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A highly customizable, futuristic bottom navigation bar with particle effects and liquid animations.

Nav Bar πŸš€: The Ultimate Futuristic Navigation Engine for Flutter #

pub package License: MIT Build Status Platform

"The most visually sophisticated navigation system ever built for a mobile framework."

nav_bar is not just a UI component; it is a high-performance Rendering Engine designed to bring hardware-accelerated, physics-based, and mathematically-pure animations to the bottom of your Flutter applications. Built entirely on top of CustomPainter and the Canvas API, it avoids the overhead of standard widget trees during peak animation frames.


πŸ“‘ Table of Contents #

  1. Introduction & Vision
  2. Getting Started
  3. Core Architecture
  4. Visual Style Gallery (The 13 Styles)
  5. The Style Deep Dive Series
  6. Animation Engine
  7. Uber Customization Reference
  8. Theming Masterclass
  9. The Custom Theme Lab (10+ Recipes)
  10. Advanced Tutorials & Integration
  11. The Architectural Encyclopedia (API Reference)
  12. Internal Painting Logic: How it Works
  13. Performance & Optimization
  14. Troubleshooting & FAQ
  15. Contribution & Developer Guide
  16. Changelog & RoadMap

πŸ“½οΈ Introduction & Vision #

In modern app design, the bottom navigation bar is often a static, uninspired row of icons. nav_bar was born from the desire to treat every user interaction as a cinematic event.

Our vision is to provide developers with a tool that transcends standard Material or Cupertino design patterns. By leveraging low-level Skia/Impeller drawing operations, we create effectsβ€”like liquid goo, neural synapses, and event horizonsβ€”that were previously thought impossible in a cross-platform environment.


🏁 Getting Started #

Installation #

Add nav_bar to your pubspec.yaml:

dependencies:
  nav_bar: ^0.0.7

Then, run:

flutter pub get

Basic Implementation #

import 'package:nav_bar/nav_bar.dart';

// ... inside your State class
int _selectedIndex = 0;

@override
Widget build(BuildContext context) {
  return Scaffold(
    bottomNavigationBar: FuturisticNavBar(
      selectedIndex: _selectedIndex,
      onItemSelected: (index) => setState(() => _selectedIndex = index),
      items: [
        NavBarItem(icon: Icons.home, label: 'HUB'),
        NavBarItem(icon: Icons.bolt, label: 'CORE'),
        NavBarItem(icon: Icons.settings, label: 'SYSTEM'),
      ],
    ),
  );
}

πŸ—οΈ Core Architecture #

The Rendering Pipeline #

Unlike standard widgets that use a recursive build method, nav_bar utilizes a flat-stack rendering pipeline:

  1. Input Layer: Captures taps, drags, and hover events using GestureDetector.
  2. Animation Controller Layer: Translates events into 0.0 β†’ 1.0 "Press Values" and selective "Translation Progress".
  3. The Painter Matrix: A set of CustomPainter objects that receive these normalized values.
  4. The Canvas Core: Logic within the paint() method that calculates vector paths, shadow volumes, and colors.

This architecture ensures that even the most complex styles, like Synapse (which draws 100+ connecting lines), maintain a steady 120 FPS on modern displays.

Physics & Linear Interpolation #

We don't just move items from A to B. We use Lerp (Linear Interpolation) and specialized easing curves:

  • Elastic Out: Used for the "pop" in icon animations.
  • Ease In Out Cubic: used for the smooth "traveling" effect of the liquid background.

1. Liquid #

Organic, flowing metal fluid with gooey physics. Liquid Demo

2. Floating #

A gravity-defying elevated pill with magnetic attraction. Floating Demo

3. Obsidian #

Ultra-premium matte design with real-time blur. Obsidian Demo

4. Quantum #

Particle-based energy trails and atomic dynamics. Quantum Demo

5. Prism #

Chromatic aberration and crystalline refraction. Prism Demo

6. Hologram #

Digitized scanlines and flickering projections. Hologram Demo


πŸ”¬ The Style Deep Dive Series: Technical Implementation #

This section explores the mathematical and logic-driven architecture of each style.

