| layout | page |
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| title | Flutter for Xamarin.Forms Developers |
| permalink | /flutter-for-xamarin-forms/ |
This document is meant for Xamarin.Forms developers looking to apply their existing knowledge to build mobile apps with Flutter. If you understand the fundamentals of the Xamarin.Forms framework then you can use this document as a jump start to Flutter development.
Your Android and iOS knowledge and skill set are valuable when building with Flutter, because Flutter relies on the native operating system configurations, similar to how you would configure your native Xamarin.Forms projects. The Flutter Frameworks is is also similar to how you create a single UI, that is used on multiple platforms.
This document can be used as a cookbook by jumping around and finding questions that are most relevant to your needs.
- TOC Placeholder {:toc}
For each platform in Xamarin.Forms, you call the LoadApplication method, that
creates a new Application and starts your app.
{% prettify csharp %} LoadApplication(new App()); {% endprettify %}
In Flutter, the default main entry point is main where you load your
Flutter app.
{% prettify dart %} void main() { runApp(new MyApp()); } {% endprettify %}
In Xamarin.Forms, you assign a Page to the MainPage property in the Application class.
{% prettify csharp %} public class App: Application { public App() { MainPage = new ContentPage() { new Label() { Text="Hello World", HorizontalOptions = LayoutOptions.Center, VerticalOptions = LayoutOptions.Center } }; } } {% endprettify %}
In Flutter, "everything is a widget", even the application itself. The following example shows
MyApp, a simple application Widget.
{% prettify dart %} class MyApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new Center( child: Text("Hello World!", textDirection: TextDirection.ltr)); } } {% endprettify %}
Xamarin.Forms has many different types of pages; ContentPage is the most common.
In Flutter, you specify an application widget that holds your root page. You can use a MaterialApp widget, which supports Material Design, or you can use the lower level WidgetsApp, which you can customize in any way you want.
The following code defines the home page, a stateful widget. In Flutter, all widgets are immutable, but two types of widgets are supported: stateful and stateless. Examples of a stateless widget are titles, icons, or images.
The following example uses MaterialApp, which holds its root page in the home property.
{% prettify dart %} class MyApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Flutter Demo', theme: new ThemeData( primarySwatch: Colors.blue, ), [[highlight]]home: new MyHomePage(title: 'Flutter Demo Home Page'),[[/highlight]] ); } } {% endprettify %}
From here, your actual first page is another Widget, in which you create your state.
A stateful widget, such as MyHomePage below, consists of two parts. The first part, which is itself immutable, creates a State object, which holds the state of the object. The State object persists over the life of the widget.
{% prettify dart %} class MyHomePage extends StatefulWidget { MyHomePage({Key key, this.title}) : super(key: key);
final String title;
@override _MyHomePageState createState() => new _MyHomePageState(); } {% endprettify %}
The state object implements the build method for the stateful widget.
When the state of the widget tree changes, call setState(), which triggers a build of that portion of the UI.
Make sure to call setState() only when necessary, and only on the part of the widget tree that has changed, or
it can result in poor UI performance.
{% prettify dart %} class _MyHomePageState extends State { int _counter = 0;
void _incrementCounter() { setState(() { _counter++; }); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( // Here we take the value from the MyHomePage object that was created by // the App.build method, and use it to set our appbar title. title: new Text(widget.title), ), body: new Center( // Center is a layout widget. It takes a single child and positions it // in the middle of the parent. child: new Column( mainAxisAlignment: MainAxisAlignment.center, children: [ new Text( 'You have pushed the button this many times:', ), new Text( '$_counter', style: Theme.of(context).textTheme.display1, ), ], ), ), floatingActionButton: new FloatingActionButton( onPressed: _incrementCounter, tooltip: 'Increment', child: new Icon(Icons.add), ), ); } } {% endprettify %}
The UI, also known as widget tree, in Flutter is immutable, meaning you can not change its
state once it is built. You change fields in your State class, then call setState to
rebuild the entire widget tree again.
This way of generating UI is different than Xamarin.Forms, but there are many benefits to this approach.
A ContentPage, TabbedPage, MasterDetailPage are all types of pages you could
use in a Xamarin.Forms application. These pages would then hold Elements to display
the various controls. In Xamarin.Forms an Entry or Button are examples of an Element.
In Flutter, almost everything is a widget. A Page, called a Route in Flutter, is a widget.
Buttons, progress bars, animation controllers are all widgets. When building a route, you create
a widget tree.
Flutter includes the Material Components library. These are widgets that implement the Material Design guidelines. Material Design is a flexible design system optimized for all platforms, including iOS.
But Flutter is flexible and expressive enough to implement any design language. For example, on iOS, you can use the Cupertino widgets to produce an interface that looks like Apple's iOS design language.
In Xamarin.Forms, each Page or Element is a stateful class, that has properties and
methods. You update your Element by updating a property, and this is propagated down
to the native control.
In Flutter, Widgets are immutable and you can not directly update them by changing a
property, instead you have to work with the widget's state.
This is where the concept of Stateful vs Stateless widgets comes from. A
StatelessWidget is just what it sounds like—a widget with no state
information.
StatelessWidgets are useful when the part of the user interface
you are describing does not depend on anything other than the configuration
information in the object.
For example, in Xamarin.Forms, this is similar to placing an Image
with your logo. The logo is not going to change during runtime, so
use a StatelessWidget in Flutter.
If you want to dynamically change the UI based on data received
after making an HTTP call or user interaction then you have to work
with StatefulWidget and tell the Flutter framework that the widget’s State
has been updated so it can update that widget.
The important thing to note here is at the core both stateless and stateful
widgets behave the same. They rebuild every frame, the difference is the
StatefulWidget has a State object that stores state data across frames
and restores it.
