GlassIsolationScope class

An InheritedWidget that tells descendant glass widgets whether to use their own independent glass rendering layer or share the nearest ancestor's.

This is a zero-cost scope marker — it doesn't create any glass rendering context, shader, or compositing layer. It simply provides a signal that descendant AdaptiveGlass widgets check to decide whether to use useOwnLayer: true.

Two roles

  1. Quality hint (defaultQuality) — tells descendants to default to a given quality without explicit params. Zero cost (InheritedWidget lookup).

  2. Layer isolation (isolated: true) — forces descendants to create their own glass layer via useOwnLayer: true. Useful when glass surfaces from different z-layers would otherwise share a blend group incorrectly. Adds GPU cost (separate backdrop capture per layer).

How GlassScaffold uses this

GlassScaffold wraps app bar and bottom bar in GlassIsolationScope(isolated: true, defaultQuality: premium). This provides the quality hint so buttons default to premium, and forces all glass surfaces in the bar to create their own layer by default. This prevents Z-order tearing where grouped glass backgrounds paint behind the scrolling body text but foregrounds paint on top.

GlassScaffold → GlassPage → AdaptiveLiquidGlassLayer (page blend group)
  → body cards → join page blend group (grouped)
  → GlassIsolationScope(isolated: true, defaultQuality: premium) ← bar
    → GlassButton in app bar → uses own layer ✅
    → GlassSearchableBottomBar (provides its own isolated: false scope)
      → BottomBarExtraBtn → joins bottom bar blend group ✅

For advanced scenarios where isolation is NOT needed (e.g. built-in bottom bars that provide their own layer), the child widget can simply override the scope by providing its own GlassIsolationScope(isolated: false).

Inheritance

Constructors

GlassIsolationScope({Key? key, bool isolated = true, GlassQuality? defaultQuality, required Widget child})
Creates a glass isolation scope.
const

Properties

child Widget
The widget below this widget in the tree.
finalinherited
defaultQuality GlassQuality?
Default quality hint for descendants that don't specify explicit quality.
final
hashCode int
The hash code for this object.
no setterinherited
isolated bool
Whether descendants should be isolated from ancestor glass layers.
final
key Key?
Controls how one widget replaces another widget in the tree.
finalinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

createElement() InheritedElement
Inflates this configuration to a concrete instance.
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.
inherited
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
updateShouldNotify(covariant GlassIsolationScope oldWidget) bool
Whether the framework should notify widgets that inherit from this widget.
override

Operators

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

Static Methods

defaultQualityOf(BuildContext context) GlassQuality?
Returns the defaultQuality from the nearest GlassIsolationScope, or null if none is set.
isIsolated(BuildContext context) bool
Returns true if the given context is inside an active GlassIsolationScope with isolated: true.