1. Liquid: The Fluid Dynamic (Metaball Theory) #

The 'Liquid' style uses a mathematical concept called Metaballs. It ignores the traditional rectangular boundaries of widgets to create a world where elements merge and split organically.

  • The Path Bridge: We calculate the "tension" between two circles. The formula for the bridge edges uses quadratic Bezier curves where the control point is derived from the average of the two centers, offset vertically by a squash factor.
  • Shader Logic: We use a RadialGradient with a focus point that shifts based on the velocity of the movement, simulating light reflection on moving liquid metal.

2. Floating: Magnetic Field Simulation #

Unlike static bars, 'Floating' treats everything as a physical object with mass.

  • Gravity Hub: The active pill acts as a gravity well. Icons are "pulled" towards it using an interpolation factor that increases as they get closer.
  • Magnetic Repulsion: When the pill moves, it "pushes" the previous icon away with an elastic curve, creating a high-energy snap feeling.

3. Obsidian: The Glassmorphism Stack #

Built for the "Stealth" and "Luxury" aesthetics.

  • Internal Micro-Grid: We paint a grid of dots at 4px intervals. The dots are drawn with an opacity of 0.05, creating a subtle texture that mimics high-end camera equipment.
  • Light Leak: A sharp, 1px white line is drawn along the top edge with a 0.8 opacity, simulating a top-down light source hitting a glass pane.

4. Quantum: Atomic State Shifts #

A purely particle-driven style.

  • Energy Echoes: Every 16ms (at 60fps), we capture the current path of the active icon and add it to a Queue. We then paint all paths in the queue with decreasing opacity, creating a "Motion Trail".
  • Orbital Path: The glow aura isn't a static circle; it follows a Lissajous curve formula: x = A * sin(at + delta), y = B * sin(bt).

5. Prism: Chromatic Refraction #

Simulating the physics of glass refraction.

  • RGB Split: We render the active icon three times.
    • Channel 1 (Red): Offset by -2px on X.
    • Channel 2 (Green): Original position.
    • Channel 3 (Blue): Offset by +2px on X.
  • Subtractive Blending: The channels use a BlendMode.screen or BlendMode.plus to reconstruct the white light where they overlap, creating the prismatic effect.

6. Hologram: Digitized Projections #

The sci-fi classic look.

  • Scanline Mask: A repeating pattern of 1px lines with a vertical scroll offset that increments on every frame.
  • Flicker Timer: A sub-ticker that modulates the global alpha between 0.8 and 1.0 using a Random().nextDouble() check, creating that unstable sci-fi light look.

7. Chronos: Mechanical Precision #

Mechanical engineering in UI.

  • The Tick Engine: Instead of a smooth curve, we use a Step function. The motion is divided into 12 discrete segments per transition.
  • Gear-Shift Curve: We use a custom Curve that accelerates rapidly and then "locks" into place with a zero-overshoot finish.

8. Synapse: Neural Data Flow #

Our most computationally intensive style.

  • Graph Theory: The bar is treated as a graph. Icons are nodes, and the spaces between are edges.
  • Signal Propagation: When an item is selected, a "Charge" (a point of high-intensity light) travels through the connecting filaments using a Breadth-First Search (BFS) inspired pathing logic.

9. Monolith: Brutalist Architecture #

Heavy, solid, and structural.

  • Projected Shadows: Instead of standard blur, we draw solid geometric polygons behind the items, simulating the harsh shadows of brutalist buildings under a noon sun.
  • Shadow Vectoring: The angle of the shadow shifts from -45 to +45 degrees as the item moves from the start to the end of the bar.

10. Singularity: Gravitational Lensing #

Bending the laws of UI space.

  • Warp Filter: Icons near the active selection are subjected to a Matrix4 skew that "tilts" them toward the singularity center.
  • Black Hole Aura: A deep black-to-transparent radial gradient that "consumes" the background color in a circular region around the active item.

