StateView class

Picks what to render based on the current ViewState, and cross-fades between states as it changes.

Instead of scattering if (loading) ... else if (error) ... across your build methods, describe each case once and switch on a single value:

StateView(
  state: state,
  loading: const LoadingState(),
  empty: const EmptyState(title: 'No products found'),
  error: ErrorState(onAction: _retry),
  noInternet: NoInternetState(onRetry: _retry),
  child: ProductList(products: products),
)

Any slot you leave out falls back to a sensible default, so you only fill in the ones you want to customise. Pass onRetry and the default error and no-internet states come pre-wired with a working retry button:

StateView(state: state, onRetry: _load, child: ProductList(...))
Inheritance

Constructors

StateView({Key? key, required ViewState state, Widget? child, Widget? loading, Widget? empty, Widget? error, Widget? noInternet, FutureOr<void> onRetry()?, bool animate = true, Duration duration = const Duration(milliseconds: 300), AnimatedSwitcherTransitionBuilder? transitionBuilder})
const

Properties

animate bool
Whether to cross-fade when state changes. Defaults to true, and is skipped automatically when the OS "reduce motion" setting is on.
final
child Widget?
Shown for ViewState.content — your actual screen.
final
duration Duration
Duration of the cross-fade between states.
final
empty Widget?
Shown for ViewState.empty. Defaults to an EmptyState.
final
error Widget?
Shown for ViewState.error. Defaults to an ErrorState.
final
hashCode int
The hash code for this object.
no setterinherited
key Key?
Controls how one widget replaces another widget in the tree.
finalinherited
loading Widget?
Shown for ViewState.loading. Defaults to a LoadingState.
final
noInternet Widget?
Shown for ViewState.noInternet. Defaults to a NoInternetState.
final
onRetry FutureOr<void> Function()?
Wires the retry button of the default error and noInternet widgets, so the common case needs no explicit ErrorState at all. Ignored for slots you've filled in yourself. Returning a Future shows inline progress on the button until it completes.
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
state ViewState
Which state to show right now.
final
transitionBuilder AnimatedSwitcherTransitionBuilder?
Customises the transition between states — same contract as AnimatedSwitcher.transitionBuilder. Defaults to a cross-fade.
final

Methods

build(BuildContext context) Widget
Describes the part of the user interface represented by this widget.
override
createElement() StatelessElement
Creates a StatelessElement to manage this widget's location in the tree.
inherited
debugDescribeChildren() List<DiagnosticsNode>
Returns a list of DiagnosticsNode objects describing this node's children.
inherited
debugFillProperties(DiagnosticPropertiesBuilder properties) → void
Add additional properties associated with the node.
override
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toDiagnosticsNode({String? name, DiagnosticsTreeStyle? style}) DiagnosticsNode
Returns a debug representation of the object that is used by debugging tools and by DiagnosticsNode.toStringDeep.
inherited
toString({DiagnosticLevel minLevel = DiagnosticLevel.info}) String
A string representation of this object.
inherited
toStringDeep({String prefixLineOne = '', String? prefixOtherLines, DiagnosticLevel minLevel = DiagnosticLevel.debug, int wrapWidth = 65}) String
Returns a string representation of this node and its descendants.
inherited
toStringShallow({String joiner = ', ', DiagnosticLevel minLevel = DiagnosticLevel.debug}) String
Returns a one-line detailed description of the object.
inherited
toStringShort() String
A short, textual description of this widget.
inherited

Operators

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