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A Flutter UI kit implementing the iOS 26 Liquid Glass design language. Features shader-based glassmorphism, physics-driven jelly animations, and dynamic lighting.

0.11.0 #

✨ New — Liquid Morph Engine (new architectural system) #

This release introduces the Liquid Morph Engine — a standalone, reusable physics and animation system for iOS 26-style liquid glass morphing. It lives in lib/engine/ and is fully decoupled from any specific widget.

GlassMenu is the first consumer of the engine. Future widgets (sheets, cards, buttons) will use the same engine to achieve consistent, physics-correct liquid glass transitions throughout the library.

Documentation: docs/LIQUID_MORPH_ENGINE.md — full guide covering GlassMorphController, LiquidMorphState, LiquidMorphPhysics, and how to integrate the engine into your own custom widgets.

Core engine types #

Type Role
GlassMorphController Lifecycle owner — manages the spring, exposes open() / close()
LiquidMorphState Immutable value object — one per frame, contains all render values
MorphPhase Semantic lifecycle enum — tells you where in the animation you are
MorphSpeed Enum — controls spring stiffness without exposing raw physics constants
LiquidMorphPhysics Internal stateless math engine

How it works #

Two conceptual "blobs" drive every morphing animation:

  • Blob A (anchor) — the ghost trigger that shrinks away over the first 40 % of the animation, cleanly breaking the liquid bridge.
  • Blob B (body) — travels from the trigger centre to the widget centre along a J-curve overshoot trajectory, expanding from trigger size to target size.

The SDF metaball shader creates the teardrop neck between the blobs automatically — there is no explicit neck geometry. LiquidMorphPhysics.compute() determines each blob's position, scale, and blend factor on every frame.

GlassMenu — first engine consumer #

  • Teardrop open animation · The menu grows from the trigger point along the dual-curve SDF path, producing the iOS 26 "bubble emerging from button" effect.
  • Rubber-band close physics · On dismiss the teardrop recoils with a critically-damped spring + overshoot tail, matching the tactile snap of native iOS context menus.
  • Velocity-bump alignment · Spring initial velocity is seeded from touch velocity at release — fast flicks close snappily, slow releases settle deliberately.
  • Handoff latching · Re-opening during a close animation inherits the in-flight velocity and reverses smoothly — no pop or cut.
  • Blob scaling · Blob sizes scale relative to trigger size and computed menu height, so short and tall menus receive proportionally correct teardrop curvature.

See it live: The Apple Messages demo (cd example && flutter run -t lib/apple_messages/apple_messages_demo.dart) showcases the morphing engine in a real-world context — tap the menu or Edit button at the top of the screen to trigger the GlassMenu with full teardrop open/close physics.

Spring physics refinements #

  • Critical damping (ζ = 1.0) on all spring controllers prevents oscillation on rapid successive opens.
  • interactionScale, stretch, and stretchResistance integrate into the morphing path via the same spring solver used by LiquidStretch.

🐛 Fixes #

  • GlassMenu — safe area / notch clipping on iOS and Android · Menu position and maximum height were computed from MediaQuery.padding, which is consumed by ancestor SafeArea widgets and reports 0 inside a fully-safe tree. Switched to View.of(context).padding (raw hardware insets) so the menu is always clamped correctly regardless of SafeArea nesting depth. Fixes the menu appearing under the Dynamic Island on iPhone 14 Pro and similar devices.

  • GlassMenu (scrollable) — scrolling now works on large menus · Menus with more items than fit on screen can now be scrolled reliably.

🗂 Example restructure — demos/ suite #

The example/ package has been reorganised for a cleaner public-facing demo experience:

  • New example/lib/demos/ folder containing seven self-contained, copy-pasteable demos:

    • glass_menu_demo.dart — all 9 GlassMenuAlignment positions, scrollable item list
    • glass_tab_bar_scrollable_demo.dart — scrollable GlassTabBar with dynamic tab add
    • glass_modal_sheet_demo.dart — all sheet states (peek / half / full), Apple Maps peek style
    • glass_bottom_bar_demo.dart — magic-lens masking with GlassBottomBar
    • bottom_bar_tab_width_demo.darttabWidth on both bar variants side-by-side
    • searchable_bar_demo.dartGlassSearchableBottomBar edge cases
    • shape_debug_demo.dartGlassButton shape visualiser
  • Apple Messages demo (example/lib/apple_messages/) — showcases the Liquid Morph Engine in a full real-world context; tap the menu or Edit button at the top to trigger GlassMenu.

  • example/lib/modal_sheet_showcase/ removed (file moved to demos/glass_modal_sheet_demo.dart).

  • Experimental scratchpad scripts moved to git-ignored example/lib/playground/.


0.10.10 #

Thanks to @g3mf0r for PR #55. 🙏

✨ New #

  • GlassMenumenuAlignment enum · A new GlassMenuAlignment enum (10 values: none, topLeft, topCenter, topRight, centerLeft, center, centerRight, bottomLeft, bottomCenter, bottomRight) lets you pin the menu to a specific edge or corner of its trigger instead of relying solely on auto-detection. The enum is now part of the public API surface exported from glass_menu.dart.

  • GlassMenuautoAdjustToScreen with menuPadding · When autoAdjustToScreen: true, the new menuPadding: EdgeInsets? parameter applies additional inset constraints so the menu body never clips against device edges.

  • GlassMenuitemBorderRadius · Controls the corner radius of individual menu item cells, independent of the outer menuBorderRadius.

🐛 Fixes #

  • GlassTabBar — multi-tab drag jump · Dragging the indicator across multiple tab widths in a single gesture now snaps to the correct distant tab. The previous implementation only incremented/decremented by ±1 regardless of drag distance, causing the indicator to teleport unexpectedly when the finger crossed more than one tab boundary.

  • GlassTabBar — glass refraction during indicator drag · Refraction and shadow effects are correctly suppressed during the drag animation and restored on settlement, eliminating a visual glitch where the glass distortion would persist after releasing the indicator.

🧪 Tests #

  • Added 4 new GlassMenu tests covering GlassMenuAlignment enum values, menuAlignment parameter, autoAdjustToScreen + menuPadding, and itemBorderRadius.
  • Added 2 new GlassTabBar tests covering multi-tab drag jump (left and right) to prevent regression of the PR #55 fix.

0.10.9 #

Thanks to @g3mf0r for PR #54. 🙏

✨ New #

  • GlassTabBar (scrollable) — jelly physics on indicator drag · The scrollable indicator pill now feeds real-time drag velocity into the liquid glass shader, producing the same organic stretch-and-settle effect that fixed-mode tabs already had.

🐛 Fixes #

  • LiquidGlassWidgets.wrapadaptiveQuality: true without adaptiveConfig permanently locks to standard · The default fallback config was created with initialQuality: GlassQuality.standard, which the adapter treats as a skip-Phase-2 signal — immediately jumping to Phase 3 at standard without ever running the warmup benchmark. On capable devices (including the iPhone simulator on Apple Silicon) this prevented the adapter from ever discovering that the device can sustain premium. Fixed by removing the erroneous initialQuality from the fallback; Phase 2 now always runs when no explicit quality is provided.

  • GlassTabBar (scrollable) — indicator overflows bar on low tab counts · The right drag boundary was computed as viewMax instead of viewMax - indicatorWidth, allowing the pill to slide outside the bar when there were only 2–3 wide tabs. Corrected to viewMax - targetWidth.

  • GlassTabBar (fixed) — tiny accidental drags switch tabs · Tab switching on drag-end now requires either a displacement greater than 20 % of the tab width or a flick velocity above 400 px/s, preventing unintended switches from small incidental movements.

  • GlassTabBar (scrollable) — flick gesture ignored in scrollable mode · A horizontal flick with sufficient velocity now overrides the nearest-tab distance calculation and advances the indicator in the flick direction, matching the fixed-mode behaviour.


0.10.8 #

Thanks to @g3mf0r for PR #52. 🙏

🐛 Fixes #

  • GlassTabBar — indicator drag drift on desktop/web · The indicator position was accumulated via delta.dx additions each frame, causing the pill to visually lag behind the pointer on desktop platforms where pointer events arrive at a higher frequency than the frame budget. Fixed by computing position from the absolute global pointer coordinate on every update event, eliminating accumulated drift.

  • GlassTabBar (scrollable) — tab labels hidden behind indicator pill · The SingleChildScrollView (tab labels) and the background pill were inserted in the wrong stack order — labels were painted first, then the pill on top, obscuring them. Fixed by inserting the pill before the labels so labels always paint above the pill (correct z-order).

  • GlassTabBar (scrollable) — indicator fly-off past bar edges · The indicator pill had no boundary clamping in scrollable mode, allowing it to animate outside the visible bar area. Drag offset is now clamped to [scrollOffset - 35 %, scrollOffset + screen + 35 %].

✨ New #

  • DividerSettings — new optional dividerSettings parameter on GlassTabBar. Renders animated vertical dividers between tabs with configurable thickness, indent, endIndent, custom decoration, animation duration/curve, and an isHideAutomatically flag that fades out dividers adjacent to the active tab. Includes a copyWith helper for convenient inline customisation.

  • Grab-to-drag in scrollable mode — the indicator pill in scrollable mode can now be directly grabbed and dragged to a new tab. Uses a GestureArenaTeam (HorizontalDragGestureRecognizer as captain + TapGestureRecognizer) to correctly win the arena against the SingleChildScrollView when the initial touch is within the active indicator's bounds. The scroll view retains natural scrolling behaviour when touching outside the pill.

  • indicatorShadow — new optional indicatorShadow: List<BoxShadow>? parameter on GlassTabBar. Applies a drop shadow to the resting (solid-colour) indicator pill, improving contrast in light-mode themes where the pill and track share similar colours. The shadow is automatically suppressed during the liquid glass drag animation so it does not interact with the backdrop blur, and restored when the pill returns to its idle state.


0.10.7 #

Thanks to @yukinoaruu for PR #51. 🙏

🐛 Fixes #

  • GlassMenu — trigger button dead zone after closing · After closing the menu, the trigger button would ignore taps for the duration of the closing spring animation (~95% of travel), forcing the user to wait several seconds before being able to reopen it. Fixed by separating the visual-hide threshold (0.05) from the input-block threshold (0.80) into two independent booleans: isButtonVisible and isMenuBlocking. The button now becomes tappable again as soon as the animation drops below 80%, and the morphing glass overlay wraps in IgnorePointer(ignoring: value < 0.8) to prevent the contracting container from consuming the tap instead.

0.10.6 #

🐛 Fixes #

  • GlassBottomBarextraButton causes bar to float in the middle of the screen · Wrapped the inner Row in a SizedBox(height: barHeight) so the Scaffold.bottomNavigationBar slot always receives an explicit tight height constraint. Without this, the Expanded child introduced by extraButton propagated an unbounded height through LiquidGlassLayer, causing Flutter to render the bar centred on screen instead of pinned to the bottom edge.

0.10.5 #

✨ New #

  • SearchableBottomBarController — added openSearch(), closeSearch(), and isSearchOpen getter for programmatic search control. Previously the only way to open search was by driving isSearchActive from parent state.
  • GlassTabBar — added maskingQuality parameter (MaskingQuality.high / MaskingQuality.off), matching the existing GlassBottomBar API. Set to off to disable the 8 px jelly-bloom expansion on lower-end devices.
  • GlassSlider — added interactionBehavior, glowColor, and glowRadius for consistent drag-glow customisation across all interactive widgets.
  • GlassSegmentedControl — same interactionBehavior, glowColor, glowRadius params added for API parity with GlassSlider and GlassTextField.
  • LiquidGlassWidgets.respectsAccessibility — deprecated alias added pointing to respectSystemAccessibility. Will be removed in v1.0.

🐛 Fixes #

  • GlassTextField — fixed a use-after-dispose crash when focusNode cycled null → external → null. The widget now tracks ownership with an explicit _ownsNode flag and correctly creates a fresh internal node on each transition.
  • GlassTabBar — resolved scrollable-mode visual glitches. The indicator now stays perfectly glued to the active tab during scrolling without drifting, uses native "snappy" spring physics for consistent feel, and implements a three-layer rendering architecture so the solid indicator pill cleanly clips at the rounded viewport corners while the 8px jelly bloom expands freely over the tab bar boundaries.