If you are in doubt, then always remember this rule: if a widget changes (because of user interactions, for example) it’s stateful. However, if a widget reacts to change, the containing parent widget can still be stateless if it doesn't itself react to change.
The following example shows how to use a StatelessWidget. A common
StatelessWidget is the Text widget. If you look at the implementation of
the Text widget you'll find it subclasses StatelessWidget.
{% prettify dart %} new Text( 'I like Flutter!', style: new TextStyle(fontWeight: FontWeight.bold), ); {% endprettify %}
As you can see, the Text Widget has no state information associated with it,
it renders what is passed in its constructors and nothing more.
But, what if you want to make "I Like Flutter" change dynamically, for
example when clicking a FloatingActionButton?
To achieve this, wrap the Text widget in a StatefulWidget and
update it when the user clicks the button.
For example:
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { // Default placeholder text String textToShow = "I Like Flutter";
void _updateText() { setState(() { // update the text textToShow = "Flutter is Awesome!"; }); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new Center(child: new Text(textToShow)), floatingActionButton: new FloatingActionButton( onPressed: _updateText, tooltip: 'Update Text', child: new Icon(Icons.update), ), ); } } {% endprettify %}
In Xamarin.Forms, most developers write layouts in XAML, though sometimes in C#. In Flutter you write your layouts with a widget tree in code.
The following example shows how to display a simple widget with padding:
{% prettify dart %} @override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new Center( child: new MaterialButton( onPressed: () {}, child: new Text('Hello'), padding: new EdgeInsets.only(left: 10.0, right: 10.0), ), ), ); } {% endprettify %}
You can view the layouts that Flutter has to offer in the widget catalog.
In Xamarin.Forms, if you had to remove or add an Element, you had to do so in
code. This would involve either setting the Content property or calling
Add() or Remove() if it was a list.
In Flutter, because widgets are immutable there is no direct equivalent. Instead, you can pass a function to the parent that returns a widget, and control that child's creation with a boolean flag.
The following example shows how to toggle between two widgets when the user clicks
the FloatingActionButton:
{% prettify dart %} class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { // Default value for toggle bool toggle = true; void _toggle() { setState(() { toggle = !toggle; }); }
_getToggleChild() { if (toggle) { return new Text('Toggle One'); } else { return new CupertinoButton( onPressed: () {}, child: new Text('Toggle Two'), ); } }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new Center( child: _getToggleChild(), ), floatingActionButton: new FloatingActionButton( onPressed: _toggle, tooltip: 'Update Text', child: new Icon(Icons.update), ), ); } } {% endprettify %}
In Xamarin.Forms, you create simple animations using ViewExtensions that include
methods such as FadeTo and TranslateTo. You would use these methods on a view
to perform the required animations.
{% prettify xml %}
{% endprettify %}
Then in code behind, or a behavior, this would fade in the image, over a 1 second period.
{% prettify csharp %} myImage.FadeTo(0, 1000); {% endprettify %}
In Flutter, you animate widgets using the animation library by wrapping widgets
inside an animated widget. Use an AnimationController which is an Animation<double>
that can pause, seek, stop and reverse the animation. It requires a Ticker
that signals when vsync happens, and produces a linear interpolation between
0 and 1 on each frame while it's running. You then create one or more
Animations and attach them to the controller.
For example, you might use CurvedAnimation to implement an animation
along an interpolated curve. In this sense, the controller
is the "master" source of the animation progress and the CurvedAnimation
computes the curve that replaces the controller's default linear motion.
Like widgets, animations in Flutter work with composition.
When building the widget tree you assign the Animation to an animated
property of a widget, such as the opacity of a FadeTransition, and tell the
controller to start the animation.
The following example shows how to write a FadeTransition that fades the widget
into a logo when you press the FloatingActionButton:
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new FadeAppTest()); }
class FadeAppTest extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Fade Demo', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new MyFadeTest(title: 'Fade Demo'), ); } }
class MyFadeTest extends StatefulWidget { MyFadeTest({Key key, this.title}) : super(key: key); final String title; @override _MyFadeTest createState() => new _MyFadeTest(); }
class _MyFadeTest extends State with TickerProviderStateMixin { AnimationController controller; CurvedAnimation curve;
@override void initState() { controller = new AnimationController(duration: const Duration(milliseconds: 2000), vsync: this); curve = new CurvedAnimation(parent: controller, curve: Curves.easeIn); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text(widget.title), ), body: new Center( child: new Container( child: new FadeTransition( opacity: curve, child: new FlutterLogo( size: 100.0, )))), floatingActionButton: new FloatingActionButton( tooltip: 'Fade', child: new Icon(Icons.brush), onPressed: () { controller.forward(); }, ), ); } } {% endprettify %}
For more information, see Animation & Motion widgets, the Animations tutorial, and the Animations overview.
Xamarin.Forms never had any built in way to draw directly on the screen. Many would use SkiaSharp, if they needed a custom image drawn. In Flutter, you have direct access to the Skia Canvas and can easily draw on screen.
Flutter has two classes that help you draw to the canvas: CustomPaint
and CustomPainter, the latter of which implements your algorithm to draw to
the canvas.
To learn how to implement a signature painter in Flutter, see Collin's answer on [StackOverflow](https://stackoverflow.com/questions/46241071/create-signature-area- for-mobile-app-in-dart-flutter).
