Gesture Detector problem when i am using Interactive viewer (FLUTTER) - flutter

WORK :
I am Creating App for book and I am linking images and swipe to next page
I am using Gesture Detector for swipe next page
and I am using InteractiveViewer for zoom page
PROBLEM :
The problem is when I use pinch to zoom-in its successfully work but when Drag the page for seeing more words . It detect gesture Detector and It goes to other page ..
WHAT I WANT :
I want to disable the gestureDetector when I am using InteractiveViewer,
Like when I am in Zoom-in mode so the gestureDetector Disable and when I Zoom out
the GestureDetector enable.
import 'package:flutter/material.dart';
class Screen2 extends StatefulWidget {
const Screen2({ Key key }) : super(key: key);
#override
_Screen2State createState() => _Screen2State();
}
class _Screen2State extends State<Screen2> {
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: appbarr(),
body: GestureDetector(
onHorizontalDragUpdate: (details) {
// Note: Sensitivity is integer used when you don't want to mess up vertical drag
int sensitivity = 8;
int senElse = -8;
if (details.delta.dx > sensitivity) {
Navigator.pop(context);
}
else if (details.delta.dx < senElse )
{
Navigator.push(context, MaterialPageRoute(builder: (context) => Screen3()));
}
},
child: InteractiveViewer(
panEnabled: true,
minScale: 0.5,
maxScale: 5,
child: Container(
width: MediaQuery.of(context).size.width,
height: MediaQuery.of(context).size.height,
decoration: BoxDecoration(
image: DecorationImage(
image: AssetImage("assets/2.jpg"),
fit: BoxFit.fill,
),
),
),
),
)
);
}
}

You need to check if the is the user has zoomed in or not. If the user has zoomed in we not render a GestureDetector. We only make use of the GestureDetector is the user hasn't zoomed. To check whether the user has zoomed in or not, we use a TranformationController and compare it's current value with the identity matrix.
Here is the working code:
class Screen2 extends StatefulWidget {
const Screen2({ Key? key }) : super(key: key);
#override
_Screen2State createState() => _Screen2State();
}
class _Screen2State extends State<Screen2> {
final transformationController = TransformationController();
bool get userHasZoomedIn => (Matrix4.identity() - transformationController.value).infinityNorm() > 0.000001;
#override
Widget build(BuildContext context) {
final interactiveImage = InteractiveViewer(
panEnabled: true,
minScale: 0.5,
maxScale: 5,
transformationController: transformationController,
onInteractionEnd: (details) => setState((){}),
child: Container(
width: MediaQuery.of(context).size.width,
height: MediaQuery.of(context).size.height,
decoration: BoxDecoration(
image: DecorationImage(
image: AssetImage("assets/2.jpg"),
fit: BoxFit.fill,
),
),
),
);
final appBar = AppBar(title: Text('Title'));
if(userHasZoomedIn){
return Scaffold(
appBar: appBar,
body: interactiveImage,
);
}
return Scaffold(
appBar: appBar,
body: GestureDetector(
onHorizontalDragUpdate: (details) {
// Note: Sensitivity is integer used when you don't want to mess up vertical drag
int sensitivity = 8;
int senElse = -8;
if (details.delta.dx > sensitivity) {
Navigator.pop(context);
}
else if (details.delta.dx < senElse )
{
Navigator.push(context, MaterialPageRoute(builder: (context) => Screen3()));
}
},
child: interactiveImage,
)
);
}
}
Note that we call setState in the InteractionViewer.onInteractionEnd. Another approach would be to add a listener to the TransformationController:
transformationController.addListener(() {
setState(() {});
});
You should not do that because that will fire setState() way too often which causes a bad user experience and high CPU and GPU load.

Related

how to achieve a functionality like linear loading bar which will load up as user move between various screens