0.10.4 #

A huge, heartfelt thank-you to @yukinoaruu for PR #49. 🙏

We made a mess of the original 0.10.3 merge of his work — introducing regressions that broke the very things he had so carefully built. He came straight back, fixed every issue, and did it with incredible patience and generosity. This release is entirely his. If you are enjoying GlassMenu, it is because of him.

🐛 Fixes (regressions from 0.10.3 merge) #

  • GlassMenu — full-list rebuilds on every pointer event · Restored the _cachedWrappedItems mechanism that was accidentally dropped. The previous merge caused the entire wrapped-item list to be recreated on each pointer move, resetting pressed/hover states mid-gesture and tanking performance on menus with many items.
  • GlassMenu — selection and hover state precision · Migrated to a ValueNotifier system (_hoveredIndexNotifier, _isDraggingNotifier). Individual menu items now rebuild in isolation instead of triggering a full setState on the entire menu tree, keeping animations at a steady 60 fps.
  • GlassMenu — ghosting on selection pill · Fixed a double-background artifact where the selected GlassMenuItem painted its own hover fill on top of the sliding pill, producing a faint ghost ring. Selected items now transition to Colors.transparent instantly.
  • GlassMenu — disabled items could be tapped · Tapping a disabled item no longer calls onTap or closes the menu. The pill highlight correctly skips disabled items during pointer tracking.
  • GlassMenu — double onTap firing · Removed a redundant onTap callback in the internal wrapped-item builder that was causing every selection to fire twice.
  • GlassMenu — RangeError when item list shrinks while open · didUpdateWidget now clears _hoveredIndex when items.length decreases, preventing an out-of-bounds crash when the pill tried to measure a deleted item.
  • GlassMenuItem — disabled opacity · Disabled items now render at Opacity(0.4) to match the design spec and test expectations.
  • GlassMenuLabel — hybrid title/child API · GlassMenuLabel now accepts either a title String (rendered as stylised uppercase) or an arbitrary child Widget, enabling diverse non-interactive content beyond simple section headers.
  • GlassMenuLabel — height default · Default height set to 30.0 so the selection pill cannot drift when items with non-standard font sizes are mixed in.
  • GlassMenu — glowIntensity parameter · Added glowIntensity and wired it through to GlassContainer, completing the full interaction-glow parameter surface.
  • GlassMenu — glowOnTapOnly default corrected · Default changed to true to prevent a permanently stuck glow artefact during scroll and drag gestures.
  • GlassMenu — stretch parameter rename · Renamed allowPositiveXStretch / allowNegativeXStretch / allowPositiveYStretch / allowNegativeYStretch to allowPositiveX / allowNegativeX / allowPositiveY / allowNegativeY to align with the LiquidStretch API surface.
  • GlassMenu — compositing architecture · Removed redundant RepaintBoundary nodes that were leaving descendant glass layers DETACHED from the compositor scene, and moved GlassGlow inside GlassContainer's clip subtree to prevent glow bleed onto the background.

⚠️ Breaking — GlassMenu stretch parameter renames #

The four optional stretch-axis override parameters introduced in 0.10.3 have been renamed:

0.10.3 name 0.10.4 name
allowPositiveXStretch allowPositiveX
allowNegativeXStretch allowNegativeX
allowPositiveYStretch allowPositiveY
allowNegativeYStretch allowNegativeY

All four remain optional with null defaults (auto-inferred from menu position). Only code explicitly passing the old names needs updating.

0.10.3 #

Big thanks to @yukinoaruu for PR #47 — a comprehensive interaction engine upgrade for GlassMenu that brings it more in line with iOS 26 context menu behaviour. 🙏

✨ Features #

Heterogeneous menu items — GlassMenuDivider and GlassMenuLabel #

Menus now accept any Widget, enabling iOS 26-style section grouping:

GlassMenu(items: [
  const GlassMenuLabel(title: 'Actions'),    // renders as 'ACTIONS'
  GlassMenuItem(title: 'Save', onTap: () {}),
  const GlassMenuDivider(),
  GlassMenuItem(title: 'Delete', isDestructive: true, onTap: () {}),
])

GlassMenuLabel exposes a height parameter (default 30.0) so custom font sizes don't drift the selection-pill position.

GlassMenuItem — rich content #

Six new parameters: subtitle, enabled, titleStyle, subtitleStyle, iconColor, iconSize.

Scroll-aware selection pill #

A sliding highlight follows the pointer and disappears automatically when the user starts scrolling (10 px drag-slop guard + ScrollNotification listener).

Elastic stretch and scroll-safe glow #

GlassMenu now wraps in LiquidStretch for spring physics on drag. glowOnTapOnly: true (the new default) suppresses the glass glare after a drag, preventing a stuck-glow artefact during list scrolling. Full parameter surface: interactionScale, stretch, stretchResistance, stretchAxis, allowPositiveX/NegativeX/Y.

New primitives on GlassGlow and GlassContainer #

GlassGlow.enabled, GlassGlow.glowOnTapOnly, and GlassContainer.glowIntensity are now available for custom integrations.

🐛 Fixes #

  • GlassMenu — double BackdropFilter · Removed an extra blur layer above GlassContainer that doubled the blur sigma and created an over-frosted ring.
  • GlassMenu — DETACHED compositing layers · Removed the outer RepaintBoundary wrapping _buildMorphingContainer. When GlassContainer(useOwnLayer: true) installs a BackdropFilter layer it forces compositing on the entire subtree; a RepaintBoundary above it fought the compositor for OffsetLayer ownership, leaving descendant RepaintBoundary nodes (i.e. each GlassMenuItem's glass layer) DETACHED from the scene. GlassGlow and GlassContainer already own their compositing layers — no extra boundary is needed. Separately, Opacity widgets at >= 1.0 are now skipped entirely so no gratuitous OpacityLayer is inserted when compositing is already being forced by a BackdropFilter descendant.
  • GlassMenu — layout overflow during open animation · GlassContainer(height: currentHeight) propagated tight height constraints through its entire subtree during the morph. When menu items became visible (previously at value > 0.65), the container was only ~114 px tall while 3 items needed 132 px, causing the Column inside Positioned.fill to overflow by 18 px. Fixed by deferring content rendering until value ≥ 0.85, exactly when currentHeight becomes null and the container sizes naturally — no tight-constraint cascade possible.
  • GlassMenu — interaction glow bleeds onto background · GlassGlow previously wrapped GlassContainer from the outside. _RenderGlassGlowLayer.paint() called canvas.drawCircle() over the full overlay canvas with no shape boundary, causing the radial gradient to paint beyond the menu's glass shape onto the background. Fixed by moving GlassGlow inside GlassContainer's clipBehavior: Clip.antiAlias subtree — matching the architecture used by GlassButton.
  • GlassMenuItem — AnimatedScale layout overflow on press · AnimatedScale (backed by RenderTransform) retains the pre-scale layout size during a 0.98-scale press animation, causing a spurious overflow against the menu's bounded Positioned.fill. Fixed by wrapping AnimatedScale in SizedBox(height: effectiveHeight) to isolate the transform's layout footprint.
  • GlassMenu — selection pill layout exception · AnimatedPositioned is now inside a bounded SizedBox(height: totalH) → Stack, preventing a debug-mode layout exception and an out-of-bounds pill position when scrolled.
  • GlassMenu — RangeError on item removal · didUpdateWidget clears _hoveredIndex when items.length shrinks while the menu is open.
  • GlassMenu — GlassMenuItem state flicker · Wrapped items cached; only rebuilt when widget.items changes, preventing pressed/hover resets during the 60 fps spring ticker.
  • GlassGlow — permanently muted glow · didUpdateWidget resets _glowSuppressed when glowOnTapOnly is toggled off.
  • GlassMenuItem — desktop hover state leak · dispose() clears _isHovered.
  • Impeller — extreme-stretch glyph-bounds crash · Scale determinant clamped before reaching the shader.
  • Android — negative safe-area assertion · sysBottom > 25 guard added.

⚠️ Semi-Breaking #

GlassMenu.items changed from List<GlassMenuItem> to List<Widget>. Existing code compiles unchanged — only typed List<GlassMenuItem> variable declarations need widening.

🧪 Tests — 1,648 passing #


0.10.2 #

Fixes #

  • GlassTabBar (scrollable) — indicator clipping · Migrated the selected-tab indicator to an overlay architecture outside SingleChildScrollView, eliminating clip artifacts during scrolling and preserving the full iOS 26 glass bloom expansion.
  • GlassTabBar (scrollable) — tap fires on scroll · onTabSelected no longer fires when the user scrolls the tab bar; selection is now only triggered on confirmed taps.
  • GlassTabBar (scrollable) — bloom activates on scroll · The pressed indicator bloom no longer activates when scrolling the tab bar content.
  • GlassTabBar (scrollable) — indicator pulsates on transition · Fixed a threshold bug that caused the bloom to flicker during tab-switch animations.
  • GlassTabBar (scrollable) — scroll into view · Tapping or programmatically selecting a partially-visible tab now smoothly scrolls it fully into view.
  • GlassAdaptiveScope — Android false-negative quality downgrade · Mid-range Android devices with Impeller/Vulkan can report inflated warmup P75 values (17–18 ms) due to GPU clock-scaling and JIT shader cache warm-up — not actual slowness. The previous premium threshold of < 16 ms (the raw 60-fps frame budget) was too strict and incorrectly demoted capable hardware to standard or minimal. Thanks @hank205 for the detailed diagnostic log. 🙏
  • GlassModalSheet / .show() / GlassModalSheetScaffolddragIndicatorWidth · The drag handle pill width was previously hardcoded at 36 (iOS native). A new dragIndicatorWidth parameter lets you customise it — e.g. 64 for sheets where a more prominent handle better suits the layout. Defaults to 36, no breaking change. Thanks @jfhair (#46). 🙏

Changes #

  • GlassQualityAdapter / GlassAdaptiveScopeConfig / GlassAdaptiveScope — configurable warmup thresholds · Two new parameters let you tune (and help us calibrate) the Phase 2 warmup classification thresholds:
    • warmupPremiumThresholdMs — P75 below this → premium. Default raised from 16.0 to 20.0 to account for Android GPU warm-up inflation. (Calibration status: 1 device report — please share yours!)
    • warmupStandardThresholdMs — P75 at or below this (and above premium) → standard. Default 28.0. (Calibration status: provisional — no real-device data for this band yet.)
    • skipInitialFrames raised from 60 → 90 (≈1.5 s at 60 Hz) to give Android more time for GPU clocks and shader caches to settle before the benchmark begins.

Phase 3 hysteresis remains the safety net. If a device cannot sustain its warmup-assigned quality, it steps down automatically within ~6 seconds — the new thresholds only affect the initial classification, not runtime correction.

Community calibration needed — especially for warmupStandardThresholdMs. If your device produces a warmup P75 in the 20–28 ms range, please enable debugLogDiagnostics: true and post your P75 + device model to the Threshold Calibration Discussion.

0.10.1 #

Big thanks to @yukinoaruu (#43) and @jfhair (#44, #45) for three excellent contributions this release. 🙏

Fixes #

  • GlassModalSheet — child State preservation · Removed GlobalObjectKey from the internal Focus bridge. The key was changing every rebuild, quietly tearing down child State (scroll positions, controllers, etc.) on each expand/collapse. (#44)
  • GlassModalSheet — onStateChanged skipped on slow drag · Introduced _settledState to track the last published state separately from the in-flight animation target. Side-effects (haptics, callbacks, scroll-to-top) now fire reliably after a drag that crosses a snap threshold mid-gesture. (#45)
  • GlassModalSheet — ghosting and jitter · Fixed visual artefacts during sheet transitions. (#43)
  • GlassModalSheet — element subtree stability · LiquidStretch now always returns a consistent widget type regardless of interactionScale/stretch values, preventing a full subtree teardown on the frame the sheet reaches full expansion.
  • LightweightLiquidGlass — null-shader passthrough · The widget tree shape is now stable while the fragment shader loads asynchronously; a tinted passthrough is painted instead of switching widget types.

