How to prevent multiple click on a gesture? - flutter

I have a GestureDetector that need to launch a url. But if the gesture gets multiple taps, then launch is called multiple times.
In the current code im trying to use a state _isButtonTapped to control the tap. But the .whenComplete is somehow call before the launch is preformed?
_isButtonTapped = false
Widget _buildButton(String key, Text title, String url) {
_onTapped() async {
if (await canLaunch(url)) {
launch(url).whenComplete(
() => setState(() {
_isButtonTapped = false;
}),
);
}
}
return GestureDetector(
onTap: () {
_isButtonTapped ? null : _onTapped();
setState(() {
_isButtonTapped = true;
});
},
child: Container(
child: Padding(
padding: EdgeInsets.all(6.0),
child: Center(child: title),
),
),
);
}

Try this:
class _HomePageState extends State<HomePage> {
bool _isButtonTapped = false;
String _url = "https://google.ca";
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Container(
color: Colors.blue,
width: 100,
height: 100,
child: GestureDetector(
onTap: () async {
if (!_isButtonTapped) { // only allow click if it is false
_isButtonTapped = true; // make it true when clicked
if (await canLaunch(_url)) {
await launch(_url);
_isButtonTapped = false; // once url is launched successfully, we again make it false, allowing tapping again
}
}
},
),
),
),
);
}
}

Try this? It should solve your problem.
class SafeOnTap extends StatefulWidget {
SafeOnTap({
Key? key,
required this.child,
required this.onSafeTap,
this.intervalMs = 500,
}) : super(key: key);
final Widget child;
final GestureTapCallback onSafeTap;
final int intervalMs;
#override
_SafeOnTapState createState() => _SafeOnTapState();
}
class _SafeOnTapState extends State<SafeOnTap> {
int lastTimeClicked = 0;
#override
Widget build(BuildContext context) {
return GestureDetector(
onTap: () {
final now = DateTime.now().millisecondsSinceEpoch;
if (now - lastTimeClicked < widget.intervalMs) {
return;
}
lastTimeClicked = now;
widget.onSafeTap();
},
child: widget.child,
);
}
}
You can wrap any kind of widget if you want.
class HomeScreen extends StatefulWidget {
const HomeScreen({Key? key}) : super(key: key);
#override
_HomeScreenState createState() => _HomeScreenState();
}
class _HomeScreenState extends State<HomeScreen> {
#override
Widget build(BuildContext context) {
return Scaffold(
body: SafeArea(
child: Center(
child: Column(
children: [
// every click need to wait for 500ms
SafeOnTap(
onSafeTap: () => log('500ms'),
child: Container(
width: double.infinity,
height: 200,
child: Center(child: Text('500ms click me')),
),
),
// every click need to wait for 2000ms
SafeOnTap(
intervalMs: 2000,
onSafeTap: () => log('2000ms'),
child: Container(
width: double.infinity,
height: 200,
child: Center(child: Text('2000ms click me')),
),
),
],
),
),
),
);
}
}

the easiest way is in inkWell widget put doubleTap: () {},
it will do nothing, when user click multiple time

You have a bug in your code.
You are setting _isButtonTapped to true everytime you press it.
Correct you onTap function:
return GestureDetector(
onTap: () {
if (_isButtonTapped == false){
_onTapped();
setState(() {
_isButtonTapped = true;
});
},
}
//...
Regarding why the whenComplete is not beign called when you expected, that's another problem. I never used it but tacking a quick look into the docs (https://api.flutter.dev/flutter/scheduler/TickerFuture/whenComplete.html) show us that are multiple ways of achiving this, including wraping the function in an try block and use thr finally cloused as the whenCompleted. You should take a look at he docs and tried it out. Can't help more with that detail.
Hope it helps you.

