I would like to draw a user's attention to a submit button anytime a radio button is selected and I would like to know if there's anyway to implement this in flutter. I have looked at the RaisedButton docs but there doesn't seem to be any property that flashes or shakes the button. The code below for instance initially has no radio button selected so the button is grayed out, once a choice is made amongst multiple radio buttons, the submit RaisedButton onPressed property value is no longer null but replaced with the action required; however I also want a situation where if a different radio button is selected, there is some way to add some motion (flashing/shaking button) to the submit button but not change the onPressed property
new Radio<int>(
value: 1,
groupValue: 0,
onChanged: handleRadioValue
)
new RaisedButton(
child: const Text('SUBMIT')
onPressed: selected
)
handleRadioValue(){
selected = groupValue == 0 ? null : submitButton();
//change Raised button to attract attention}
You can attract attention by animating the color of the RaisedButton. This example draws attention to the RaisedButton when the radio button selection changes by changing its color to the current theme's disabledColor and back.
import 'dart:math';
import 'package:flutter/material.dart';
void main() {
runApp(new MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Demo',
home: new MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key}) : super(key: key);
#override
createState() => new MyHomePageState();
}
class MyHomePageState extends State<MyHomePage> with TickerProviderStateMixin {
AnimationController _controller;
int _radioValue;
#override initState() {
_controller = new AnimationController(
vsync: this,
duration: const Duration(milliseconds: 100),
)..addStatusListener((AnimationStatus status) {
if (status == AnimationStatus.completed)
_controller.reverse();
});
super.initState();
}
void _handleRadioValue(int value) {
// Don't animate the first time that the radio value is set
if (_radioValue != null)
_controller.forward();
setState(() {
_radioValue = value;
});
}
#override
Widget build(BuildContext context) {
ThemeData theme = Theme.of(context);
return new Scaffold(
body: new Center(
child: new Column(
mainAxisSize: MainAxisSize.max,
mainAxisAlignment: MainAxisAlignment.center,
children: [
new Radio<int>(
value: 0,
groupValue: _radioValue,
onChanged: _handleRadioValue
),
new Radio<int>(
value: 1,
groupValue: _radioValue,
onChanged: _handleRadioValue
),
new AnimatedBuilder(
child: const Text('SUBMIT'),
animation: _controller,
builder: (BuildContext context, Widget child) {
return new RaisedButton(
color: new ColorTween(
begin: theme.primaryColor,
end: theme.disabledColor,
).animate(_controller).value,
colorBrightness: Brightness.dark,
child: child,
onPressed: _radioValue == null ?
null :
() => print('submit')
);
}
)
],
),
),
);
}
#override
void dispose() {
_controller.dispose();
super.dispose();
}
}
Related
I have multiple widgets I want to fade in one after another but without needing a button. Every tutorial I have seen has required the use of a button in order to transition to the next widget. The widgets I want to transition take up the whole screen .
How do you want to trigger the transition?
If time is a suitable trigger.
class MyStatefulWidget extends StatefulWidget {
const MyStatefulWidget({Key? key}) : super(key: key);
#override
State<MyStatefulWidget> createState() => _MyStatefulWidgetState();
}
class _MyStatefulWidgetState extends State<MyStatefulWidget> {
late Timer timer;
int count = 0;
#override
void initState() {
super.initState();
timer = Timer.periodic(Duration(seconds: 1), (_) => setState(() => count += 1));
}
#override
void dispose() {
super.dispose();
timer.cancel();
}
#override
Widget build(BuildContext context) {
return Container(
color: Colors.white,
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
AnimatedSwitcher(
duration: const Duration(milliseconds: 500),
transitionBuilder: (Widget child, Animation<double> animation) {
return ScaleTransition(child: child, scale: animation);
},
child: Text(
'$count',
key: ValueKey<int>(count),
style: Theme.of(context).textTheme.headline4,
),
),
],
),
);
}
}
If I have a list (of ListTiles for example) that can be added to, removed from, and swapped, what would be the best way to animate these changes? I am using a reorderable list if that makes a difference. Right now my list has no animations, I just call setState when data is changed.
