Change random background image by clicking a button flutter (dart) - android

I have a list of images, and a function that picks an image from that list randomly:
AssetImage imagePicker() {
Random randomNumberGen = Random();
int index = randomNumberGen.nextInt(bgImgList.length);
return AssetImage(bgImgList[index]);
}
And I want a button that when clicking it will call this function and refresh the screen.
floatingActionButton: FloatingActionButton(
onPressed: () { imagePicker(); },
child: const Text(
'change picture' ,
textAlign: TextAlign.center,
),
The issue is the function is called, but the widget i have is not refreshing so the picture doesn't change
this is the widget code:
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Israel Geography'),
centerTitle: true,
backgroundColor: Colors.blue[900],
),
body: Center(
child: Container(
decoration: BoxDecoration(
image: DecorationImage(
image: imagePicker(),
fit: BoxFit.cover
),
),
)
),
floatingActionButton: FloatingActionButton(
onPressed: () { imagePicker(); },
child: const Text(
'change picture' ,
textAlign: TextAlign.center,
),
),
);
}

Technically, you are calling the imagePicker() method twice, and there is also no state that is holding the final picked image.
Also, this makes the screen not static anymore. The displayed image is changing on each button click, so there is dynamic information in your UI now, so you need to convert your Stateless widget into a Stateful one so you can do setState() whenever the visible information changes.
So after converting to Stateful,
your State class should have a variable like
AssetImage pickedImage = AssetImage(...); // a default image
And in your imagePicker() method, you can assign the pickedImage var with the chosen image instead of returning it.
AssetImage imagePicker() {
Random randomNumberGen = Random();
int index = randomNumberGen.nextInt(bgImgList.length);
// this will rebuild your UI
setState(() {
pickedImage = AssetImage(bgImgList[index]);
});
}
And in your widget, instead of this:
image: imagePicker(),
Do this:
image: pickedImage,
And every time on button click, you pick a new image, rebuild the UI because of setState and now pickedImage will be pointing to another image.

You need the state for a random image. StatefulWidget is one way to accomplish that.
class ImagePicker {
static Image random() {
return Image.network('https://picsum.photos/500/300?andom=${DateTime.now().millisecondsSinceEpoch}');
}
}
class ImagePickerWidget extends StatefulWidget {
const ImagePickerWidget();
#override
State<ImagePickerWidget> createState() => _ImagePickerWidgetState();
}
class _ImagePickerWidgetState extends State<ImagePickerWidget> {
Image _random = ImagePicker.random();
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(child: _random),
floatingActionButton: FloatingActionButton(
onPressed: () => setState(() => _random = ImagePicker.random()),
child: const Icon(Icons.refresh),
),
);
}
}
If you want to keep a widget stateless, provider is one way to that. See Simple app state management for details.

