How stop SetState flutter - flutter

I work on flutter project . when i click to modify icon to edit name for example ==> the screen is roaleded automatically . How i can stop refresh screen after click on edit button ?
this piece of my Form code :
Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text('Adresse email :',
style: TextStyle(
color: Color(0xFF4053FCF),
fontSize: 16,
fontWeight: FontWeight.w600
),
),
IconButton(
icon: Icon(CommunityMaterialIcons.pencil,
color: Colors.grey,
),
onPressed: () {
emailNode.requestFocus();
setState(() {
enableemail = true;
});
})
],
),
void editUserProfile() async {
setState(() {});
// if (_formKey.currentState.validate()) {
String name = _nameController.text;
String email = _emailController.text;
String adress = _adressController.text;
userApi.editUserProfile(name, email, adress).then((data) {
print(data);
if (data != null) {
// Navigator.pop(context);
/* Navigator.push(
context, MaterialPageRoute(builder: (context) => Profile()));*/
}
// setState(() {});
/* Navigator.push(
context, MaterialPageRoute(builder: (context) => BoxSettings()));*/
setState(() {
enableup = false;
enableadress = false;
enableemail = false;
});
ScaffoldMessenger.of(context).showSnackBar(SnackBar(content: Text(data)));
// ScaffoldMessenger.of(context).showSnackBar(snackBar3);
}).catchError((error) {
ScaffoldMessenger.of(context)
.showSnackBar(SnackBar(content: Text(error.toString())));
});
setState(() {});
}
and this my screen for more information :
How i can press on edit button without reload screen ?

There some workarounds to achieve this (i.e. update the state of one widget after tapping a completely different widget) like passing the callback function as a parameter etc.
But The best and neat solution here which will solve the above problem and keep your code neat is using Provider pattern.
If you are not aware of how a Provider pattern works, you can easily google search for articles regarding it. Here is one of them :
https://www.raywenderlich.com/6373413-state-management-with-provider
Read the above article before moving below.
Basically what we do is :
Create a ChangeNotifier class.
Wrap the parent of both widgets by a ChangeNotifierProvider widget.
Wrap the widget you want to update with Consumer widget.
Then in your onTap/onPressed function of Edit button you can call a function which will call the notifyListener() function. What this will do is it will notify the above ChangeNotifierProvider widget that some change has neen occured in it's widget tree. Then it will traverse the child whole widget tree below and will update the widget wrapped with Consumer widget.
So this way, you wont need to refresh your whole screen and you can easily update one widget by doing some action on a competely different widget.

Wrap the widgets you want to refresh inside stateful builder and make the whole screen a stateless widget and then call stateful builder

Related

Closing ModalBottomSeet before time on Flutter causes black screen

I'm trying to create a modal bottom sheet using showModalBottomSheet, which wil display a form to register a todo item. The idea is that once the todo item is registered, I want to display a check icon from some seconds and then automatically close the sheet.
here is the snippet:
FloatingActionButton _floatingActionButton(BuildContext context) {
return FloatingActionButton(
child: Icon(Icons.add),
onPressed: () async {
await _showBottomSheet(
context: context,
content: CreateTodoForm(
onClose: () {
...
Navigator.pop(context);
},
),
);
},
);
}
and inside the CreateTodoForm widget:
class _CreateTodoFormState extends State<CreateTodoForm> {
TextEditingController titleController = TextEditingController();
bool completed = false;
#override
Widget build(BuildContext context) {
return BlocProvider(
create: (_) => getIt<TodoFormBloc>(),
child: BlocBuilder<TodoFormBloc, ITodoFormState>(
builder: (context, state) {
...
if (state is SubmittedTodo) {
Future.delayed(Duration(seconds: 2), widget.onClose);
return Container(
height: 127,
child: Icon(Icons.check, size: 50, color: Colors.white),
);
}
...
},
),
);
}
Has you can see, when the state is SubmittedTodo (todo was submitted successfully) I return a container with the check icon, and after 2 seconds I call the onClose Function which is a call to Navigator.pop(context) to close the sheet.
This works great but it has a problem... if the user taps the < button on the device, or swipe the sheet down to dismiss it, before the 2 seconds are completed, then the sheet closes due to the user action, and then the future completes and it basically closes the app (the app get full black screen).
So my quiestion is how can I close the sheet automatically after some time safely without worring about what the user does.
Probably this is happening because of Navigator.pop(context); getting called after you click the back button which cause two pop. and the black screen is shown because there is no other screen to navigate back to.
As a solution i propose wrapping your form widget by WillPopScope and then you will get notified that the user clicked on the back button. here you can close your form by calling onClose

