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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 'package:flute/foundation.dart';
import 'package:flute/rendering.dart';
import 'package:flute/services.dart';
import 'input_border.dart';
// Examples can assume:
// late BuildContext context;
/// 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.
/// {@template flutter.material.MaterialStateProperty.implementations}
/// * [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>].
/// * [MaterialStateOutlinedBorder], an [OutlinedBorder] that implements
/// `MaterialStateProperty` which is used in APIs that need to accept either
/// an [OutlinedBorder] or a [MaterialStateProperty<OutlinedBorder>].
/// * [MaterialStateOutlineInputBorder], an [OutlineInputBorder] that implements
/// `MaterialStateProperty` which is used in APIs that need to accept either
/// an [OutlineInputBorder] or a [MaterialStateProperty<OutlineInputBorder>].
/// * [MaterialStateUnderlineInputBorder], an [UnderlineInputBorder] that implements
/// `MaterialStateProperty` which is used in APIs that need to accept either
/// an [UnderlineInputBorder] or a [MaterialStateProperty<UnderlineInputBorder>].
/// * [MaterialStateBorderSide], a [BorderSide] that implements
/// `MaterialStateProperty` which is used in APIs that need to accept either
/// a [BorderSide] or a [MaterialStateProperty<BorderSide>].
/// * [MaterialStateTextStyle], a [TextStyle] that implements
/// `MaterialStateProperty` which is used in APIs that need to accept either
/// a [TextStyle] or a [MaterialStateProperty<TextStyle>].
/// {@endtemplate}
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 overlaps the content of a scrollable below.
///
/// Used by [AppBar] to indicate that the primary scrollable's
/// content has scrolled up and behind the app bar.
scrolledUnder,
/// The state when this widget is disabled and cannot 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].
///
/// [MaterialStateColor] should only be used with widgets that document
/// their support, like [TimePickerThemeData.dayPeriodColor].
///
/// 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 {
/// const MyColor() : super(_defaultColor);
///
/// static const int _defaultColor = 0xcafefeed;
/// static const int _pressedColor = 0xdeadbeef;
///
/// @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> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateColor(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}
/// This example defines a mouse cursor that resolves to
/// [SystemMouseCursors.forbidden] when its widget is disabled.
///
/// ** See code in examples/api/lib/material/material_state/material_state_mouse_cursor.0.dart **
/// {@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> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
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)';
}
/// Defines a [BorderSide] whose value depends on a set of [MaterialState]s
/// which represent the interactive state of a component.
///
/// To use a [MaterialStateBorderSide], you should create a subclass of a
/// [MaterialStateBorderSide] and override the abstract `resolve` method.
///
/// This class enables existing widget implementations with [BorderSide]
/// properties to be extended to also effectively support `MaterialStateProperty<BorderSide>`
/// property values. [MaterialStateBorderSide] should only be used with widgets that document
/// their support, like [ActionChip.side].
///
/// {@tool dartpad}
/// This example defines a subclass of [MaterialStateBorderSide], that resolves
/// to a red border side when its widget is selected.
///
/// ** See code in examples/api/lib/material/material_state/material_state_border_side.0.dart **
/// {@end-tool}
///
/// This class should only be used for parameters which are documented to take
/// [MaterialStateBorderSide], otherwise only the default state will be used.
abstract class MaterialStateBorderSide extends BorderSide implements MaterialStateProperty<BorderSide?> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateBorderSide();
/// Returns a [BorderSide] that's to be used when a Material component is
/// in the specified state. Return null to defer to the default value of the
/// widget or theme.
@override
BorderSide? resolve(Set<MaterialState> states);
/// Creates a [MaterialStateBorderSide] from a
/// [MaterialPropertyResolver<BorderSide?>] callback function.
///
/// If used as a regular [BorderSide], the border resolved in the default state
/// (the empty set of states) will be used.
///
/// Usage:
///
/// ```dart
/// ChipTheme(
/// data: Theme.of(context).chipTheme.copyWith(
/// side: MaterialStateBorderSide.resolveWith((Set<MaterialState> states) {
/// if (states.contains(MaterialState.selected)) {
/// return const BorderSide(color: Colors.red);
/// }
/// return null; // Defer to default value on the theme or widget.