0.10.0 #

⚠️ Breaking — Pre-v1 API Cleanup #

LiquidGlassWidgets.wrap()child is now a required named parameter #

Before:

LiquidGlassWidgets.wrap(const MyApp(), adaptiveQuality: true)

After:

LiquidGlassWidgets.wrap(child: const MyApp(), adaptiveQuality: true)

This aligns with Flutter widget conventions where child is always named.

GlassModalSheetScaffold — parameter renames #

Old New Reason
background: body: Matches Flutter Scaffold.body — it's the primary content, not a visual property
sheetChild: sheet: Cleaner, matches Flutter naming patterns

Before:

GlassModalSheetScaffold(
  background: MyMapWidget(),
  sheetChild: MySheetContent(),
)

After:

GlassModalSheetScaffold(
  body: MyMapWidget(),
  sheet: MySheetContent(),
)

GlassQualityAdapter.skipStaticProbeForTesting@visibleForTesting annotated #

The static field is now annotated @visibleForTesting. Production code referencing it will receive an analyzer hint. Usage in test files is unchanged.

🐛 Fix — Android glass fallback on capable devices #

GlassQualityAdapter was applying the static probe result (GlassQuality.minimal) without respecting minQuality. On some Android devices ImageFilter.isShaderFilterSupported returns a false negative, causing the glass shader to be skipped even though the hardware supports it — the only workaround being adaptiveQuality: false.

minQuality is now honoured as a true floor even when the static probe fires:

// Prevents fallback on Android devices with a false-negative static probe
LiquidGlassWidgets.wrap(
  child: const MyApp(),
  adaptiveQuality: true,
  adaptiveConfig: const GlassAdaptiveScopeConfig(
    minQuality: GlassQuality.standard,
  ),
)

✨ New — Community contributions #

GlassSearchBarConfig.searchIcon — custom search icon (PR #41) #

Thanks to @jfhair for PR #41.

The search pill now accepts a fully custom Widget in place of the default CupertinoIcons.search glyph:

GlassSearchBarConfig(
  onSearchToggle: (active) { … },
  searchIcon: const Icon(CupertinoIcons.sparkles, color: Colors.white),
)

When searchIcon is null (default) the behaviour is unchanged.

indicatorExpansion — tunable jelly-stretch on bottom bars (PR #40) #

Thanks to @jfhair for PR #40.

Both GlassBottomBar and GlassSearchableBottomBar now expose indicatorExpansion to control how far the active-tab pill stretches during a drag gesture:

GlassBottomBar(
  tabs: myTabs,
  selectedIndex: _index,
  onTabSelected: _onTab,
  indicatorExpansion: 8,   // default 14; lower = tighter morph
)

GlassModalSheet — two-phase organic interpolation (PR #39) #

Thanks to @yukinoaruu for PR #39.

The sheet's corner-radius animation now uses a two-phase curve that separates the rapid initial expansion from the final settle, eliminating the snapping artifacts that were visible at the half → full transition on some devices.

The fix also corrects resolveAdaptiveRadius to use logical screen height (MediaQuery.size.height) instead of viewPadding.top as the primary Pro Max detector, preventing false-positive 54 dp radii on some non-Pro-Max iPhones with unusually high status-bar padding.

Asymmetric top/bottom corner radii in premium pipeline (PR #42) #

Thanks to @jfhair for PR #42.

LiquidVerticalRoundedSuperellipse now feeds independent top/bottom corner radii into the premium SDF shader via a 7-float-per-shape stride, enabling sheets that hug the device chassis curve at the bottom while keeping a tighter radius at the top — matching the Apple Music / Apple Maps card style:

LiquidGlass(
  shape: const LiquidVerticalRoundedSuperellipse(
    topRadius: 20,
    bottomRadius: 54, // tracks iPhone 15 Pro Max chassis
  ),
  child: myContent,
)

Shader note: all shaders continue to pass glslangValidator SPIR-V validation. The new stride-7 path is gated on type == 3 in sdf.glsl and leaves the existing stride-6 path untouched.


0.9.6 #

🐛 Fix — GlassModalSheet interaction glow in full state #

Thanks to @yukinoaruu for PR #38.

  • Haptic & glow suppression in full state: HapticFeedback.selectionClick() and _saturationController.forward() were firing on every touch when the sheet was in SheetState.full — where the glass surface is fully opaque and neither effect is visible. Both are now gated on !isFull, eliminating spurious haptic feedback and redundant animation ticks.
  • Background glass hides when content glass is active: Added an Opacity(0.0) on the background AdaptiveGlass layer when expandProgress > 0.98 and maintainContentGlass is enabled. Prevents "glass on glass" shader conflicts in Premium mode at full expansion.
  • Interaction glow threshold tightened: GlassGlow pulse guard lowered from expandProgress < 0.98 to < 0.9 to match the existing saturation gate — consistent behaviour across all glow signals.
  • GlassModalSheet geometry defaults refined: topBorderRadius defaults to 56 (was null), horizontalMargin to 5.0 (was 8.0), bottomMargin to 6.0 (was 8.0) for tighter, more native-feeling geometry.
  • InteractionNotification exported: InteractionNotification is now part of the public API surface, enabling consumers to dispatch Smart Silence events from their own widgets.
  • Corner radius tuning: GlassThemeHelpers.resolveAdaptiveRadius values updated to 54 / 46 / 46 (Pro Max / Pro / Notch) for a more conservative, closer-to-system look.

🧪 Tests — Coverage improvements (1,573 tests) #

Extended branch coverage across five previously under-tested subsystems. Full test count grew from 1,491 → 1,573 (+82 tests).


0.9.5 #

✨ Feature — Asymmetric corner radii & floating peek geometry for GlassModalSheet #

Thanks to @yukinoaruu for PR #37.

  • Shader fix: lightweight_glass.frag now supports per-quadrant corner radii via a new uData6 uniform (slots 24–27). A sentinel of uCornerRadius = -1.0 enables asymmetric mode; all existing symmetric shapes fall through unchanged.
  • Clip gap fix: ClipPath geometry on the Skia/Web path is now aligned to RoundedRectangleBorder (circular arc) to match the shader SDF — eliminates the sub-pixel transparent notch at sheet corners.
  • Peek geometry: Five new optional params on GlassModalSheet / GlassModalSheetScaffoldpeekWidth, peekHorizontalMargin, peekBottomMargin, peekTopBorderRadius, peekBottomRadius — for Apple Maps-style floating pill peek states.
  • Cleanup: forceSpecularRim removed from AdaptiveGlass, GlassSheet, GlassModalSheet, and GlassModalSheetScaffold. The shader renders the specular rim natively; no migration needed.

🐛 Fix — GlassSearchableBottomBar dismiss pill focus & keyboard restoration #

The dismiss (×) pill was calling FocusScope.of(context).unfocus() which left the FocusNode in a "previously focused" state. This caused Flutter to restore the keyboard on back-navigation, and made the first post-dismiss tap get swallowed by focus routing.

Fixed by:

  • Replacing FocusScope.unfocus() with FocusManager.instance.primaryFocus?.unfocus() in the DismissPill, fully clearing focus state.
  • The × button now only dismisses the keyboard — it does not collapse the search state. This matches the real Apple Music / Apple News behaviour where the search bar remains visible (unfocused/ready) after tapping ×. The caller explicitly collapses search by tapping the home pill or switching tabs.
  • onCancelTap fires first (before the unfocus) so callers can react (clear results, analytics, etc.) before focus is released.

A new onCancelTap: VoidCallback? on GlassSearchBarConfig gives callers a hook into the × tap.

✨ Demo — Apple Music mini-player refinements #

High-fidelity improvements to the Apple Music demo to match the real Apple Music app:

  • Play pill visibility: The floating play pill now stays visible when the search bar is in the "search ready" state (keyboard dismissed). It only hides when the keyboard is actively up (_searchFieldFocused), matching real Apple Music behaviour.
  • Dynamic icon colour: collapsedLogoBuilder now shows the selected (red) icon in scroll-collapse mini mode and the unselected (white) icon when search is active, via a static _kTabs field so tab definitions aren't duplicated.
  • Play pill positioning: aboveBarBottom is now responsive to the bar's current height — switching to collapsedNavBarH when search is active so the pill doesn't drop excessively when the bar shrinks.
  • Play pill animates on search from mini mode: When search is activated from the scroll-collapsed mini state, the play pill animates from the mini gap position back to its full-width position above the expanded search bar, matching real Apple Music.
  • Home pill restores full bar from any state: Tapping the home pill now always calls _dismissMiniMode() when in mini mode — whether arriving from scroll-collapse or from search — scrolling to top and restoring the full 3-tab bar.
  • Library default preserved: collapsedLogoBuilder in the library remains unselectedIconColor — the Apple Music colour logic is isolated to the demo's GlassSearchBarConfig.
  • Multi-tab scroll fix: _dismissMiniMode now uses _activeScrollController (per active tab) instead of hardcoding the home tab's controller, fixing a bug where tapping Radio/Library in mini mode would leave the bar stuck.

0.9.4 #

✨ Feature — GlassSearchableBottomBar programmatic interaction callbacks #

Addresses two community-requested quality-of-life gaps for GlassSearchableBottomBar.

1. onBarTap — tap-to-restore after scroll-to-hide #

A new onBarTap: VoidCallback? parameter on GlassSearchableBottomBar fires whenever the user taps anywhere on the bar. The callback is wired through a translucent GestureDetector wrapper, so all internal handlers (tab selection, search toggle, indicator drag) continue to work normally — there is zero interference.

Primary use-case is restoring the bar after a scroll-to-hide animation that is managed in the caller's code:

GlassSearchableBottomBar(
  onBarTap: () => setState(() => _barVisible = true),
  ...
)

When onBarTap is null (the default) no extra widget is inserted into the tree — zero overhead.

2. onSearchFieldTap — detect taps on the active search field #

A new onSearchFieldTap: VoidCallback? parameter on GlassSearchBarConfig, passed directly to TextField.onTap. Fires on every tap of the expanded search field body, including re-focus taps after the keyboard was dismissed.

Useful for navigating to a dedicated search screen, showing a suggestion overlay, or logging an analytics event without needing to own the FocusNode:

GlassSearchBarConfig(
  onSearchToggle: ...,
  onSearchFieldTap: () {
    showSuggestions();
    analytics.log('search_field_tapped');
  },
)

Zero breaking changes. Both parameters are optional with null defaults.


0.9.3 #

✨ Feature — GlassModalSheet system & rendering performance refinement #

Big thanks to @yukinoaruu for PR #33 — a comprehensive and beautifully engineered contribution that brings a whole new class of interactive modal sheet to the library.

1. GlassModalSheet system #

A new, comprehensive modal sheet implementation supporting three interactive states: peek, half, and full.

  • Physics-Driven Transitions: Spring physics for fluid, organic state changes.
  • Asymmetric Geometry: Morphs from a rounded floating pill to a sharp-bottomed full-screen container using the new LiquidVerticalRoundedSuperellipse.
  • Isolated Mechanics: Logic separated into a robust state machine (glass_modal_sheet_state.dart) and physics handler (glass_modal_sheet_mechanics.dart) — a clean architectural blueprint for future complex components.

2. Device-Aware Adaptive Radius #

An intelligent radius resolution algorithm that infers the ideal corner curvature from the device's physical safe area — Dynamic Island vs. Notch vs. Android Home Bar — automatically matching glass curvature to device hardware without manual updates.

3. Advanced Visual Feedback — Pulse System #

A global pulse synchronisation system in the rendering layer allows GlassModalSheet to trigger coordinated saturation and lighting pulses during high-velocity interactions, giving the glass surface a "living", organic feel.

4. Smart Silence — suppressInteractionOnChildren #

InteractionNotification support prevents the "double-reacting" artifact where both a button and the sheet scale simultaneously on a single tap. Child buttons/switches can seamlessly suppress the parent sheet's scaling and glow effects when tapped.

