How to zoom a GestureDetector with onPanUpdate call? - flutter

I'm working on a drawing app. I want to enable both drawing on the canvas and zooming the drawings. So far, I tried achieving it by wrapping GestureDetector in InteractiveViewer and using AbsorbPointer to turn the zoom mode on and off. See the minimum demo code below.
import 'package:flutter/cupertino.dart';
import 'package:flutter/material.dart';
void main() => runApp(new MaterialApp(
home: new IssueExamplePage(),
debugShowCheckedModeBanner: false,
));
class IssueExamplePage extends StatefulWidget {
#override
_IssueExamplePageState createState() => _IssueExamplePageState();
}
class _IssueExamplePageState extends State<IssueExamplePage> {
bool drawingBlocked = false;
List<Offset> points = [];
#override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: Container(
color: Colors.grey,
padding: EdgeInsets.all(5),
child: Container(
color: Colors.white,
child: InteractiveViewer(
child: AbsorbPointer(
absorbing: drawingBlocked,
child: GestureDetector(
behavior: HitTestBehavior.translucent,
onPanUpdate: (details) {
RenderBox renderBox = context.findRenderObject();
Offset cursorLocation = renderBox.globalToLocal(details.localPosition);
setState(() {
points = List.of(points)..add(cursorLocation);
});
},
onPanEnd: (details) {
setState(() {
points = List.of(points)..add(null);
});
},
child: CustomPaint(
painter: MyPainter(points),
size: Size.infinite
),
),
),
),
),
),
),
floatingActionButton: Column(
mainAxisAlignment: MainAxisAlignment.end,
children: [
FloatingActionButton(
child: Icon(drawingBlocked? CupertinoIcons.hand_raised_fill : CupertinoIcons.hand_raised),
onPressed: () {
setState(() {
drawingBlocked = !drawingBlocked;
});
}
),
SizedBox(
height: 10
),
FloatingActionButton(
child: Icon(Icons.clear),
onPressed: () {
setState(() {
points = [];
});
}
),
SizedBox(
height: 20
),
],
),
);
}
}
class MyPainter extends CustomPainter {
MyPainter(this.points);
List<Offset> points;
Paint paintBrush = Paint()
..color = Colors.blue
..strokeWidth = 5
..strokeJoin = StrokeJoin.round
..strokeCap = StrokeCap.round;
#override
void paint(Canvas canvas, Size size) {
for (int i = 0; i < points.length - 1; i++) {
if (points[i] != null && points[i + 1] != null) {
canvas.drawLine(points[i], points[i + 1], paintBrush);
}
}
}
#override
bool shouldRepaint(MyPainter oldDelegate) {
return points != oldDelegate.points;
}
}
However, with this realization OnPanUpdate is working with a delay (see Flutter onPanStart invokes late when the widget is wrapped inside InteractiveViewer). Is there any other way to achieve the expected result (both zooming and drawing) or is it possible to fix the OnPanUpdate delay?

UPDATE: I found some sort of solution. You can use Listener instead of GestureDetector (it has substitues for the most of the parameters: onPanStart -> onPointerDown, onPanUpdate -> onPointerMove, etc.). But it seems like there's no fix for GestureDetector.

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.