How do I interact with UI and async functions by a button press?

So I have a login button that would initiate an async function logMeIn() for logging in, which returns a Future<bool> indicating if logging in was successful.
What I want to achieve is after pressing the button, the text within the button would change into a CircularProgressIndicator, and become plain text when logMeIn() has finished.
I know that I could use a FutureBuilder for one-time async tasks, but I simply can't think of a way to use it here.
How am I supposed to achieve this?
Thanks in advance.
Edit
I didn't provide more information because I'm pretty sure it wasn't how it's supposed to be done. But I'd share what I tried whatsoever.
My original button looks somewhat like this:
RaisedButton(
child: Text("Login")
)
I have a async login function that returns a Future<bool> which indicates if the login is successful or not.
Future<bool> logMeIn() async {
// login tasks here
}
What I want to do is to change the button to the following and run logMeIn() when I press the button, and change it back to the plain text version after it's finished:
RaisedButton(
child: CircularProgressIndicator()
onPressed: () {}
)
What I tried
I tried adding a logging_in boolean as a flag to control it, here I call the button with plain text StaticButton(), the other named ActiveButton:
Then I wrapped the ActiveButton with a FutureBuilder:
logging_in ? FutureBuilder(
future: logMeIn(),
builder: (_, snapshot) {
if(snapshot.hasData)
setState(() {
logging_in = false;
});
else
return ActiveButton();
}
) : StaticButton();
and when I pressed the button it would setState and set logging_in = true.
StaticButton:
RaisedButton(
child: Text("Login"),
onPressed: () {
setState(() {
logging_in = true;
});
}
)
The above is what I tried. Should accomplish the effect, but is definitely not elegant. Is there a better way to achieve this?
What you have isn't that far off. You have a logging_in variable that tells you when to show the CircularProgressIndicator already, which is a good start. The only thing is that FutureBuilder has no use here. It's meant for retrieving data from Futures that need to be displayed in the UI.
What you need to do is call logMeIn in the onPressed of your "Static button" as shown here:
StaticButton:
RaisedButton(
child: Text("Login"),
onPressed: () async {
setState(() {
logging_in = true;
});
await logMeIn();
setState(() {
logging_in = false;
});
}
)
You don't need to switch out the whole button when logging_in changes, just the child of the button.
StaticButton(with child switching):
RaisedButton(
child: logging_in ? CircularProgressIndicator() : Text("Login"),
onPressed: () async {
setState(() {
logging_in = true;
});
await logMeIn();
setState(() {
logging_in = false;
});
}
)
You also probably want to add another bool to prevent multiple clicks of the button while its loading. As a note in using FutureBuilder and essentially any other builder in flutter, you always need to return a widget from the builder function, which your current implementation does not do.

How to use Provider to show or hide FAB?