I am using android studio and flutter. I want to build the screen as shown below in the image:screen Image
let's say I have 4 screens. on the first screen, the bar will load up to 25%. the user will move to next screen by clicking on continue, the linearbar will load up to 50% and so on. the user will get back to previous screens by clicking on the back button in the appbar.
I tried stepper but it doesn't serve my purpose.
You can use the widget LinearProgressIndicator(value: 0.25,) for the first screen and with value: 0.5 for the second screen etc.
If you want to change the bar value within a screen, just use StatefullWidget's setState(), or any state management approaches will do.
import 'package:flutter/material.dart';
class ProgressPage extends StatefulWidget {
const ProgressPage({super.key});
#override
State<ProgressPage> createState() => _ProgressPageState();
}
class _ProgressPageState extends State<ProgressPage> {
final _pageController = PageController();
final _pageCount = 3;
int? _currentPage;
double? _screenWidth;
double? _unit;
double? _progress;
#override
void initState() {
super.initState();
_pageController.addListener(() {
_currentPage = _pageController.page?.round();
setState(() {
_progress = (_currentPage! + 1) * _unit!;
});
});
}
#override
void didChangeDependencies() {
super.didChangeDependencies();
_screenWidth = MediaQuery.of(context).size.width;
_unit = _screenWidth! / _pageCount;
_progress ??= _unit;
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('HOZEROGOLD')),
body: Column(
children: [
Align(
alignment: Alignment.topLeft,
child: Container(
color: Colors.yellow,
height: 10,
width: _progress,
),
),
Expanded(
child: PageView(
controller: _pageController,
children: _createPage(),
),
),
],
),
);
}
List<Widget> _createPage() {
return List<Widget>.generate(
_pageCount,
(index) => Container(
color: Colors.white,
child: Center(
child: ElevatedButton(
onPressed: () => _moveNextPage(),
child: Text('NEXT $index'),
),
),
),
);
}
void _moveNextPage() {
if (_pageController.page!.round() == _pageCount-1) {
_pageController.jumpToPage(0);
} else {
_pageController.nextPage(
curve: Curves.bounceIn,
duration: const Duration(milliseconds: 100));
}
}
}
HAPPY CODING! I hope it will be of help.

Pin widget for some seconds when widget comes into viewport in SliverStreamGrid while scrolling

I have CustomScrollView with a SliverGrid with different widget types inside. I have a widget that appears after the stream content ends and other content will load. When this widget appears, I want to shortly pin it on the screen and disable the scrolling for 3 seconds.
To simplify it, I skipped the sliver delegates and summarizes my widget tree like this:
CustomScrollView{
controller: scrollController,
slivers: [
SliverAppBar(),
SliverStreamGrid(
children: [
ProductTile(),
ProductTile(),
ProductTile(),
// End of Available Products
EndOfProductsInfoWidget(), // should be pinned on screen for 3 seconds
SomeOtherProductTile(),
SomeOtherProductTile(),
SomeOtherProductTile(),
]
)
]
}
I am using visibility_detector to detect visibility of the widget and SliverPinnedHeader from sliver_tools package.
The issue lies when our widget is visible I am using a short delay and then disabling scroll event for 3 seconds, you can use global key for this and have more precious output.
CustomScrollView's physics:NeverScrollableScrollPhysics() used to disable scroll event.
class SliverPinTHEx extends StatefulWidget {
const SliverPinTHEx({Key? key}) : super(key: key);
#override
State<SliverPinTHEx> createState() => _SliverPinTHExState();
}
class _SliverPinTHExState extends State<SliverPinTHEx> {
bool? _showPinMessage;
#override
Widget build(BuildContext context) {
return Scaffold(
body: CustomScrollView(
physics: _showPinMessage == true
? const NeverScrollableScrollPhysics()
: null,
slivers: [
list(),
if (_showPinMessage != false)
SliverPinnedHeader(
child: VisibilityDetector(
onVisibilityChanged: (info) async {
if (info.visibleFraction == 1.0) {
debugPrint("disable scroll");
await Future.delayed(const Duration(seconds: 1));
setState(() {
_showPinMessage = true;
});
Future.delayed(const Duration(seconds: 3)).then((value) {
setState(() {
_showPinMessage = false;
});
});
}
},
key: const Key('my-widget-key'),
child: Container(
height: 70,
color: Colors.amber,
child: const Text("pinned widget"),
),
)),
list()
],
),
);
}
SliverList list() {
return SliverList(
delegate: SliverChildBuilderDelegate(
(context, index) {
return SizedBox(
height: 50,
child: Text(
index.toString(),
),
);
},
childCount: 55,
),
);
}
}

Implementing custom horizontal scroll of listview of items like Louis Vuitton app