{% prettify dart %} import 'package:flutter/material.dart';
void main() => runApp(new MaterialApp(home: new DemoApp()));
class DemoApp extends StatelessWidget { Widget build(BuildContext context) => new Scaffold(body: new Signature()); }
class Signature extends StatefulWidget { SignatureState createState() => new SignatureState(); }
class SignatureState extends State { List _points = []; Widget build(BuildContext context) { return new GestureDetector( onPanUpdate: (DragUpdateDetails details) { setState(() { RenderBox referenceBox = context.findRenderObject(); Offset localPosition = referenceBox.globalToLocal(details.globalPosition); _points = new List.from(_points)..add(localPosition); }); }, onPanEnd: (DragEndDetails details) => _points.add(null), child: new CustomPaint(painter: new SignaturePainter(_points), size: Size.infinite), ); } }
class SignaturePainter extends CustomPainter { SignaturePainter(this.points); final List points; void paint(Canvas canvas, Size size) { var paint = new Paint() ..color = Colors.black ..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], paint); } } bool shouldRepaint(SignaturePainter other) => other.points != points; } {% endprettify %}
On Xamarin.Forms, all VisualElements have an Opacity. In Flutter, you need to
wrap a widget in an Opacity widget
to accomplish this.
In Xamarin.Forms, you typically subclass VisualElement, or use a pre-existing
VisualElement, to override and implement methods that achieve the desired behavior.
In Flutter, build a custom widget by
composing smaller widgets
(instead of extending them).
It is somewhat similar to implementing a custom control based off a Grid with
numerous VisualElements added in, while extending with custom logic.
For example, how do you build a CustomButton that takes a label in
the constructor? Create a CustomButton that composes a RaisedButton with a label,
rather than by extending RaisedButton:
{% prettify dart %} class CustomButton extends StatelessWidget { final String label;
CustomButton(this.label);
@override Widget build(BuildContext context) { return new RaisedButton(onPressed: () {}, child: new Text(label)); } } {% endprettify %}
Then use CustomButton, just as you'd use any other Flutter widget:
{% prettify dart %} @override Widget build(BuildContext context) { return new Center( child: new CustomButton("Hello"), ); } {% endprettify %}
In Xamarin.Forms, you navigate between pages normally through a, you can use a
NavigationPage that manages the stack of pages to display.
Flutter has a similar implementation, using a Navigator and
Routes. A Route is an abstraction for a Page of an app, and
a Navigator is a widget
that manages routes.
A route roughly maps to a Page. The navigator works in a similar way to the
Xamarin.Forms NavigationPage, in that it can push() and pop() routes
depending on whether you want to navigate to, or back from, a view.
To navigate between pages, you have a couple options:
- Specify a
Mapof route names. (MaterialApp) - Directly navigate to a route. (WidgetApp)
The following example builds a Map.
{% prettify dart %} void main() { runApp(new MaterialApp( home: new MyAppHome(), // becomes the route named '/' routes: <String, WidgetBuilder> { '/a': (BuildContext context) => new MyPage(title: 'page A'), '/b': (BuildContext context) => new MyPage(title: 'page B'), '/c': (BuildContext context) => new MyPage(title: 'page C'), }, )); } {% endprettify %}
Navigate to a route by pushing its name to the Navigator.
{% prettify dart %} Navigator.of(context).pushNamed('/b'); {% endprettify %}
The Navigator is a stack that manages your app's routes. Pushing a route to the stack
moves to that route. Popping a route from the stack, returns to the previous route. This
is done by awaiting on the Future returned by push().
Async/await is very similar to the .NET implementation and is explained in more detail
in Async UI.
For example, to start a location route that lets the user select their
location, you might do the following:
{% prettify dart %} Map coordinates = await Navigator.of(context).pushNamed('/location'); {% endprettify %}
And then, inside your ‘location’ route, once the user has selected their
location, pop() the stack with the result:
{% prettify dart %} Navigator.of(context).pop({"lat":43.821757,"long":-79.226392}); {% endprettify %}
In Xamarin.Forms, to send the user to another application, you use a
specific URI scheme, using Device.OpenUrl("mailto://")
To implement this functionality in Flutter, create a native platform integration,
or use an existing plugin, such as
url_launcher, available with
many other packages on pub.dartlang.
Dart has a single-threaded execution model, with support for Isolates
(a way to run Dart code on another thread), an event loop, and
asynchronous programming. Unless you spawn an Isolate, your Dart code
runs in the main UI thread and is driven by an event loop.
Dart's single-threaded model doesn't mean you need to run everything as a
blocking operation that causes the UI to freeze. Much like Xamarin.Forms, you
need to keep the UI thread free. You would use async/await to perform
tasks, where you must wait for the response.
In Flutter, use the asynchronous facilities that the Dart language provides, also
named async/await, to perform asynchronous work. This is very similar to
C# and should be very easy to use for any Xamarin.Forms developer.
For example, you can run network code without causing the UI to hang by
using async/await and letting Dart do the heavy lifting:
{% prettify dart %} loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } {% endprettify %}
Once the awaited network call is done, update the UI by calling setState(),
which triggers a rebuild of the widget sub-tree and updates the data.
The following example loads data asynchronously and displays it in a ListView:
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http;
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState();
loadData();
}
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); })); }
Widget getRow(int i) { return new Padding( padding: new EdgeInsets.all(10.0), child: new Text("Row ${widgets[i]["title"]}") ); }
loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
Refer to the next section for more information on doing work in the background, and how Flutter differs from Android.
Since Flutter is single threaded and runs an event loop, you
don't have to worry about thread management or spawning background threads.
This is very similar to Xamarin.Forms. If you're doing I/O-bound work, such as disk
access or a network call, then you can safely use async/await and you're all set.
If, on the other hand, you need to do computationally intensive work that keeps the
CPU busy, you want to move it to an Isolate to avoid blocking the event loop, like
you would keep any sort of work out of the main thread. This is similar to when you
move things to a different thread via Task.Run() in Xamarin.Forms.
For I/O-bound work, declare the function as an async function,
and await on long-running tasks inside the function:
{% prettify dart %} loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } {% endprettify %}
This is how you would typically do network or database calls, which are both I/O operations.