I'm just starting to look at alternatives to setState() and therefore Provider. In the first program that I am looking at to implement Provider, the only setState() that I use is on the initial build(), and also when data changes in order to display a FAB when the FAB is not already displayed. There are six TextField widgets in this program, and they all have TextEditingControllers, so they all have their own state.
Is it feasible to use Provider in this situation when _tfDataHasChanged (bool) changes, and if so, how?
Code is below for the FAB creation:
Widget _createFab() {
if (_tfDisplayOnly || !_tfDataHasChanged) return null;
return FloatingActionButton(
onPressed: _btnSubmitPressed,
backgroundColor: _colorFab,
mini: false,
tooltip: _sBtnSubmitText /* Add or Create */,
child: _iconFab,
);
}
You can:
Widget _createFab( BuildContext context) {
boolean showFab = Provider.of<ShowFab>(context).shouldShow;
return showFab?FloatingActionButton(
onPressed: _btnSubmitPressed,
backgroundColor: _colorFab,
mini: false,
tooltip: _sBtnSubmitText /* Add or Create */,
child: _iconFab,
):null;
}
with the ShowFab class looking like
class ShowFab with ChangeNotifier {
boolean shouldShow;
void showFab( boolean show ){
shouldShow = show;
notifyListeners();
}
}
Obviously your specific logic will be different,
The ShowFab needs to be provided higher in the widget tree.
ChangeNotifierProvider<ShowFab>( builder: (context) => ShowFab(), child: .... )

Trouble implementing contextual aware icon button in flutter

I have a TextField and an IconButton in a row like so.
I would like the IconButton to be enabled only when there is text in the TextField. I am using the provider package for state management.
Here is the ChangeNotifier implementation.
class ChatMessagesProvider with ChangeNotifier{
List<ChatMessage> chatMessages = <ChatMessage>[];
bool messageTyped = false;
ChatMessagesProvider(this.chatMessages);
void newMessage(String textMessage){
ChatMessage message = ChatMessage(textMessage);
this.chatMessages.add(message);
notifyListeners();
}
int messageCount() => chatMessages.length;
void updateMessageTyped(bool typed){
this.messageTyped = typed;
// notifyListeners(); Un-comennting this makes the Text disappear everytime I type something on the text field
}
}
Here is the actual widget:
class TextCompose extends StatelessWidget {
final TextEditingController _composeTextEditingController = new TextEditingController();
TextCompose(this.chatMessagesProvider);
final ChatMessagesProvider chatMessagesProvider;
#override
Widget build(BuildContext context) {
return Container(
margin: const EdgeInsets.all(8.0),
child: Row(
children: <Widget>[
Flexible(
child: new TextField(
controller: _composeTextEditingController,
onSubmitted: (String text) {
_onMessageSubmitted(text, context);
},
onChanged: (String text){
if(text.length > 0){
chatMessagesProvider.updateMessageTyped(true);
print(text);
}
else{
chatMessagesProvider.updateMessageTyped(false);
print("No text typed");
}
},
decoration: new InputDecoration.collapsed(
hintText: "Enter message"
),
),
),
new Container(
margin: new EdgeInsets.all(8.0),
child: new IconButton(
color: Theme.of(context).accentColor,
icon: new Icon(Icons.send),
disabledColor: Colors.grey,
onPressed:chatMessagesProvider.messageTyped // This dosen't work
? () => _onMessageSubmitted(_composeTextEditingController.text, context)