I think you need AnimatedList...I wrote an example.
You can only set Duration when you want to insert into the list or delete from the List and this is achieved by creating a GlobalKey of AnimatedListState...
I wrote an example code for inserting
class Pool extends StatelessWidget {
final keys = GlobalKey<AnimatedListState>();
var list = List.generate(3, (i) => "Hello $i");
#override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: AnimatedList(
key: keys,
initialItemCount: list.length,
itemBuilder: (context, index, animation) {
return SlideTransition(
position: animation.drive(
Tween<Offset>(begin: Offset(1, 0), end: Offset(0, 0))
.chain(CurveTween(curve: Curves.ease))),
child: ListTile(
title: Text(list[index]),
),
);
},
),
),
floatingActionButton: FloatingActionButton(
onPressed: () {
list.insert(0, "NothingYay");
keys.currentState.insertItem(0, duration: Duration(seconds: 2));
},
),
);
}
}
I hope this helps you.
Check Flutter Widget Of The Week (AnimatedList)
You can also try using AutomaticAnimatedList
https://pub.dev/packages/automatic_animated_list
It automatically computes which items to animate for you.
class ItemsAnimatedList extends StatelessWidget {
final List<ItemModel> items;
const ItemsList({
Key key,
this.items,
}) : super(key: key);
#override
Widget build(BuildContext context) {
return AutomaticAnimatedList<ItemModel>(
items: items,
insertDuration: Duration(seconds: 1),
removeDuration: Duration(seconds: 1),
keyingFunction: (ItemModel item) => Key(item.id),
itemBuilder:
(BuildContext context, ItemModel item, Animation<double> animation) {
return FadeTransition(
key: Key(item.id),
opacity: animation,
child: SizeTransition(
sizeFactor: CurvedAnimation(
parent: animation,
curve: Curves.easeOut,
reverseCurve: Curves.easeIn,
),
child: ListTile(title: Text(item.name)),
),
);
},
);
}
}
I assume you are trying to implement the swipe feature in your list.
There is a gesture named Dissmisable
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
void main() {
runApp(MyApp());
}
// MyApp is a StatefulWidget. This allows us to update the state of the
// Widget whenever an item is removed.
class MyApp extends StatefulWidget {
MyApp({Key key}) : super(key: key);
#override
MyAppState createState() {
return MyAppState();
}
}
class MyAppState extends State<MyApp> {
final items = List<String>.generate(3, (i) => "Item ${i + 1}");
#override
Widget build(BuildContext context) {
final title = 'Dismissing Items';
return MaterialApp(
title: title,
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: Scaffold(
appBar: AppBar(
title: Text(title),
),
body: ListView.builder(
itemCount: items.length,
itemBuilder: (context, index) {
final item = items[index];
return Dismissible(
// Each Dismissible must contain a Key. Keys allow Flutter to
// uniquely identify Widgets.
key: Key(item),
// We also need to provide a function that tells our app
// what to do after an item has been swiped away.
onDismissed: (direction) {
// Remove the item from our data source.
setState(() {
items.removeAt(index);
});
// Then show a snackbar!
Scaffold.of(context)
.showSnackBar(SnackBar(content: Text("$item dismissed")));
},
// Show a red background as the item is swiped away
background: Container(color: Colors.red),
child: ListTile(title: Text('$item')),
);
},
),
),
);
}
}
I am learning flutter and currently testing different aspects of it for app development. My eventual plan is to have two tabs, each pulling a list from an API and displaying it in a list view. My concern is that it seems every time you switch tabs, the tabs get fully redrawn as new. How do I save the current state of a tab and all the children so they don't reset when I visit the tab again? Am i thinking about i wrong? Am I supposed to manually save everything to variables and re-populate it every time the tab is drawn?