Related

How to toggle rive animation when tapped on the animation in flutter

I am a beginner to rive and flutter. I am building a favorite items page in flutter. If there are not anything added to favorites I need to show a riveAnimation on screen. I already implemented almost everything to show the animation on screen. But I need to toggle a jumping animation when user tap on the animation which is really cool. for now I have the animation on 'Idle' mode
You may want to refer to the rive file => Go to Rive. And I renamed Rive stateMachine name to Bird. Everything else is the same.
summary => I want bird to jump when user tap on him :)
The code and the image may be little bit bigger. Sorry about that
class Favourites extends StatefulWidget {
Favourites({Key? key}) : super(key: key);
#override
State<Favourites> createState() => _FavouritesState();
}
class _FavouritesState extends State<Favourites> {
String animation = 'idle';
SMIInput<String>? _birdInput;
Artboard? _birdArtboard;
void jump() {
setState(() {
_birdInput?.value = 'Pressed';
});
}
#override
void initState() {
super.initState();
rootBundle.load('assets/rive/bird.riv').then(
(data) {
final file = RiveFile.import(data);
final artboard = file.mainArtboard;
var controller = StateMachineController.fromArtboard(
artboard,
'Bird',
);
if (controller != null) {
artboard.addController(controller);
_birdInput = controller.findInput('Pressed');
}
setState(() => _birdArtboard = artboard);
},
);
}
#override
Widget build(BuildContext context) {
final favourite = Provider.of<Favourite>(context);
return Scaffold(
backgroundColor: Colors.grey[300],
appBar: const CustomAppBar(title: 'Favourites'),
body: favourite.items.isEmpty
? Center(
child: Column(
children: [
SizedBox(
width: 300,
height: 500,
child: _birdArtboard == null
? const SizedBox()
: Center(
child: GestureDetector(
onTap: () {},
child: Rive(artboard: _birdArtboard!),
),
),
),
NeumorphicButton(),
],
),
)
: CustomGrid(),
);
}
}
If you open/run rive file on rive site, you can find that it is using Trigger variable for jumping and it is using State Machine 1 state machine.
Next thing comes about declaring variable. You need to use SMITrigger data type for this and use StateMachineController to control the animation.
Use .findSMI(..) instead of .findInput() for SMITrigger.
To start animation on trigger, use
trigger?.fire();
I will encourage you to take a look on editor and check input variable type while performing rive animation.
So the full widget that will provide animation is
class Favourites extends StatefulWidget {
const Favourites({Key? key}) : super(key: key);
#override
State<Favourites> createState() => _FavouritesState();
}
class _FavouritesState extends State<Favourites> {
String animation = 'idle';
Artboard? _birdArtboard;
SMITrigger? trigger;
StateMachineController? stateMachineController;
#override
void initState() {
super.initState();
rootBundle.load('assets/rive/bird.riv').then(
(data) {
final file = RiveFile.import(data);
final artboard = file.mainArtboard;
stateMachineController =
StateMachineController.fromArtboard(artboard, "State Machine 1");
if (stateMachineController != null) {
artboard.addController(stateMachineController!);
trigger = stateMachineController!.findSMI('Pressed');
stateMachineController!.inputs.forEach((e) {
debugPrint(e.runtimeType.toString());
debugPrint("name${e.name}End");
});
trigger = stateMachineController!.inputs.first as SMITrigger;
}
setState(() => _birdArtboard = artboard);
},
);
}
void jump() {
trigger?.fire();
}
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.grey[300],
body: Center(
child: Column(
children: [
SizedBox(
width: 300,
height: 400,
child: _birdArtboard == null
? const SizedBox()
: Center(
child: GestureDetector(
onTap: () {
jump();
},
child: Rive(artboard: _birdArtboard!),
),
),
),
],
),
));
}
}

Flutter how to show more replies

Im trying to add a show replies button like instagram in a flutter app but i don't know how to do it and how to calculate the height after in order to show the comments.
the result that im trying to achieve is like
this picutre
all help is appriciated
You need to keep a state so when the text is taped you could show the list and it will expand automatically
Column(
children: [
CommentWidget(),
MoreCommentWidget(),
AnotherComment()
]
)
MoreCommentWidget:
class MoreCommentWidget extends StatefulWidget {
MoreCommentWidget({Key? key, this.title}) : super(key: key);
final String? title;
#override
_MoreCommentWidgetState createState() => _MoreCommentWidgetState();
}
class _MoreCommentWidgetState extends State<MoreCommentWidget> {
bool showList = false;
List<String> comments = List.generate(10, (index) => "comment $index");
void expandList(){
setState(() {
showList = true;
});
}
#override
Widget build(BuildContext context) {
if(showList)
return Container(height: 200, width: 60,child: ListView.builder(itemCount: comments.length,itemBuilder: (context, index) => Container(height: 40, width: 60, child: Text("${comments[index]}"),)));
else
return GestureDetector(
onTap: (){
expandList();
},
child: Container(
child: Text("Show More..."),
),
);
}
}

How to use rive's state machine in flutter?