: null,
),
)
],
),
);
}
void _onMessageSubmitted(String text, BuildContext context){
if(chatMessagesProvider.messageTyped) { // This works fine.
// clear the message compose text box
_composeTextEditingController.clear();
// add the message to provider.
chatMessagesProvider.newMessage(text);
// set the message typed to false
chatMessagesProvider.messageTyped = false;
}
I am using messageTyped from ChatMessageProvider to check to see if there is any text in the TextField. It seems to work fine when I check it in the _onMessageSubmitted method but not when I check its value in the onPressed property for the IconButton.
I know this because I can see the IconButton remains disabled(colour doesn't change from grey) when I type text, whereas I can hit the submit button on the virtual keyboard and the text is cleared from the TextField(as per call to _composeTextEditingController.clear())
Question:
why does chatMessagesProvider.messageTyped return the right value when called from the _onMessageSubmitted but not when it is called from the onPrssed attribute in the IconButton?
How would I debug something like this in Flutter, I would really like to drop a breakpoint in onPressedAttribute and see the value for chatMessagesProvider.messageTyped
Let me know if you need to see any more of my code.
onPressed:chatMessagesProvider.messageTyped this line is being executed during widget build time so it is always default value and it will never get refreshed until unless you rebuild the widget using notify listener or stateful widget.
Store the currently being typed message in your provider and make your send button enable/disable depends on whether currently being typed message is empty or not.
You say you are using 'provider_package' but you actually have no Provider in your layout. Instead you have a custom built ChangeNotifier with no listeners - you are indeed calling notifyListeners() but there are actually no listeners, so no rebuild is being triggered. A rebuild is needed in order for the button to change its onPressed function reference and implicitly its color.
As for debugging, you can set a breakpoint on the line with onPressed, but it will only be hit during a rebuild.
The most important thing to understand is that the function reference you give to onPressed will be invoked correctly, but a rebuild is needed for the widget to change visually.
Although your current ChangeNotifier implementation does not make much sense, simply wrapping your calls to updateMessageTyped within setState should solve the visual problem - and your breakpoint will also be hit after each typed/deleted character.
The simplest solution you can, first of all, make your widget StatefulWidget.
You need a boolean inside State class:
bool hasText = false;
Then create initState:
#override
void initState() {
_composeTextEditingController.addListener(() {
if (_composeTextEditingController.text.isNotEmpty) {
setState(() {
hasText = true;
});
} else {
setState(() {
hasText = false;
});
}
});
super.initState();
}
Also don't forget to dispose:
#override
void dispose() {
_composeTextEditingController.dispose();
super.dispose();
}
And finally your build method:
Row(
children: <Widget>[
Expanded(
child: TextField(
controller: _composeTextEditingController,
)),
if (hasText) IconButton(icon: Icon(Icons.send), onPressed: () {})
],
),