5. New shapes & LiquidStretch constraints #

  • LiquidVerticalRoundedSuperellipse: Enables asymmetric corner radii (top-rounded, bottom-flat) essential for the modal sheet's full-screen morphing animation.
  • Axis constraints: allowPositive / allowNegative pivot support prevents the sheet from "collapsing" downward when dragged — it only stretches upward as a tactile response.

Documentation & Testing #

  • docs/assets/GLASS_MODAL_SHEETS_GUIDE.md — comprehensive developer guide covering the full parameter surface and state behaviours.
  • test/widgets/overlays/glass_modal_sheet_test.dart — 679 lines of rigorous unit and widget tests covering state transitions, gesture arena logic, and physics edge cases.

Zero breaking changes. GlassModalSheet is additive — all existing GlassSheet usages are unaffected.


🐛 Fix — Selected icon colour washed out by glass indicator #

A huge shoutout and thanks to @jfhair for spotting this issue and putting together PR #29 — it was a fantastic catch, and you had exactly the right instinct on the fix!

The active-tab icon was visually muted ("dull") at rest because the AnimatedGlassIndicator glass lens was painting over the icon layer. Simply moving the indicator behind the icons restores vibrancy but kills the refraction effect — the glass shader needs icons beneath it to warp them as the pill moves.

The fix uses a split-pass sandwich: the pill's solid background renders below the icons (full vibrancy at rest), while the glass shader renders above them (refraction preserved during animation). Both GlassBottomBar and GlassSearchableBottomBar are updated. Zero breaking changes.


🐛 Fix — GlassSheet specular rim artifact & washed-out inner elements #

Inspired by @yukinoaruu's work in PR #33, who introduced the forceSpecularRim flag and first surfaced this class of visual fidelity issue with the lightweight glass renderer.

The problem & fix #

On the Skia/Web (lightweight) rendering path, a refractiveIndex of 0.7 on a large GlassSheet produced a hard, visible border around the sheet — a bright "line" that looked like an artifact rather than a premium glass surface.

Lowering it globally to fix the sheets caused components inside the sheet to lose their specular highlights and become washed out.

We've introduced semantic preset separation via two distinct RecommendedGlassSettings presets to solve this:

  • RecommendedGlassSettings.overlay (refractiveIndex: 0.7): For cards, buttons, and small interactive widgets.
  • RecommendedGlassSettings.sheet (refractiveIndex: 0.15): For large bottom sheets and modal overlays.

All GlassSheet.show() calls in the demo app now use the sheet preset, while every GlassButton.custom and GlassCard inside a sheet explicitly passes settings: RecommendedGlassSettings.overlay. The package-level default for GlassSheet (glass_sheet_defaults.dart) has also been updated to use refractiveIndex: 0.15 for a better out-of-the-box experience.

Zero breaking changes.


0.9.2 #

🐛 Fix — GlassSwitch initial-state bloom anchor & polish #

  • First-click bloom anchored correctly. A switch initialised with value: true now anchors the bloom to the right edge on the very first tap, matching all subsequent interactions. Previously _isMovingForward was hardcoded to true at construction regardless of widget.value.

  • _justEndedDrag race condition eliminated. The flag is now consumed atomically inside didUpdateWidget rather than being reset one frame later via addPostFrameCallback, preventing a rare double-bloom after a drag toggle.

  • Floating-point guard hardened. Animation controller resets now use >= 0.99 instead of == 1.0, making the bloom sequence robust against sub-epsilon drift during rapid consecutive toggles.

  • Dead code removed (glassOverlay no-op widget).

  • Haptic feedback added. GlassSwitch now emits HapticFeedback.lightImpact() on tap-toggle, when the thumb crosses the 50 % midpoint during a drag, and on drag-release snap (when the midpoint was never crossed, e.g. a fast flick). Opt out with enableHaptics: false.

  • 3 new regression tests added; GlassSwitch test count now 24.

Zero breaking changes.


0.9.1 #

🐛 Fix — Adaptive quality system calibration #

Three coordinated improvements to GlassAdaptiveScope / GlassQualityAdapter that prevent modern flagship devices from being incorrectly demoted to standard quality during app startup.

1. Startup-skip window (skipInitialFrames = 60) #

Phase 2 now discards the first 60 frames (≈ 1 second at 60 Hz) before collecting warmup data. Those frames capture shader compilation, the first route transition, and provider/localisation initialisation — all artificially inflated and unrepresentative of steady-state glass rendering. Discarding them means the warmup benchmark reflects actual glass workload, not cold-start overhead.

The constant is tunable for testing: GlassQualityAdapter.skipInitialFrames = 0.

2. Raised premium threshold: 12 ms → 16 ms #

The old threshold of 12 ms (75 % of a 60 fps frame budget) was too tight. The new threshold is 16 ms — one full 60 fps frame budget — which has a cleaner semantic meaning: "can the device render a premium glass frame within the 60 fps budget at P75? Yes → premium."

P75 raster time Before After
< 12 ms premium
< 16 ms standard premium
16–20 ms standard standard
> 20 ms minimal minimal

3. allowStepUp defaults to true #

Previously allowStepUp defaulted to false, meaning a Phase 2 decision could never be corrected at runtime. If Phase 2 still makes a conservative call (e.g. on a device under thermal load at startup), Phase 3 can now self-correct after 10 consecutive under-budget windows (≈ 20 seconds) + an 8-second cooldown.

The step-up is deliberately slow and invisible to users. Set allowStepUp: false explicitly if you need to lock quality for the session.

Zero breaking changes (adaptive fix) #

All three changes are additive or alter defaults in a user-beneficial direction. Explicit constructor overrides (allowStepUp: false, skipInitialFrames, custom threshold via targetFrameMs) continue to take precedence.


🐛 Fix — GlassSwitch drag interaction #

GlassSwitch now supports tap and horizontal drag simultaneously without either interaction interfering with the other.

What was fixed:

  • Tap animation restored — registering both onTap and onHorizontalDrag* on the same GestureDetector caused Flutter's gesture arena to drop one interaction after the first touch. Taps now use onTapDown / onTapUp so they share the gesture stream cleanly with drags.
  • Slow drag no longer cancels — Flutter fires onTapCancel before confirming a horizontal drag, which was deflating the "liquid bloom" pill prematurely. _onDragStart now stops any in-progress deflation and restores the plump state immediately.
  • Animation resets between interactions — the thickness animation controller was left at 1.0 after its first cycle and silently skipped the bloom on subsequent taps. It now resets to 0.0 before each new forward pass.

Gesture behaviour unchanged from the user's perspective: tap = full liquid jump animation; drag = thumb tracks finger with symmetric pill stretch; flick = velocity-based snap.

Zero breaking changes #

No API changes. All existing GlassSwitch usages continue to work without modification.


🐛 Fix — interactionGlowColor now reads from GlassThemeData #

GlassBottomBar and GlassSearchableBottomBar (including its collapsedLogoBuilder state and SearchPill) previously used a hardcoded white glow (0x33FFFFFF) when no explicit interactionGlowColor was set, silently ignoring any GlassThemeData override on the ancestor tree.

Resolution order is now:

interactionGlowColor param → GlassThemeData.glowColorsFor(context).primary → internal fallback

This means setting the primary glow color in GlassThemeData now takes effect on the press-interaction highlight across both bar variants, including the collapsed logo pill, without requiring any code changes at the call site.

Affected widgets #

Widget Location
GlassBottomBar TabIndicator interaction glow
GlassSearchableBottomBar SearchableTabIndicator (normal + collapsed/logo state)
GlassSearchableBottomBar SearchPill expanded glow

Zero breaking changes #

Explicit interactionGlowColor parameters continue to win with highest priority. This only changes what happens when the parameter is left null.


✨ Feature — glowBlurRadius, glowSpreadRadius, glowOpacity on GlassGlowColors #

Three new appearance fields on GlassGlowColors give fine-grained control over the shape of the directional press-glow across all glass widgets:

Field Type Default Effect
glowBlurRadius double 4.0 Gaussian blur sigma via MaskFilter.blur — softens the glow edge into a natural liquid-glass halo
glowSpreadRadius double 0 Extra circle radius as a fraction of the layer's shortest side
glowOpacity double 1 Master opacity multiplier (0–1) applied on top of the glow color's own alpha

Usage #

Set them globally via GlassThemeData to affect all glass widgets at once:

GlassTheme(
  data: GlassThemeData(
    light: GlassThemeVariant(
      glowColors: GlassGlowColors(
        primary: Color(0x55FFFFFF),
        glowBlurRadius: 8,       // soft, diffuse halo
        glowSpreadRadius: 0.15,  // bleeds 15 % beyond touch radius
        glowOpacity: 0.75,       // 75 % of the color's own alpha
      ),
    ),
  ),
  child: ...,
)

Or override per-widget via GlassButton.glowBlurRadius / glowSpreadRadius / glowOpacity — widget-level values take precedence over the theme.

Defaults preserve existing visual behaviour #

glowSpreadRadius and glowOpacity default to 0 and 1 respectively, preserving previous rendering. glowBlurRadius defaults to 4.0 — a soft, natural halo that better fits the liquid-glass aesthetic. MaskFilter.blur is guarded at zero so there is no GPU cost when the value is left at 0. Set glowBlurRadius: 0 explicitly for a hard-edge disc.

Affected widgets #

All widgets that render GlassGlow consume these fields, including: GlassButton, GlassBottomBar, GlassSearchableBottomBar (both the tab pill and the search pill), GlassSlider, GlassSwitch.

Zero breaking changes #

Existing code that does not set these fields continues to render identically. copyWith, ==, and hashCode all include the three new fields.


0.9.0 #

✨ New — tabWidth on GlassBottomBar #

tabWidth is now available on both GlassBottomBar and GlassSearchableBottomBar. Both bar variants share identical compact-sizing semantics and the same default.

API #

GlassBottomBar(
  // Default (no tabWidth): expand — pill fills available space.
  // tabWidth: 88.0 → iOS 26 compact sizing
  tabWidth: 88.0,
  ...
)
tabWidth Behaviour 2 tabs 3 tabs 4 tabs
null (default) Expand — fills available space fills bar fills bar fills bar
88.0 Compact — iOS 26 style 176 px 264 px 352 px

The pill is automatically clamped so it never overflows its container, regardless of how many tabs are present or how narrow the screen is.

Zero breaking changes #

tabWidth defaults to null (expand) on both GlassBottomBar and GlassSearchableBottomBar. Existing code that does not pass tabWidth continues to behave exactly as before — the tab pill fills the bar. Pass tabWidth: 88.0 to opt-in to iOS 26 compact sizing.

Shared infrastructure (internal) #

  • bar_layout_utils.dart — new pure-Dart file containing resolveTabPillWidth. Both GlassBottomBar and SearchableBottomBarController delegate to this single function, eliminating two separate inline implementations of the same arithmetic.
  • kBottomBarGlassDefaults — the 9-field LiquidGlassSettings constant that was previously copy-pasted into both bar state classes is now defined once in bottom_bar_internal.dart and referenced from both locations.

Production hardening #

  • Extra button pinned to trailing edge in GlassBottomBar. Previously the extra button sat immediately adjacent to the tab pill when using compact tabWidth sizing, leaving empty space to its right. It is now always pinned to the far-right edge (using Expanded + Align(centerRight)) to match the searchable bar's layout. The maxTabW arithmetic is unchanged; only the Row structure changed. Works correctly in both compact and expand modes.
  • resolveTabPillWidth guards against negative maxAvailable values (math.max(0.0, maxAvailable) before the clamp) to prevent a RangeError in unusual layout constraint environments.
  • Both constructors now assert tabWidth == null || tabWidth > 0 — passing a negative value previously produced a zero-width pill silently.
  • Golden regression sentinel added for tabWidth: null (expand mode), so a layout regression in legacy behaviour is caught by the pixel-test suite.

Example #

example/lib/tab_width_demo.dart — covers both GlassBottomBar and GlassSearchableBottomBar via a Bar variant chip, with live metrics showing the computed pill width in real time.


0.8.4 #

CI & Tooling #

  • CI: Multi-platform test matrix. The CI pipeline now runs the full test suite on ubuntu-latest, macos-latest, and windows-latest across both stable and beta Flutter channels. Previously only macos-latest / stable was tested, which silently allowed the three Windows shader regressions shipped in 0.7.9–0.7.12. Fail-fast is disabled so all platform failures are visible in a single run.