I've created a .riv file with 3 state animations: start, processing, end, which are in "State machine". Rive team recently announced a new feature with dinamically changing animations, it's "State machine". Not sure, how to use it in flutter project, i.e how to dynamically change value of animation. If somebody needs some code, no problem, I could provide. Moreover, link to rive's "state machine" https://www.youtube.com/watch?v=0ihqZANziCk. I didn't find any examples related to this new feature. Please help! Thanks.
The other answer is outdated.
class SimpleStateMachine extends StatefulWidget {
const SimpleStateMachine({Key? key}) : super(key: key);
#override
_SimpleStateMachineState createState() => _SimpleStateMachineState();
}
class _SimpleStateMachineState extends State<SimpleStateMachine> {
SMITrigger? _bump;
void _onRiveInit(Artboard artboard) {
final controller = StateMachineController.fromArtboard(artboard, 'bumpy');
artboard.addController(controller!);
_bump = controller.findInput<bool>('bump') as SMITrigger;
}
void _hitBump() => _bump?.fire();
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Simple Animation'),
),
body: Center(
child: GestureDetector(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
fit: BoxFit.cover,
onInit: _onRiveInit,
),
onTap: _hitBump,
),
),
);
}
}
See the RIVE guide:
https://help.rive.app/runtimes/state-machines
There are examples on rives pub package site. Here is one for state machine.
example_state_machine.dart
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart';
import 'package:rive/rive.dart';
/// An example showing how to drive two boolean state machine inputs.
class ExampleStateMachine extends StatefulWidget {
const ExampleStateMachine({Key? key}) : super(key: key);
#override
_ExampleStateMachineState createState() => _ExampleStateMachineState();
}
class _ExampleStateMachineState extends State<ExampleStateMachine> {
/// Tracks if the animation is playing by whether controller is running.
bool get isPlaying => _controller?.isActive ?? false;
Artboard? _riveArtboard;
StateMachineController? _controller;
SMIInput<bool>? _hoverInput;
SMIInput<bool>? _pressInput;
#override
void initState() {
super.initState();
// Load the animation file from the bundle, note that you could also
// download this. The RiveFile just expects a list of bytes.
rootBundle.load('assets/rocket.riv').then(
(data) async {
// Load the RiveFile from the binary data.
final file = RiveFile.import(data);
// The artboard is the root of the animation and gets drawn in the
// Rive widget.
final artboard = file.mainArtboard;
var controller =
StateMachineController.fromArtboard(artboard, 'Button');
if (controller != null) {
artboard.addController(controller);
_hoverInput = controller.findInput('Hover');
_pressInput = controller.findInput('Press');
}
setState(() => _riveArtboard = artboard);
},
);
}
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.grey,
appBar: AppBar(
title: const Text('Button State Machine'),
),
body: Center(
child: _riveArtboard == null
? const SizedBox()
: MouseRegion(
onEnter: (_) => _hoverInput?.value = true,
onExit: (_) => _hoverInput?.value = false,
child: GestureDetector(
onTapDown: (_) => _pressInput?.value = true,
onTapCancel: () => _pressInput?.value = false,
onTapUp: (_) => _pressInput?.value = false,
child: SizedBox(
width: 250,
height: 250,
child: Rive(
artboard: _riveArtboard!,
),
),
),
),
),
);
}
}

I want to check if any Widget exist in a List?

