Im using the flutter_neumorphics dependency https://pub.dev/packages/flutter_neumorphic
to make my circular Neumorphic containers. However I'm facing an issue when Im trying to resize it.
I want the outer circle to be smaller and more compact.
Here is the code I've tried:
Widget build(BuildContext context) {
final percentage = 50.0;
return Stack(
children: <Widget>[
Align(
child: Neumorphic(
boxShape: NeumorphicBoxShape.circle(),
padding: EdgeInsets.all(80),
style: NeumorphicStyle(
depth: NeumorphicTheme.embossDepth(context),
),
child: CustomPaint(
painter: NeuProgressPainter(
circleWidth: 20,
completedPercentage: percentage,
defaultCircleColor: Colors.transparent,
),
child: Center(),
),
),
),
Align(
child: Neumorphic(
boxShape: NeumorphicBoxShape.circle(),
padding: EdgeInsets.all(80),
style: NeumorphicStyle(
color: Colors.white,
depth: NeumorphicTheme.depth(context),
),
),
),
],
);
}
Where the NeuProgressPainter is defined as:
class NeuProgressPainter extends CustomPainter {
//
Color defaultCircleColor;
Color percentageCompletedCircleColor;
double completedPercentage;
double circleWidth;
NeuProgressPainter(
{this.defaultCircleColor,
this.percentageCompletedCircleColor,
this.completedPercentage,
this.circleWidth});
getPaint(Color color) {
return Paint()
..color = color
..strokeCap = StrokeCap.round
..style = PaintingStyle.stroke
..strokeWidth = circleWidth;
}
#override
void paint(Canvas canvas, Size size) {
Paint defaultCirclePaint = getPaint(defaultCircleColor);
Offset center = Offset(size.width / 2, size.height / 2);
double radius = min(size.width / 2, size.height / 2);
Rect boundingSquare = Rect.fromCircle(center: center, radius: radius);
paint(
List<Color> colors,
) {
final Gradient gradient = LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomRight,
colors: colors,
);
return Paint()
..strokeCap = StrokeCap.round
..style = PaintingStyle.stroke
..strokeWidth = circleWidth
..shader = gradient.createShader(boundingSquare);
}
canvas.drawCircle(center, radius, defaultCirclePaint);
double arcAngle = 2 * pi * (completedPercentage / 100);
canvas.drawArc(
Rect.fromCircle(center: center, radius: radius),
-pi / 2,
arcAngle,
false,
paint(
[
kcolor,
kDarkOrange,
kOrange,
],
),
);
}
#override
bool shouldRepaint(CustomPainter painter) {
return true;
}
}
This is what my output looks like:
Im trying to achieve something similar to this inspiration:
How about this?
Padding(
padding: const EdgeInsets.all(80.0),
child: Align(
child: Neumorphic(
boxShape: NeumorphicBoxShape.circle(),
padding: EdgeInsets.all(20),
style: NeumorphicStyle(
depth: NeumorphicTheme.embossDepth(context),
),
child: CustomPaint(
painter: NeuProgressPainter(
circleWidth: 20,
completedPercentage: percentage,
defaultCircleColor: Colors.transparent,
),
child: Center(),
),
),
),
),
Related
how can I achieve something like this in Flutter:
Just replace Text to Image.network
Use below code
UnicornOutlineButton(
strokeWidth: 2,
radius: 24,
gradient: LinearGradient(
colors: [Colors.black, Colors.redAccent]),
child: Text('OMG', style: TextStyle(fontSize: 16)),
onPressed: () {},
),
Make new class with the name UnicornOutlineButton
class UnicornOutlineButton extends StatelessWidget {
final _GradientPainter _painter;
final Widget _child;
final VoidCallback _callback;
final double _radius;
UnicornOutlineButton({
#required double strokeWidth,
#required double radius,
#required Gradient gradient,
#required Widget child,
#required VoidCallback onPressed,
}) : this._painter = _GradientPainter(strokeWidth: strokeWidth, radius: radius, gradient: gradient),
this._child = child,
this._callback = onPressed,
this._radius = radius;
#override
Widget build(BuildContext context) {
return CustomPaint(
painter: _painter,
child: GestureDetector(
behavior: HitTestBehavior.translucent,
onTap: _callback,
child: InkWell(
borderRadius: BorderRadius.circular(_radius),
onTap: _callback,
child: Container(
constraints: BoxConstraints(minWidth: 88, minHeight: 48),
child: Row(
mainAxisSize: MainAxisSize.min,
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
_child,
],
),
),
),
),
);
}
}
class _GradientPainter extends CustomPainter {
final Paint _paint = Paint();
final double radius;
final double strokeWidth;
final Gradient gradient;
_GradientPainter({#required double strokeWidth, #required double radius, #required Gradient gradient})
: this.strokeWidth = strokeWidth,
this.radius = radius,
this.gradient = gradient;
#override
void paint(Canvas canvas, Size size) {
// create outer rectangle equals size
Rect outerRect = Offset.zero & size;
var outerRRect = RRect.fromRectAndRadius(outerRect, Radius.circular(radius));
// create inner rectangle smaller by strokeWidth
Rect innerRect = Rect.fromLTWH(strokeWidth, strokeWidth, size.width - strokeWidth * 2, size.height - strokeWidth * 2);
var innerRRect = RRect.fromRectAndRadius(innerRect, Radius.circular(radius - strokeWidth));
// apply gradient shader
_paint.shader = gradient.createShader(outerRect);
// create difference between outer and inner paths and draw it
Path path1 = Path()..addRRect(outerRRect);
Path path2 = Path()..addRRect(innerRRect);
var path = Path.combine(PathOperation.difference, path1, path2);
canvas.drawPath(path, _paint);
}
#override
bool shouldRepaint(CustomPainter oldDelegate) => oldDelegate != this;
}
I have a Draggable Container with the following decoration.