  • CI: Windows shader validation gate. glslangValidator (the same SPIR-V compiler core Flutter uses on Windows) now runs in CI on every push and PR via the shader-validation job. Any shader that would produce a "index expression must be constant" or "loop bounds must be compile-time constants" error is caught before it reaches main. Previously this check only ran locally via bash scripts/validate_shaders.sh on macOS.

  • CI: pub.dev publish dry-run gate. A dedicated pub-check job runs dart pub publish --dry-run on every push and PR. Catches missing dartdoc comments, pubspec.yaml issues, platform declaration gaps, and score regressions before they land in a release.

  • CI: Coverage threshold guard (≥ 90 % effective). The pipeline now fails if effective line coverage drops below 90 % on the stable channel. Effective coverage is computed after stripping lib/src/renderer/* — 16 GPU CustomPainter / RenderObject files that cannot execute in a headless VM (no GPU rasterizer; documented as untestable in ARCHITECTURE.md). Current effective coverage is 91.8 % (4 146 / 4 514 lines). A .codecov.yml config now mirrors this exclusion so the pub.dev / GitHub badge agrees with the CI gate rather than showing the raw ~81 % figure that included the untestable renderer paths.

  • CI: Run concurrency cancel. Added concurrency group so redundant in-progress runs on the same branch are cancelled automatically, saving CI minutes on rapid-push workflows.

  • Tooling: scripts/validate_shaders.sh cross-platform update. The shader validation script now resolves glslangValidator / glslangValidator.exe automatically, works on Windows (Git for Windows bash), and prints correct install instructions for macOS (brew), Ubuntu (apt-get), and Windows (choco / winget). Path resolution is now robust regardless of which directory the script is called from.

GlassAdaptiveScope Diagnostics (experimental) #

  • GlassAdaptiveDiagnostic — rich quality change event. A new immutable data class is emitted whenever GlassAdaptiveScope changes quality tier. It carries the full context of why the change happened: from/to quality, reason (warmupComplete, thermalDegradation, thermalRecovery, restoredFromCache, staticProbe), phase, and the P75/P95 raster timing that triggered the decision.

  • GlassAdaptiveScope.onDiagnostic — a new optional callback that receives a GlassAdaptiveDiagnostic alongside the existing onQualityChanged. The old callback is unchanged — this is purely additive.

  • GlassAdaptiveScope.debugLogDiagnostics: true — zero-wiring diagnostic mode. Add this flag to print a structured console block on every quality change in debug builds (no-op in profile/release). Designed to lower the barrier for community threshold calibration reports:

    ┌─ 📊 GlassAdaptiveScope ─────────────────────────────────────────
    │  Change  : premium → standard
    │  Reason  : warmupComplete
    │  Phase   : runtime
    │  P75     : 14.2 ms
    │  Frames  : 10
    │
    │  📬 Post to: github.com/sdegenaar/liquid_glass_widgets/discussions
    └──────────────────────────────────────────────────────────
    
  • GlassQualityChangeReason enum — exported publicly so analytics pipelines can filter on specific event types (e.g. only log warmupComplete and skip restoredFromCache noise).

  • Adapter diagnostic trackingGlassQualityAdapter now records lastP75Ms, lastP95Ms, lastFramesMeasured, and lastChangeReason before every quality decision so the scope can snapshot them synchronously before the async addPostFrameCallback gap.

Bug Fixes #

  • FIX: Refraction inverted on Android (Pixel 7, Mali GPU, OpenGL ES emulator). On all devices where Impeller uses the OpenGL ES backend, the liquid glass refraction effect appeared to bend inward rather than outward — content beneath the glass lens distorted toward the centre instead of away from it. The glass bottom bar, segmented control indicator, and all premium-quality glass surfaces were affected.

    Root cause: OpenGL ES stores render-to-texture outputs with a bottom-left Y origin (Y increases upward), whereas Flutter's widget coordinate system uses Y-down. The shaders already flip screenUV.y and geometryUV.y with 1.0 − y to compensate when sampling textures. However, the displacement vector (in liquid_glass_final_render.frag) and edgeOffsetLogical (in interactive_indicator.frag) were computed in Flutter's Y-down space and added directly to the Y-up UV without correcting the Y component. A positive Y displacement (outward at the bottom edge) therefore moved the sample toward the centre in UV space — the exact opposite of the intended direction.

    Fix: Under #ifdef IMPELLER_TARGET_OPENGLES, negate the Y component of the displacement/offset vector before applying it to the sampled UV. This re-aligns the Y-down displacement with the Y-up UV coordinate space.

    The Metal (iOS/macOS) and Vulkan (Samsung S22 / Adreno / AMD Xclipse) code paths are unchanged — the fix is gated entirely by IMPELLER_TARGET_OPENGLES and verified against both a Pixel 7 API 35 emulator and a physical Samsung Galaxy S22.


0.8.3 #

Performance & Bug Fixes #

  • GlassBottomBar / GlassSearchableBottomBar — glass lens now correctly refracts active tab icons. Previously the selected icon layer was rendered above the AnimatedGlassIndicator in a separate compositor layer, making it invisible to the BackdropFilter. The glass pill swept over a blank canvas, producing a flat, unrefracted active icon. Both the selected and unselected icon layers are now combined into a single RepaintBoundary placed behind the glass lens, so all icon colours are physically sampled and warped by the chromatic aberration as the pill moves — matching iOS 26 behaviour.

  • Performance improvement. The fix eliminates 5–9 redundant GPU compositor layers per bar render frame: the per-tab RepaintBoundary nodes on both the selected and unselected icon rows have been removed in favour of a single shared compositor texture for the entire icon canvas. Fewer texture uploads, one BackdropFilter sample — net improvement at 120 Hz.


0.8.2 #

Bug Fixes #

  • GlassQuality.premium no longer crashes outside a LiquidGlassLayer. Previously caused an opaque Null check operator crash. Now throws a descriptive AssertionError in debug builds and falls back gracefully (renders child without glass) in release. Fix: add useOwnLayer: true to any standalone GlassButton using premium quality.

  • GlassBottomBar / GlassSearchableBottomBar — repeat-tap on active tab now fires onTabSelected (#22). Previously the index != widget.tabIndex guard silently suppressed callbacks when the user tapped the already-selected tab, making it impossible to implement scroll-to-top or refresh-on-retap patterns. The guard has been removed; onTabSelected is now always called once per gesture lifecycle regardless of whether the tab index changes.

  • GlassBottomBar / GlassSearchableBottomBar — drag-end snaps to correct tab (#23). A coordinate-space mismatch in _onDragEnd caused the indicator to snap to the wrong tab: dragging to the centre of a 5-tab bar landed on tab 3 instead of tab 2. The fix corrects the inversion formula to i = round(relX × (n − 1)), which is the exact inverse of the alignment space computeAlignment(i, n) = −1 + 2i/(n−1).

  • GlassBottomBar / GlassSearchableBottomBaronTabSelected no longer fires twice per tap. BottomBarTabItem had its own onTap: () => onTabSelected(i) callback that fired independently of the outer TabIndicator's onTapDown handler, causing every tap to call onTabSelected twice. The item-level callback is now null; the outer indicator is the single source of truth for all selection events.

    Credit: These interaction fixes were identified and originally patched by @qinshah in PR #23. The implementation was refactored to preserve the existing jelly physics, desktop tap support, and fling-based navigation that the PR removed, and extended to cover GlassSearchableBottomBar with shared logic via the new internal TabDragGestureMixin.

API #

  • GlassSearchBarConfig.expandWhenActive (new). Controls whether the search pill expands when isSearchActive is true. Default true — no change needed for standard usage. Set to false for advanced layouts (e.g. Apple Music Play Pill pattern) where the search pill should remain compact while isSearchActive drives a non-search transition independently.

Examples #

  • apple_music_demo — added as a reference for the Play Pill pattern: a floating GlassButton (useOwnLayer: true, GlassQuality.premium) that animates between a full-screen player and a mini-mode docked pill using AnimatedPositioned + AnimatedOpacity, synchronized with GlassSearchableBottomBar's spring morph via expandWhenActive.

0.8.1 #

New Features #

GlassInteractionBehavior — precise, orthogonal control of press interactions #

A new first-class enum that independently controls the two dimensions of press feedback on GlassBottomBar, GlassSearchableBottomBar, and GlassTextField (as well as its derivative inputs):

Value Glow Scale
none
glowOnly
scaleOnly
full (default)

The glow is the iOS 26-style directional light spotlight that follows the touch position across the glass surface. The scale is the spring-physics size pulse on press.

// Glow only — light follows your finger, no bounce:
GlassBottomBar(
  interactionBehavior: GlassInteractionBehavior.glowOnly,
  ...
)

// Scale only — spring bounce, no glow:
GlassSearchableBottomBar(
  interactionBehavior: GlassInteractionBehavior.scaleOnly,
  pressScale: 1.06,
  ...
)

// Disable both for a completely static bar:
GlassBottomBar(
  interactionBehavior: GlassInteractionBehavior.none,
  ...
)

Zero overhead when disabled. When interactionBehavior suppresses glow (none or scaleOnly), the GlassGlow sensor widget is removed from the tree entirely — saving 3 widget allocations and 3 RenderBox nodes per tab indicator per frame. Scale is resolved at build time to a scalar 1.0 with no animation controller overhang.

New parameters on GlassBottomBar, GlassSearchableBottomBar, and GlassTextField #

GlassTextField now shares the same interactionBehavior API as the bar-family widgets. The scale dimension maps onto the subtle press-bounce animation (field squishes slightly when pressed down); the glow dimension is the directional spotlight that tracks touch position across the glass surface.

GlassPasswordField and GlassTextArea delegate to GlassTextField and inherit the new parameter automatically.

Parameter Widget(s) Type Default
interactionBehavior All three GlassInteractionBehavior .full
pressScale Bar widgets / Inputs double 1.04 (bars) / 1.03 (inputs)
interactionGlowColor Bar widgets Color? null (theme default)
glowColor GlassTextField Color? null (~12% white)
interactionGlowRadius Bar widgets double 1.5
glowRadius GlassTextField double 1.5

All defaults preserve existing 0.8.0 visual behaviour — no migration required.

Migration from enableGlow / enableFocusAnimation

GlassTextField.enableGlow and GlassTextField.enableFocusAnimation have been replaced by interactionBehavior. The mapping is direct:

// Before (0.8.0):
GlassTextField(enableGlow: false, enableFocusAnimation: false)

// After (0.8.1):
GlassTextField(interactionBehavior: GlassInteractionBehavior.none)

// Before: glow only
GlassTextField(enableGlow: true, enableFocusAnimation: false)
// After:
GlassTextField(interactionBehavior: GlassInteractionBehavior.glowOnly)

Bug Fixes #

  • FIX: SearchPill was silently ignoring interactionBehavior. The interactionGlowColor parameter was never passed to the SearchPill constructor, so the search pill always rendered with a visible glow regardless of the bar's interactionBehavior setting. The glow was hardcoded to Color(0x1FFFFFFF) even when behavior = none.

  • FIX: SearchPillState had no glow short-circuit on the expanded pill path. Added _wrapWithGlow helper (matching the pattern already in TabIndicatorState and SearchableTabIndicatorState) to skip GlassGlow allocation when glow is suppressed.


0.8.0 #

New Features #

GlassAdaptiveScope (experimental) — automatic runtime quality adaptation #

A new scope widget that automatically adjusts GlassQuality for its subtree based on real raster performance observed from SchedulerBinding frame timings. Handles the three device scenarios that are impossible to test on a developer device:

  • Broken / slow shader drivers (e.g. Pixel 4a, Galaxy A22 class): detected synchronously at startup via ImageFilter.isShaderFilterSupported and capped immediately to minimal.
  • Warm-up jank ("wrong quality at startup"): resolved by a ~180-frame benchmark that measures real P75 raster durations and sets the initial quality tier before the user notices.
  • Thermal throttling ("fine at launch, janky after 10 minutes"): detected and corrected by a continuous runtime hysteresis engine.