Below is a quick example I have been testing. It is a simple two tab app with form fields on each page. If I run the app, then type something into the form field, when I switch to tab two and back, the contents of the form field have been removed.
import 'package:flutter/material.dart';
void main() {
print("start");
runApp(new MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Tab Test',
home: new MyTabbedPage(),
);
}
}
class MyTabbedPage extends StatefulWidget {
const MyTabbedPage({Key key}) : super(key: key);
#override
_MyTabbedPageState createState() => new _MyTabbedPageState();
}
class _MyTabbedPageState extends State<MyTabbedPage>
with SingleTickerProviderStateMixin {
final List<Tab> myTabs = <Tab>[
new Tab(text: 'LEFT'),
new Tab(text: 'RIGHT'),
];
TabController _tabController;
var index = 0;
#override
void initState() {
super.initState();
_tabController = new TabController(
vsync: this, length: myTabs.length, initialIndex: index);
}
#override
void dispose() {
_tabController.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(
bottom: new TabBar(
controller: _tabController,
tabs: myTabs,
),
),
body: new TabBarView(
controller: _tabController,
children: myTabs.map((Tab tab) {
return new Center(
child: new TextFormField(
decoration: new InputDecoration(labelText: 'Type Something:'),
));
}).toList(),
),
);
}
}
So, i think I found the answer in setState. I reworked my sample above to have a button that increments a counter on each tab respectively. Using setState to update the vote count allows me to save the state of the field and persist it when I changes tabs. I am adding my sample code below for reference.
import 'package:flutter/material.dart';
void main() {
print("start");
runApp(new MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Tab Test',
home: new MyTabbedPage(),
);
}
}
class MyTabbedPage extends StatefulWidget {
const MyTabbedPage({Key key}) : super(key: key);
#override
_MyTabbedPageState createState() => new _MyTabbedPageState();
}
class _MyTabbedPageState extends State<MyTabbedPage>
with SingleTickerProviderStateMixin {
final List<Tab> myTabs = <Tab>[
new Tab(text: 'LEFT'),
new Tab(text: 'RIGHT'),
];
TabController _tabController;
var index = 0;
#override
void initState() {
super.initState();
_tabController = new TabController(
vsync: this, length: myTabs.length, initialIndex: index);
}
#override
void dispose() {
_tabController.dispose();
super.dispose();
}
int votesA = 0;
int votesB = 0;
void voteUpA() {
setState(() => votesA++);
}
void voteUpB() {
setState(() => votesB++);
}
#override
Widget build(BuildContext context) {
return new Scaffold(
appBar: new AppBar(
bottom: new TabBar(
controller: _tabController,
tabs: myTabs,
),
),
body: new TabBarView(
controller: _tabController,
children: <Widget>[
new Column(
children: <Widget>[
Text("Hello Flutter - $votesA"),
new RaisedButton(onPressed: voteUpA, child: new Text("click here"))
],
),
new Column(
children: <Widget>[
Text("Hello Flutter - $votesB"),
new RaisedButton(onPressed: voteUpB, child: new Text("click here"))
],
),
],
),
);
}
}
I'm trying to create a widget that has a button and whenever that button is pressed, a list opens up underneath it filling in all of the space under the button. I implemented it with a simple Column, something like this:
class _MyCoolWidgetState extends State<MyCoolWidget> {
...
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new MyButton(...),
isPressed ? new Expanded(
child: new SizedBox(
width: MediaQuery.of(context).size.width,
child: new MyList()
)
) : new Container()
]
)
}
}
This works totally fine in a lot of cases, but not all.
The problem I'm having with creating this widget is that if a MyCoolWidget is placed inside a Row for example with other widgets, lets say other MyCoolWidgets, the list is constrained by the width that the Row implies on it.
I tried fixing this with an OverflowBox, but with no luck unfortunately.