However, there are times when you might be processing a large amount of data and
your UI hangs. In Flutter, use Isolates to take advantage of
multiple CPU cores to do long-running or computationally intensive tasks.
Isolates are separate execution threads that do not share any memory
with the main execution memory heap. THis is a difference between Task.Run(). This
means you can’t access variables from the main thread, or update your UI by calling
setState().
The following example shows, in a simple isolate, how to share data back to the main thread to update the UI.
{% prettify dart %} loadData() async { ReceivePort receivePort = new ReceivePort(); await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message SendPort sendPort = await receivePort.first;
List msg = await sendReceive(sendPort, "https://jsonplaceholder.typicode.com/posts");
setState(() { widgets = msg; }); }
// The entry point for the isolate static dataLoader(SendPort sendPort) async { // Open the ReceivePort for incoming messages. ReceivePort port = new ReceivePort();
// Notify any other isolates what port this isolate listens to. sendPort.send(port.sendPort);
await for (var msg in port) { String data = msg[0]; SendPort replyTo = msg[1];
String dataURL = data;
http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(json.decode(response.body));
} }
Future sendReceive(SendPort port, msg) { ReceivePort response = new ReceivePort(); port.send([msg, response.sendPort]); return response.first; } {% endprettify %}
Here, dataLoader() is the Isolate that runs in its own separate execution thread.
In the isolate you can perform more CPU intensive processing (parsing a big JSON, for
example), or perform computationally intensive math, such as encryption or signal processing.
You can run the full example below:
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http; import 'dart:async'; import 'dart:isolate';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); loadData(); }
showLoadingDialog() { if (widgets.length == 0) { return true; }
return false;
}
getBody() { if (showLoadingDialog()) { return getProgressDialog(); } else { return getListView(); } }
getProgressDialog() { return new Center(child: new CircularProgressIndicator()); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: getBody()); }
ListView getListView() => new ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); });
Widget getRow(int i) { return new Padding(padding: new EdgeInsets.all(10.0), child: new Text("Row ${widgets[i]["title"]}")); }
loadData() async { ReceivePort receivePort = new ReceivePort(); await Isolate.spawn(dataLoader, receivePort.sendPort);
// The 'echo' isolate sends its SendPort as the first message
SendPort sendPort = await receivePort.first;
List msg = await sendReceive(sendPort, "https://jsonplaceholder.typicode.com/posts");
setState(() {
widgets = msg;
});
}
// the entry point for the isolate static dataLoader(SendPort sendPort) async { // Open the ReceivePort for incoming messages. ReceivePort port = new ReceivePort();
// Notify any other isolates what port this isolate listens to.
sendPort.send(port.sendPort);
await for (var msg in port) {
String data = msg[0];
SendPort replyTo = msg[1];
String dataURL = data;
http.Response response = await http.get(dataURL);
// Lots of JSON to parse
replyTo.send(json.decode(response.body));
}
}
Future sendReceive(SendPort port, msg) { ReceivePort response = new ReceivePort(); port.send([msg, response.sendPort]); return response.first; } } {% endprettify %}
In Xamarin.Forms you would use HttpClient. Making a network call in Flutter
is easy when you use the popular http package.
This abstracts away a lot of the networking that you might normally implement yourself,
making it simple to make network calls.
To use the http package, add it to your dependencies in pubspec.yaml:
{% prettify yaml %} dependencies: ... http: ^0.11.3+16 {% endprettify %}
To make a network request, call await on the async function http.get():
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http; [...] loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
In Xamarin.Forms you would typically create a loading indicator, either directly in XAML or through a 3rd party plugin such as AcrDialogs.
In Flutter, use a ProgressIndicator widget. Show the progress programmatically
by controlling when it's rendered through a boolean flag. Tell Flutter to update
its state before your long-running task starts, and hide it after it ends.
In the following example, the build function is separated into three different
functions. If showLoadingDialog() is true (when widgets.length == 0),
then render the ProgressIndicator. Otherwise, render the
ListView with the data returned from a network call.
{% prettify dart %} import 'dart:convert';
import 'package:flutter/material.dart'; import 'package:http/http.dart' as http;
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); loadData(); }
showLoadingDialog() { return widgets.length == 0; }
getBody() { if (showLoadingDialog()) { return getProgressDialog(); } else { return getListView(); } }
getProgressDialog() { return new Center(child: new CircularProgressIndicator()); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: getBody()); }
ListView getListView() => new ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); });
Widget getRow(int i) { return new Padding(padding: new EdgeInsets.all(10.0), child: new Text("Row ${widgets[i]["title"]}")); }
loadData() async { String dataURL = "https://jsonplaceholder.typicode.com/posts"; http.Response response = await http.get(dataURL); setState(() { widgets = json.decode(response.body); }); } } {% endprettify %}
Xamarin.Forms has no platform independent way of storing images, you had to place
images in the iOS xcasset folder or on Android, in the various drawable folders.
While Android and iOS treat resources and assets as distinct items, Flutter apps have
only assets. All resources that would live in the Resources/drawable-*
folders on Android, are placed in an assets folder for Flutter.
Flutter follows a simple density-based format like iOS. Assets might be 1.0x,
2.0x, 3.0x, or any other multiplier. Flutter doesn't have dps but there
are logical pixels, which are basically the same as device-independent pixels.
The so-called
devicePixelRatio
expresses the ratio of physical pixels in a single logical pixel.
The equivalent to Android's density buckets are:
| Android density qualifier | Flutter pixel ratio |
|---|---|
ldpi |
0.75x |
mdpi |
1.0x |
hdpi |
1.5x |
xhdpi |
2.0x |
xxhdpi |
3.0x |
xxxhdpi |
4.0x |
Assets are located in any arbitrary folder—Flutter has no
predefined folder structure. You declare the assets (with location) in
the pubspec.yaml file, and Flutter picks them up.