Recently I have downloaded the Louis Vuitton App. I found a strange type of horizontal scroll of product items in listview. I tried card_swiper package but couldnot get through it. How can I achieve such scroll as in gif below?
the trick here is to use a stack and:
Use a page view to display every element except the first one
Use a left aligned FractionallySizedBox which displays the first item and grows with the first item offset
It took me a few tries but the result is very satisfying, I'll let you add the bags but here you go with colored boxes ;) :
import 'dart:math';
import 'package:flutter/material.dart';
void main() {
runApp(MaterialApp(home: FunList()));
}
class FunList extends StatefulWidget {
#override
State<FunList> createState() => _FunListState();
}
class _FunListState extends State<FunList> {
/// The colors of the items in the list
final _itemsColors = List.generate(
100,
(index) => Color((Random().nextDouble() * 0xFFFFFF).toInt()).withOpacity(1.0),
);
/// The current page of the page view
double _page = 0;
/// The index of the leftmost element of the list to be displayed
int get _firstItemIndex => _page.toInt();
/// The offset of the leftmost element of the list to be displayed
double get _firstItemOffset => _controller.hasClients ? 1 - (_page % 1) : 1;
/// Controller to get the current position of the page view
final _controller = PageController(
viewportFraction: 0.25,
);
/// The width of a single item
late final _itemWidth = MediaQuery.of(context).size.width * _controller.viewportFraction;
#override
void initState() {
super.initState();
_controller.addListener(() => setState(() {
_page = _controller.page!;
}));
}
#override
void dispose() {
_controller.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return Center(
child: Stack(
children: [
Positioned.fill(
child: Align(
alignment: Alignment.centerLeft,
child: SizedBox(
width: _itemWidth,
child: FractionallySizedBox(
widthFactor: _firstItemOffset,
heightFactor: _firstItemOffset,
child: PageViewItem(color: _itemsColors[_firstItemIndex]),
),
),
),
),
SizedBox(
height: 200,
child: PageView.builder(
padEnds: false,
controller: _controller,
itemBuilder: (context, index) {
return Opacity(
opacity: index <= _firstItemIndex ? 0 : 1,
child: PageViewItem(color: _itemsColors[index]),
);
},
itemCount: _itemsColors.length,
),
),
],
),
);
}
}
class PageViewItem extends StatelessWidget {
final Color color;
const PageViewItem({
Key? key,
required this.color,
}) : super(key: key);
#override
Widget build(BuildContext context) {
return Container(
margin: EdgeInsets.all(10),
color: color,
);
}
}

Pass trough all gestures between two widgets in Stack

I'm working on an app where I display markers over a map like so:
The way it works is markers are rendered "over" the Map widget as Stack. My problem is that currently, the markers 'absorbs' the gestures used to control the map underneath (if the gesture starts on the marker).
I was therefore wondering, is there a way to pass through all gestures events between two widgets in a stack? Ideally, the marker would ignore (and pass through) all events except onTap (as I still want to be able to click on the markers).
Here my specific tree:
Cheers!
When a widget that is (visually) on top of another widget in the same stack is hit, the stack will stop any further hit testing. So, in your case, the second child of the stack containing the GoogleMap widget must be made to report that it is not hit, so the stack will give GoogleMap a chance to react to pointer events. IgnorePointer can do that, however that widget will also not hit test its child, so its child gesture detectors will never be involved in any gesture. In simple cases, that can be worked-around by swapping the order of IgnorePointer and GestureDetector while setting the latter's behavior property to HitTestBehaviour.translucent. For example:
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) => MaterialApp(
home: Stack(
fit: StackFit.expand,
children: [
GestureDetector(
onDoubleTap: () => print("double red"),
child: Container(color: Colors.red),
),
Positioned(
top: 100,
left: 100,
right: 100,
bottom: 100,
child: GestureDetector(
behavior: HitTestBehavior.translucent,
onTap: () => print("green"),
child: IgnorePointer(
child: Container(color: Colors.green),
),
),
),
],
),
);
}
Your case is more complicated though. A more generic approach would be to create a new widget like IgnorePointer (let's call it TransparentPointer) that can act to it parent as if it is never hit, while still doing hit testing on its child. Here I've copied IgnorePointer and changed the behavior in that way (the only change with respect to RenderIgnorePointer is in RenderTransparentPointer.hitTest):
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) => MaterialApp(
home: Stack(
fit: StackFit.expand,
children: [
GestureDetector(
onDoubleTap: () => print("double red"),
child: Container(color: Colors.red),
),
TransparentPointer(
transparent: true,
child: Stack(
children: [
Positioned(
top: 100,
left: 100,
right: 100,
bottom: 100,
child: GestureDetector(
onTap: () => print("green"),
child: Container(color: Colors.green),
),
)
],
),
),
],
),
);
}
class TransparentPointer extends SingleChildRenderObjectWidget {
const TransparentPointer({
Key key,
this.transparent = true,
Widget child,
}) : assert(transparent != null),
super(key: key, child: child);
final bool transparent;
#override
RenderTransparentPointer createRenderObject(BuildContext context) {
return RenderTransparentPointer(
transparent: transparent,
);
}
#override
void updateRenderObject(BuildContext context, RenderTransparentPointer renderObject) {
renderObject
..transparent = transparent;
}
#override
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
super.debugFillProperties(properties);
properties.add(DiagnosticsProperty<bool>('transparent', transparent));
}
}
class RenderTransparentPointer extends RenderProxyBox {
RenderTransparentPointer({
RenderBox child,
bool transparent = true,
}) : _transparent = transparent,
super(child) {
assert(_transparent != null);
}
bool get transparent => _transparent;
bool _transparent;
set transparent(bool value) {
assert(value != null);
if (value == _transparent) return;
_transparent = value;
}
#override
bool hitTest(BoxHitTestResult result, {#required Offset position}) {
// forward hits to our child:
final hit = super.hitTest(result, position: position);
// but report to our parent that we are not hit when `transparent` is true:
return !transparent && hit;
}
#override
void debugFillProperties(DiagnosticPropertiesBuilder properties) {
super.debugFillProperties(properties);
properties.add(DiagnosticsProperty<bool>('transparent', transparent));
}
}
I have published this code as a small package: https://pub.dev/packages/transparent_pointer