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [ThemeColors.red, ThemeColors.yellow, ThemeColors.green])
I would like to have it animated that my frame is getting greener or redder, further I drag left or right.
Here's a simple example to detect horizontal drag and change between colors inside your gradient:
class GradientScreen extends StatefulWidget {
#override
_GradientScreenState createState() => _GradientScreenState();
}
class _GradientScreenState extends State<GradientScreen> {
var percentage = 0.0;
#override
Widget build(BuildContext context) {
final width = MediaQuery.of(context).size.width;
return Scaffold(
appBar: AppBar(
title: Text('Animated Drag Gradient'),
centerTitle: true,
),
body: GestureDetector(
onHorizontalDragUpdate: (details) {
setState(() => percentage = (details.localPosition.dx - 0) / (width - 0));
},
child: Container(
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [
_colorTween(Colors.green[900], Colors.red[900]),
Colors.yellow,
_colorTween(Colors.green[900], Colors.red[900])
],
)
),
),
),
);
}
Color _colorTween(Color begin, Color end) {
return ColorTween(begin: begin, end: end).transform(percentage);
}
}
The result of this easy implementation is the following:
I'm trying to draw a shape like this with some text and data in it.
I am using CustomPaint for this
CustomPaint(
painter: new RightBox(context),
child: container()
),
Container container() {
return Container(
height: 200,
width: 200,
color: Colors.black,
margin: EdgeInsets.only(left: 20),
child: Center(child: Text("Hi Khushal",
style: TextStyle(
color: Colors.white
),
),)
);
}
class RightBox extends CustomPainter {
RightBox(this.context);
BuildContext context;
#override
void paint(Canvas canvas, Size size) {
size = MediaQuery.of(context).size;
Paint paint = Paint()
..color = Colors.black;
Path path = Path()
..moveTo(size.width * 0.02 + size.width * 0.5, size.height * 0.85)
..lineTo(size.width * 0.05 + size.width * 0.5, size.height * 0.70)
..lineTo(size.width * 0.45 + size.width * 0.5, size.height * 0.67)
..lineTo(size.width * 0.48 + size.width * 0.5, size.height * 0.85);
path.close();
canvas.drawPath(path, paint);
}
#override
bool shouldRepaint(RightBox oldDelegate) {
return true;
}
}
I want the text to be shown in the bottom right CustomPaint Widget,
I am passing a child Container to the CustomPaint but instead, I'm getting a widget positioned separately in the stack.
I know I'm doing something wrong, please help me achieve the UI.
Your painter is taking the full size of the screen. Hence, you need to align the container to put it inside the painter. Here is one way to do it. There are several ways to do it.
You put your container and painter inside a stack widget. Align the container according to your needs. Make sure to give a few padding and margin to get a more accurate result.
Stack(
children: <Widget>[
Align(
alignment: Alignment.bottomRight,
child: Container(
height: 200,
width: 200,
alignment: Alignment.bottomRight,
child: Center(
child: Text(
"Hi Khushal",
style: TextStyle(color: Colors.black),
),
)),
),
CustomPaint(
painter: RightBox(context),
),
],
),
I'm trying to make a custom widget that the user can zoom and pan an image and tap to overlay points on the image. I think I'm close but can't quite get the points to line up under the tap.