I want to load pages from a List and when the user taps on an item from the drawer he can go to that page (if it's already opened) otherwise the Widget will load in the selected page.
But I can't find if that widget is already exists in the List if(myList.contains(Widget1())) => print('it exist'); One guy told me to override hashCode and operator==
class Widget6 extends StatelessWidget {
final String title = 'Widget6';
final Icon icon = Icon(Icons.assessment);
#override
Widget build(BuildContext context) {
return Center(
child: icon,
);
}
#override
bool operator ==(dynamic other) {
final Widget6 typedOther = other;
return title == typedOther.title && icon == typedOther.icon;
}
#override
int get hashCode => hashValues(title, icon);
}
if I do that I can't use any child widget to those widgets. Getting exception like: type 'Center' is not a subtype of type 'Widget6'. I copied this from flutter gallery I didn't find good documentation/guide. Sorry, I am a beginner.
Complete code below
class _MyHomePageState extends State<MyHomePage> {
List pageList = [
Widget1(),
Widget2(),
Widget3(),
Widget4(),
];
PageController _pageController;
int _selectedIndex = 0;
#override
void initState() {
_pageController = PageController(
initialPage: _selectedIndex,
);
super.initState();
}
void navigatePage(Widget widget) {
// problem is here
if (pageList.contains(widget)) {
_pageController.animateToPage(pageList.indexOf(widget, 0),
duration: Duration(milliseconds: 300), curve: Curves.ease);
}
else {
setState(() {
pageList.removeAt(_pageController.page.toInt());
pageList.insert(_pageController.page.toInt(), widget);
});
_pageController.animateToPage(_pageController.page.toInt(),
duration: Duration(milliseconds: 300), curve: Curves.ease);
}
Navigator.pop(context);
}
#override
Widget build(BuildContext context) {
return Scaffold(
drawer: Drawer(
child: ListView(
children: <Widget>[
ListTile(
title: Text('Widget1'),
onTap: () => navigatePage(
Widget1(),
),
),
ListTile(
title: Text('Widget2'),
onTap: () => navigatePage(
Widget2(),
),
),
ListTile(
title: Text('Widget3'),
onTap: () => navigatePage(
Widget3(),
),
),
ListTile(
title: Text('Widget4'),
onTap: () => navigatePage(
Widget4(),
),
),
ListTile(
title: Text('Widget5'),
onTap: () => navigatePage(
Widget5(),
),
),
ListTile(
title: Text('Widget6'),
onTap: () => navigatePage(
Widget6(),
),
),
],
),
),
appBar: AppBar(
title: Text(widget.title),
),
body: PageView.builder(
onPageChanged: (newPage) {
setState(() {
this._selectedIndex = newPage;
});
},
controller: _pageController,
itemBuilder: (context, index) {
return Container(
child: pageList[index],
);
},
itemCount: pageList.length,
),
bottomNavigationBar: BottomNavigationBar(
currentIndex: _selectedIndex,
onTap: (index) => setState(() {
_selectedIndex = index;
_pageController.animateToPage(index,
duration: Duration(milliseconds: 300), curve: Curves.ease);
}),
items: pageList.map((page) {
return BottomNavigationBarItem(
backgroundColor: Colors.deepOrangeAccent,
icon: page.icon,
title: Text(page.title));
}).toList(),
),
);
}
}
Here List of dummy Widgets
class Widget1 extends StatelessWidget {
final String title = 'Widget1';
final Icon icon = Icon(Icons.school);
#override
Widget build(BuildContext context) {
return Center(
child: icon,
);
}
}
class Widget2 extends StatelessWidget {
// only title and icon are changed
}
class Widget3 extends StatelessWidget {
// only title and icon are changed
}
class Widget4 extends StatelessWidget {
// only title and icon are changed
}
class Widget5 extends StatelessWidget {
// only title and icon are changed
}
class Widget6 extends StatelessWidget {
// only title and icon are changed
}
Okay, I found the solution. And it has to do with operator== overriding
I missed this line if (runtimeType != other.runtimeType) return false;
The whole code stays the same.
#override
// ignore: hash_and_equals
bool operator ==(dynamic other) {
if (runtimeType != other.runtimeType) return false;
final Widget6 typedOther = other;
return title == typedOther.title;
}
#Ahmed Sorry for the late reply, I decided to put it in an answer rather than a comment.
One solution is yours, overriding == but I was thinking of using Key and then instead of using contains method, using something like:
if(myList.indexWhere((Widget widget)=> widget.key==_key) != -1)...
Suggestion
You can store icon and title as a map or a module instead of making 6 different Widget.
You can create another file, saying module.dart like this:
class Module {
final String title;
final Icon icon;
Module(this.title, this.icon);
#override
int get hashCode => hashValues(title.hashCode, icon.hashCode);
#override
bool operator ==(other) {
if (!identical(this, other)) {
return false;
}
return other is Module &&
this.title.compareTo(other.title) == 0 &&
this.icon == other.icon;
}
}
Then create another file that builds the page, saying mywidget.dart, like this:
class MyWidget extends StatelessWidget {
final Module module;
MyWidget({Key key,#required this.module}) : super(key: key);
#override
Widget build(BuildContext context) {
return Center(
child: module.icon,
);
}
}
Then on each ListTile's onTap, Navigate like this:
...
ListTile(
title: Text('Widget1'),
onTap: () => navigatePage(
MyWidget(module: Module('Widget1', Icon(Icons.school)),)
),
),
...
So instead of storing Widgets, you store a Type(Here Module) that you declared.
You can also use the list's map to build each ListTile of the ListView for each Module, instead of doing it one by one. (if each item on the drawer are similar), Something like this:
List<Module> myTabs = [
Module('Widget1', Icon(Icons.school)),
Module('Widget2', Icon(Icons.home)),
];
...
Drawer(
child: ListView(
children:myTabs.map((Module module)=> ListTile(
title:Text( module.title),
onTap: navigatePage(MyWidget(module: module,)),
)).toList(),
) ,
);
...

