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touchable
Flutter library to bring your CustomPainter 🎨 to Life ✨⚡️
touchable library gives you the ability to add various gestures and animations to each Shape you draw on your canvas in the CustomPainter
Index : #
Why Use Touchable ?
Installation
Usage
How it works
Road Map 🗺
Links
Why Use Touchable ? #
The CustomPainter lets you only draw shapes on the canvas. But most would want to let user interact with the drawings.
Add all kinds of gesture callbacks to each drawing to give interaction capability to the shapes you draw on the canvas.
Animating individual shapes has never been this easy.
Auto Handles the painting style (filled ▮ , stroke ▯) and detects touch accordingly.
Handles Painting stroke width. So if your shapes are painted thick , we still got it covered ✓
Supports clipping and different clipping modes for the drawings.
Supports HitTestBehavior for each shape.
Simple and Easy API. Just wrap your CustomPaint with CanvasTouchDetector and use the TouchyCanvas in your painter.
With touchable , you get what the normal canvas always missed : touchability 😉
Installation #
Add the touchable package as dependency in your pubspec.yaml
dependencies:
touchable:
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Usage #
Just Wrap your CustomPaint widget with CanvasTouchDetector. It takes a builder function as argument that expects your CustomPaint widget as shown below.
CanvasTouchDetector(
builder: (context) =>
CustomPaint(
painter: MyPainter(context)
)
)
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Inside your CustomPainter class's paint method , create and use the TouchyCanvas object (using the context obtained from the CanvasTouchDetector and canvas) to draw any shape with different gesture callbacks.
var myCanvas = TouchyCanvas(context,canvas);
myCanvas.drawRect( rect , Paint() , onTapDown: (tapDetail){
//Do stuff here. Probably change your state and animate
});
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MyPainter example : #
class MyPainter extends CustomPainter {
final BuildContext context ;
MyPainter(this.context); // context from CanvasTouchDetector
@override
void paint(Canvas canvas, Size size) {
var myCanvas = TouchyCanvas(context,canvas);
myCanvas.drawCircle(Offset(10, 10), 60, Paint()..color=Colors.orange ,
onTapDown: (tapdetail) {
print("orange Circle touched");
},
onPanDown:(tapdetail){
print("orange circle swiped");
}
);
myCanvas.drawLine(
Offset(0, 0),
Offset(size.width - 100, size.height - 100),
Paint()
..color = Colors.black
..strokeWidth = 50,
onPanUpdate: (detail) {
print('Black line Swiped'); //do cooler things here. Probably change app state or animate
});
}
}
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Read the article on Medium : Bring Your CustomPainter to Life using Touchable
How Touchable Works #
When you draw shapes on the canvas (TouchyCanvas) , it keeps track of the dimensions of each shape you draw and their painting style , stroke , order , clippings etc.
When user performs any gesture on the screen , based on the location of the gesture , the appropriate shape is selected from the lot taking clipping regions , paint , hitTest behaviour etc into account in an optimized way. Callbacks of the corresponding shapes (one or more depending on the hitTest behavior) are executed.
Road Map #
Basic Shape Detection
Line
Rectangle (Rect)
Circle
Oval or Ellipse
Arc
segment
sector
Rounded Rectangle (RRect)
Custom Path [only supports opaque hittest]
Points (PointMode.points , PointMode.lines , PointMode.polygon)
Vertices
Traingle
Traingle Strip
Traingle Fan
Support for proper edge detection based on the Paint object properties :
Paint style
Stroke Width
Stroke Cap
StrokeCap to draw Points
StrokeCap.round for lines with huge width.
Support Clipping and clipping modes
ClipRect
intersect mode [Touch detection enabled only inside the clipped region]
difference mode [Touch detection enabled only outside the clipped region]
ClipRRect
ClipPath
Support for HitTestBehavior
Make the touch detection handling to run in a seperate isolate.
Support for translation , rotation , scaling and skewing transformations that needs some vector math
Links #
Touchable Docs
Pub Dev
Other Dart/Flutter Packages
HomePage
My Github Page
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