em);
} } {% endprettify %}
Flutter doesn't run code directly on the underlying platform; rather, the Dart code
that makes up a Flutter app is run natively on the device, "sidestepping" the SDK
provided by the platform. That means, for example, when you perform a network request
in Dart, it runs directly in the Dart context. You don't use the Android or iOS
APIs you normally take advantage of when writing native apps. Your Flutter
app is still hosted in a native app's ViewController
as a view, but you don't
have direct access to the ViewController
itself, or the native framework.
This doesn't mean Flutter apps cannot interact with those native APIs, or with any
native code you have. Flutter provides platform channels,
that communicate and exchange data with the ViewController
that
hosts your Flutter view. Platform channels are essentially an asynchronous messaging
mechanism that bridge the Dart code with the host ViewController
and
the iOS framework it runs on. You can use platform channels to execute a method on
the native side, or to retrieve some data from the device's sensors, for example.
In addition to directly using platform channels, you can use a variety of pre-made plugins that encapsulate the native and Dart code for a specific goal. For example, you can use a plugin to access the camera roll and the device camera directly from Flutter, without having to write your own integration. Plugins are found on Pub, Dart and Flutter's open source package repository. Some packages might support native integrations on iOS, or Android, or both.
If you can't find a plugin on Pub that fits your needs, you can write your own and publish it on Pub.
Use the geolocator
community plugin.
The image_picker
plugin is popular
for accessing the camera.
To log in with Facebook, use the
flutter_facebook_login
community plugin.
Most Firebase functions are covered by first party plugins. These plugins are first-party integrations, maintained by the Flutter team:
firebase_admob
for Firebase AdMobfirebase_analytics
for Firebase Analyticsfirebase_auth
for Firebase Authfirebase_core
for Firebase's Core packagefirebase_database
for Firebase RTDBfirebase_storage
for Firebase Cloud Storagefirebase_messaging
for Firebase Messaging (FCM)cloud_firestore
for Firebase Cloud Firestore
You can also find some third-party Firebase plugins on Pub that cover areas not directly covered by the first-party plugins.
If there is platform-specific functionality that Flutter or its community Plugins are missing, you can build your own following the developing packages and plugins page.
Flutter's plugin architecture, in a nutshell, is much like using an Event bus in Android: you fire off a message and let the receiver process and emit a result back to you. In this case, the receiver is code running on the native side on Android or iOS.
In iOS, you can store a collection of key-value pairs using a property list,
known as the UserDefaults
.
In Flutter, access equivalent functionality using the
Shared Preferences plugin.
This plugin wraps the functionality of both UserDefaults
and the Android
equivalent, SharedPreferences
.
In iOS, you can use CoreData to store structured data. This is simply a layer on top of an SQL database, making it easier to make queries that relate to your models.
In Flutter, access this functionality using the SQFlite plugin.
In iOS, you need to register your app on the developer portal to allow push notifications.
In Flutter, access this functionality using the
firebase_messaging
plugin.
For more information on using the Firebase Cloud Messaging API, see the
firebase_messaging
plugin documentation.