build method

  1. @override
Widget build(
  1. BuildContext context
)
override

Describes the part of the user interface represented by this widget.

The framework calls this method when this widget is inserted into the tree in a given BuildContext and when the dependencies of this widget change (e.g., an InheritedWidget referenced by this widget changes). This method can potentially be called in every frame and should not have any side effects beyond building a widget.

The framework replaces the subtree below this widget with the widget returned by this method, either by updating the existing subtree or by removing the subtree and inflating a new subtree, depending on whether the widget returned by this method can update the root of the existing subtree, as determined by calling Widget.canUpdate.

Typically implementations return a newly created constellation of widgets that are configured with information from this widget's constructor and from the given BuildContext.

The given BuildContext contains information about the location in the tree at which this widget is being built. For example, the context provides the set of inherited widgets for this location in the tree. A given widget might be built with multiple different BuildContext arguments over time if the widget is moved around the tree or if the widget is inserted into the tree in multiple places at once.

The implementation of this method must only depend on:

If a widget's build method is to depend on anything else, use a StatefulWidget instead.

See also:

  • StatelessWidget, which contains the discussion on performance considerations.

Implementation

@override
Widget build(BuildContext context) {
  final t = progress.clamp(0.0, 1.0);
  final reduceMotion = GlassAccessibilityData.of(context).reduceMotion;

  final double glass;
  final double content;
  final double sigma;
  final double scale;
  if (reduceMotion) {
    glass = t;
    content = t;
    sigma = 0.0;
    scale = 1.0;
  } else {
    switch (profile) {
      case GlassMaterializeProfile.entrance:
        glass = GlassMaterializeChoreography.entranceGlass.transform(t);
        content = GlassMaterializeChoreography.entranceContent.transform(t);
      case GlassMaterializeProfile.exit:
        glass = GlassMaterializeChoreography.exitGlass.transform(t);
        content = GlassMaterializeChoreography.exitContent.transform(t);
    }
    sigma = contentSigma * (1.0 - content);
    // The scale deliberately has no curve of its own: it rides whichever
    // glass channel is playing, so the surface arrives at its natural size
    // at the same moment it arrives at full strength. Given its own
    // symmetric curve it settled about three quarters of the way in and
    // then sat there while the glass was still fading up — the container
    // reached its normal state first, which reads as two animations.
    scale = scaleFrom + (1.0 - scaleFrom) * glass;
  }

  return LiquidGlassSelfScaleScope(
    // The backdrop holds still while the effect scales the glass, so the
    // shader must follow the live transform rather than freeze its UVs.
    // Only a scale-down triggers that freeze, so this is inert for the
    // default swell; it matters when a caller passes a scaleFrom below 1.
    selfScaled: scale < LiquidGlassSelfScaleScope.freezeScaleThreshold,
    child: Transform.scale(
      scale: scale,
      alignment: alignment,
      child: GlassMaterializeScope(
        glassProgress: glass,
        contentOpacity: content,
        contentSigma: sigma,
        child: child,
      ),
    ),
  );
}