How to get the GestureDetector's x and y axis coordinates in Flutter

Currently, I am building a Pinterest clone app and I really need your help. Actually, I've spent almost an hour searching for the answer but none of the solutions given worked. So what I need is just to determine the x and y axes of the place where the user pressed through the Gesture detector. Can anyone help me, please...
Your question is unclear. What do you mean by determine the x and y axes of the Gesture detector
If all you need is know if user swipped right, left or down here is an example
GestureDetector(
onVerticalDragUpdate: (details) {
int sensitivity = 8;
if (details.delta.dy > sensitivity) {
// Down Swipe
} else if (details.delta.dy < -sensitivity) {
// Up Swipe
}
},
onHorizontalDragUpdate: (details) {
// Note: Sensitivity is integer used when you don't want to mess up vertical drag
int sensitivity = 8;
if (details.delta.dx > sensitivity) {
// Right Swipe
} else if (details.delta.dx < -sensitivity) {
//Left Swipe
}
},
You can use rect_getter for your desire. And implement as follows:
var globalKey = RectGetter.createGlobalKey();
Offset _tapPosition;
var dx; //for x-axis
var dy; //for y-axis
RectGetter(
key: globalKey,
child: new Expanded(
child: new InkWell(
onTap: _handleTapDown,
onTapDown: _handleTapDown,
child: Center(
child: Container(
child: Utility.imageFromBase64String(imagename),
// backgroundColor: const Color(0xFF20283e),
),
),
),
),
),
_handleTapDown function
void _handleTapDown(TapDownDetails details) {
final RenderBox referenceBox = context.findRenderObject();
setState(() {
_tapPosition = referenceBox.globalToLocal(details.globalPosition);
dx = double.parse(_tapPosition.dx.toStringAsFixed(2));
dy = double.parse(_tapPosition.dy.toStringAsFixed(2));
print(_tapPosition);
});
}
I believe you should not be using a GestureDetector here but a Listener widget instead. As a listener can give you the global position of where the user presser, or a relative position to where the widget pressed starts.
Here is some example code:
import 'package:flutter/material.dart';
class GetPositionExample extends StatelessWidget {
const GetPositionExample({Key? key}) : super(key: key);
#override
Widget build(BuildContext context) {
return Listener(
// This will report a PointerDownEvent whenever the user presses the screen.
// If you want updates as the user moves their finger across the screen,
// use onPointerMove instead.
onPointerDown: (PointerDownEvent event) {
// Global screen position.
print("Global position x:${event.position.dx}, y:${event.position.dy}");
// Position relative to where this widget starts.
print("Relative position: x:${event.localPosition.dx}, y:${event.localPosition.dy}");
},
// You should also be aware of these Listener methods,
// if any of them is more suited for your use-case:
// onPointerMove: (PointerMoveEvent event) {},
// onPointerUp: (PointerUpEvent event) {},
// onPointerCancel: (PointerCancelEvent event) {},
// onPointerHover: (PointerHoverEvent event) {},