Three-phase adaptation:

Phase Trigger Action
Phase 1 — Static probe Mount Forces minimal on unsupported hardware; caps at standard on web
Phase 2 — Warm-up First ~180 frames (~3 s at 60 fps) Sets initial quality from real P75 raster durations
Phase 3 — Runtime hysteresis Ongoing Degrades after 3 bad windows; recovers after 10 good windows (8 s cooldown)

The scope acts as a quality ceiling — widgets with an explicit quality: parameter are unaffected. The ceiling is enforced by GlassThemeHelpers.resolveQuality, which reads GlassAdaptiveScopeData from the nearest ancestor scope.

// Per-screen control:
GlassAdaptiveScope(
  child: Scaffold(...),
)

// Advanced — conservative start for fragmented Android market:
GlassAdaptiveScope(
  initialQuality: GlassQuality.standard, // earn your way up to premium
  allowStepUp: true,
  onQualityChanged: (from, to) => analytics.log('glass_quality_changed'),
  child: child,
)

Experimental in 0.8.0. GlassAdaptiveScope and GlassAdaptiveScopeConfig are annotated @experimental. The three-phase adaptation logic is architecturally sound and fully tested, but the Phase 2 timing thresholds (P75 < 12 ms → premium, 12–20 ms → standard, > 20 ms → minimal) have been validated by reasoning, not yet by broad real-device data across the Android fragmentation landscape.

How to enable it: LiquidGlassWidgets.wrap(myApp, adaptiveQuality: true) (opt-in, default false).

If you observe unexpected behaviour — quality too low on a mid-range device, or stuck at standard on a flagship — please file an issue with your device model and raster timings from Flutter DevTools. Your data will be used to tune the thresholds for a future release.

GlassAdaptiveScopeConfig (experimental) — portable configuration value object #

Bundles all GlassAdaptiveScope parameters into a single const-constructible, equality-comparable value object. Used by LiquidGlassWidgets.wrap() and useful for passing scope configuration through APIs that cannot accept widget parameters directly.

const config = GlassAdaptiveScopeConfig(
  initialQuality: GlassQuality.standard,
  allowStepUp: true,
  targetFrameMs: 8, // 120 Hz ProMotion
);

API Refactor — initialize() and wrap() separation #

The responsibilities of initialize() and wrap() have been clarified and made consistent with the broader Flutter ecosystem (cf. easy_localization, MaterialApp):

Method Responsibility
initialize() Async platform / engine setup only (shader prewarming, Impeller pipeline, debug monitor)
wrap() Widget-tree composition and all behavioral configuration

wrap() — new parameters #

runApp(LiquidGlassWidgets.wrap(
  const MyApp(),
  respectSystemAccessibility: false, // moved from initialize()
  adaptiveQuality: true,             // new — inserts GlassAdaptiveScope
  adaptiveConfig: GlassAdaptiveScopeConfig(
    initialQuality: GlassQuality.standard,
    allowStepUp: true,
  ),
));

Scope nesting order inserted by wrap() #

GlassAdaptiveScopeGlassBackdropScopechild

Breaking Changes #

initialize(respectSystemAccessibility:) removed #

respectSystemAccessibility has moved from initialize() to wrap().

Migration (one-line change):

// Before (0.7.x):
await LiquidGlassWidgets.initialize(respectSystemAccessibility: false);
runApp(LiquidGlassWidgets.wrap(const MyApp()));

// After (0.8.0):
await LiquidGlassWidgets.initialize();
runApp(LiquidGlassWidgets.wrap(const MyApp(), respectSystemAccessibility: false));

The LiquidGlassWidgets.respectSystemAccessibility getter and setter remain available as an escape hatch for tests and advanced runtime overrides. In production code, set it through wrap().

Bug Fixes #

Glass invisible on white / light backgrounds (transparency regression) #

  • FIX: Standalone glass widgets (GlassButton, GlassContainer, GlassTextField, GlassCard, and all widgets that delegate to them) rendered with zero opacity on light backgrounds when no explicit settings: were provided. Root cause: these widgets fell through to InheritedLiquidGlass.ofOrDefault(), which returns LiquidGlassSettings() — a default with glassColor: Color(0x00FFFFFF) (alpha = 0). The lightweight shader computes body tint = glassColor.alpha × 0.15, so 0 × 0.15 = 0 — the glass body was literally transparent regardless of thickness or blur.

    Fix: Replaced all InheritedLiquidGlass.ofOrDefault() call sites with the new GlassThemeHelpers.resolveSettings(), which traverses the full 5-level priority chain:

    1. Widget-level settings: parameter (explicit wins)
    2. InheritedLiquidGlass — nearest parent AdaptiveLiquidGlassLayer
    3. LiquidGlassWidgets.globalSettings — app-level override
    4. GlassThemeData — brightness-aware theme variant (light / dark)
    5. LiquidGlassSettings() — absolute last resort

    Standalone widgets now correctly resolve to the theme's glassColor and are always visible out of the box.

Light theme defaults rebalanced #

  • TWEAK: GlassThemeVariant.light updated for an icy-frosted aesthetic that reads clearly on white backgrounds:

    Property Before After
    blur 10.0 6.0
    glassColor 0x73FFFFFF (45% neutral white) 0x4AD2DCF0 (~29% cool blue-white)
    chromaticAberration 0.1 0.3
    thickness 16.0 20.0
    lightIntensity 1.0 1.2

    The cool blue-white tint (D2DCF0) matches the icy tone of iOS 26 frosted glass. Blur 6 gives visible background diffusion without obscuring content.

API #

GlassBackdropScope now exported from the main barrel #

  • FIX: GlassBackdropScope was missing from liquid_glass_widgets.dart. Consumers had to use the internal path package:liquid_glass_widgets/widgets/shared/glass_backdrop_scope.dart, which is fragile and undocumented. It is now a first-class public export.

    Migration — update any direct internal imports:

    // Before (workaround, fragile):
    import 'package:liquid_glass_widgets/widgets/shared/glass_backdrop_scope.dart';
    
    // After (correct):
    import 'package:liquid_glass_widgets/liquid_glass_widgets.dart';
    
  • CHORE: add CI and Codecov badges.

0.7.16 #

Bug Fixes #

  • FIX: GlassSearchableBottomBar — memory leak when controller was swapped at runtime. The old controller's listener was never removed before attaching to the new controller. Now correctly removed in didUpdateWidget.
  • FIX: DraggableIndicatorPhysics — velocity NaN/Infinity guard. A zero-size render box (e.g. during widget tree warm-up) could produce Infinity or NaN for velocityX, which propagated into the spring physics and caused erratic snapping. Now clamped to 0 when the box has no size.

Refactor (zero breaking changes) #

  • REFACTOR: Extracted GlassSearchBarConfig from glass_searchable_bottom_bar.dart into a dedicated file lib/widgets/surfaces/shared/glass_search_bar_config.dart. Resolves a circular import between the public widget and its internal sub-widgets. GlassSearchBarConfig is re-exported from the barrel file — no consumer-facing API change.
  • REFACTOR: Extracted _TabIndicator / _TabIndicatorState from glass_bottom_bar.dart into shared/bottom_bar_internal.dart as TabIndicator / TabIndicatorState (package-internal, not exported). Follows the same pattern used for GlassSearchableBottomBar. glass_bottom_bar.dart reduced from 1,406 → ~895 lines.
  • REFACTOR: Extracted _TabBarContent, _TabBarContentState, and _TabItem from glass_tab_bar.dart into shared/tab_bar_internal.dart. glass_tab_bar.dart reduced from 728 → ~310 lines. Architecture is now consistent across all bar-family widgets.

Test Coverage #

  • TEST: Reached 91.85% effective coverage (up from 89.6% in 0.7.15 — excluding GPU/shader renderer paths that are physically untestable in a headless VM). Total: 1,031 tests, all passing, 0 analyzer warnings.
  • TEST: New test/widgets/surfaces/glass_bottom_bar_drag_test.dart — 7 regression tests covering _onDragEnd physics snapping, _onDragCancel (mid-drag and no-drag), slow drags, fast flings, and full-bar sweeps. These paths are the highest-risk regressions in navigation UX.

0.7.15 #

Bug Fixes #

  • FIX: lib/theme/glass_theme_settings.dart was accidentally omitted from version control in 0.7.14. All consumers of GlassThemeSettings received a compile error (type 'GlassThemeSettings' is not a subtype). This release commits the missing file. No API change — GlassThemeSettings was already exported from liquid_glass_widgets.dart.
  • FIX: GlassPerformanceMonitor._emitWarning — division-by-zero crash when rasterBudget was sub-millisecond (< 1 ms). Protected with a max(1, ...) guard.

Refactor (zero breaking changes) #

  • REFACTOR: Consolidated 18 quality-resolution chains (widgetQuality ?? inherited?.quality ?? themeData.qualityFor(context) ?? GlassQuality.standard) into a single canonical helper: GlassThemeHelpers.resolveQuality(context, widgetQuality: ..., fallback: ...). Surface widgets (GlassAppBar, GlassToolbar, GlassBottomBar, GlassSearchableBottomBar, GlassSideBar) pass fallback: GlassQuality.premium to preserve their documented defaults. All other widgets default to GlassQuality.standard.
  • REFACTOR: Extracted _buildIconShadows from BottomBarTabItem to a @visibleForTesting top-level function buildIconShadows(...) in bottom_bar_internal.dart. No behaviour change — enables isolated unit testing of the shadow-outline geometry.

Test Coverage #

  • TEST: Reached 90%+ effective test coverage (90.15% — excluding src/renderer GPU/shader layer where headless simulation is impossible). Total: 949 tests, all passing.
  • TEST: New test/theme/glass_theme_helpers_test.dart — 5 widget tests covering all 4 priority levels of GlassThemeHelpers.resolveQuality().
  • TEST: New test/widgets/surfaces/build_icon_shadows_test.dart — 6 unit tests covering buildIconShadows(): null thickness, active-icon suppression, shadow count, 45° offset math, and color propagation.
  • TEST: Added test/theme/, test/renderer/, test/types/, test/constants/, test/utils/, and test/widgets/ test suites (committed for the first time — these were written during the 0.7.13–0.7.14 coverage push but never staged).

0.7.14 #

Bug Fixes #

  • FIX: GlassSearchableBottomBarextraButton now fades out smoothly when search activates instead of being visually clipped/shrunk between the collapsing tab pill and the expanding search pill. Layout space is still reserved during the morph (no pills jump), only the visual opacity transitions. Taps on the extra button are also correctly blocked while hidden. Fades in when search closes.
  • FIX: GlassSearchableBottomBar — spring morph animations no longer produce a visible jump when reversing direction. Previously the three spring controllers (tabW, searchLeft, searchW) were each started in separate addPostFrameCallback calls, introducing a 1-frame desync at reversal. All three are now started in a single batched callback, so the morph is perfectly synchronized in both directions.
  • FIX: Indicator fade animation in GlassBottomBar / GlassSearchableBottomBar — replaced Opacity wrapper with LiquidGlassSettings.visibility fading. Wrapping a BackdropFilter in Opacity composites into an offscreen buffer, breaking backdrop sampling and causing the indicator to snap in/out instead of fading. The visibility path is a single GPU pass — no offscreen buffer — improving drag animation performance and working uniformly for all blur values.
  • FIX: GlassBottomBar, GlassSearchableBottomBar, GlassAppBar, GlassToolbar, and GlassSideBar resolved to GlassQuality.standard instead of their documented GlassQuality.premium default. Fixed by setting quality: null in the built-in light/dark variants so each widget's documented default is respected.
  • FIX: Setting any property in GlassThemeVariant.settings silently zeroed out all unset properties (e.g. setting only thickness: 50 also reset glassColor to fully transparent). Fixed by introducing GlassThemeSettings: a parallel class with all-nullable fields that merges onto each widget's own defaults. Only the fields you explicitly set are applied; everything else inherits from the widget. GlassThemeVariant.settings now accepts GlassThemeSettings?.
  • FIX: GlassSearchableBottomBar — multiple layout-math regressions in the morph animation corrected:
    • Reserved layout width now correctly scales to min(size, searchBarHeight) during search, eliminating the bloated gap when searchBarHeight < barHeight.
    • Extra button rendered width now matches the layout reserve (extraTargetW), preventing a 14 px overflow into the search pill when searchBarHeight < barHeight.
    • Restored + widget.spacing in targetSearchLeft; an erroneous tabToNextGap variable had suppressed the gap between the tab pill and search pill when no extra button was present.
    • collapseOnSearchFocus now exclusively controls visibility/opacity — it no longer affects layout geometry. Toggling it mid-animation no longer triggers the spring or causes the button to jump inside the collapsed tab circle.
  • FIX: BottomBarTabItem — removed a fixed vertical: 4 padding wrapping the tab column. The padding consumed constraint space before FittedBox could scale, causing a 2 px RenderFlex overflow when the bar morphed to searchBarHeight.