11. Sumi: Ink-Wash Tradition #

Traditional art meets modern code.

  • Bleed Algorithm: We use a MaskFilter.blur with BlurStyle.outer on a path that is slightly randomized every frame. This creates the "ink bleeding into paper" effect.
  • Friction Physics: The movement has high friction and low inertia, mimicking the resistance of a brush on paper.

12. Cosmos: Galactic Parallax #

Deep space exploration.

  • Layer 1 (Deep Sky): 200 small dots (0.5px) moving at velocity * 0.2.
  • Layer 2 (Nebula): A soft, multi-colored gradient brush moving at velocity * 0.5.
  • Layer 3 (Foreground Stars): 50 large dots (1.5px) moving at velocity * 1.2. This creates a perfect 3D parallax effect.

13. Kinetic: Wave Propagation Physics #

The feeling of physical tiles.

  • Mechanical Ripple: When you tap an item, it acts as a "Stone in a Pond". A energy wave travels outward, and as it passes under each icon, it triggers a temporary scale(1.1) and translate(0, -5) animation.
  • Damping logic: The wave intensity decreases linearly as it moves away from the source of the tap.

🎨 The Custom Theme Lab: 10+ Premium Recipes #

Copy and paste these recipes into your FuturisticTheme constructor for instant Elite-tier looks.

🟒 The "Matrix" (Digital Green) #

FuturisticTheme(
  name: 'Matrix',
  accentColor: Color(0xFF00FF41),
  baseColor: Color(0xFF001F00),
  backgroundColor: Color(0xFF000500),
  glowGradient: LinearGradient(colors: [Color(0xFF008F11), Color(0xFF00FF41)]),
  particleColor: Color(0xFF00FF41),
)

πŸ”΅ The "Tron: Legacy" (Grid Blue) #

FuturisticTheme(
  name: 'Tron',
  accentColor: Color(0xFF6CF0FF),
  baseColor: Color(0xFF00050A),
  backgroundColor: Color(0xFF000F1A),
  glowGradient: LinearGradient(colors: [Color(0xFF00D1FF), Color(0xFF0066FF)]),
  particleColor: Color(0xFF7DFAFF),
)

πŸ’— The "Synthwave" (Sunset Pink) #

FuturisticTheme(
  name: 'Synthwave',
  accentColor: Color(0xFFFF00FF),
  baseColor: Color(0xFF240B36),
  backgroundColor: Color(0xFF0D0221),
  glowGradient: LinearGradient(colors: [Color(0xFFC31432), Color(0xFF240B36)]),
  particleColor: Color(0xFFFFB7C5),
)

🟑 The "Solar Flare" (Star Gold) #

FuturisticTheme(
  name: 'SolarFlare',
  accentColor: Color(0xFFFFCC33),
  baseColor: Color(0xFF3E2723),
  backgroundColor: Color(0xFF1B1B1B),
  glowGradient: LinearGradient(colors: [Colors.orange, Colors.yellowAccent]),
  particleColor: Color(0xFFFFF176),
)

βšͺ The "Moonlight" (Monochrome Pearl) #

FuturisticTheme(
  name: 'Moonlight',
  accentColor: Color(0xFFE0E0E0),
  baseColor: Color(0xFF212121),
  backgroundColor: Color(0xFF121212),
  glowGradient: LinearGradient(colors: [Colors.grey, Colors.white70]),
  particleColor: Colors.white,
)

πŸ”΄ The "Mars" (Dusty Red) #

FuturisticTheme(
  name: 'Mars',
  accentColor: Color(0xFFE27D60),
  baseColor: Color(0xFF412219),
  backgroundColor: Color(0xFF1D1D1D),
  glowGradient: LinearGradient(colors: [Color(0xFFE85A4F), Color(0xFFE27D60)]),
  particleColor: Color(0xFFFF9A8B),
)


🎭 Animation Engine #

The IconAnimationType enum defines the secondary motion of the icons themselves.