// onPointerSignal: (PointerSignalEvent event) {},
child: Container(
color: Colors.blue,
width: MediaQuery.of(context).size.width,
height: MediaQuery.of(context).size.height/2,
),
);
}
}
// Some code to run the above example
class App extends StatelessWidget {
const App({Key? key}) : super(key: key);
#override
Widget build(BuildContext context) {
return MaterialApp(home: Scaffold(body: Column(
mainAxisAlignment: MainAxisAlignment.end,
children: const [
GetPositionExample(),
],
)));
}
}
void main() => runApp(const App());

Flip page effect using Flutter and flip_widget library

I am working on a flutter app, and what I am trying to implement is a flip effect using this plugin Flip Widget.
The plugin works fine for the right to left (next page) drag effect but I can't make the same effect work from left to right (previous page), I have tried different values for the tilt and percentage value (negative and positive) and nothing worked so far. Here is the code
import 'package:flutter/material.dart';
import 'dart:async';
import 'package:flutter/services.dart';
import 'package:flip_widget/flip_widget.dart';
import 'dart:math' as math;
void main() {
runApp(MyApp());
}
class MyApp extends StatefulWidget {
#override
_MyAppState createState() => _MyAppState();
}
const double _MinNumber = 0.008;
double _clampMin(double v) {
if (v < _MinNumber && v > -_MinNumber) {
if (v >= 0) {
v = _MinNumber;
} else {
v = -_MinNumber;
}
}
return v;
}
class _MyAppState extends State<MyApp> {
GlobalKey<FlipWidgetState> _flipKey = GlobalKey();
Offset _oldPosition = Offset.zero;
bool _visible = true;
#override
void initState() {
super.initState();
}
#override
Widget build(BuildContext context) {
Size size = Size(256, 256);
return MaterialApp(
home: Scaffold(
appBar: AppBar(
title: const Text('Plugin example app'),
),
body: Column(
mainAxisSize: MainAxisSize.min,
children: [
Visibility(
child: Container(
width: size.width,
height: size.height,
child: GestureDetector(
child: FlipWidget(
key: _flipKey,
textureSize: size * 2,
child: Container(
color: Colors.blue,
child: Center(
child: Text("hello"),
),
),
),
onHorizontalDragStart: (details) {
_oldPosition = details.globalPosition;
_flipKey.currentState?.startFlip();
},
onHorizontalDragUpdate: (details) {
Offset off = details.globalPosition - _oldPosition;
double tilt = 1/_clampMin((-off.dy + 20) / 100);
double percent = math.max(0, -off.dx / size.width * 1.4);
percent = percent - percent / 2 * (1-1/tilt);
_flipKey.currentState?.flip(percent, tilt);
},
onHorizontalDragEnd: (details) {
_flipKey.currentState?.stopFlip();
},
onHorizontalDragCancel: () {
_flipKey.currentState?.stopFlip();
},
),
),
visible: _visible,
),
TextButton(
onPressed: () {
setState(() {
_visible = !_visible;
});
},
child: Text("Toggle")
)
],
),
),
);
}
}
The library developer responded to this Github issue and provided an excellent example code for this feature.
https://github.com/gsioteam/flip_widget/issues/2
Thanks for the great work #gsioteam