Note that before Flutter 1.0 beta 2, assets defined in Flutter were not accessible from the native side, and vice versa, native assets and resources weren’t available to Flutter, as they lived in separate folders.
As of Flutter beta 2, assets are stored in the native asset folder,
and are accessed on the native side using Android's AssetManager:
As of Flutter beta 2, Flutter still cannot access native resources, nor it can access native assets.
To add a new image asset called my_icon.png to our Flutter project, for example,
and deciding that it should live in a folder we arbitrarily called images, you
would put the base image (1.0x) in the images folder, and all the other
variants in sub-folders called with the appropriate ratio multiplier:
images/my_icon.png // Base: 1.0x image
images/2.0x/my_icon.png // 2.0x image
images/3.0x/my_icon.png // 3.0x image
Next, you'll need to declare these images in your pubspec.yaml file:
{% prettify yaml %} assets:
- images/my_icon.jpeg {% endprettify %}
You can then access your images using AssetImage:
{% prettify dart %} return new AssetImage("images/a_dot_burr.jpeg"); {% endprettify %}
or directly in an Image widget:
{% prettify dart %} @override Widget build(BuildContext context) { return new Image.asset("images/my_image.png"); } {% endprettify %}
More detailed information can be found in Adding Assets and Images in Flutter.
Unlike .NET which has resx files, Flutter currently doesn't have a dedicated
resources-like system for strings. At the moment, the best practice is to hold your
copy text in a class as static fields and accessing them from there. For example:
{% prettify dart %} class Strings { static String welcomeMessage = "Welcome To Flutter"; } {% endprettify %}
Then in your code, you can access your strings as such:
{% prettify dart %} new Text(Strings.welcomeMessage) {% endprettify %}
By default, Flutter only supports US English for its strings. If you need to
add support for other languages, include the flutter_localizations
package. You might also need to add Dart's intl
package to use i10n machinery, such as date/time formatting.
{% prettify yaml %} dependencies:
flutter_localizations: sdk: flutter intl: "^0.15.6" {% endprettify %}
To use the flutter_localizations package,
specify the localizationsDelegates and supportedLocales on the app widget:
{% prettify dart %} import 'package:flutter_localizations/flutter_localizations.dart';
new MaterialApp( localizationsDelegates: [ // Add app-specific localization delegate[s] here GlobalMaterialLocalizations.delegate, GlobalWidgetsLocalizations.delegate, ], supportedLocales: [ const Locale('en', 'US'), // English const Locale('he', 'IL'), // Hebrew // ... other locales the app supports ], // ... ) {% endprettify %}
The delegates contain the actual localized values, while the supportedLocales
defines which locales the app supports. The above example uses a MaterialApp,
so it has both a GlobalWidgetsLocalizations for the base
widgets localized values, and a MaterialWidgetsLocalizations for the Material
widgets localizations. If you use WidgetsApp for your app, you don't
need the latter. Note that these two delegates contain "default"
values, but you'll need to provide one or more delegates for your own app's
localizable copy, if you want those to be localized too.
When initialized, the WidgetsApp (or MaterialApp) creates a
Localizations
widget for you, with the delegates you specify.
The current locale for the device is always accessible from the Localizations
widget from the current context (in the form of a Locale object), or using the
Window.locale.
To access localized resources, use the Localizations.of() method to
access a specific localizations class that is provided by a given delegate.
Use the intl_translation
package to extract translatable copy to
arb
files for translating, and importing them back into the app for using them
with intl.
For further details on internationalization and localization in Flutter, see the
internationalization guide,
which has sample code with and without the intl package.
In Xamarin.Forms you will have a csproj file. The closest equivalent in Flutter is pubspec.yaml,
which contains package dependencies and various project details. Similar to .NET Standard,
files within the same directory are considered part of the project.
In the .NET eco-system, native Xamarin projects and Xamarin.Forms projects had access to Nuget and the inbuilt package management system. Flutter apps contain a native Android app, native iOS app and Flutter app.
In Android, you add dependencies by adding to your Gradle build script. In iOS, you add
dependencies by adding to your Podfile.
Flutter uses Dart's own build system, and the Pub package manager. The tools delegate the building of the native Android and iOS wrapper apps to the respective build systems.
In general, use pubspec.yaml to declare external dependencies to use in Flutter. A good
place to find Flutter packages is Pub.
In Xamarin.Forms, you have an Application that contains OnStart, OnResume and
OnSleep. In Flutter you can instead listen to similar lifecycle events by hooking into
the WidgetsBinding observer and listening to the didChangeAppLifecycleState() change event.
The observable lifecycle events are:
inactive— The application is in an inactive state and is not receiving user input. This event is iOS only.paused— The application is not currently visible to the user, is not responding to user input, but is running in the background.resumed— The application is visible and responding to user input.suspending— The application is suspended momentarily. This event is Android only.
For more details on the meaning of these states, see
[AppLifecycleStatus documentation](https://docs.flutter.io/flutter/dart-ui
/AppLifecycleState-class.html).
In Xamarin.Forms you can create a StackLayout with an Orientation of Horizontal or Vertical.
Flutter has a similar approach, however you would use the Row or Column widgets.
If you notice the two code samples are identical with the exception of the "Row" and "Column" widget. The children are the same and this feature can be exploited to develop rich layouts that can change overtime with the same children.
{% prettify dart %} @override Widget build(BuildContext context) { return new Row( mainAxisAlignment: MainAxisAlignment.center, children: [ new Text('Row One'), new Text('Row Two'), new Text('Row Three'), new Text('Row Four'), ], ); } {% endprettify %}
{% prettify dart %} @override Widget build(BuildContext context) { return new Column( mainAxisAlignment: MainAxisAlignment.center, children: [ new Text('Column One'), new Text('Column Two'), new Text('Column Three'), new Text('Column Four'), ], ); } {% endprettify %}
The closest equivalent of a Grid would be to use a GridView. This is much more powerful
than what you are used to in Xamarin.Forms. A GridView provides automatic scrolling when the
content exceeds the its viewable space.