This widget is different from tabs in the sense that they can be placed anywhere in the widget tree and when the button is pressed, the list will fill up all the space under the button even if this means neglecting constraints.
The following image is a representation of what I'm trying to achieve in which "BUTTON1" and "BUTTON2" or both MyCoolWidgets in a Row:
Edit: Snippet of the actual code
class _MyCoolWidgetState extends State<MyCoolWidget> {
bool isTapped = false;
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new SizedBox(
height: 20.0,
width: 55.0,
child: new Material(
color: Colors.red,
child: new InkWell(
onTap: () => setState(() => isTapped = !isTapped),
child: new Text("Surprise"),
),
),
),
bottomList()
],
);
}
Widget comboList() {
if (isTapped) {
return new Expanded(
child: new OverflowBox(
child: new Container(
color: Colors.orange,
width: MediaQuery.of(context).size.width,
child: new ListView( // Random list
children: <Widget>[
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
new Text("ok"),
],
)
)
),
);
} else {
return new Container();
}
}
}
I'm using it as follows:
class Home extends StatelessWidget {
#override
Widget build(BuildContext context) {
return new Row(
children: <Widget>[
new Expanded(child: new MyCoolWidget()),
new Expanded(child: new MyCoolWidget()),
]
)
}
}
Here is a screenshot of what the code is actually doing:
From the comments, it was clarified that what the OP wants is this:
Making a popup that covers everything and goes from wherever the button is on the screen to the bottom of the screen, while also filling it horizontally, regardless of where the button is on the screen. It would also toggle open/closed when the button is pressed.
There are a few options for how this could be done; the most basic would be to use a Dialog & showDialog, except that it has some issues around SafeArea that make that difficult. Also, the OP is asking for the button to toggle rather than pressing anywhere not the dialog (which is what dialog does - either that or blocks touches behind the dialog).
This is a working example of how to do something like this. Full disclaimer - I'm not stating that this is a good thing to do, or even a good way to do it... but it is a way to do it.
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
void main() => runApp(new MyApp());
// We're extending PopupRoute as it (and ModalRoute) do a lot of things
// that we don't want to have to re-create. Unfortunately ModalRoute also
// adds a modal barrier which we don't want, so we have to do a slightly messy
// workaround for that. And this has a few properties we don't really care about.
class NoBarrierPopupRoute<T> extends PopupRoute<T> {
NoBarrierPopupRoute({#required this.builder});
final WidgetBuilder builder;
#override
Color barrierColor;
#override
bool barrierDismissible = true;
#override
String barrierLabel;
#override
Widget buildPage(BuildContext context, Animation<double> animation, Animation<double> secondaryAnimation) {
return new Builder(builder: builder);
}
#override
Duration get transitionDuration => const Duration(milliseconds: 100);
#override
Iterable<OverlayEntry> createOverlayEntries() sync* {
// modalRoute creates two overlays - the modal barrier, then the
// actual one we want that displays our page. We simply don't
// return the modal barrier.
// Note that if you want a tap anywhere that isn't the dialog (list)
// to close it, then you could delete this override.
yield super.createOverlayEntries().last;
}
#override
Widget buildTransitions(
BuildContext context, Animation<double> animation, Animation<double> secondaryAnimation, Widget child) {
// if you don't want a transition, remove this and set transitionDuration to 0.