Flutter Custom Painter drawing is laggy

I am trying to code a drawing app, in which users can choose different pen color and draw colorful drawings. I have created a class PointsGroup which stores list of offsets and associated color. In GestureDetector's onPanUpdate, the PointsGroup is appended to list of PointsGroup and passed to SignaturePainter.
But the drawing is bit laggy, it is not drawn as soon as pen moves.
You can see the video https://free.hubcap.video/v/LtOqoEj9H0dY9F9xC_jSst9HT3tSOJlTi
import 'package:flutter/material.dart';
List<Color> colorList = [
Colors.indigo,
Colors.blue,
Colors.green,
Colors.yellow,
Colors.orange,
Colors.red
];
void main() => runApp(MaterialApp(
home: HomePage(),
debugShowCheckedModeBanner: false,
));
class HomePage extends StatefulWidget {
#override
_HomePageState createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
List<Offset> _points = <Offset>[];
List<Offset> _setPoints = <Offset>[];
List<PointsGroup> _ptsGroupList = <PointsGroup>[];
int startIndex;
int endIndex;
#override
void initState() {
ColorChoser.penColor = Colors.black;
super.initState();
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Stack(
children: <Widget>[
GestureDetector(
onPanStart: (details) {
setState(() {
_points.clear();
startIndex = _ptsGroupList.length;
ColorChoser.showColorSelector = false;
});
},
onPanUpdate: (DragUpdateDetails details) {
setState(() {
RenderBox object = context.findRenderObject();
Offset _localPosition =
object.globalToLocal(details.globalPosition);
_points = new List.from(_points)..add(_localPosition);
_setPoints = new List.from(_points);
_ptsGroupList.add(new PointsGroup(
setPoints: _setPoints, setColor: ColorChoser.penColor));
});
},
onPanEnd: (DragEndDetails details) {
setState(() {
_points.add(null);
ColorChoser.showColorSelector = true;
endIndex = _ptsGroupList.length;
if (startIndex < endIndex) {
_ptsGroupList.replaceRange(
startIndex, endIndex - 1, [_ptsGroupList.removeLast()]);
}
});
},
child: CustomPaint(
painter: SignaturePainter(grpPointsList: _ptsGroupList),
size: Size.infinite,
),
),
ColorChoser(),
],
),
floatingActionButton: FloatingActionButton(
child: Icon(Icons.undo),
onPressed: () {
setState(() {
if (_ptsGroupList.length > 0) {
_ptsGroupList.removeLast();
}
});
}),
);
}
}
class ColorChoser extends StatefulWidget {
const ColorChoser({
Key key,
}) : super(key: key);
static Color backgroundColor = Colors.white;
static Color penColor = Colors.blue;
static bool showColorSelector = true;
#override
_ColorChoserState createState() => _ColorChoserState();
}
class _ColorChoserState extends State<ColorChoser> {
#override
Widget build(BuildContext context) {
return Visibility(
visible: ColorChoser.showColorSelector,
child: Positioned(
bottom: 0,
left: 0,
width: MediaQuery.of(context).size.width,
child: Container(
height: 60,
child: ListView.builder(
scrollDirection: Axis.horizontal,
itemCount: colorList.length,
itemBuilder: (context, index) {
return InkWell(
onTap: () {
setState(() {
ColorChoser.penColor = colorList[index];
});
},
child: Padding(
padding: const EdgeInsets.symmetric(
horizontal: 4.0, vertical: 5.0),
child: Container(
color: colorList[index],
// height: 30,
width: 45,
),
),
);
}),
),
),
);
}
}
class SignaturePainter extends CustomPainter {
List<Offset> points;
List<PointsGroup> grpPointsList = <PointsGroup>[];
var paintObj;
SignaturePainter({
this.grpPointsList = const [],
});
#override
void paint(Canvas canvas, Size size) {
for (PointsGroup pts in grpPointsList) {
points = pts.setPoints;
paintObj = Paint()
..color = pts.setColor
..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], paintObj);
}
}
}
}
#override
bool shouldRepaint(SignaturePainter oldDelegate) =>
oldDelegate.points != points;
}
class PointsGroup {
List<Offset> setPoints = <Offset>[];
Color setColor;
PointsGroup({this.setPoints, this.setColor});
}
Also the drawing is not shown for the very first draw. As soon as pen
is lifted it starts showing.
P.S. If there is any alternate way is to achieve the desired multi-colored drawing, it will be okay.
You are clearing all the points whenever onPanStart is triggered (when the user places their finger on the screen). If you remove _points.clear() from onPanStart: (details) {} you will retain all the points that the user draws.
The application begins to lag and framerate is impacted after many points are drawn. You'll notice this when the user has drawn a decent amount on the canvas. To prevent lag from occurring, one strategy is to reduce the number of points being drawn. You can halve the number of points and still give the user the autonomy to draw what they desire by doing this:
final int THRESHOLD = 2;
if (totalPoints % THRESHOLD == 0){
_points = new List.from(_points)..add(_localPosition);
}
totalPoints is a counter you increment by one in onPanUpdate: (details) {}
Another technique is to wrap the subclass widget that extends CustomPainter, in this case CustomPaint, with a RepaintBoundary widget https://api.flutter.dev/flutter/widgets/RepaintBoundary-class.html. This widget will ensure that only the regions of the canvas where painting occurs is redrawn when needed. By limiting refresh rendering to one widget, you will speed up the process and deliver better results.
RepaintBoundary(
child: CustomPaint(
isComplex: true,
willChange: false,
painter: Painter(
points: _points,
),
),
),

How to take a screenshot of the CameraPreview in Flutter?