{% prettify dart %} GridView.count( // Create a grid with 2 columns. If you change the scrollDirection to // horizontal, this would produce 2 rows. crossAxisCount: 2, // Generate 100 Widgets that display their index in the List children: List.generate(100, (index) { return Center( child: Text( 'Item $index', style: Theme.of(context).textTheme.headline, ), ); }), ); {% endprettify %}
You may have used a Grid in Xamarin.Forms to implement widgets that overlay other widgets.
In Flutter, you accomplish this with the Stack widget.
This sample creates two icons that overlap each other.
{% prettify dart %} child: new Stack( children: [ new Icon(Icons.add_box, size: 24.0, color: const Color.fromRGBO(0,0,0,1.0)), new Positioned( left: 10.0, child: new Icon(Icons.add_circle, size: 24.0, color: const Color.fromRGBO(0,0,0,1.0)), ), ], ), {% endprettify %}
In Xamarin.Forms, a ScrollView wraps around a VisualElement and, if the content is larger than
the device screen, it scrolls.
In Flutter, the closest match is the SingleChildScrollView widget. You simply fill the
Widget with the content that you want to be scrollable.
{% prettify dart %} @override Widget build(BuildContext context) { return new SingleChildScrollView( child: new Text('Long Content'), ); } {% endprettify %}
If you have many items you want to wrap in a scroll, even of different Widget types, you might want
to use a ListView. This might seem like overkill, but in Flutter this is far more optimized
and less intensive than a Xamarin.Forms ListView which is backing on to platform specific controls.
{% prettify dart %} @override Widget build(BuildContext context) { return new ListView( children: [ new Text('Row One'), new Text('Row Two'), new Text('Row Three'), new Text('Row Four'), ], ); } {% endprettify %}
Landscape transitions can be handled automatically by setting the configChanges
property in the AndroidManifest.xml:
{% prettify yaml %} android:configChanges="orientation|screenSize" {% endprettify %}
In Xamarin.Forms, Elements may contain a Click event you can attach to. Many elements
also contain a Command that is tied to this event. Alternatively you would use the
TapGestureRecognizer. In Flutter there are two very similar ways:
-
If the Widget supports event detection, pass a function to it and handle it in the function. For example, the RaisedButton has an
onPressedparameter:@override Widget build(BuildContext context) { return new RaisedButton( onPressed: () { print("click"); }, child: new Text("Button")); }
-
If the Widget doesn't support event detection, wrap the widget in a GestureDetector and pass a function to the
onTapparameter.class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new Scaffold( body: new Center( child: new GestureDetector( child: new FlutterLogo( size: 200.0, ), onTap: () { print("tap"); }, ), )); } }
In Xamarin.Forms you would add a GestureRecognizer to the VisualElement. You
would normally be limited to TapGestureRecognizer, PinchGestureRecognizer and
PanGestureRecognizer, unless you built your own.
In Flutter, using the GestureDetector, you can listen to a wide range of Gestures such as:
-
Tap
onTapDown- A pointer that might cause a tap has contacted the screen at a particular location.onTapUp- A pointer that triggers a tap has stopped contacting the screen at a particular location.onTap- A tap has occurred.onTapCancel- The pointer that previously triggered theonTapDownwon't cause a tap.
-
Double tap
onDoubleTap- The user tapped the screen at the same location twice in quick succession.
-
Long press
onLongPress- A pointer has remained in contact with the screen at the same location for a long period of time.
-
Vertical drag
onVerticalDragStart- A pointer has contacted the screen and might begin to move vertically.onVerticalDragUpdate- A pointer in contact with the screen has moved further in the vertical direction.onVerticalDragEnd- A pointer that was previously in contact with the screen and moving vertically is no longer in contact with the screen and was moving at a specific velocity when it stopped contacting the screen.
-
Horizontal drag
onHorizontalDragStart- A pointer has contacted the screen and might begin to move horizontally.onHorizontalDragUpdate- A pointer in contact with the screen has moved further in the horizontal direction.onHorizontalDragEnd- A pointer that was previously in contact with the screen and moving horizontally is no longer in contact with the screen and was moving at a specific velocity when it stopped contacting the screen.
The following example shows a GestureDetector that rotates the Flutter logo
on a double tap:
{% prettify dart %} AnimationController controller; CurvedAnimation curve;
@override void initState() { controller = new AnimationController(duration: const Duration(milliseconds: 2000), vsync: this); curve = new CurvedAnimation(parent: controller, curve: Curves.easeIn); }
class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new Scaffold( body: new Center( child: new GestureDetector( child: new RotationTransition( turns: curve, child: new FlutterLogo( size: 200.0, )), onDoubleTap: () { if (controller.isCompleted) { controller.reverse(); } else { controller.forward(); } }, ), )); } } {% endprettify %}
The equivalent to a ListView in Flutter is … a ListView!
In a Xamarin.Forms ListView, you create a ViewCell and possibly a DataTemplateSelector
and pass it into the ListView, which renders each row with what your DataTemplateSelector
or ViewCell returns. However, you often have have to make sure you turn on Cell Recycling
otherwise you will run into memory issues and slow scrolling speeds.
