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// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:ui' show Color;
import 'package:flutter/foundation.dart';
import 'package:flutter/rendering.dart';
/// Interactive states that some of the Material widgets can take on when
/// receiving input from the user.
///
/// States are defined by https://material.io/design/interaction/states.html#usage.
///
/// Some Material widgets track their current state in a `Set<MaterialState>`.
///
/// See also:
///
/// * [MaterialStateProperty], an interface for objects that "resolve" to
/// different values depending on a widget's material state.
/// * [MaterialStateColor], a [Color] that implements `MaterialStateProperty`
/// which is used in APIs that need to accept either a [Color] or a
/// `MaterialStateProperty<Color>`.
/// * [MaterialStateMouseCursor], a [MouseCursor] that implements `MaterialStateProperty`
/// which is used in APIs that need to accept either a [MouseCursor] or a
/// [MaterialStateProperty<MouseCursor>].
enum MaterialState {
/// The state when the user drags their mouse cursor over the given widget.
///
/// See: https://material.io/design/interaction/states.html#hover.
hovered,
/// The state when the user navigates with the keyboard to a given widget.
///
/// This can also sometimes be triggered when a widget is tapped. For example,
/// when a [TextField] is tapped, it becomes [focused].
///
/// See: https://material.io/design/interaction/states.html#focus.
focused,
/// The state when the user is actively pressing down on the given widget.
///
/// See: https://material.io/design/interaction/states.html#pressed.
pressed,
/// The state when this widget is being dragged from one place to another by
/// the user.
///
/// https://material.io/design/interaction/states.html#dragged.
dragged,
/// The state when this item has been selected.
///
/// This applies to things that can be toggled (such as chips and checkboxes)
/// and things that are selected from a set of options (such as tabs and radio buttons).
///
/// See: https://material.io/design/interaction/states.html#selected.
selected,
/// The state when this widget disabled and can not be interacted with.
///
/// Disabled widgets should not respond to hover, focus, press, or drag
/// interactions.
///
/// See: https://material.io/design/interaction/states.html#disabled.
disabled,
/// The state when the widget has entered some form of invalid state.
///
/// See https://material.io/design/interaction/states.html#usage.
error,
}
/// Signature for the function that returns a value of type `T` based on a given
/// set of states.
typedef MaterialPropertyResolver<T> = T Function(Set<MaterialState> states);
/// Defines a [Color] that is also a [MaterialStateProperty].
///
/// This class exists to enable widgets with [Color] valued properties
/// to also accept [MaterialStateProperty<Color>] values. A material
/// state color property represents a color which depends on
/// a widget's "interactive state". This state is represented as a
/// [Set] of [MaterialState]s, like [MaterialState.pressed],
/// [MaterialState.focused] and [MaterialState.hovered].
///
/// To use a [MaterialStateColor], you can either:
/// 1. Create a subclass of [MaterialStateColor] and implement the abstract `resolve` method.
/// 2. Use [MaterialStateColor.resolveWith] and pass in a callback that
/// will be used to resolve the color in the given states.
///
/// If a [MaterialStateColor] is used for a property or a parameter that doesn't
/// support resolving [MaterialStateProperty<Color>]s, then its default color
/// value will be used for all states.
///
/// To define a `const` [MaterialStateColor], you'll need to extend
/// [MaterialStateColor] and override its [resolve] method. You'll also need
/// to provide a `defaultValue` to the super constructor, so that we can know
/// at compile-time what its default color is.
///
/// {@tool snippet}
///
/// This example defines a `MaterialStateColor` with a const constructor.
///
/// ```dart
/// class MyColor extends MaterialStateColor {
/// static const int _defaultColor = 0xcafefeed;
/// static const int _pressedColor = 0xdeadbeef;
///
/// const MyColor() : super(_defaultColor);
///
/// @override
/// Color resolve(Set<MaterialState> states) {
/// if (states.contains(MaterialState.pressed)) {
/// return const Color(_pressedColor);
/// }
/// return const Color(_defaultColor);
/// }
/// }
/// ```
/// {@end-tool}
abstract class MaterialStateColor extends Color implements MaterialStateProperty<Color> {
/// Creates a [MaterialStateColor].
const MaterialStateColor(int defaultValue) : super(defaultValue);
/// Creates a [MaterialStateColor] from a [MaterialPropertyResolver<Color>]
/// callback function.
///
/// If used as a regular color, the color resolved in the default state (the
/// empty set of states) will be used.