I copied the relevant zoom-pan from here:
https://github.com/flutter/flutter/blob/master/examples/layers/widgets/gestures.dart
I also have my GestureDetector pulled out into its own widget as per this post to get the correct RenderBox for global to local offset conversion
flutter : Get Local position of Gesture Detector
import 'package:flutter/material.dart';
class ImageWithOverlays extends StatefulWidget {
final List<FractionalOffset> fractionalOffsets;
ImageWithOverlays(this.fractionalOffsets);
#override
_ImageWithOverlaysState createState() => _ImageWithOverlaysState();
}
class _ImageWithOverlaysState extends State<ImageWithOverlays> {
Offset _startingFocalPoint;
Offset _previousOffset;
Offset _offset = Offset.zero;
double _previousZoom;
double _zoom = 1.0;
#override
Widget build(BuildContext context) {
return GestureDetector(
onScaleStart: _handleScaleStart,
onScaleUpdate:_handleScaleUpdate,
onTapDown: (details){
setState(() {
widget.fractionalOffsets.add(_getFractionalOffset(context, details.globalPosition));
});
},
onDoubleTap: _handleScaleReset,
child: Transform(
transform: Matrix4.diagonal3Values(_zoom, _zoom, 1.0) + Matrix4.translationValues(_offset.dx, _offset.dy, 0.0),
child: Center(
child: Container(
child:Stack(
children: <Widget>[
Image.network(
'https://picsum.photos/250?image=9',
), ]
..addAll(_getOverlays(context)),
)),
),
));
}
void _handleScaleStart(ScaleStartDetails details) {
setState(() {
_startingFocalPoint = details.focalPoint;
_previousOffset = _offset;
_previousZoom = _zoom;
});
}
void _handleScaleUpdate(ScaleUpdateDetails details) {
setState(() {
_zoom = _previousZoom * details.scale;
// Ensure that item under the focal point stays in the same place despite zooming
final Offset normalizedOffset = (_startingFocalPoint - _previousOffset) / _previousZoom;
_offset = details.focalPoint - normalizedOffset * _zoom;
});
}
void _handleScaleReset() {
setState(() {
_zoom = 1.0;
_offset = Offset.zero;
widget.fractionalOffsets.clear();
});
}
List<Widget> _getOverlays(BuildContext context) {
return widget.fractionalOffsets
.asMap()
.map((i, fo) => MapEntry(
i,
Align(
alignment: fo,
child: _buildIcon((i + 1).toString(), context)
)
))
.values
.toList();
}
Widget _buildIcon(String indexText, BuildContext context) {
return FlatButton.icon(
icon: Icon(Icons.location_on, color: Colors.red),
label: Text(
indexText,
style: TextStyle(color: Colors.red, fontWeight: FontWeight.bold),
),
);
}
Widget _buildCircleIcon(String indexText) {
return Container(
margin: const EdgeInsets.all(8.0),
padding: const EdgeInsets.all(8.0),
decoration: BoxDecoration(
color: Colors.red,
shape: BoxShape.circle,
),
child: Text(
indexText,
style: TextStyle(
fontSize: 16,
color: Colors.white,
fontWeight: FontWeight.bold
),
));
}
FractionalOffset _getFractionalOffset(BuildContext context, Offset globalPosition) {
var renderbox = context.findRenderObject() as RenderBox;
var localOffset = renderbox.globalToLocal(globalPosition);
var width = renderbox.size.width;
var height = renderbox.size.height;
return FractionalOffset(localOffset.dx/width,localOffset.dy/height);
}
}
But I'm having a rough time getting the layout right. I think I have two issues:
The image likes to jump to the upper left. I'm not sure how to get it to stay centered.
When I zoom in, my _getFractionalOffset function is not returning the correct fraction. The icons in this screenshot are not showing up under my tap
My matrix math is poor, as is my understanding of how Flutter does its transforms, so I would appreciate any insight.
Figured it out, I had a couple issues with my code that when compounded made debugging annoying.
First, I should have been multiplying the scale/translate matrices, not adding them:
vector.Matrix4 get _transformationMatrix {
var scale = vector.Matrix4.diagonal3Values(_zoom, _zoom, 1.0);
var translation = vector.Matrix4.translationValues(_offset.dx, _offset.dy, 0.0);
var transform = translation * scale;
return transform;
}
Second, I was trying to fuss around with doing the translating from local offset to the image frame instead of letting vector_math do it for me. The new overlay offset calculation:
Offset _getOffset(BuildContext context, Offset globalPosition) {
var renderbox = context.findRenderObject() as RenderBox;
var localOffset = renderbox.globalToLocal(globalPosition);
var localVector = vector.Vector3(localOffset.dx, localOffset.dy,0);
var transformed = Matrix4.inverted(_transformationMatrix).transform3(localVector);
return Offset(transformed.x, transformed.y);
}
Since _transformationmatrix takes a point from the image frame to the screen frame, I needed to left multiply the inverse to get from the screen frame (localOffset) to the image frame (returned value).