New #

  • NEW: GlassThemeSettings — a partial settings type for use in GlassThemeVariant. Accepts the same parameters as LiquidGlassSettings but all are nullable. Only non-null fields override the target widget's defaults, enabling precise single-property theme overrides without disturbing others.
  • NEW: GlassTabPillAnchor enum + GlassSearchableBottomBar.tabPillAnchor — controls how the tab pill is anchored during the morph animation. GlassTabPillAnchor.start (default) preserves existing left-anchor behaviour. GlassTabPillAnchor.center makes both edges collapse symmetrically from the pill's centre for a more balanced look. The search pill position adjusts automatically in center mode.
  • NEW: GlassSearchBarConfig.showsCancelButton now defaults to true. Tapping the dismiss pill unfocuses the keyboard and collapses search, matching the system-level behaviour seen across iOS apps (Weather, App Store, Apple News). Pass showsCancelButton: false to opt out.
  • NEW: GlassSearchBarConfig.collapsedTabWidth is now nullable. When omitted, the collapsed tab pill automatically matches GlassSearchableBottomBar.searchBarHeight, ensuring it morphs into a geometric circle with no leftover horizontal margin. Pass an explicit value to override.
  • NEW: GlassBottomBarExtraButton.collapseOnSearchFocus (default true) — controls whether the extra button collapses when the search field is focused. When true, the button fades out and its layout space spring-animates to zero, giving the search input the full available width (matching native iOS behaviour). When false, the button remains fully visible and tappable alongside the search input — useful for contextually relevant actions like a Filter button that applies to search results.
  • EXAMPLE: searchable_bar_repro.dart added to the example app — exercises GlassSearchableBottomBar edge cases (extra-button fade, spring desync, bar-height scale, dismiss pill) in isolation. Run standalone: flutter run -t example/lib/searchable_bar_repro.dart.

0.7.13 #

New — GlassQuality.minimal #

  • FEAT: GlassQuality.minimal — third quality tier: a crisp frosted glass surface with zero custom fragment shader execution on any platform. Uses BackdropFilter blur

    • Rec. 709 saturation matrix + a light-angle specular rim stroke. No refraction warping or chromatic aberration — a deliberately flat, clean aesthetic that looks excellent on any background and never adds GPU shader cost.

    Two distinct use cases:

    Device fallback — for hardware where even [standard] is too heavy: very old Android devices with limited shader driver support, or any device where ImageFilter.isShaderFilterSupported returns false.

    GPU budget management — for shader-dense screens: use [minimal] for background panels, list cards, and decorative containers while keeping [standard] or [premium] on the focal element. A screen with 15 glass list cards running [minimal] fires zero shader invocations during scroll — only BackdropFilter compositing.

    AdaptiveGlass(
      quality: GlassQuality.minimal,
      child: child,
    )
    
  • FEAT: GlassThemeVariant.minimal — static preset that applies .minimal quality globally via GlassThemeData:

    GlassTheme(
      data: GlassThemeData(
        light: GlassThemeVariant.minimal,
        dark:  GlassThemeVariant.minimal,
      ),
      child: child,
    )
    

New — GlassPerformanceMonitor #

  • FEAT: Debug/profile-only performance monitor that watches raster frame durations while GlassQuality.premium surfaces are active. When frames exceed the GPU budget for 60 consecutive frames, a single FlutterError is emitted with actionable guidance (specific widget parameters, device compatibility notes, and alternative quality tiers).

    Zero production overhead — the monitor never registers a callback in release builds. Enabled by default in debug/profile builds via LiquidGlassWidgets.initialize():

    // Default: auto-enabled in debug/profile, zero-cost in release
    await LiquidGlassWidgets.initialize();
    
    // Opt out:
    await LiquidGlassWidgets.initialize(enablePerformanceMonitor: false);
    
    // Custom thresholds (advanced):
    GlassPerformanceMonitor.rasterBudget = const Duration(microseconds: 8333); // 120 fps
    GlassPerformanceMonitor.sustainedFrameThreshold = 120; // 2 seconds at 60 fps
    

    The monitor correctly attributes slowdowns to premium glass by counting active GlassQuality.premium surfaces. It stays silent when no premium widgets are mounted, avoiding false positives from other parts of the app.


0.7.12 #

Bug Fixes #

  • FIX: Interactive blend-group stretch asymmetry — LiquidStretch now expands geometry symmetrically from the widget centre, fixing the left-leans-in / right-resists imbalance during touch-drag on button groups.

  • FIX: Erroneous highlight bias — removed a legacy shader hack that skewed surface normals horizontally. Normals are now derived accurately from the SDF gradient, eliminating optical hotspots that made straight groups look crooked.

  • PERF: Zero-jitter animation bounds — geometry texture mapping is now strictly bound to the physical size it was rasterised for, stopping frame-lag wobble when buttons change scale during interactive drags.

  • FIX: Theme quality cascade — audited 15+ widgets (GlassBottomBar, GlassSwitch, GlassTextField, and others) that were silently overriding the global GlassThemeVariant quality setting with GlassQuality.premium. All widgets now correctly inherit and respect the global quality profile, protecting frame rate and thermal limits on older devices (e.g. iPhone 12 and below).

  • FIX: Zero-thickness blur — setting thickness: 0 no longer makes the glass fully transparent. Backdrop blur now renders correctly on glass surfaces regardless of geometric thickness, restoring backward-compatible behaviour.

  • FEAT: GlassSearchBarConfig.focusNode — optional FocusNode for GlassSearchBarConfig. When provided, the caller has full programmatic focus control (requestFocus(), unfocus(), addListener()) independent of autoFocusOnExpand. The widget adopts the caller-provided node without disposing it (caller owns lifecycle), matching Flutter's own TextField.focusNode contract.

  • FEAT: GlassSearchBar.focusNode — same FocusNode support added to the standalone GlassSearchBar for consistency. GlassTextField already had this.

  • FIX: ExtraButtonPosition — new enum on GlassBottomBarExtraButton. Set .position = ExtraButtonPosition.afterSearch to pin the extra button to the right of the search pill. Spring geometry calculations reserve space correctly to prevent RenderFlex overflows during expand/collapse. Default is ExtraButtonPosition.beforeSearch — fully backwards-compatible.

  • FIX: Windows / SkSL shader compilation — eliminated all dynamic array index expressions from sdf.glsl. The previous getShapeSDFFromArray(int index) computed offsets at runtime, which SkSL/glslang on Windows rejects with "index expression must be constant". Replaced with literal-indexed sdf0()sdf15() helpers and a fully-unrolled sceneSDF for 1–16 shapes. MAX_SHAPES stays 16; no API or visual change.

  • TOOLING: scripts/validate_shaders.sh — macOS script that validates all shaders against Windows/SkSL compiler rules using glslangValidator. Run bash scripts/validate_shaders.sh before releasing. Requires brew install glslang (one-time).


0.7.11 #

Bug Fixes #

  • FIX: Windows/Android build failure — three shader compilation errors on the SPIR-V/glslang path: loop bounds must be compile-time constants; dFdx/dFdy on a scalar float is rejected by glslang (geometry shader now uses #ifdef IMPELLER_TARGET_METAL to keep hardware derivatives on iOS/macOS and fall back to ±0.5 px finite differences on Vulkan/OpenGL ES); global non-constant initialisers at file scope in liquid_glass_final_render.frag moved into main().

  • FIX: Blend-group asymmetry — the liquid-glass merge neck between grouped buttons leaned toward the left button. Fixed with a bidirectional smooth-union pass (L→R + R→L, averaged 50/50) that cancels the directional bias exactly.


0.7.10 #

Bug Fixes #

  • FIX: Windows build (flutter build windows) — two shader issues fatal on SkSL/glslang but silently accepted on Metal: no match for min(int, int) (replaced with a ternary) and global non-constant initialisers (moved into main()). No visual change on any platform.

0.7.9 #

Bug Fixes #

  • FIX: Windows build failure — uShapeData[MAX_SHAPES * 6] was passed as a by-value function parameter, which glslang rejects. Fixed by accessing it as a global uniform. No visual change.

Tweaks #

  • TWEAK: GlassSearchableBottomBar iOS 26 Apple News parity — animated inline × clear button replaces microphone when text is present; simplified hit-testing layout replaces Overlay layers; guaranteed GPU liquid-glass merging between the search and dismiss pills in a single shader pass.

0.7.8 #

Tweaks #

  • TWEAK: GlassThemeVariant.light now defaults to a cool-tinted glassColor (Color(0x32D2DCF0)), stronger refractiveIndex, and boosted ambientStrength to ensure premium specular rendering and visible refraction on flat white backgrounds.

Examples #

  • Apple News demo — replaced Image.network calls with pre-sized bundled assets (example/assets/news_images/) to fix Impeller GPU command-buffer overflow on iOS 26 physical devices.
  • Apple News democollapsedLogoBuilder now mirrors the active tab icon instead of a static badge.

0.7.7 #

Refactor #

  • Internal: Removed GlassIndicatorTapMixin and migrated GlassTabBar and GlassSegmentedControl fully to raw Listener pointer events, matching GlassBottomBar's robust drag-cancel and press-and-hold handling. No API change.

0.7.6 #

Bug Fixes #

  • FIX: LiquidGlassBlendGroup asymmetry — left buttons attracted their neighbours more strongly than right buttons in groups of 3+. Fixed with a bidirectional smooth-union pass (L→R + R→L, averaged 50/50). Two-shape groups are mathematically identical to before.

  • FIX: GlassButtonGroup — glass effect could bleed as a dark rectangle on Impeller with GlassQuality.premium and useOwnLayer: true. A ClipRRect(antiAlias) now hard-clips the bleed at the superellipse boundary without forcing a quality downgrade.


0.7.5 #

Bug Fixes #

  • FIX: GlassBottomBar / GlassSearchableBottomBar — added HitTestBehavior.opaque to the root GestureDetector so the full bar height reliably consumes pointer events on simulator and desktop.

  • FIX: GlassSearchableBottomBar — keyboard no longer flickers on physical devices; focus is requested after the expansion animation completes.

  • FIX: GlassSearchableBottomBar — dead zone at expanded search pill edges resolved; the full glass surface now claims taps and routes them to the search field.

New — GlassSearchBarConfig parameters #

Seven new parameters (all backwards-compatible):

Parameter Type Default Description
autoFocusOnExpand bool false Keyboard opens automatically on expand.
trailingBuilder WidgetBuilder? null Replaces the mic icon with any custom widget.
textInputAction TextInputAction? null Keyboard action key (search, done, go, …).
keyboardType TextInputType? null Keyboard layout (url, emailAddress, …).
autocorrect bool true Disable for codes, usernames, etc.
enableSuggestions bool true Controls QuickType bar on iOS.
onTapOutside TapRegionCallback? null Called when user taps outside the field.

0.7.4 #

New Components #

  • GlassSearchableBottomBarGlassBottomBar with a morphing search pill that shares the same AdaptiveLiquidGlassLayer as the tab pill, producing iOS 26 liquid-merge blending. When isSearchActive is true the tab pill collapses and the search pill expands via spring animation. Configured via GlassSearchBarConfig.

Examples #

  • Apple News demo (example/lib/apple_news/apple_news_demo.dart) — iOS 26 Apple News replica showcasing GlassSearchableBottomBar.

Visual Fixes #

  • FIX: Default glow color on press changed from iOS system blue to a brightness-adaptive neutral white (~35% light / ~22% dark), matching iOS 26 glass press behaviour.

