FloaticaGlassEffect class
Configuration for glassmorphism / Liquid Glass effect.
Provides both classic glassmorphism and iOS 26–style Liquid Glass effects. Use the named constructors for quick presets:
- FloaticaGlassEffect.light — classic light glass.
- FloaticaGlassEffect.dark — classic dark glass.
- FloaticaGlassEffect.liquidGlass — iOS 26 regular Liquid Glass.
- FloaticaGlassEffect.liquidGlassClear — iOS 26 clear Liquid Glass.
Constructors
- FloaticaGlassEffect({double blur = 10.0, double opacity = 0.2, Color? tintColor, Gradient? gradient, Color? borderColor, double borderWidth = 1.0, bool enableShadow = true, Color? shadowColor, double shadowBlur = 10.0, double shadowSpread = 0.0, bool specularHighlight = false, bool innerShadow = false, double saturationBoost = 1.0, double noiseOpacity = 0.0, LiquidGlassVariant variant = LiquidGlassVariant.regular})
-
Creates a glassmorphism effect configuration.
const
- FloaticaGlassEffect.dark({double blur = 20.0, double opacity = 0.3, Color? tintColor, Gradient? gradient = const LinearGradient(begin: Alignment.topLeft, end: Alignment.bottomRight, colors: [Color(0x4D2A2A2A), Color(0x661A1A1A), Color(0x802A2A2A)]), Color? borderColor = const Color(0x33FFFFFF), double borderWidth = 0.5, bool enableShadow = true, Color? shadowColor = const Color(0x40000000), double shadowBlur = 15.0, double shadowSpread = 2.0, bool specularHighlight = false, bool innerShadow = false, double saturationBoost = 1.0, double noiseOpacity = 0.0, LiquidGlassVariant variant = LiquidGlassVariant.regular})
-
Creates a dark glass effect preset with gradient.
const
- FloaticaGlassEffect.light({double blur = 15.0, double opacity = 0.15, Color? tintColor, Gradient? gradient = const LinearGradient(begin: Alignment.topLeft, end: Alignment.bottomRight, colors: [Color(0x40FFFFFF), Color(0x26FFFFFF), Color(0x40FFFFFF)]), Color? borderColor = const Color(0x40FFFFFF), double borderWidth = 1.0, bool enableShadow = true, Color? shadowColor = const Color(0x20000000), double shadowBlur = 10.0, double shadowSpread = 0.0, bool specularHighlight = false, bool innerShadow = false, double saturationBoost = 1.0, double noiseOpacity = 0.0, LiquidGlassVariant variant = LiquidGlassVariant.regular})
-
Creates a light glass effect preset with gradient.
const
- FloaticaGlassEffect.liquidGlass({double blur = 25.0, double opacity = 0.12, Color? tintColor, Gradient? gradient = const LinearGradient(begin: Alignment.topLeft, end: Alignment.bottomRight, colors: [Color(0x30FFFFFF), Color(0x18FFFFFF), Color(0x10FFFFFF), Color(0x20FFFFFF)], stops: [0.0, 0.3, 0.7, 1.0]), Color? borderColor = const Color(0x50FFFFFF), double borderWidth = 0.5, bool enableShadow = true, Color? shadowColor = const Color(0x30000000), double shadowBlur = 20.0, double shadowSpread = 0.0, bool specularHighlight = true, bool innerShadow = true, double saturationBoost = 1.3, double noiseOpacity = 0.03, LiquidGlassVariant variant = LiquidGlassVariant.regular})
-
Creates an iOS 26–style regular Liquid Glass effect.
const
- FloaticaGlassEffect.liquidGlassClear({double blur = 18.0, double opacity = 0.06, Color? tintColor, Gradient? gradient = const LinearGradient(begin: Alignment.topLeft, end: Alignment.bottomRight, colors: [Color(0x18FFFFFF), Color(0x0CFFFFFF), Color(0x08FFFFFF), Color(0x14FFFFFF)], stops: [0.0, 0.3, 0.7, 1.0]), Color? borderColor = const Color(0x38FFFFFF), double borderWidth = 0.5, bool enableShadow = true, Color? shadowColor = const Color(0x20000000), double shadowBlur = 12.0, double shadowSpread = 0.0, bool specularHighlight = true, bool innerShadow = false, double saturationBoost = 1.15, double noiseOpacity = 0.02, LiquidGlassVariant variant = LiquidGlassVariant.clear})
-
Creates an iOS 26–style clear Liquid Glass effect.
const
Properties
- blur → double
-
The blur intensity for the glass effect.
final
- borderColor → Color?
-
Optional border color for the glass effect.
final
- borderWidth → double
-
Border width for the glass effect.
final
- enableShadow → bool
-
Whether to enable shadow on the glass container.
final
- gradient → Gradient?
-
Optional gradient for the glass effect.
Takes precedence over tintColor and opacity.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- innerShadow → bool
-
Whether to enable an inner shadow for added depth.
final
- noiseOpacity → double
-
Opacity of the frosted noise texture overlay (0.0 to 1.0).
final
- opacity → double
-
The opacity of the glass overlay (0.0 to 1.0).
Only used when gradient is null.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- saturationBoost → double
-
Saturation multiplier for the blurred background content.
final
- shadowBlur → double
-
Shadow blur radius.
final
- shadowColor → Color?
-
Shadow color for the glass effect.
final
- shadowSpread → double
-
Shadow spread radius.
final
- specularHighlight → bool
-
Whether to enable a specular highlight on the top edge.
final
- tintColor → Color?
-
Optional tint color for the glass effect.
Only used when gradient is null.
final
- variant → LiquidGlassVariant
-
The Liquid Glass variant (regular or clear).
final
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