return new FadeTransition(opacity: new CurvedAnimation(parent: animation, curve: Curves.easeOut), child: child);
}
}
class PopupButton extends StatefulWidget {
final String text;
final WidgetBuilder popupBuilder;
PopupButton({#required this.text, #required this.popupBuilder});
#override
State<StatefulWidget> createState() => PopupButtonState();
}
class PopupButtonState extends State<PopupButton> {
bool _active = false;
#override
Widget build(BuildContext context) {
return new FlatButton(
onPressed: () {
if (_active) {
Navigator.of(context).pop();
} else {
RenderBox renderbox = context.findRenderObject();
Offset globalCoord = renderbox.localToGlobal(new Offset(0.0, context.size.height));
setState(() => _active = true);
Navigator
.of(context, rootNavigator: true)
.push(
new NoBarrierPopupRoute(
builder: (context) => new Padding(
padding: new EdgeInsets.only(top: globalCoord.dy),
child: new Builder(builder: widget.popupBuilder),
),
),
)
.then((val) => setState(() => _active = false));
}
},
child: new Text(widget.text),
);
}
}
class MyApp extends StatefulWidget {
#override
State<StatefulWidget> createState() => MyAppState();
}
class MyAppState extends State<MyApp> {
#override
Widget build(BuildContext context) {
return new MaterialApp(
home: new SafeArea(
child: new Container(
color: Colors.white,
child: new Column(children: [
new PopupButton(
text: "one",
popupBuilder: (context) => new Container(
color: Colors.blue,
),
),
new PopupButton(
text: "two",
popupBuilder: (context) => new Container(color: Colors.red),
)
]),
),
),
);
}
}
For even more outlandish suggestions, you can take the finding the location part of this and look at this answer which describes how to create a child that isn't constrained by it's parent's position.
However you end up doing this, it's probably best that the list not to be a direct child of the button as a lot of things in flutter depend on a child's sizing and making it be able to expand to the full screen size could quite easily cause problems.
I've the below custom widget that make a Switch and reads its status (true/false)
Then I add this one to my main app widget (parent), how can I make the parent knows the value of the switch!
import 'package:flutter/material.dart';
class Switchy extends StatefulWidget{
Switchy({Key key}) : super(key: key);
#override
State<StatefulWidget> createState() => new _SwitchyState();
}
class _SwitchyState extends State<Switchy> {
var myvalue = true;
void onchange(bool value) {
setState(() {
this.myvalue = value; // I need the parent to receive this one!
print('value is: $value');
});
}
#override
Widget build(BuildContext context) {
return
new Card(
child: new Container(
child: new Row(
mainAxisAlignment: MainAxisAlignment.end,
children: <Widget>[
new Text("Enable/Disable the app in the background",
textAlign: TextAlign.left,
textDirection: TextDirection.ltr,),
new Switch(value: myvalue, onChanged: (bool value) => onchange(value)),
],
),
),
);
}
}
In the main.dart (parent) file, I started with this:
import 'widgets.dart';
import 'package:flutter/material.dart';
void main() => runApp(new MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Demo',
theme: new ThemeData(
primarySwatch: Colors.deepOrange,
),
home: new MyHomePage(title: 'My App settup'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => new _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
Widget e = new Switchy();
//...
}
The first possibility is to pass a callback into your child, and the second is to use the of pattern for your stateful widget. See below.
import 'package:flutter/material.dart';
class MyStatefulWidget extends StatefulWidget {
#override
State<StatefulWidget> createState() => new MyStatefulWidgetState();
// note: updated as context.ancestorStateOfType is now deprecated
static MyStatefulWidgetState of(BuildContext context) =>
context.findAncestorStateOfType<MyStatefulWidgetState>();
}
class MyStatefulWidgetState extends State<MyStatefulWidget> {
String _string = "Not set yet";
set string(String value) => setState(() => _string = value);
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new Text(_string),
new MyChildClass(callback: (val) => setState(() => _string = val))
],
);
}
}
typedef void StringCallback(String val);
class MyChildClass extends StatelessWidget {
final StringCallback callback;
MyChildClass({this.callback});
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new FlatButton(
onPressed: () {
callback("String from method 1");
},
child: new Text("Method 1"),
),
new FlatButton(
onPressed: () {
MyStatefulWidget.of(context).string = "String from method 2";
},
child: new Text("Method 2"),
)
],
);
}
}
void main() => runApp(
new MaterialApp(
builder: (context, child) => new SafeArea(child: new Material(color: Colors.white, child: child)),
home: new MyStatefulWidget(),
),
);
There is also the alternative of using an InheritedWidget instead of a StatefulWidget; this is particularly useful if you want your child widgets to rebuild if the parent widget's data changes and the parent isn't a direct parent. See the inherited widget documentation
In 2020, the function in the highest voted answer is marked deprecated. So here is the modified solution based on that answer.