///
/// The given callback parameter must return a non-null color in the default
/// state.
static MaterialStateColor resolveWith(MaterialPropertyResolver<Color> callback) => _MaterialStateColor(callback);
/// Returns a [Color] that's to be used when a Material component is in the
/// specified state.
@override
Color resolve(Set<MaterialState> states);
}
/// A [MaterialStateColor] created from a [MaterialPropertyResolver<Color>]
/// callback alone.
///
/// If used as a regular color, the color resolved in the default state will
/// be used.
///
/// Used by [MaterialStateColor.resolveWith].
class _MaterialStateColor extends MaterialStateColor {
_MaterialStateColor(this._resolve) : super(_resolve(_defaultStates).value);
final MaterialPropertyResolver<Color> _resolve;
/// The default state for a Material component, the empty set of interaction states.
static const Set<MaterialState> _defaultStates = <MaterialState>{};
@override
Color resolve(Set<MaterialState> states) => _resolve(states);
}
/// Defines a [MouseCursor] whose value depends on a set of [MaterialState]s which
/// represent the interactive state of a component.
///
/// This kind of [MouseCursor] is useful when the set of interactive
/// actions a widget supports varies with its state. For example, a
/// mouse pointer hovering over a disabled [ListTile] should not
/// display [SystemMouseCursors.click], since a disabled list tile
/// doesn't respond to mouse clicks. [ListTile]'s default mouse cursor
/// is a [MaterialStateMouseCursor.clickable], which resolves to
/// [SystemMouseCursors.basic] when the button is disabled.
///
/// To use a [MaterialStateMouseCursor], you should create a subclass of
/// [MaterialStateMouseCursor] and implement the abstract `resolve` method.
///
/// {@tool dartpad --template=stateless_widget_scaffold_center}
///
/// This example defines a mouse cursor that resolves to
/// [SystemMouseCursors.forbidden] when its widget is disabled.
///
/// ```dart imports
/// import 'package:flutter/rendering.dart';
/// ```
///
/// ```dart preamble
/// class ListTileCursor extends MaterialStateMouseCursor {
/// @override
/// MouseCursor resolve(Set<MaterialState> states) {
/// if (states.contains(MaterialState.disabled)) {
/// return SystemMouseCursors.forbidden;
/// }
/// return SystemMouseCursors.click;
/// }
/// @override
/// String get debugDescription => 'ListTileCursor()';
/// }
/// ```
///
/// ```dart
/// Widget build(BuildContext context) {
/// return ListTile(
/// title: Text('Disabled ListTile'),
/// enabled: false,
/// mouseCursor: ListTileCursor(),
/// );
/// }
/// ```
/// {@end-tool}
///
/// This class should only be used for parameters which are documented to take
/// [MaterialStateMouseCursor], otherwise only the default state will be used.
///
/// See also:
///
/// * [MouseCursor] for introduction on the mouse cursor system.
/// * [SystemMouseCursors], which defines cursors that are supported by
/// native platforms.
abstract class MaterialStateMouseCursor extends MouseCursor implements MaterialStateProperty<MouseCursor> {
/// Creates a [MaterialStateMouseCursor].
const MaterialStateMouseCursor();
@protected
@override
MouseCursorSession createSession(int device) {
return resolve(<MaterialState>{}).createSession(device);
}
/// Returns a [MouseCursor] that's to be used when a Material component is in
/// the specified state.
///
/// This method should never return null.
@override
MouseCursor resolve(Set<MaterialState> states);
/// A mouse cursor for clickable material widgets, which resolves differently
/// when the widget is disabled.
///
/// By default this cursor resolves to [SystemMouseCursors.click]. If the widget is
/// disabled, the cursor resolves to [SystemMouseCursors.basic].
///
/// This cursor is the default for many Material widgets.
static const MaterialStateMouseCursor clickable = _EnabledAndDisabledMouseCursor(
enabledCursor: SystemMouseCursors.click,
disabledCursor: SystemMouseCursors.basic,
name: 'clickable',
);
/// A mouse cursor for material widgets related to text, which resolves differently
/// when the widget is disabled.
///
/// By default this cursor resolves to [SystemMouseCursors.text]. If the widget is
/// disabled, the cursor resolves to [SystemMouseCursors.basic].