/// }),
/// ),
/// child: const Chip(
/// label: Text('Transceiver'),
/// ),
/// ),
/// ```
///
/// Alternatively:
///
/// ```dart
/// Chip(
/// label: const Text('Transceiver'),
/// side: MaterialStateBorderSide.resolveWith((Set<MaterialState> states) {
/// if (states.contains(MaterialState.selected)) {
/// return const BorderSide(color: Colors.red);
/// }
/// return null; // Defer to default value on the theme or widget.
/// }),
/// ),
/// ```
static MaterialStateBorderSide resolveWith(MaterialPropertyResolver<BorderSide?> callback) =>
_MaterialStateBorderSide(callback);
}
/// A [MaterialStateBorderSide] created from a
/// [MaterialPropertyResolver<BorderSide>] callback alone.
///
/// If used as a regular side, the side resolved in the default state will
/// be used.
///
/// Used by [MaterialStateBorderSide.resolveWith].
class _MaterialStateBorderSide extends MaterialStateBorderSide {
const _MaterialStateBorderSide(this._resolve);
final MaterialPropertyResolver<BorderSide?> _resolve;
@override
BorderSide? resolve(Set<MaterialState> states) {
return _resolve(states);
}
}
/// Defines an [OutlinedBorder] whose value depends on a set of [MaterialState]s
/// which represent the interactive state of a component.
///
/// To use a [MaterialStateOutlinedBorder], you should create a subclass of an
/// [OutlinedBorder] and implement [MaterialStateOutlinedBorder]'s abstract
/// `resolve` method.
///
/// {@tool dartpad}
/// This example defines a subclass of [RoundedRectangleBorder] and an
/// implementation of [MaterialStateOutlinedBorder], that resolves to
/// [RoundedRectangleBorder] when its widget is selected.
///
/// ** See code in examples/api/lib/material/material_state/material_state_outlined_border.0.dart **
/// {@end-tool}
///
/// This class should only be used for parameters which are documented to take
/// [MaterialStateOutlinedBorder], otherwise only the default state will be used.
///
/// See also:
///
/// * [ShapeBorder] the base class for shape outlines.
abstract class MaterialStateOutlinedBorder extends OutlinedBorder implements MaterialStateProperty<OutlinedBorder?> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateOutlinedBorder();
/// Returns an [OutlinedBorder] that's to be used when a Material component is
/// in the specified state. Return null to defer to the default value of the
/// widget or theme.
@override
OutlinedBorder? resolve(Set<MaterialState> states);
}
/// Defines a [TextStyle] that is also a [MaterialStateProperty].
///
/// This class exists to enable widgets with [TextStyle] valued properties
/// to also accept [MaterialStateProperty<TextStyle>] values. A material
/// state text style property represents a text style 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].
///
/// [MaterialStateTextStyle] should only be used with widgets that document
/// their support, like [InputDecoration.labelStyle].
///
/// To use a [MaterialStateTextStyle], you can either:
/// 1. Create a subclass of [MaterialStateTextStyle] and implement the abstract `resolve` method.
/// 2. Use [MaterialStateTextStyle.resolveWith] and pass in a callback that
/// will be used to resolve the color in the given states.
///
/// If a [MaterialStateTextStyle] is used for a property or a parameter that doesn't
/// support resolving [MaterialStateProperty<TextStyle>]s, then its default color
/// value will be used for all states.
///
/// To define a `const` [MaterialStateTextStyle], you'll need to extend
/// [MaterialStateTextStyle] 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.
abstract class MaterialStateTextStyle extends TextStyle implements MaterialStateProperty<TextStyle> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateTextStyle();
/// Creates a [MaterialStateTextStyle] from a [MaterialPropertyResolver<TextStyle>]
/// callback function.
///
/// If used as a regular text style, the style resolved in the default state (the
/// empty set of states) will be used.
///
/// The given callback parameter must return a non-null text style in the default
/// state.
static MaterialStateTextStyle resolveWith(MaterialPropertyResolver<TextStyle> callback) =>
_MaterialStateTextStyle(callback);
/// Returns a [TextStyle] that's to be used when a Material component is in the
/// specified state.
@override
TextStyle resolve(Set<MaterialState> states);
}
/// A [MaterialStateTextStyle] created from a [MaterialPropertyResolver<TextStyle>]
/// callback alone.
///
/// If used as a regular text style, the style resolved in the default state will
/// be used.