Finally, I'm using the Positioned widget instead of Align so I can set the positioning in pixels:
double _width = 100;
double _height = 50;
List<Widget> _getOverlays(BuildContext context) {
return widget.points
.asMap()
.map((i, offset) => MapEntry(
i,
Positioned(
left: offset.dx-_width/2,
width:_width,
top: offset.dy -_height/2,
height:_height,
child: _buildIcon((i + 1).toString(), context)
)
))
.values
.toList();
}
where widget.points is a List<Offset> of offsets returned by _getOffset above, and width/height are the width and height of my icon widget.
Hope this helps someone!
I've been working with Flutter rotation,
new Matrix4.identity()
..rotateX(degrees * 3.1415927 / 180),
but, the problem, I want it to be similar to the diagram below.
can I achieve a 3D-like rotation on the x-axis with Flutter?
even if there is a mapping from 3D to 2D or there are alternatives
that would get the same result.
thanks in advance.
Example image in OpenCV: How to calculate perspective transform for OpenCV from rotation angles?
thanks to this discussion, and this repo, and after more than a day seeking the answer,
static Matrix4 _pmat(num pv) {
return new Matrix4(
1.0, 0.0, 0.0, 0.0, //
0.0, 1.0, 0.0, 0.0, //
0.0, 0.0, 1.0, pv * 0.001, //
0.0, 0.0, 0.0, 1.0,
);
}
Matrix4 perspective = _pmat(1.0);
// then use it
new Center(
child: new Transform(
child: new FittedBox(
fit: BoxFit.fill,
child: LogoWidget(),
),
alignment: FractionalOffset.center,
transform: perspective.scaled(1.0, 1.0, 1.0)
..rotateX(math.pi - degrees * math.pi / 180)
..rotateY(0.0)
..rotateZ(0.0)
),
);
here is the result image
please read a little theory about this subject.
You can use Transform widget to apply a matrix onto it's child.
Here's an example combining Transform with the animation framework to rotate on X, Y, and Z directions.
import 'dart:math' as math;
import 'package:flutter/material.dart';
void main() {
runApp(
new MaterialApp(
home: new Home(),
),
);
}
class Home extends StatefulWidget {
#override
_HomeState createState() => new _HomeState();
}
class _HomeState extends State<Home> with SingleTickerProviderStateMixin {
AnimationController animationController;
Animation<double> rotateX;
Animation<double> rotateY;
Animation<double> rotateZ;
#override
initState() {
super.initState();
animationController = new AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
)..repeat();
print('bar');
rotateX = new Tween<double>(
begin: .0,
end: 1.0,
).animate(new CurvedAnimation(
parent: animationController,
curve: new Interval(.0, 1 / 3),
));
rotateY = new Tween<double>(
begin: .0,
end: 1.0,
).animate(new CurvedAnimation(
parent: animationController,
curve: new Interval(1 / 3, 2 / 3),
));
rotateZ = new Tween<double>(
begin: .0,
end: .5,
).animate(new CurvedAnimation(
parent: animationController,
curve: new Interval(2 / 3, 1.0),
));
}
#override
Widget build(BuildContext context) {
return new Scaffold(
body: new Center(
child: new AnimatedBuilder(
animation: animationController,
builder: (context, child) {
final card = new SizedBox(
width: 42.0,
height: 42.0,
child: new Card(
color:
animationController.value >= 1 / 6 && animationController.value <= 3 / 6 ? Colors.blue : Colors.red,
),
);
return new Transform(
transform: new Matrix4.rotationX(rotateX.value * math.pi)
..multiply(new Matrix4.rotationY(rotateY.value * math.pi))
..multiply(new Matrix4.rotationZ(rotateZ.value * math.pi)),
alignment: Alignment.center,
child: card,
);
},
),
),
);
}
}
class MyTransform extends StatefulWidget {
const MyTransform({Key? key}) : super(key: key);
#override
_MyTransformState createState() => _MyTransformState();
}
class _MyTransformState extends State<MyTransform> {
double x = 0;
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Transform(
transform: Matrix4.identity()
..setEntry(3, 2, 0.003) // col = 2, row = 3 & 0.003 = depth perception in the Z direction
..rotateX(x), // (Both are equal because both are 4D identity matrix)
// transform: Matrix4(
// 1, 0, 0, 0,
// 0, 1, 0, 0,
// 0, 0, 1, 0.003,
// 0, 0, 0, 1,
// )..rotateX(x),
alignment: FractionalOffset.center,
child: GestureDetector(
onPanUpdate: (details) {
setState(() {
x = x + details.delta.dy / 100;
});
},
child: Container(
color: Colors.red,
height: 200.0,
width: 200.0,
),
),
),
),
);
}
}