///
/// This cursor is the default for many Material widgets.
static const MaterialStateMouseCursor textable = _EnabledAndDisabledMouseCursor(
enabledCursor: SystemMouseCursors.text,
disabledCursor: SystemMouseCursors.basic,
name: 'textable',
);
}
class _EnabledAndDisabledMouseCursor extends MaterialStateMouseCursor {
const _EnabledAndDisabledMouseCursor({
required this.enabledCursor,
required this.disabledCursor,
required this.name,
});
final MouseCursor enabledCursor;
final MouseCursor disabledCursor;
final String name;
@override
MouseCursor resolve(Set<MaterialState> states) {
if (states.contains(MaterialState.disabled)) {
return disabledCursor;
}
return enabledCursor;
}
@override
String get debugDescription => 'MaterialStateMouseCursor($name)';
}
/// Interface for classes that [resolve] to a value of type `T` based
/// on a widget's interactive "state", which is defined as a set
/// of [MaterialState]s.
///
/// Material state properties represent values that depend on a widget's material
/// "state". The state is encoded as a set of [MaterialState] values, like
/// [MaterialState.focused], [MaterialState.hovered], [MaterialState.pressed]. For
/// example the [InkWell.overlayColor] defines the color that fills the ink well
/// when it's pressed (the "splash color"), focused, or hovered. The [InkWell]
/// uses the overlay color's [resolve] method to compute the color for the
/// ink well's current state.
///
/// [ButtonStyle], which is used to configure the appearance of
/// buttons like [TextButton], [ElevatedButton], and [OutlinedButton],
/// has many material state properties. The button widgets keep track
/// of their current material state and [resolve] the button style's
/// material state properties when their value is needed.
///
/// {@tool dartpad --template=stateless_widget_scaffold_center}
///
/// This example shows how you can override the default text and icon
/// color (the "foreground color") of a [TextButton] with a
/// [MaterialStateProperty]. In this example, the button's text color
/// will be `Colors.blue` when the button is being pressed, hovered,
/// or focused. Otherwise, the text color will be `Colors.red`.
///
/// ```dart
/// Widget build(BuildContext context) {
/// Color getColor(Set<MaterialState> states) {
/// const Set<MaterialState> interactiveStates = <MaterialState>{
/// MaterialState.pressed,
/// MaterialState.hovered,
/// MaterialState.focused,
/// };
/// if (states.any(interactiveStates.contains)) {
/// return Colors.blue;
/// }
/// return Colors.red;
/// }
/// return TextButton(
/// style: ButtonStyle(
/// foregroundColor: MaterialStateProperty.resolveWith(getColor),
/// ),
/// onPressed: () {},
/// child: Text('TextButton'),
/// );
/// }
/// ```
/// {@end-tool}
///
/// See also:
///
/// * [MaterialStateColor], a [Color] that implements `MaterialStateProperty`
/// which is used in APIs that need to accept either a [Color] or a
/// `MaterialStateProperty<Color>`.
/// * [MaterialStateMouseCursor], a [MouseCursor] that implements `MaterialStateProperty`
/// which is used in APIs that need to accept either a [MouseCursor] or a
/// [MaterialStateProperty<MouseCursor>].
abstract class MaterialStateProperty<T> {
/// Returns a value of type `T` that depends on [states].
///
/// Widgets like [TextButton] and [ElevatedButton] apply this method to their
/// current [MaterialState]s to compute colors and other visual parameters
/// at build time.
T resolve(Set<MaterialState> states);
/// Resolves the value for the given set of states if `value` is a
/// [MaterialStateProperty], otherwise returns the value itself.
///
/// This is useful for widgets that have parameters which can optionally be a
/// [MaterialStateProperty]. For example, [InkWell.mouseCursor] can be a
/// [MouseCursor] or a [MaterialStateProperty<MouseCursor>].
static T resolveAs<T>(T value, Set<MaterialState> states) {
if (value is MaterialStateProperty<T>) {
final MaterialStateProperty<T> property = value;
return property.resolve(states);
}
return value;
}
/// Convenience method for creating a [MaterialStateProperty] from a
/// [MaterialPropertyResolver] function alone.
static MaterialStateProperty<T> resolveWith<T>(MaterialPropertyResolver<T> callback) => _MaterialStatePropertyWith<T>(callback);
/// Convenience method for creating a [MaterialStateProperty] that resolves
/// to a single value for all states.
static MaterialStateProperty<T> all<T>(T value) => _MaterialStatePropertyAll<T>(value);
}
class _MaterialStatePropertyWith<T> implements MaterialStateProperty<T> {
_MaterialStatePropertyWith(this._resolve);
final MaterialPropertyResolver<T> _resolve;
@override
T resolve(Set<MaterialState> states) => _resolve(states);
}
class _MaterialStatePropertyAll<T> implements MaterialStateProperty<T> {
_MaterialStatePropertyAll(this.value);
final T value;
@override
T resolve(Set<MaterialState> states) => value;
@override
String toString() => 'MaterialStateProperty.all($value)';
}