///
/// Used by [MaterialStateTextStyle.resolveWith].
class _MaterialStateTextStyle extends MaterialStateTextStyle {
const _MaterialStateTextStyle(this._resolve);
final MaterialPropertyResolver<TextStyle> _resolve;
@override
TextStyle resolve(Set<MaterialState> states) => _resolve(states);
}
/// Defines a [OutlineInputBorder] that is also a [MaterialStateProperty].
///
/// This class exists to enable widgets with [OutlineInputBorder] valued properties
/// to also accept [MaterialStateProperty<OutlineInputBorder>] values. A material
/// state input border property represents a text style 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].
///
/// [MaterialStateOutlineInputBorder] should only be used with widgets that document
/// their support, like [InputDecoration.border].
///
/// To use a [MaterialStateOutlineInputBorder], you can either:
/// 1. Create a subclass of [MaterialStateOutlineInputBorder] and implement the abstract `resolve` method.
/// 2. Use [MaterialStateOutlineInputBorder.resolveWith] and pass in a callback that
/// will be used to resolve the color in the given states.
///
/// If a [MaterialStateOutlineInputBorder] is used for a property or a parameter that doesn't
/// support resolving [MaterialStateProperty<OutlineInputBorder>]s, then its default color
/// value will be used for all states.
///
/// To define a `const` [MaterialStateOutlineInputBorder], you'll need to extend
/// [MaterialStateOutlineInputBorder] 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.
abstract class MaterialStateOutlineInputBorder extends OutlineInputBorder implements MaterialStateProperty<InputBorder> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateOutlineInputBorder();
/// Creates a [MaterialStateOutlineInputBorder] from a [MaterialPropertyResolver<InputBorder>]
/// callback function.
///
/// If used as a regular input border, the border resolved in the default state (the
/// empty set of states) will be used.
///
/// The given callback parameter must return a non-null text style in the default
/// state.
static MaterialStateOutlineInputBorder resolveWith(MaterialPropertyResolver<InputBorder> callback) =>
_MaterialStateOutlineInputBorder(callback);
/// Returns a [InputBorder] that's to be used when a Material component is in the
/// specified state.
@override
InputBorder resolve(Set<MaterialState> states);
}
/// A [MaterialStateOutlineInputBorder] created from a [MaterialPropertyResolver<OutlineInputBorder>]
/// callback alone.
///
/// If used as a regular input border, the border resolved in the default state will
/// be used.
///
/// Used by [MaterialStateTextStyle.resolveWith].
class _MaterialStateOutlineInputBorder extends MaterialStateOutlineInputBorder {
const _MaterialStateOutlineInputBorder(this._resolve);
final MaterialPropertyResolver<InputBorder> _resolve;
@override
InputBorder resolve(Set<MaterialState> states) => _resolve(states);
}
/// Defines a [UnderlineInputBorder] that is also a [MaterialStateProperty].
///
/// This class exists to enable widgets with [UnderlineInputBorder] valued properties
/// to also accept [MaterialStateProperty<UnderlineInputBorder>] values. A material
/// state input border property represents a text style 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].
///
/// [MaterialStateUnderlineInputBorder] should only be used with widgets that document
/// their support, like [InputDecoration.border].
///
/// To use a [MaterialStateUnderlineInputBorder], you can either:
/// 1. Create a subclass of [MaterialStateUnderlineInputBorder] and implement the abstract `resolve` method.
/// 2. Use [MaterialStateUnderlineInputBorder.resolveWith] and pass in a callback that
/// will be used to resolve the color in the given states.
///
/// If a [MaterialStateUnderlineInputBorder] is used for a property or a parameter that doesn't
/// support resolving [MaterialStateProperty<UnderlineInputBorder>]s, then its default color
/// value will be used for all states.
///
/// To define a `const` [MaterialStateUnderlineInputBorder], you'll need to extend
/// [MaterialStateUnderlineInputBorder] 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.
abstract class MaterialStateUnderlineInputBorder extends UnderlineInputBorder implements MaterialStateProperty<InputBorder> {
/// Abstract const constructor. This constructor enables subclasses to provide
/// const constructors so that they can be used in const expressions.
const MaterialStateUnderlineInputBorder();
/// Creates a [MaterialStateUnderlineInputBorder] from a [MaterialPropertyResolver<InputBorder>]
/// callback function.
///
/// If used as a regular input border, the border resolved in the default state (the
/// empty set of states) will be used.