Flutter Web "smooth scrolling" on WheelEvent within a PageView

With the code below
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
const MyApp({Key key}) : super(key: key);
#override
Widget build(BuildContext context) => MaterialApp(
home: const MyHomePage(),
);
}
class MyHomePage extends StatelessWidget {
const MyHomePage({Key key}) : super(key: key);
#override
Widget build(BuildContext context) => DefaultTabController(
length: 2,
child: Scaffold(
appBar: AppBar(
title: const Center(
child: Text('use the mouse wheel to scroll')),
bottom: TabBar(
tabs: const [
Center(child: Text('ScrollView')),
Center(child: Text('PageView'))
],
),
),
body: TabBarView(
children: [
SingleChildScrollView(
child: Column(
children: [
for (int i = 0; i < 10; i++)
Container(
height: MediaQuery.of(context).size.height,
child: const Center(
child: FlutterLogo(size: 80),
),
),
],
),
),
PageView(
scrollDirection: Axis.vertical,
children: [
for (int i = 0; i < 10; ++i)
const Center(
child: FlutterLogo(size: 80),
),
],
),
],
),
),
);
}
You can see, running it on dartpad or from this video,
that using the mouse wheel to scroll a PageView provides a mediocre experience (at best),
This is a known issue #35687 #32120, but I'm trying to find a workaround
to achieve either smooth scrolling for the PageView or at least prevent the "stutter".
Can someone help me out or point me in the right direction?
I'm not sure the issue is with PageScrollPhysics;
I have a gut feeling that the problem might be with WheelEvent
since swiping with multitouch scroll works perfectly
The problem arises from chain of events:
user rotate mouse wheel by one notch,
Scrollable receives PointerSignal and calls jumpTo method,
_PagePosition's jumpTo method (derived from ScrollPositionWithSingleContext) updates scroll position and calls goBallistic method,
requested from PageScrollPhysics simulation reverts position back to initial value, since produced by one notch offset is too small to turn the page,
another notch and process repeated from step (1).
One way to fix issue is perform a delay before calling goBallistic method. This can be done in _PagePosition class, however class is private and we have to patch the Flutter SDK:
// <FlutterSDK>/packages/flutter/lib/src/widgets/page_view.dart
// ...
class _PagePosition extends ScrollPositionWithSingleContext implements PageMetrics {
//...
// add this code to fix issue (mostly borrowed from ScrollPositionWithSingleContext):
Timer timer;
#override
void jumpTo(double value) {
goIdle();
if (pixels != value) {
final double oldPixels = pixels;
forcePixels(value);
didStartScroll();
didUpdateScrollPositionBy(pixels - oldPixels);
didEndScroll();
}
if (timer != null) timer.cancel();
timer = Timer(Duration(milliseconds: 200), () {
goBallistic(0.0);
timer = null;
});
}
// ...
}
Another way is to replace jumpTo with animateTo. This can be done without patching Flutter SDK, but looks more complicated because we need to disable default PointerSignalEvent listener:
import 'dart:async';
import 'package:flutter/gestures.dart';
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
class PageViewLab extends StatefulWidget {
#override
_PageViewLabState createState() => _PageViewLabState();
}
class _PageViewLabState extends State<PageViewLab> {
final sink = StreamController<double>();
final pager = PageController();
#override
void initState() {
super.initState();
throttle(sink.stream).listen((offset) {
pager.animateTo(
offset,
duration: Duration(milliseconds: 200),
curve: Curves.ease,
);
});
}
#override
void dispose() {
sink.close();
pager.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Mouse Wheel with PageView'),
),
body: Container(
constraints: BoxConstraints.expand(),
child: Listener(