import 'package:flutter/material.dart';
class MyStatefulWidget extends StatefulWidget {
#override
State<StatefulWidget> createState() => new MyStatefulWidgetState();
// --> NOTE this! <--
static MyStatefulWidgetState of(BuildContext context) =>
context.findAncestorStateOfType<MyStatefulWidgetState>();
}
class MyStatefulWidgetState extends State<MyStatefulWidget> {
String _string = "Not set yet";
set string(String value) => setState(() => _string = value);
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new Text(_string),
new MyChildClass(callback: (val) => setState(() => _string = val))
],
);
}
}
typedef void StringCallback(String val);
class MyChildClass extends StatelessWidget {
final StringCallback callback;
MyChildClass({this.callback});
#override
Widget build(BuildContext context) {
return new Column(
children: <Widget>[
new FlatButton(
onPressed: () {
callback("String from method 1");
},
child: new Text("Method 1"),
),
new FlatButton(
onPressed: () {
MyStatefulWidget.of(context).string = "String from method 2";
},
child: new Text("Method 2"),
)
],
);
}
}
void main() => runApp(
new MaterialApp(
builder: (context, child) => new SafeArea(child: new Material(color: Colors.white, child: child)),
home: new MyStatefulWidget(),
),
);
However, the methods mentioned in the answers of this question has a drawback. From doc:
In general, though, consider using a callback that triggers a stateful change in the ancestor rather than using the imperative style implied by this method. This will usually lead to more maintainable and reusable code since it decouples widgets from each other.
Calling this method is relatively expensive (O(N) in the depth of the tree). Only call this method if the distance from this widget to the desired ancestor is known to be small and bounded.
I think notifications are quite a civilized solution and they allow for a very clean communication without variable juggling and they bubble up if you need them to:
Define a notification:
class SwitchChanged extends Notification {
final bool val
SwitchChanged(this.val);
}
Raise notification in your child's event handler:
onPressed: () {
SwitchChanged(true).dispatch(context);
}
Finally, wrap your parent with notification listener:
NotificationListener<SwitchChanged>(
child: YourParent(...),
onNotification: (n) {
setState(() {
// Trigger action on parent via setState or do whatever you like.
});
return true;
}
)
You can pass a callback defined in the parent widget to the child widget and as soon as an action is performed in the child widget, the callback gets invoked.
class ParentWidget extends StatelessWidget {
// This gets called when the button is pressed in the ChildWidget.
void _onData(String data) {
print(data); // Hello World
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: ChildWidget(onData: _onData),
);
}
}
class ChildWidget extends StatelessWidget {
final void Function(String) onData;
ChildWidget({
super.key,
required this.onData,
});
#override
Widget build(BuildContext context) {
return ElevatedButton(
onPressed: () {
// Pass 'Hello World' to parent widget.
onData('Hello World');
},
child: Text('Button'),
);
}
}
Use InheritedWidget - https://api.flutter.dev/flutter/widgets/InheritedWidget-class.html
This lets you access data of the parent in all the children
I found a way to do this which was fairly simple, I'm a flutter noob so maybe it isn't the best way. If someone sees something wrong with it, feel free to leave a comment. Basically state is set in parent widget, child widget updates the state of the parent, and any child widgets of the parents which use the state values are redrawn when the value is updated.
