liquid_glass library

Classes

LiquidGlass
A pane of glass behind child, after iOS's Liquid Glass, a pill unless clipper shapes it. It casts shadows only outside itself, as one under it would show through. Without Impeller's shader filters it frosts but does not bend.
LiquidGlassCorners
A rounded rectangle, no corner rounder than half the pane's short side.
LiquidGlassFade
Fades child as FadeTransition does, but as Core Animation fades a layer: the panes within still bend what lies behind it, and fade with the rest.
LiquidGlassGlow
Light a press casts on a pane, in its coordinates: strength at center, falling off over reach to wash of it across the rest of the pane.
LiquidGlassGoo
GooSurface's pills, outlined by path, each blending into the one before. With firstRadius the first is a rectangle rounded so, not a pill.
LiquidGlassGroup
Keeps the panes below on one level, as iOS's GlassEffectContainer does. Groups given the same shared object are one, wherever they lie.
LiquidGlassHost
Draws the panes below from one capture of what lies behind them, taken as the frame is composited, in place of each pane reading the backdrop (.agents/architecture.md). Only one may enclose a pane.
LiquidGlassOutline
A path laid out from the pane's top left, as LiquidGlass.clipper gives.
LiquidGlassPane
A pane for a render object that shapes the glass itself, as a morph does.
LiquidGlassRim
iOS 27's rim around a menu's or an alert's glass (.agents/architecture.md).
LiquidGlassScope
Whether the navigation dock and the buttons of a page's bar are glass.
LiquidGlassShape
LiquidGlassStyle
Lengths are dp. The shader shrinks bevel and refraction to fit a pane too small for them, so that a button bends in proportion to the dock.
LiquidGlassVeil
Dims what it covers by color, under child, as a modal barrier does. An even scrim blurs to itself, so a pane above takes it from the shader rather than its capture, and a scrim fading renews none.

Enums

LiquidGlassQuality
How much of iOS's glass the panes draw (.agents/architecture.md).

Functions

glassFillOf(ColorScheme colorScheme) → Color
liquidGlassCornerCurves(Size size, BorderRadius corners) → List<double>
liquidGlassProfile(Path outline, Offset center) → List<double>
How far outline reaches from center along _profileTurns even turns, the first toward +x and the rest toward +y, as the shader reads it.
An iOS 27 menu's or alert's, measured over white below, above and beside it: one wide shadow, glass or not.

Typedefs

LiquidGlassCapture = ({int keptBands, List<({Image atlas, int level, Rect pane, Rect place, double scale, Rect slot})> panes, int snapshots})