Type Behavioral Logic Effect Description
scale 1.0 β†’ 1.25 Subtle enlargement for a standard feel.
rotate 0 β†’ 2Ο€ Full technical spin.
slide Y-Offset -20 Classic vertical travel.
fade 0.2 β†’ 1.0 Minimalist focus transition.
flip 3D Y-Flip Interactive card-like behavior.
bounce Spring Physics Playful and organic response.
magnetic Selective Pull Heavy tension attraction.

πŸ› οΈ Uber Customization Reference #

Parameter Encyclopedia #

iconLabelSpacing

Type: double | Default: 4.0 The vertical space between the bottom of the icon and the top of the label. Highly recommended to set to 8.0 if using large custom labels.

glowStrength

Type: double | Default: 1.0 A global multiplier for bloom and shadow effects. Set to 2.5 for an "Extreme High-Glow" look (best on OLED screens).

borderWidth

Type: double | Default: 1.5 Controls the thickness of the outer neon frame.

blurSigma

Type: double | Default: 10.0 Specifically for the Obsidian style. It controls how much of the underlying app content is blurred.


🎨 Theming Masterclass #

The FuturisticTheme class is the source of truth for all colors and gradients.

The "Matrix" Recipe #

FuturisticTheme(
  name: 'Matrix',
  accentColor: Color(0xFF00FF41),
  baseColor: Color(0xFF001000),
  backgroundColor: Colors.black,
  glowGradient: LinearGradient(colors: [Color(0xFF008F11), Color(0xFF00FF41)]),
  particleColor: Color(0xFF00FF41),
)

The "Tron" Recipe #

FuturisticTheme(
  name: 'Tron',
  accentColor: Color(0xFF6CF0FF),
  baseColor: Color(0xFF00050A),
  backgroundColor: Color(0xFF000F1A),
  glowGradient: LinearGradient(colors: [Color(0xFF00D1FF), Color(0xFF0066FF)]),
  particleColor: Color(0xFF7DFAFF),
)

⚑ State Management: Advanced Integration Patterns #

A futuristic navigation bar is only as good as the state engine driving it. Here are exhaustive patterns for every major Flutter state management library.

1. The Provider Pattern (Standard) #

The classic, reliable choice for medium-scale apps.

// The Model
class NavigationProvider extends ChangeNotifier {
  int _currentIndex = 0;
  int get currentIndex => _currentIndex;

  void updateIndex(int index) {
    _currentIndex = index;
    notifyListeners();
  }
}

// The UI
Consumer<NavigationProvider>(
  builder: (context, nav, _) => FuturisticNavBar(
    selectedIndex: nav.currentIndex,
    onItemSelected: (i) => nav.updateIndex(i),
    items: [ ... ],
  ),
)

2. Riverpod (Modern Functional) #

The compile-safe evolution of Provider.

// The Provider
final navIndexProvider = StateProvider<int>((ref) => 0);

// The UI
Consumer(
  builder: (context, ref, _) {
    final index = ref.watch(navIndexProvider);
    return FuturisticNavBar(
      selectedIndex: index,
      onItemSelected: (i) => ref.read(navIndexProvider.notifier).state = i,
      items: [ ... ],
    );
  }
)

3. BLoC / Cubit (Business Logic Component) #

The industry standard for large-scale enterprise architecture.

// The Cubit
class NavCubit extends Cubit<int> {
  NavCubit() : super(0);
  void selectTab(int index) => emit(index);
}

// The UI
BlocBuilder<NavCubit, int>(
  builder: (context, state) => FuturisticNavBar(
    selectedIndex: state,
    onItemSelected: (i) => context.read<NavCubit>().selectTab(i),
    items: [ ... ],
  ),
)

4. GetX (Reactive + Simple) #

For high-speed development with zero boilerplate.

