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:

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, double edgeGlowIntensity = 0.0})
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, double edgeGlowIntensity = 0.0})
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, double edgeGlowIntensity = 0.0})
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, double edgeGlowIntensity = 0.6})
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, double edgeGlowIntensity = 0.4})
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
edgeGlowIntensity → double
Intensity of the edge glow effect (0.0 to 1.0).
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