///
/// The given callback parameter must return a non-null text style in the default
/// state.
static MaterialStateUnderlineInputBorder resolveWith(MaterialPropertyResolver<InputBorder> callback) =>
_MaterialStateUnderlineInputBorder(callback);
/// Returns a [InputBorder] that's to be used when a Material component is in the
/// specified state.
@override
InputBorder resolve(Set<MaterialState> states);
}
/// A [MaterialStateUnderlineInputBorder] created from a [MaterialPropertyResolver<UnderlineInputBorder>]
/// callback alone.
///
/// If used as a regular input border, the border resolved in the default state will
/// be used.
///
/// Used by [MaterialStateTextStyle.resolveWith].
class _MaterialStateUnderlineInputBorder extends MaterialStateUnderlineInputBorder {
const _MaterialStateUnderlineInputBorder(this._resolve);
final MaterialPropertyResolver<InputBorder> _resolve;
@override
InputBorder resolve(Set<MaterialState> states) => _resolve(states);
}
/// 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.
///
/// {@youtube 560 315 https://www.youtube.com/watch?v=CylXr3AF3uU}
///
/// 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}
/// 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`.
///
/// ** See code in examples/api/lib/material/material_state/material_state_property.0.dart **
/// {@end-tool}
///
/// See also:
///
/// {@macro flutter.material.MaterialStateProperty.implementations}
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.
///
/// If you need a const value, use [MaterialStatePropertyAll] directly.
///
// TODO(darrenaustin): Deprecate this when we have the ability to create
// a dart fix that will replace this with MaterialStatePropertyAll:
// https://github.com/dart-lang/sdk/issues/49056.
static MaterialStateProperty<T> all<T>(T value) => MaterialStatePropertyAll<T>(value);
/// Linearly interpolate between two [MaterialStateProperty]s.
static MaterialStateProperty<T?>? lerp<T>(
MaterialStateProperty<T>? a,
MaterialStateProperty<T>? b,
double t,
T? Function(T?, T?, double) lerpFunction,
) {
// Avoid creating a _LerpProperties object for a common case.
if (a == null && b == null) {
return null;
}
return _LerpProperties<T>(a, b, t, lerpFunction);
}
}
class _LerpProperties<T> implements MaterialStateProperty<T?> {
const _LerpProperties(this.a, this.b, this.t, this.lerpFunction);
final MaterialStateProperty<T>? a;
final MaterialStateProperty<T>? b;
final double t;
final T? Function(T?, T?, double) lerpFunction;
@override
T? resolve(Set<MaterialState> states) {
final T? resolvedA = a?.resolve(states);
final T? resolvedB = b?.resolve(states);
return lerpFunction(resolvedA, resolvedB, t);
}
}
class _MaterialStatePropertyWith<T> implements MaterialStateProperty<T> {
_MaterialStatePropertyWith(this._resolve);
final MaterialPropertyResolver<T> _resolve;
@override
T resolve(Set<MaterialState> states) => _resolve(states);
}
/// Convenience class for creating a [MaterialStateProperty] that
/// resolves to the given value for all states.
class MaterialStatePropertyAll<T> implements MaterialStateProperty<T> {
/// Constructs a [MaterialStateProperty] that always resolves to the given
/// value.
const MaterialStatePropertyAll(this.value);
/// The value of the property that will be used for all states.
final T value;
@override
T resolve(Set<MaterialState> states) => value;
@override
String toString() {
if (value is double) {
return 'MaterialStatePropertyAll(${debugFormatDouble(value as double)})';
} else {
return 'MaterialStatePropertyAll($value)';
}
}
}
/// Manages a set of [MaterialState]s and notifies listeners of changes.
///
/// Used by widgets that expose their internal state for the sake of
/// extensions that add support for additional states. See
/// [TextButton.statesController] for example.
///
/// The controller's [value] is its current set of states. Listeners
/// are notified whenever the [value] changes. The [value] should only be
/// changed with [update]; it should not be modified directly.
class MaterialStatesController extends ValueNotifier<Set<MaterialState>> {
/// Creates a MaterialStatesController.
MaterialStatesController([Set<MaterialState>? value]) : super(<MaterialState>{...?value});
/// Adds [state] to [value] if [add] is true, and removes it otherwise,
/// and notifies listeners if [value] has changed.
void update(MaterialState state, bool add) {
final bool valueChanged = add ? value.add(state) : value.remove(state);
if (valueChanged) {
notifyListeners();
}
}
}