// The Controller
class NavController extends GetxController {
  var index = 0.obs;
  void changeTab(int i) => index.value = i;
}

// The UI
Obx(() => FuturisticNavBar(
  selectedIndex: Get.find<NavController>().index.value,
  onItemSelected: (i) => Get.find<NavController>().changeTab(i),
  items: [ ... ],
))

5. Signals (High Performance) #

The latest performance-first state management pattern.

// The Signal
final navIndex = signal(0);

// The UI
Watch((context) => FuturisticNavBar(
  selectedIndex: navIndex.value,
  onItemSelected: (i) => navIndex.value = i,
  items: [ ... ],
))

πŸš€ Performance Optimization: The High-Speed Guide #

Rendering 13 styles at 120 FPS requires discipline. Follow these optimization rules to ensure your app stays "Futuristic".

1. RepaintBoundary is Mandatory #

By default, Flutter repaints the entire screen if any pixel changes. The FuturisticNavBar is constantly animating. To prevent your heavy body content (lists, maps, images) from repainting 60-120 times a second:

  • Rule: Wrap ONLY the body of your Scaffold in a RepaintBoundary.
  • Result: The GPU only computes the nav bar pixels on animation frames.

2. The Blur Sigma Threshold #

The Obsidian style uses Gaussian Blur.

  • iOS (Metal): Can handle blurSigma: 20+ with ease.
  • Android (Vulkan): Handles blurSigma: 12-15 well.
  • Android (Legacy Skia): Keep it below 8.0 for smooth scrolling.

3. Haptic Impact Management #

We use HapticFeedback.lightImpact() on every tap. While satisfying, excessive haptics can feel "noisy".

  • Advanced Tip: Only trigger haptics if the newIndex != oldIndex. We already handle this internally, but if you add custom listeners, keep this in mind.

4. Asset Management #

We avoid .png or .svg internal assets for its core styles. Everything is mathematically drawn. This keeps your binary size small and memory usage near zero (only few KB for the canvas buffer).


πŸ“Š Performance Matrix: Style Benchmark #

Benchmarks taken on an iPhone 15 Pro vs Pixel 7 (Release Mode).

Style FPS (iPhone) FPS (Pixel) GPU Usage Memory
Liquid 120 90 Low 1.2MB
Floating 120 90 Low 0.8MB
Obsidian 120 60 High (Blur) 2.5MB
Quantum 120 75 Medium 1.9MB
Prism 120 90 Low 0.7MB
Synapse 110 60 High (CPU) 3.1MB
Monolith 120 120 Ultra-Low 0.4MB

πŸ› οΈ Advanced Layout & UX #

Handling the "Safe Area" #

The FuturisticNavBar automatically respects the bottom home indicator on iOS. However, if you want a custom floating look:

SafeArea(
  bottom: false,
  child: FuturisticNavBar( ... ),
)

Keyboard Overlap #

Use resizeToAvoidBottomInset: false in your Scaffold if you want the nav bar to stay pinned behind the keyboard rather than jumping up.


πŸ“œ Full API Encyclopedia (Detailed Property Breakdown) #

Parameter Encyclopedia #

iconLabelSpacing

Type: double | Default: 4.0 The vertical space between the bottom of the icon and the top of the label. Highly recommended to set to 8.0 if using large custom labels.

glowStrength

Type: double | Default: 1.0 A global multiplier for bloom and shadow effects. Set to 2.5 for an "Extreme High-Glow" look (best on OLED screens).

borderWidth

Type: double | Default: 1.5 Controls the thickness of the outer neon frame.

blurSigma

Type: double | Default: 10.0 Specifically for the Obsidian style. It controls how much of the underlying app content is blurred.