I need quick access to the CameraPreview data for my new flutter app.
If I take a picture with controller.takePicture(filePath) it takes a few seconds for the file to save to the disk, so that I can access it.
I don't need a high quality image, so getting the same resolution as the phone screen display resolution would be fine. I have tried this method, but it only captures the overlays and widgets that I drew myself, not the Camera preview data.
Here is a minimum working example of the problem when using this method:
https://www.youtube.com/watch?v=CWBLjCwH5c0
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'dart:async';
import 'package:camera/camera.dart';
import 'dart:ui' as ui;
List<CameraDescription> cameras;
Future<Null> main() async {
debugPaintSizeEnabled = false;
debugPaintLayerBordersEnabled = false;
try {
cameras = await availableCameras();
} on CameraException catch (e) {
logError(e.code, e.description);
}
runApp(new MaterialApp(
home: new MyApp(),
));
}
void logError(String code, String message) =>
print('Error: $code\nError Message: $message');
class MyApp extends StatefulWidget {
#override
_State createState() => new _State();
}
class _State extends State<MyApp> {
final GlobalKey<ScaffoldState> _scaffoldKey = new GlobalKey<ScaffoldState>();
static GlobalKey previewContainer = new GlobalKey();
CameraController controller;
ui.Image image;
Offset blueSquareOffset = new Offset(10.0, 10.0);
#override
void initState() {
super.initState();
controller = new CameraController(cameras[0], ResolutionPreset.low);
controller.initialize().then((_) {
if (!mounted) {
return;
}
setState(() {});
});
}
#override
void dispose() {
controller?.dispose();
super.dispose();
}
void _getScreenShotImage() async {
_capturePng();
image = await _capturePng();
debugPrint("im height: ${image.height}, im width: ${image.width}");
setState(() {});
}
Future<ui.Image> _capturePng() async {
RenderRepaintBoundary boundary =
previewContainer.currentContext.findRenderObject();
ui.Image image = await boundary.toImage();
return image;
}
/// Display the preview from the camera (or a message if the preview is not available).
Widget _cameraPreviewWidget() {
if (controller == null || !controller.value.isInitialized) {
return const Text('Camera is initialising...');
} else {
return Center(
child: new AspectRatio(
aspectRatio: controller.value.aspectRatio,
child: RepaintBoundary(
//key: previewContainer,
child: new GestureDetector(
child: new CameraPreview(controller),
),
)),
);
}
}
void _moveBlueSquare(DragUpdateDetails details) {
setState(() {
_getScreenShotImage();
blueSquareOffset = blueSquareOffset + details.delta;
});
}
Widget _blueSquare() {
return new Positioned(
top: blueSquareOffset.dy,
left: blueSquareOffset.dx,
width: 50.0,
height: 50.0,
child: new GestureDetector(
onPanUpdate: _moveBlueSquare,
child: new Container(
color: Color.fromARGB(255, 10, 10, 255),
)));
}
#override
Widget build(BuildContext context) {
return new Scaffold(
key: _scaffoldKey,
appBar: new AppBar(
title: new Text('Render Boundry Screenshot Error Example'),
),
body: RepaintBoundary(
key: previewContainer,
child: new Container(
padding: new EdgeInsets.all(0.0),
margin: new EdgeInsets.all(0.0),
child: new RepaintBoundary(
//key: previewContainer,
child: new Stack(
fit: StackFit.expand,
overflow: Overflow.clip,
children: <Widget>[
new Column(
mainAxisSize: MainAxisSize.max,
crossAxisAlignment: CrossAxisAlignment.stretch,
children: <Widget>[
new Expanded(
child: new Stack(children: <Widget>[
new RepaintBoundary(
child: new Container(child: _cameraPreviewWidget()),
),
_blueSquare(),
])),
new Expanded(
child: new Container(
//color: Color.fromARGB(50, 50, 50, 50),
child: new CustomPaint(
painter: new RectanglePainter(image),
)),
)
],
),
],
)))));
}
}
class RectanglePainter extends CustomPainter {
RectanglePainter(this.image);
ui.Image image;
#override
void paint(Canvas canvas, Size size) {
if (image == null) {
canvas.drawRect(
new Rect.fromLTRB(100.0, 50.0, 300.0, 200.0),
new Paint()
..color = Color.fromARGB(255, 50, 50, 255)
..style = PaintingStyle.stroke
..strokeWidth = 6.0);
} else {
canvas.drawImage(image, new Offset(0.0, 0.0), new Paint());
}
}
#override
bool shouldRepaint(RectanglePainter old) {
return true;
}
}
Any help would be greatly appreciated.
Update: July 2020
At the moment, the best way to get a screenshot of the CameraPreview on Flutter, is to use the native_screenshot package.
You can simply use,
Future<void> getScreenshot() async{
String path = await NativeScreenshot.takeScreenshot();
print(path);
}
to save the screenshot. Please refer to package page for additional permissions and settings. Performance-wise, it seems to be a bit slow (500ms-1s on my 2018 Xiaomi A1). I am currently looking at ways to improve the screen capture speed.
There is a way to take snapshot from layouts. try this:
Android get Image of Main Relativelayout from xml layout?
I hope this helps to you.