Due to Flutter's immutable widget pattern, you pass a List of
Widgets to your ListView, and Flutter takes care of making sure
that scrolling is fast and smooth.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { @override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new ListView(children: _getListData()), ); }
_getListData() { List widgets = []; for (int i = 0; i < 100; i++) { widgets.add(new Padding(padding: new EdgeInsets.all(10.0), child: new Text("Row $i"))); } return widgets; } } {% endprettify %}
In Xamarin.Forms, the ListView has a method to find out which item was clicked
ItemTapped. There are many other techniques you may have used such as checking
when SelectedItem or adding an EventToCommand behavior changes.
In Flutter, use the touch handling provided by the passed-in widgets.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { @override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new ListView(children: _getListData()), ); }
_getListData() { List widgets = []; for (int i = 0; i < 100; i++) { widgets.add(new GestureDetector( child: new Padding( padding: new EdgeInsets.all(10.0), child: new Text("Row $i")), onTap: () { print('row tapped'); }, )); } return widgets; } } {% endprettify %}
In Xamarin.Forms, if you bound the ItemsSource property to an ObservableCollection
you would just update the list in your ViewModel. Alternative you could assign
a new List to property ItemsSource is bound to to change all items.
In Flutter, things work a little differently. if you were to update the list of widgets
inside a setState(), you would quickly see that your data did not change visually.
This is because when setState() is called, the Flutter rendering engine
looks at the widget tree to see if anything has changed. When it gets to your
ListView, it performs a == check, and determines that the two ListViews are the
same. Nothing has changed, so no update is required.
For a simple way to update your ListView, create a new List inside of
setState(), and copy the data from the old list to the new list.
While this approach is simple, it is not recommended for large data sets,
as shown in the next example.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); for (int i = 0; i < 100; i++) { widgets.add(getRow(i)); } }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new ListView(children: widgets), ); }
Widget getRow(int i) { return new GestureDetector( child: new Padding( padding: new EdgeInsets.all(10.0), child: new Text("Row $i")), onTap: () { setState(() { widgets = new List.from(widgets); widgets.add(getRow(widgets.length + 1)); print('row $i'); }); }, ); } } {% endprettify %}
The recommended, efficient, and effective way to build a list uses a ListView.Builder. This method is great when you have a dynamic List or a List with very large amounts of data. This is essentially the equivalent of RecyclerView on Android, which automatically recycles list elements for you:
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { List widgets = [];
@override void initState() { super.initState(); for (int i = 0; i < 100; i++) { widgets.add(getRow(i)); } }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new ListView.builder( itemCount: widgets.length, itemBuilder: (BuildContext context, int position) { return getRow(position); })); }
Widget getRow(int i) { return new GestureDetector( child: new Padding( padding: new EdgeInsets.all(10.0), child: new Text("Row $i")), onTap: () { setState(() { widgets.add(getRow(widgets.length + 1)); print('row $i'); }); }, ); } } {% endprettify %}
Instead of creating a "ListView", create a ListView.builder that takes two key parameters: the initial length of the list, and an ItemBuilder function.
The ItemBuilder function is similar to the getView function in an Android
adapter; it takes a position, and returns the row you want rendered at
that position.
Finally, but most importantly, notice that the onTap() function
doesn't recreate the list anymore, but instead .adds to it.
For more information, please visit Write your first Flutter app, part 1 and Write your first Flutter app, part 2
In Xamarin.Forms, you would have to add a custom font in each native project. Then
in your Element you would assign this font name to the FontFamily attribute
using filename#fontname and just fontname for iOS.
In Flutter, place the font file in a folder and reference it in the
pubspec.yaml file, similar to how you import images.
{% prettify yaml %} fonts:
- family: MyCustomFont
fonts:
- asset: fonts/MyCustomFont.ttf
- style: italic {% endprettify %}
Then assign the font to your Text widget:
{% prettify dart %} @override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new Center( child: new Text( 'This is a custom font text', style: new TextStyle(fontFamily: 'MyCustomFont'), ), ), ); } {% endprettify %}
Along with fonts, you can customize other styling elements on a Text widget.
The style parameter of a Text widget takes a TextStyle object, where you can
customize many parameters, such as:
colordecorationdecorationColordecorationStylefontFamilyfontSizefontStylefontWeighthashCodeheightinheritletterSpacingtextBaselinewordSpacing
Xamarin.Forms elements allow you to directly query the element to determine
the state of any of its properties, or it is bound to a property in a ViewModel.
Retrieving information in Flutter is handled by specialized widgets and is different
than how you are used to. If you have a TextField or a TextFormField, you can supply a
TextEditingController
to retrieve user input:
{% prettify dart %} class _MyFormState extends State { // Create a text controller and use it to retrieve the current value. // of the TextField! final myController = new TextEditingController();
@override void dispose() { // Clean up the controller when disposing of the Widget. myController.dispose(); super.dispose(); }
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text('Retrieve Text Input'), ), body: new Padding( padding: const EdgeInsets.all(16.0), child: new TextField( controller: myController, ), ), floatingActionButton: new FloatingActionButton( // When the user presses the button, show an alert dialog with the // text the user has typed into our text field. onPressed: () { return showDialog( context: context, builder: (context) { return new AlertDialog( // Retrieve the text the user has typed in using our // TextEditingController content: new Text(myController.text), ); }, ); }, tooltip: 'Show me the value!', child: new Icon(Icons.text_fields), ), ); } } {% endprettify %}
You can find more information and the full code listing in Retrieve the value of a text field, from the Flutter Cookbook.
In Xamarin.Forms, some Elements support a Placeholder property, you would
assign a value to. e.g.
{% prettify xml %} {% endprettify %}
In Flutter, you can easily show a "hint" or a placeholder text for your input by adding an InputDecoration object to the decoration constructor parameter for the Text Widget.
{% prettify dart %} body: new Center( child: new TextField( decoration: new InputDecoration(hintText: "This is a hint"), ) ) {% endprettify %}
With Xamarin.Forms, if you wished to provide a visual hint of a
validation error, you would need to create new properties and VisualElements
surrounding the Elements that had validation errors.