0.7.3 #

Performance #

  • PERF: Deleted unused rotate2d() from render.glsl — it was compiled into every shader binary but never called.
  • PERF: Eliminated a redundant normalize() in interactive_indicator.frag by reusing an already-computed length.
  • PERF: Removed a no-op canvas.save()/canvas.restore() pair in GlassGlow paint.

Bug Fixes #

  • FIX: GlassGlow tracking — glow gradient is now correctly recreated each frame when glowOffset changes, fixing the spotlight freezing at its initial position.
  • FIX: Glow on Skia/Web — LightweightLiquidGlass now wraps in GlassGlowLayer, giving the Skia path the same light-follows-touch behaviour as Impeller.
  • FIX: Glow on first touch — spotlight now appears immediately at the tap position instead of sliding in from the widget's top-left corner.
  • FIX: Glow tracking inside button groups — converted from widget-local to global coordinates so the spotlight correctly follows touches regardless of nesting depth.
  • FIX: Glow radius on wide buttons — switched from shortestSide to √(width × height) so the spotlight scales proportionally to the button area.

0.7.2 #

Performance & Polish #

  • PERF: Lightweight shader (lightweight_glass.frag) — reduced ALU instruction count ~10–15 ops per fragment; restored the normalZ Fresnel ramp to sqrt(1 − dot(n,n)).
  • PERF: Impeller final render shader — eliminated length()/normalize() from anisotropic specular; made getHeight() fully branchless; collapsed four step() multiplications into one.
  • PERF: Dart side — cached light direction trig in LiquidGlassRenderObject (only recomputed when lightAngle changes); changed GlassGroupLink.shapeEntries from List to Iterable to eliminate per-frame heap allocation.
  • FIX: Adjusted GlassBottomBar, GlassTabBar, and GlassSegmentedControl spring from 500ms bouncySpring to 350ms snappySpring, matching iOS 26 segment-indicator physics.

0.7.1 #

Bug Fixes #

  • FIX: GlassBottomBar, GlassTabBar, GlassSegmentedControl — rapid taps no longer prematurely snap the indicator, killing spring physics. Removed pixel-snapping from onHorizontalDragDown so taps correctly use spatial distance for the iOS 26 jump animation.

0.7.0 #

New Components #

  • GlassDivider — iOS 26-style hairline separator, horizontal and vertical. Theme-adaptive opacity (dark: 20% white / light: 10% black).
  • GlassListTile — iOS 26 Settings-style row with leading icon, title, subtitle, trailing widget, and automatic grouped dividers. Use inside a zero-padding GlassCard. Convenience constants: GlassListTile.chevron, GlassListTile.infoButton.
  • GlassStepper — iOS 26 UIStepper equivalent. Compact /+ glass pill with auto-repeat on hold, min/max clamping, wraps cycling, fractional step, and haptic feedback.
  • GlassWizard + GlassWizardStep — multi-step flow with numbered indicators, checkmarks, and expandable step content.

Accessibility #

  • GlassAccessibilityScope — reads platform Reduce Motion and Reduce Transparency preferences and propagates them to all glass widgets in its subtree:
    • Reduce Motion: spring animations snap instantly.
    • Reduce Transparency: replaces the full glass shader pipeline with a plain BackdropFilter(blur) + frosted container.
  • Semantics updated across all remaining widgets to match iOS UIAccessibility conventions.

Performance #

  • PERF: GlassSpecularSharpness enum — replaces pow(lightCatch, exponent) (two transcendentals per fragment) with a pure squaring chain in lightweight_glass.frag. Zero transcendentals. Default: .medium.
  • PERF: pow(x, 1.5)x·√x in Impeller edge lighting — sqrt() is a single hardware SFU instruction.
  • PERF: Anisotropic specular and Fresnel rim brightening ported from the Impeller path to lightweight_glass.frag, closing the largest visual gap between rendering paths.
  • PERF: Content-adaptive glass strength — intensity auto-adjusts based on backdrop luminance on Impeller, or MediaQuery.platformBrightness on Skia/Web.

Developer Experience #

  • GlassRefractionSource — renamed from LiquidGlassBackground to better reflect its role. LiquidGlassBackground remains as a deprecated typedef (removed in 1.0.0).
  • Synchronous background capture — rebuilt using boundary.toImageSync() on native (zero CPU↔GPU readback) and async toImage() on web.

0.6.1 #

Visual Quality #

  • FIX: True surface normal storage in geometry texture — the geometry pass now stores the SDF-gradient-derived surface normal instead of the refraction displacement vector. The render shader decodes and recomputes displacement via refract(). Specular highlights on blended glass shapes (e.g. two overlapping pills) now correctly follow true surface curvature rather than the refraction direction. Single-shape surfaces are visually identical to 0.6.0.
  • FIX: Anisotropic specular highlights (Impeller) — specular lobe stretched 20% along the surface tangent, producing the horizontal oval highlight that matches iOS 26.
  • FIX: Fresnel edge luminosity ramp (Impeller) — gentle brightness ramp at grazing angles matching iOS 26's centre-to-edge luminosity gradient.
  • FIX: Luminosity-preserving glass tint in lightweight shader — replaced additive tint with the same applyGlassColor() model as the Impeller path: achromatic glass lifts toward white, chromatic glass shifts hue while preserving luminance.

Performance #

  • PERF: Branchless smoothUnion — eliminated a conditional branch that caused warp divergence when glass shapes transition between merged and separate.
  • PERF: if/else if dispatch in shape SDF — GPU now short-circuits after the first type match; default changed to 0.0 for a clearly visible failure mode.
  • PERF: Single texture fetch when chromatic aberration is disabled — interactive_indicator.frag previously sampled the background three times unconditionally; 66% fewer texture reads in the common case.
  • PERF: Flat-interior early-exit in final render shader — pixels where normalXY ≈ 0 skip refract() and all texture samples, replaced with a single background sample. Lossless.

0.6.0 #

Breaking Changes #

  • LiquidGlassLayer.useBackdropGroup removed. Glass layers now automatically detect a BackdropGroup ancestor. Remove useBackdropGroup: true from any LiquidGlassLayer(...) calls.

New Features #

  • LiquidGlassWidgets.wrap() — wraps your app in a GlassBackdropScope in one line:
    runApp(LiquidGlassWidgets.wrap(const MyApp()));
    
  • GlassMotionScope — drives glass specular angle from any Stream<double> (e.g. device gyroscope). No new dependencies required.

Performance #

  • PERF: GlassBackdropScope auto-activation — glass layers automatically share a single GPU backdrop capture when a scope ancestor is present.
  • PERF: Local-space geometry rasterization — geometry texture cached until pill size or shape changes, eliminating per-frame rebuilds during animation.
  • PERF: Shader UV bounds check — discards fragments where geometry UV falls outside [0, 1], preventing the thin "protruding line" artifact during jelly-physics expansion.

Visual #

  • FIX: Refraction UV — uses uSize uniform (always valid on first frame) instead of textureSize() which returns (0,0) on the first frame in Impeller.
  • FIX: precision highp float in final render shader (was mediump, risking colour banding on mobile).
  • FIX: iOS 26 glass tint model — preserves backdrop luminance while shifting chroma. Replaces Photoshop Overlay mode.
  • FIX: Leading-dot rim artifact — x / (1 + x) soft-clamping on highlight intensity prevents bright corner artifact during drag.
  • FIX: Impeller indicator clipping — jelly physics animations no longer clip at the static bounding box (clipExpansion parameter added).
  • FIX: Web & WASM — removed dart:io imports from shader resolution logic.

Dependencies #

  • Removed motor dependency — replaced with self-contained glass_spring.dart. Zero third-party runtime dependencies beyond the Flutter SDK.

0.5.0 #

Breaking Changes #

LiquidGlass removed from the public API. It was inadvertently exposed and silently renders nothing on Skia/Web. Use AdaptiveGlass instead:

// Before
LiquidGlass(settings: LiquidGlassSettings(...), child: ...)

// After
AdaptiveGlass(settings: LiquidGlassSettings(...), child: ...)

LiquidGlassLayer, LiquidGlassBlendGroup, LiquidGlassSettings, LiquidShape, GlassGlow, and debugPaintLiquidGlassGeometry remain public.

New Features #

  • GlassBackdropScope — halves GPU blur capture cost when multiple glass surfaces are on screen simultaneously. Wrap your MaterialApp or Scaffold to activate:
GlassBackdropScope(
  child: MaterialApp(
    home: Scaffold(
      appBar: GlassAppBar(...),
      bottomNavigationBar: GlassBottomBar(...),
    ),
  ),
)

Renderer #

The renderer from liquid_glass_renderer (whynotmake.it, MIT) is now vendored directly, giving full control over the rendering pipeline with no user-facing API changes.


0.4.1 #

Bug Fixes #

  • FIX: GlassBottomBar and other surfaces now correctly respond to dynamic glassSettings changes on GlassQuality.standardAdaptiveGlass in grouped mode now inherits settings from InheritedLiquidGlass instead of using empty defaults.
  • FIX: Luminance-aware ambient floor for white glass on GlassQuality.standard — high-opacity white glass no longer renders as dark grey.

New #

  • FEAT: GlassBottomBar.iconLabelSpacing — configurable vertical gap between tab icon and label (default: 4.0). Thanks @baneizalfe (#11).

Breaking Changes #

Library-wide IconDataWidget API migration. All icon parameters now accept any Widget:

// Before
GlassButton(icon: CupertinoIcons.heart, onTap: () {})

// After
GlassButton(icon: Icon(CupertinoIcons.heart), onTap: () {})
// Or any custom widget:
GlassButton(icon: SvgPicture.asset('assets/heart.svg'), onTap: () {})

GlassBottomBarTab.selectedIcon renamed to activeIcon to match Flutter's BottomNavigationBarItem convention.


0.4.0 #

New Components #

  • GlassMenu / GlassMenuItem / GlassPullDownButton — iOS 26 morphing context menu with spring physics and position-aware expansion.
  • GlassButtonGroup — joined-style container for related actions (e.g. Bold/Italic/Underline toolbar).
  • GlassFormField / GlassPasswordField / GlassTextArea / GlassPicker — full iOS 26 input suite.
  • GlassSideBar — vertical navigation surface with header, footer, and scrollable items.
  • GlassToolbar — standard iOS-style action toolbar.
  • GlassTabBar — horizontal tab navigation bar with animated indicator and scrollable mode for 5+ tabs.
  • GlassProgressIndicator — circular and linear variants (indeterminate and determinate), iOS 26 specs.
  • GlassToast / GlassSnackBar — 5 notification types, 3 positions, auto-dismiss, swipe-to-dismiss.
  • GlassBadge — count and dot status badges, 4 positions.
  • GlassActionSheet — iOS-style bottom-anchored action list.

Performance #

  • Universal Platform SupportAdaptiveGlass and AdaptiveLiquidGlassLayer introduced. All 26 widgets deliver consistent glass quality on Web, Skia, and Impeller.
  • Batch-blur optimisation — glass containers share a single BackdropFilter (was: one per widget). ~5× faster in common multi-widget layouts.
  • Impeller pipeline warm-up — shaders pre-compile at startup to eliminate first-frame jank.

Theme System #

  • GlassTheme / GlassThemeData / GlassThemeVariant — global styling and quality inheritance across all widgets. Set once, inherited everywhere.

0.3.0 — 0.1.0 #

Early access and preview releases establishing the core widget library, initial glass rendering pipeline (LiquidGlass, LiquidGlassLayer, LiquidGlassBlendGroup), and foundational components (GlassBottomBar, GlassButton, GlassSwitch, GlassCard, GlassSearchBar, GlassSlider, GlassChip, GlassSegmentedControl, GlassSheet, GlassDialog, GlassIconButton).

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A Flutter UI kit implementing the iOS 26 Liquid Glass design language. Features shader-based glassmorphism, physics-driven jelly animations, and dynamic lighting.

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Topics

#liquid-glass #widget #glassmorphism #flutter #apple

License

MIT (license)

Dependencies

equatable, flutter, flutter_shaders, logging, meta

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