onPointerSignal: _handlePointerSignal,
child: _IgnorePointerSignal(
child: PageView.builder(
controller: pager,
scrollDirection: Axis.vertical,
itemCount: Colors.primaries.length,
itemBuilder: (context, index) {
return Padding(
padding: const EdgeInsets.all(8.0),
child: Container(color: Colors.primaries[index]),
);
},
),
),
),
),
);
}
Stream<double> throttle(Stream<double> src) async* {
double offset = pager.position.pixels;
DateTime dt = DateTime.now();
await for (var delta in src) {
if (DateTime.now().difference(dt) > Duration(milliseconds: 200)) {
offset = pager.position.pixels;
}
dt = DateTime.now();
offset += delta;
yield offset;
}
}
void _handlePointerSignal(PointerSignalEvent e) {
if (e is PointerScrollEvent && e.scrollDelta.dy != 0) {
sink.add(e.scrollDelta.dy);
}
}
}
// workaround https://github.com/flutter/flutter/issues/35723
class _IgnorePointerSignal extends SingleChildRenderObjectWidget {
_IgnorePointerSignal({Key key, Widget child}) : super(key: key, child: child);
#override
RenderObject createRenderObject(_) => _IgnorePointerSignalRenderObject();
}
class _IgnorePointerSignalRenderObject extends RenderProxyBox {
#override
bool hitTest(BoxHitTestResult result, {Offset position}) {
final res = super.hitTest(result, position: position);
result.path.forEach((item) {
final target = item.target;
if (target is RenderPointerListener) {
target.onPointerSignal = null;
}
});
return res;
}
}
Here is demo on CodePen.
Quite similar but easier to setup:
add smooth_scroll_web ^0.0.4 to your pubspec.yaml
...
dependencies:
...
smooth_scroll_web: ^0.0.4
...
Usage:
import 'package:smooth_scroll_web/smooth_scroll_web.dart';
import 'package:flutter/material.dart';
import 'dart:math'; // only for demo
class Page extends StatefulWidget {
#override
PageState createState() => PageState();
}
class PageState extends State<Page> {
final ScrollController _controller = new ScrollController();
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text("SmoothScroll Example"),
),
body: SmoothScrollWeb(
controller: controller,
child: Container(
height: 1000,
child: ListView(
physics: NeverScrollableScrollPhysics(),
controller: _controller,
children: [
// Your content goes here, thoses children are only for demo
for (int i = 0; i < 100; i++)
Container(
height: 60,
color: Color.fromARGB(1,
Random.secure().nextInt(255),
Random.secure().nextInt(255),
Random.secure().nextInt(255)),
),
],
),
),
),
);
}
}
Thanks you hobbister !
Refer to flutter's issue #32120 on Github.
I know that it has been almost 1.5 year from this question, but I found a way that works smoothly. Maybe this will be very helpful whoever read it. Add a listener to your pageview controller with this code (You can make adjustments on duration or nextPage/animateToPage/jumpToPage etc.):
pageController.addListener(() {
if (pageController.position.userScrollDirection == ScrollDirection.reverse) {
pageController.nextPage(duration: const Duration(milliseconds: 60), curve: Curves.easeIn);
} else if (pageController.position.userScrollDirection == ScrollDirection.forward) {
pageController.previousPage(duration: const Duration(milliseconds: 60), curve: Curves.easeIn);
}
});
The issue is with the user settings, how the end-user has set the scrolling to happen with his mouse. I have a Logitech mouse that allows me to turn on or off the smooth scrolling capability via Logitech Options. When I enable smooth scrolling it works perfectly and scrolls as required but in case of disabling the smooth scroll it gets disabled on the project as well. The behavior is as set by the end-user.
Still, if there's a requirement to force the scroll to smooth scroll than can only be done by setting relevant animations. There's no direct way as of now.