How to make widget out of a GestureDetector with a Container child?

I want to make a reusable button with a container in GestureDetector which will execute some function if I tap it and its color will become dark if I hold it. Any help, hint, tip would be very much appreciated.
I tried writing the GestureDetector in the custom widget file but it gives me errors.
When i try to extract widget on the GestureDetector it gives an Reference to an enclosing class method cannot be extracted error.
(the main page)
import 'package:flutter/material.dart';
import 'ReusableTwoLineList.dart';
import 'Text_Content.dart';
const mainTextColour = Color(0xFF212121);
const secondaryTextColour = Color(0xFF757575);
const inactiveBackgroundCardColor = Color(0xFFFFFFFF);
const activeBackgroundCardColor = Color(0xFFE5E5E5);
enum CardState {
active,
inactive,
}
class SettingsPage extends StatefulWidget {
#override
_SettingsPageState createState() => _SettingsPageState();
}
class _SettingsPageState extends State<SettingsPage> {
CardState currentCardState = CardState.inactive;
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Settings'),
),
body: ListView(
children: <Widget>[
GestureDetector(
onTapDown: (TapDownDetails details) {
setState(() {
currentCardState = CardState.active;
});
},
onTapCancel: () {
setState(() {
currentCardState = CardState.inactive;
});
},
onTap: () {
setState(() {
currentCardState = CardState.inactive;
//some random function
});
},
child: ReusableTwoLineList(
mainTextColor: mainTextColour,
secondaryTextColor: secondaryTextColour,
backgroundCardColor: currentCardState == CardState.active
? activeBackgroundCardColor
: inactiveBackgroundCardColor,
cardChild: TextContent(
mainLabel: 'First Day',
secondaryLabel: 'This is the first day of the week',
),
),
),
ReusableTwoLineList(
mainTextColor: mainTextColour,
secondaryTextColor: secondaryTextColour,
cardChild: TextContent(
mainLabel: '2nd day',
secondaryLabel: 'This is the end day',
),
),
ReusableTwoLineList(
mainTextColor: mainTextColour,
secondaryTextColor: secondaryTextColour,
),
],
),
);
}
}
ReusableTwoLineList.dart (the custom widget i am trying to make)
class ReusableTwoLineList extends StatelessWidget {
ReusableTwoLineList({
#required this.mainTextColor,
#required this.secondaryTextColor,
this.backgroundCardColor,
this.cardChild,
this.onPressed,
});
final Color mainTextColor, secondaryTextColor, backgroundCardColor;
final Widget cardChild;
final Function onPressed;
#override
Widget build(BuildContext context) {
return Container(
color: backgroundCardColor,
padding: EdgeInsets.symmetric(horizontal: 16),
height: 72,
width: double.infinity,
child: cardChild,
);
}
}
This is what i want but in a custom widget so i can use it over and over.
Normal-https://i.imgur.com/lVUkMFK.png
On Pressed-https://i.imgur.com/szuD4ZN.png
You can use extract method instead of extract widget. Flutter will add everything as it is, and instead of a class you will get a reusable function.