Like title states, how can one access the state of a StatefulWidget from the StatefulWidget.
Background: I have a star rating widget that consists of 5 "StarWidget"s in a row. The StarWidget class is just an Icon with a detector wrapped around it (not using IconButton because it has a very large size). The StarWidget stores whether it is selected or not in a corresponding State object and accordingly displays a solid or outline icon.
In my main widget, I have access to the StatefulWidget objects, and would like to configure their states.
import 'package:flutter/material.dart';
import 'package:font_awesome_flutter/font_awesome_flutter.dart';
class StarRatingWidget extends StatefulWidget {
@override
_StarRatingWidgetState createState() {
return _StarRatingWidgetState();
}
}
class _StarRatingWidgetState extends State<StarRatingWidget>
implements StarSelectionInterface {
//Properties
int _currentRating = 0;
List<RatingStarWidget> starWidgets = [];
//Methods
@override
void initState() {
super.initState();
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 0,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 1,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 2,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 3,
),
);
starWidgets.add(
RatingStarWidget(
starSelectionInterface: this,
starPosition: 4,
),
);
}
@override
Widget build(BuildContext buildContext) {
return Row(
children: starWidgets,
);
}
//Star Selection Interface Methods
void onStarSelected(_RatingStarWidgetState starWidgetState) {
print("listener: star selected ${starWidgetState._starPosition}");
//a new, rating has been selected, update rating
if (_currentRating != starWidgetState._starPosition) {
_currentRating = (starWidgetState._starPosition + 1);
}
//same star as rating has been selected, set rating to 0
else {
_currentRating = 0;
}
//update stars according to rating
for(int i = 1; i <= 5; i++) {
//what should I do here?!
}
}
}
class RatingStarWidget extends StatefulWidget {
//Properties
final int starPosition;
final StarSelectionInterface starSelectionInterface;
//Constructors
RatingStarWidget({this.starSelectionInterface, this.starPosition});
//Methods
@override
_RatingStarWidgetState createState() {
return _RatingStarWidgetState(starSelectionInterface, starPosition);
}
}
class _RatingStarWidgetState extends State<RatingStarWidget> {
//Properties
int _starPosition;
bool _isSelected = false;
StarSelectionInterface selectionListener;
//Constructors
_RatingStarWidgetState(this.selectionListener, this._starPosition);
//Methods
@override
Widget build(BuildContext buildContext) {
return AnimatedCrossFade(
firstChild: GestureDetector(
child: Icon(
FontAwesomeIcons.star,
size: 14,
),
onTap: () {
print("star: selected");
selectionListener.onStarSelected(this);
},
),
secondChild: GestureDetector(
child: Icon(
FontAwesomeIcons.solidStar,
size: 14,
),
onTap: () {
selectionListener.onStarSelected(this);
},
),
duration: Duration(milliseconds: 300),
crossFadeState:
_isSelected ? CrossFadeState.showSecond : CrossFadeState.showFirst,
);
}
}
class StarSelectionInterface {
void onStarSelected(_RatingStarWidgetState starWidgetState) {}
}
Why is the build method on State, and not StatefulWidget? Putting a Widget build(BuildContext context) method on State rather than putting a Widget build(BuildContext context, State state) method on StatefulWidget gives developers more flexibility when subclassing StatefulWidget.
Stateful and stateless widgets A widget is either stateful or stateless. If a widget can change—when a user interacts with it, for example—it's stateful. A stateless widget never changes. Icon , IconButton , and Text are examples of stateless widgets.
You can call YourStateClass. initState() to revert to its original initialized state. Also make sure that when you construct your state, you will want to initialize all of your variables in the void initState() function.
The Flutter way is to rebuild widgets whenever it is necessary. Don't be afraid to build widgets, they are cheap for the SDK, specially in this case for simple stars.
Accessing another widget state requires more work than just rebuilding it. To access the state you should use keys or you should add special methods in the widget itself.
In this case, where the star is rebuilt no matter what, it is even better and simpler to use plain stateless widgets because the selected state can be provided by the parent in the moment of rebuilding.
And since the state is stored in the parent widget, I think it is better no to store it as wall in each one of the individual stars.
Next is a very simple solution that follows that idea. But yes, it still rebuilds the stars.
import 'package:flutter/material.dart';
import 'package:font_awesome_flutter/font_awesome_flutter.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(body: Center(child: StarRatingWidget())),
);
}
}
class StarRatingWidget extends StatefulWidget {
@override
_StarRatingWidgetState createState() {
return _StarRatingWidgetState();
}
}
class _StarRatingWidgetState extends State<StarRatingWidget> {
int _currentRating = 0;
List<Widget> buildStars() {
List<RatingStarWidget> starWidgets = [];
for (int i = 0; i < 5; i++) {
starWidgets.add(
RatingStarWidget(
clickCallback: () => setState(() {
_currentRating = i + 1;
}),
highlighted: _currentRating > i,
),
);
}
return starWidgets;
}
@override
Widget build(BuildContext buildContext) {
return Row(
children: buildStars(),
);
}
}
class RatingStarWidget extends StatelessWidget {
//Properties
final VoidCallback clickCallback;
final bool highlighted;
//Constructors
RatingStarWidget({this.clickCallback, this.highlighted});
@override
StatelessElement createElement() {
print("Element created");
return super.createElement();
}
//Methods
@override
Widget build(BuildContext buildContext) {
return GestureDetector(
onTap: () {
clickCallback();
},
child: AnimatedCrossFade(
firstChild: Icon(
FontAwesomeIcons.star,
size: 14,
),
secondChild: Icon(
FontAwesomeIcons.solidStar,
size: 14,
),
duration: Duration(milliseconds: 300),
crossFadeState:
highlighted ? CrossFadeState.showSecond : CrossFadeState.showFirst,
),
);
}
}
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