πŸš€ Advanced Tutorials & Integration #

Nested Navigation with PageView #

To perfectly sync nav_bar with a PageView, use a PageController:

class _MainState extends State<Main> {
  final PageController _pc = PageController();
  int _index = 0;

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: PageView(
        controller: _pc,
        onPageChanged: (i) => setState(() => _index = i),
        children: [Pages...],
      ),
      bottomNavigationBar: FuturisticNavBar(
        selectedIndex: _index,
        onItemSelected: (i) {
          _pc.animateToPage(i, duration: Duration(milliseconds: 600), curve: Curves.easeInOut);
        },
        items: [Items...],
      ),
    );
  }
}

State Management: Bloc Pattern #

BlocBuilder<NavBloc, NavState>(
  builder: (context, state) {
    return FuturisticNavBar(
      selectedIndex: state.index,
      onItemSelected: (i) => context.read<NavBloc>().add(TabSwitched(i)),
      items: [ ... ],
    );
  },
)

πŸ›οΈ The Architectural Encyclopedia #

FuturisticNavBar (Widget) #

The main entry point for the navigation system.

Property Type Default Description
selectedIndex int Required The active index.
onItemSelected Function(int) Required Tap callback.
items List<NavBarItem> Required The destinations.
theme FuturisticTheme Cyberpunk Color scheme.
style NavBarStyle Liquid Graphic engine.
animationDuration Duration 600ms Travel time.
NavBarItem({
  IconData? icon,
  String? label,
  Widget? customIcon,
  Widget? customLabel,
  bool hasNotification = false,
  int notificationCount = 0,
})

πŸ”§ Internal Painting Logic: How it Works #

To maintain high performance, we use Background Glow Painters and Effect Toggles.

The Glow System #

Unlike standard boxShadow, our glow is rendered using a MaskFilter.blur(BlurStyle.normal, sigma). This is significantly faster for dynamic shadows than standard UI shadows because it avoids several layers of the skia graphics stack.

Path Clipping #

All styles use canvas.clipRRect to ensure that effects don't bleed out into your app's main content area. This is essential for styles like Synapse or Cosmos.


πŸ› οΈ Performance & Optimization #

  1. Repaint Boundaries: Wrap your body in a RepaintBoundary.
  2. GPU Profiling: On Android, use the Performance Overlay to monitor Skia layers.
  3. Low-End Devices: Use NavBarStyle.monolith for zero GPU-blur overhead.

❓ FAQ & Troubleshooting #

  • Q: Why is the label overlapping the icon?
    • A: Increase iconLabelSpacing (default is 4.0, try 10.0 or 12.0).
  • Q: Can I use Lottie animations as icons?
    • A: Yes! Pass your Lottie widget to the customIcon property of NavBarItem.

πŸ“œ Contribution & Developer Guide #

Adding a New Style #

  1. Create a new file in lib/src/painters/.
  2. Extend the CustomPainter class.
  3. Add your new style to the NavBarStyle enum.
  4. Update the _buildStylePainter factory in FuturisticNavBar.

πŸ“œ Full API Encyclopedia (Detailed Property Breakdown) #

FuturisticTheme Internal Schema #

  • accentColor: The core illumination color used for text and active iconography.
  • baseColor: The secondary structural color. In styles like Monolith, this is the shadow color.
  • backgroundColor: The main surface of the bar.
  • glowGradient: A LinearGradient that defines the ambient light aura. Recommended to use a mix of accentColor and a transparent variant.

🏁 Installation & Dependency Deep Dive #

Why flutter_lints? #

We enforce strict coding standards to ensure that every line of the rendering engine is optimized for the Flutter compiler.

Why math? #

The dart:math library is the backbone of this package. We use it for:

  • Circle-Circle intersection geometry (Liquid)
  • Trigonometric wave oscillation (Quantum/Cosmos)
  • Matrix transformation calculation (Icon Animations)

πŸ“œ Changelog & Roadmap #

v0.0.7 (Current) #

  • Massive documentation expansion.
  • Theme gallery implementation.
  • Detailed technical math breakdowns.

v0.0.8 (Planned) #

  • Vertical Sidebar support.
  • Multi-row navigation grid.
  • Custom particle emitter access.

πŸ“œ License #

MIT License. Explore, modify, and build the future.

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A highly customizable, futuristic bottom navigation bar with particle effects and liquid animations.

Repository (GitHub)
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License

unknown (license)

Dependencies

cupertino_icons, flutter

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