Parent widget:
class MyWidget extends StatefulWidget {
const MyWidget({Key? key}) : super(key: key);
#override
_MyWidgetState createState() => _MyWidgetState();
}
class _MyWidgetState extends State<MyWidget> {
String _stringToChange = ""; // the string you want to update in child
// function to update state with changes to term
_updateStringToChange(String stringToChange) {
setState(() {
_stringToChange = stringToChange;
// Other logic you might want to do as string value changes
});
}
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'title',
theme: ThemeData(
primarySwatch: Colors.blue,
visualDensity: VisualDensity.adaptivePlatformDensity,
),
home: Scaffold(
appBar: AppBar(
title: const Center(
child: Text("app bar title"),
),
),
body: Column(children: <Widget>[
ChildWhichMakesChanges(
updateStringToChange: _updateStringToChange,
),
Expanded(
child: Container(
padding: const EdgeInsets.fromLTRB(20, 10, 0, 10),
child: ChildWhichUsesChanges(
stringToChange: _stringToChange,
)))
]),
));
}
}
ChildWhichMakesChanges (this example uses a text box to enter input):
class ChildWhichMakesChanges extends StatefulWidget {
final ValueChanged<String> updateStringToChange;
const ChildWhichMakesChanges({Key? key, required this.updateStringToChange}) : super(key: key);
#override
_TextInputState createState() => _TextInputState();
}
class _TextInputState extends State<ChildWhichMakesChanges> {
#override
Widget build(BuildContext context) {
return Column(
crossAxisAlignment: CrossAxisAlignment.start,
mainAxisSize: MainAxisSize.min,
children: [
Padding(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 25),
child: TextField(
decoration: const InputDecoration(
border: OutlineInputBorder(),
hintText: 'Enter text',
),
onChanged: (String stringToChange) {
widget.updateStringToChange(stringToChange);
})),
]);
}
}
Using the changed string value in ChildWhichUsesChanges:
class ChildWhichUsesChanges extends StatelessWidget {
final String stringToChange;
const ChildWhichUsesChanges(
{Key? key,
required this.stringToChange})
: super(key: key);
#override
Widget build(BuildContext context) {
return Text(stringToChange)
}
}
2022 Solution:
A simple one.
Make it work like interface.
You can make your own custom CallBack Function just by defining typedef. It will just work as an interface between child to parent widget.
This is an IMP function:
typedef void GetColor(Color? color, String? string);
Following is Parent Widget:
import 'package:flutter/material.dart';
typedef void GetColor(Color? color, String? string);
class NavigationDialog extends StatefulWidget {
const NavigationDialog({Key? key}) : super(key: key);
#override
_NavigationDialogState createState() => _NavigationDialogState();
}
class _NavigationDialogState extends State<NavigationDialog> {
Color? color = Colors.blue[700];
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: color,
appBar: AppBar(
title: const Text('Navigation Dialog Screen'),
),
body: Center(
child: ElevatedButton(
child: const Text('Change Color'),
onPressed: () {
_showColorDialog(context, (value, string) {
setState(() {
color = value;
print(string);
});
});
}),
),
);
}
And Following is a child Widget Code:
_showColorDialog(BuildContext context, Function getColor) async {
color = null;
await showDialog(
barrierDismissible: false,
context: context,
builder: (_) {
return AlertDialog(
title: const Text('Very important question'),
content: const Text('Please choose a color'),
actions: <Widget>[
TextButton(
child: const Text('Red'),
onPressed: () {
color = Colors.red[700];
getColor(color, 'Red');// This line of action wil send your data back to parent
Navigator.pop(context, color);
}),
TextButton(
child: const Text('Green'),
onPressed: () {
color = Colors.green[700];
getColor(color, 'Green');// This line of action wil send your data back to parent
Navigator.pop(context, color);
}),
TextButton(
child: const Text('Blue'),
onPressed: () {
color = Colors.blue[700];
getColor(color, 'Blue');// This line of action wil send your data back to parent
Navigator.pop(context, color);
}),
],
);
},
);
}
}
In this example, We are selecting a color from Child Alert Dialog widget and pass to Parent widget.
Store the value in that child widget in shared preference, then access that shared preference value in the parent widget.