In Flutter we pass through an InputDecoration object to the decoration constructor for the Text widget.
However, you don't want to start off by showing an error.
Instead, when the user has entered invalid data,
update the state, and pass a new InputDecoration object.
{% prettify dart %} import 'package:flutter/material.dart';
void main() { runApp(new SampleApp()); }
class SampleApp extends StatelessWidget { // This widget is the root of your application. @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, ), home: new SampleAppPage(), ); } }
class SampleAppPage extends StatefulWidget { SampleAppPage({Key key}) : super(key: key);
@override _SampleAppPageState createState() => new _SampleAppPageState(); }
class _SampleAppPageState extends State { String _errorText;
@override Widget build(BuildContext context) { return new Scaffold( appBar: new AppBar( title: new Text("Sample App"), ), body: new Center( child: new TextField( onSubmitted: (String text) { setState(() { if (!isEmail(text)) { _errorText = 'Error: This is not an email'; } else { _errorText = null; } }); }, decoration: new InputDecoration(hintText: "This is a hint", errorText: _getErrorText()), ), ), ); }
_getErrorText() { return _errorText; }
bool isEmail(String em) { String emailRegexp = r'^(([^<>()[]\.,;:\s@"]+(.[^<>()[]\.,;:\s@"]+)*)|(".+"))@(([[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}])|(([a-zA-Z-0-9]+.)+[a-zA-Z]{2,}))$';
RegExp regExp = new RegExp(emailRegexp);
return regExp.hasMatch(em);
} } {% endprettify %}
Flutter doesn't run code directly on the underlying platform; rather, the Dart code
that makes up a Flutter app is run natively on the device, "sidestepping" the SDK
provided by the platform. That means, for example, when you perform a network request
in Dart, it runs directly in the Dart context. You don't use the Android or iOS
APIs you normally take advantage of when writing native apps. Your Flutter
app is still hosted in a native app's ViewController or Activity as a view,
but you don't have direct access to this, or the native framework.
This doesn't mean Flutter apps cannot interact with those native APIs, or with any
native code you have. Flutter provides platform channels,
that communicate and exchange data with the ViewController or Activity that
hosts your Flutter view. Platform channels are essentially an asynchronous messaging
mechanism that bridge the Dart code with the host ViewController or Activity and
the iOS or Android framework it runs on. You can use platform channels to execute a method on
the native side, or to retrieve some data from the device's sensors, for example.
In addition to directly using platform channels, you can use a variety of pre-made plugins that encapsulate the native and Dart code for a specific goal. For example, you can use a plugin to access the camera roll and the device camera directly from Flutter, without having to write your own integration. Plugins are found on Pub, Dart and Flutter's open source package repository. Some packages might support native integrations on iOS, or Android, or both.
If you can't find a plugin on Pub that fits your needs, you can write your own and publish it on Pub.
Use the geolocator community plugin.
The image_picker plugin is popular
for accessing the camera.
To Log in with Facebook, use the
flutter_facebook_login community plugin.
Most Firebase functions are covered by first party plugins. These plugins are first-party integrations, maintained by the Flutter team:
firebase_admobfor Firebase AdMobfirebase_analyticsfor Firebase Analyticsfirebase_authfor Firebase Authfirebase_databasefor Firebase RTDBfirebase_storagefor Firebase Cloud Storagefirebase_messagingfor Firebase Messaging (FCM)flutter_firebase_uifor quick Firebase Auth integrations (Facebook, Google, Twitter and email)cloud_firestorefor Firebase Cloud Firestore
You can also find some third-party Firebase plugins on Pub that cover areas not directly covered by the first-party plugins.
If there is platform-specific functionality that Flutter or its community Plugins are missing, you can build your own following the developing packages and plugins page.
Flutter's plugin architecture, in a nutshell, is much like using an Event bus in Android: you fire off a message and let the receiver process and emit a result back to you. In this case, the receiver is code running on the native side on Android or iOS.
Out of the box, Flutter comes with a beautiful implementation of Material Design, which takes care of a lot of styling and theming needs that you would typically do.
Xamarin.Forms does have a global ResourceDictionary where you can share styles
across your app. Alternatively there is Theme support currently in preview.
In Flutter you declare themes in the top level widget.
To take full advantage of Material Components in your app, you can declare a top
level widget MaterialApp as the entry point to your application. MaterialApp
is a convenience widget that wraps a number of widgets that are commonly
required for applications implementing Material Design. It builds upon a WidgetsApp by
adding Material specific functionality.
You can also use a WidgetApp as your app widget, which provides some of the
same functionality, but is not as rich as MaterialApp.
To customize the colors and styles of any child components, pass a
ThemeData object to the MaterialApp widget. For example, in the code below,
the primary swatch is set to blue and text selection color is red.
{% prettify dart %} class SampleApp extends StatelessWidget { @override Widget build(BuildContext context) { return new MaterialApp( title: 'Sample App', theme: new ThemeData( primarySwatch: Colors.blue, textSelectionColor: Colors.red ), home: new SampleAppPage(), ); } } {% endprettify %}
Xamarin.Forms developers will likely be familar with the Xam.Plugins.Settings plugin.
In Flutter, access equivalent functionality using the
Shared Preferences plugin.
This plugin wraps the functionality of both UserDefaults and the Android
equivalent, SharedPreferences.
In Xamarin.Forms most applications would use the sqlite-net-pcl plugin to access
SQLite databases.
In Flutter, access this functionality using the SQFlite plugin.
In Android, you use Firebase Cloud Messaging to setup push notifications for your app.
In Flutter, access this functionality using the
Firebase_Messaging
plugin.
For more information on using the Firebase Cloud Messaging API, see the
firebase_messaging
plugin documentation.