setState does not seem to work inside a builder function

How does setState actually work?
It seems to not do what I expect it to do when the Widget which should have been rebuilt is built in a builder function. The current issue I have is with a ListView.builder and buttons inside an AlertDialog.
One of the buttons here is an "AutoClean" which will automatically remove certain items from the list show in the dialog.
Note: The objective here is to show a confirmation with a list of "Jobs" which will be submitted. The jobs are marked to show which ones appear to be invalid. The user can go Back to update the parameters, or press "Auto Clean" to remove the ones that are invalid.
The button onTap looks like this:
GeneralButton(
color: Colors.yellow,
label: 'Clear Overdue',
onTap: () {
print('Nr of jobs BEFORE: ${jobQueue.length}');
for (int i = jobQueue.length - 1; i >= 0; i--) {
print('Checking item at $i');
Map task = jobQueue[i];
if (cuttoffTime.isAfter(task['dt'])) {
print('Removing item $i');
setState(() { // NOT WORKING
jobQueue = List<Map<String, dynamic>>.from(jobQueue)
..removeAt(i); // THIS WORKS
});
}
}
print('Nr of jobs AFTER: ${jobQueue.length}');
updateTaskListState(); // NOT WORKING
print('New Task-list state: $taskListState');
},
),
Where jobQueue is used as the source for building the ListView.
updateTaskListState looks like this:
void updateTaskListState() {
DateTime cuttoffTime = DateTime.now().add(Duration(minutes: 10));
if (jobQueue.length == 0) {
setState(() {
taskListState = TaskListState.empty;
});
return;
}
bool allDone = true;
bool foundOverdue = false;
for (Map task in jobQueue) {
if (task['result'] == null) allDone = false;
if (cuttoffTime.isAfter(task['dt'])) foundOverdue = true;
}
if (allDone) {
setState(() {
taskListState = TaskListState.done;
});
return;
}
if (foundOverdue) {
setState(() {
taskListState = TaskListState.needsCleaning;
});
return;
}
setState(() {
taskListState = TaskListState.ready;
});
}
TaskListState is simply an enum used to decide whether the job queue is ready to be submitted.
The "Submit" button should become active once the taskListState is set to TaskListState.ready. The AlertDialog button row uses the taskListState for that like this:
Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
mainAxisSize: MainAxisSize.max,
children: <Widget>[
if (taskListState == TaskListState.ready)
ConfirmButton(
onTap: (isValid && isOnlineNow)
? () {
postAllInstructions().then((_) {
updateTaskListState();
// navigateBack();
});
: null),
From the console output I can see that that is happening but it isn't working. It would appear to be related to the same issue.
I don't seem to have this kind of problem when I have all the widgets built using a simple widget tree inside of build. But in this case I'm not able to update the display of the dialog to show the new list without the removed items.
This post is getting long but the ListView builder, inside the AleryDialog, looks like this:
Flexible(
child: ListView.builder(
itemBuilder: (BuildContext context, int itemIndex) {
DateTime itemTime = jobQueue[itemIndex]['dt'];
bool isPastCutoff = itemTime.isBefore(cuttoffTime);
return Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
mainAxisSize: MainAxisSize.max,
children: <Widget>[
Text(
userDateFormat.format(itemTime),
style: TextStyle(
color:
isPastCutoff ? Colors.deepOrangeAccent : Colors.blue,
),
),
Icon(
isPastCutoff ? Icons.warning : Icons.cached,
color: isPastCutoff ? Colors.red : Colors.green,
)
],
);
},
itemCount: jobQueue.length,
),
),
But since the Row() with buttons also doesn't react to setState I doubt that the problem lies within the builder function itself.
FWIW all the code, except for a few items like "GeneralButton" which is just a boilerplate widget, resides in the State class for the Screen.
My gut-feeling is that this is related to the fact that jobQueue is not passed to any of the widgets. The builder function refers to jobQueue[itemIndex], where it accesses the jobQueue attribute directly.
I might try to extract the AlertDialog into an external Widget. Doing so will mean that it can only access jobQueue if it is passed to the Widget's constructor....
Since you are writing that this is happening while using a dialog, this might be the cause of your problem:
https://api.flutter.dev/flutter/material/showDialog.html
The setState call inside your dialog therefore won't trigger the desired UI rebuild of the dialog content. As stated in the API a short and easy way to achieve a rebuild in another context would be to use the StatefulBuilder widget:
showDialog(
context: context,
builder: (dialogContext) {
return StatefulBuilder(
builder: (stateContext, setInnerState) {
// return your dialog widget - Rows in ListView in Container
...
// call it directly as part of onTap of a widget of yours or
// pass the setInnerState down to another widgets
setInnerState((){
...
})
}
);
EDIT
There are, as in almost every case in the programming world, various approaches to handle the setInnerState call to update the dialog UI. It highly depends on the general way of how you decided to manage data flow / management and logic separation. As an example I use your GeneralButton widget (assuming it is a StatefulWidget):
class GeneralButton extends StatefulWidget {
// all your parameters
...
// your custom onTap you provide as instantiated
final VoidCallback onTap;
GeneralButton({..., this.onTap});
#override
State<StatefulWidget> createState() => _GeneralButtonState();
}
class _GeneralButtonState extends State<GeneralButton> {
...
#override
Widget build(BuildContext context) {
// can be any widget acting as a button - Container, GestureRecognizer...
return MaterialButton(
...
onTap: {
// your button logic which has either been provided fully
// by the onTap parameter or has some fixed code which is
// being called every time
...
// finally calling the provided onTap function which has the
// setInnerState call!
widget.onTap();
},
);
}
If you have no fixed logic in your GeneralButton widget, you can write: onTap: widget.onTap
This would result in using your GeneralButton as follows:
...
GeneralButton(
...
onTap: {
// the desired actions like provided in your first post
...
// calling setInnerState to trigger the dialog UI rebuild
setInnerState((){});
},
)