ExpressiveElevation class

Material 3 elevation — expressed as tone, not shadow.

M3 (and M3 Expressive) reads depth primarily through surface-container tones rather than drop shadows: a higher element sits on a higher tonal surface. This token maps the six M3 elevation levels (md.sys.elevation.*, the 0/1/3/6/8/12 dp ladder) to the ColorScheme surface-container role that carries that depth, so components pick a tone by level instead of a raw shadow.

Usage: color: ExpressiveElevation.surface(scheme, ExpressiveElevation.level2) and keep elevation: 0 + a transparent surfaceTintColor (the flat M3E look). Reach for a real shadow only for transient overlays (menus, dragged items) where M3 still uses one.

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Methods

surface(ColorScheme scheme, double level) Color
The surface-container tone for a given elevation level — the M3 tonal elevation mapping: • level0 → surface • level1 → surfaceContainerLow • level2 → surfaceContainer • level3 → surfaceContainerHigh • level4/5 → surfaceContainerHighest

Constants

level0 → const double
The M3 elevation dp ladder (used where a numeric elevation: is needed, e.g. transient overlays). Most surfaces stay at level0 and lean on tone.
level1 → const double
level2 → const double
level3 → const double
level4 → const double
level5 → const double