Related

Is there a way to use the same globalkey in multiple widgets?? in flutter

So I'm relatively new to flutter and I've been trying to dynamically add Sections(TextFormFields) that are represented in a form that has Form.Helper as its child and in the process to get the saveAndValidate method to work i had to use a GlobalKey to be able to access the currentState of its so i can validate and save user input and such, but whenever i try add another Section to the screen it display this error massage
════════ Exception caught by widgets library ═══════════════════════════════════
Multiple widgets used the same GlobalKey.
════════════════════════════════════════════════════════════════════════════════
here is the code I wrote and I'd appreciate any help in solving this error please.
#1- the code for the model I used:
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
class AddCourse with ChangeNotifier {
String? sectionName;
List<String>? sections;
List<dynamic>? addVids;
AddCourse({this.sectionName, this.sections, this.addVids});
/*where we save our values later to push them to firbase/database*/
Map<String, dynamic> toJson() {
final Map<String, dynamic> sectionData = <String, dynamic>{};
sectionData['Section #'] =
sections; // where current section number is saved and is stored dynamicly and updates as user adds more or less sections.
sectionData['Section Name'] =
sectionName; // where the input of the textformfield is saved and to be later pushed to the database and also is stored in a list so it can hold multiple section names as such.
return sectionData;
}
/* this is another model data for a functionality thats not implemented yet*/
Map<dynamic, dynamic> toJson2() {
final Map<dynamic, dynamic> vidData = <dynamic, dynamic>{};
vidData['Videos #'] = addVids;
return vidData;
}
}
#2 this the code for the form I created
import 'package:flutter/material.dart';
import 'package:snippet_coder_utils/FormHelper.dart';
import '../provider/course_add_model.dart';
class CourseCardBody extends StatefulWidget {
const CourseCardBody({
Key? key,
}) : super(key: key);
#override
State<CourseCardBody> createState() => _CourseCardBodyState();
}
class _CourseCardBodyState extends State<CourseCardBody> {
/* this is where i set up my global key that has the type of GlobalKey<FormState>*/
/*State associated with a [Form] widget. such as textformfields/forms/textfields..etc// the use of the (FormState) is to be able to Access the Functions "save"/"validate"/"reset" as to use them with forms/textformfields that you want to validate thier input or save it*/
GlobalKey<FormState> globalkey = GlobalKey();
AddCourse coursesModel = AddCourse();
#override
void initState() {
super.initState();
coursesModel.sections = List<String>.empty(growable: true);
coursesModel.sections?.add("");
// adds empty sections to the list of sections when the add button is used
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('Add Courses'),
centerTitle: true,
),
body: ListView.separated(
shrinkWrap: true,
physics: const ScrollPhysics(),
itemBuilder: ((context, index) => Column(
children: [
_uiWidget(index),
Center(
// the submit button here needs some work to only be show once but for now sorry for this annoying button.
child: FormHelper.submitButton('Save', () {
if (validateAndSave()) {
print(coursesModel.toJson());
}
}),
),
],
)),
separatorBuilder: ((context, index) => const Divider()),
itemCount: coursesModel.sections!.length,
),
);
}
Widget _uiWidget(index) {
/* this form here is the parent of form fields/Formhelper widgets as seen below*/
return Form(
/* -- note here--
if we use a UniqueKey()
instead of our globalkey
here and comment the ValidateAndSave() function here
the form will work in terms of adding and removing sections
but we won't be able to either
save content/input of the user in the fields or
either validate
them so that sucks. */
/*this form is where global key is first used*/
key: globalkey,
child: SingleChildScrollView(
child: Column(
mainAxisSize: MainAxisSize.max,
mainAxisAlignment: MainAxisAlignment.start,
crossAxisAlignment: CrossAxisAlignment.start,
children: [
_sectionsContainer(index),
Row(
crossAxisAlignment: CrossAxisAlignment.end,
children: [
Flexible(
flex: 1,
fit: FlexFit.loose,
child: FormHelper.inputFieldWidgetWithLabel(
context,
'Add Section$index',
'',
'Section Title',
(onValidate) {
if (onValidate.isEmpty) {
return 'section ${index + 1} name cant be empty';
}
return null;
},
(onSavedVal) {
coursesModel.sections![index++] = index.toString();
onSavedVal = index;
},
onChange: (onChangedval) {
coursesModel.sectionName = onChangedval;
},
initialValue: coursesModel.sectionName ?? "",
borderColor: Colors.black,
borderFocusColor: Colors.black,
fontSize: 14,
labelFontSize: 14,
validationColor: Colors.redAccent,
),
),
Visibility(
visible: index == coursesModel.sections!.length - 1,
child: IconButton(
onPressed: () {
addEmailControl();
},
icon: const Icon(
Icons.add_circle,
color: Colors.greenAccent,
),
),
),
Visibility(
visible: index > 0,
child: SizedBox(
width: 35,
child: IconButton(
onPressed: () {
removeEmailControl(index);
},
icon: const Icon(
Icons.remove_circle,
color: Colors.redAccent,
),
),
),
),
],
),
],
),
),
);
}
Widget _sectionsContainer(index) {
/* the widget used to create the current section displayed on the top left of each textformfields*/
return Column(
children: [
Padding(
padding: const EdgeInsets.all(10),
child: Text(
'Section ${index + 1}',
textAlign: TextAlign.left,
style: const TextStyle(
fontSize: 14,
fontWeight: FontWeight.bold,
),
),
),
],
);
}
void addEmailControl() {
setState(() {
coursesModel.sections!.add('');
});
}
void removeEmailControl(index) {
setState(() {
if (coursesModel.sections!.length > 1) {
coursesModel.sections!.removeAt(index);
}
});
}
bool validateAndSave() {
/* we're especially using the <FormState> that is provided by the Globalkey to be able access the currentState of widget/form that has the global key in order to either validate or save the textformfields input or both in the same time*/
// validate each form
if (globalkey.currentState!.validate()) {
// If all data are correct then save data to out variables
// save each form
globalkey.currentState!.save();
return true;
} else {
return false;
}
}
}
I'm trying my best to figure it out on my own as I want to know how to solve this problem properly and where did I go wrong, and any help is very much appreciated thank you!
I suggest to create List<GlobalKey> variable. When you dynamically add or delete sub forms, you add or remove list items accordingly. It is impossible to use same GlobalKey for multiple widgets. So you need to create separate GlobalKeys for each form.
You may create a file of Global variables that may be shared across multiple files to ensure you are using a single instance.
Example globals.dart file
GlobalKey<SomeState> myGlobalKey = GlobalKey<SomeState>();
Example of implementation inside main.dart (or whatever file)
import './[path-to-globals]/globals.dart' // enter the appropriate path for your project
... // some code
Form(
key: myGlobalKey,
... // code
)
... // maybe more code

Flutter: ListView.builder + MultiImagePicker2

Im currently working on an app where it gets the pictures from galleries, then listing them out. But i cant seem to get it right. Currently facing an issue where i get the error
"_TypeError (type 'Future' is not a subtype of type 'Widget')".
any ideas
// ignore_for_file: prefer_const_constructors
import 'package:flutter/material.dart';
import 'package:multi_image_picker2/multi_image_picker2.dart';
import 'package:image_picker/image_picker.dart';
import 'package:permission_handler/permission_handler.dart';
class TestPage extends StatefulWidget {
const TestPage({Key? key}) : super(key: key);
#override
_TestPageState createState() => _TestPageState();
}
class _TestPageState extends State<TestPage> {
List<Asset> claims = <Asset>[];
final ImagePicker imgpicker = ImagePicker();
List<Asset>? imagefiles;
loadLimitedImages() async {
try {
var pickedfiles = await MultiImagePicker.pickImages(maxImages: 3);
if (pickedfiles != null) {
setState(() {
imagefiles = pickedfiles;
});
} else {
print("No image is selected.");
}
} catch (e) {
print("error while picking file.");
}
}
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.white,
appBar: AppBar(
title: Text(
'Testing Functions',
style: TextStyle(color: Colors.black),
),
centerTitle: true,
backgroundColor: Colors.white,
iconTheme: IconThemeData(color: Colors.black),
),
body: SingleChildScrollView(
child: Padding(
padding: EdgeInsets.all(10),
child: Center(
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
imagefiles != null ? loadLimitedImages() : Container(),
imagefiles?.length == 3
? Container()
: IconButton(
onPressed: () => loadLimitedImages(),
icon: Icon(Icons.camera_enhance),
iconSize: 100,
),
],
),
),
),
),
);
}
}
I can only have 3 max images and it must be stacked in a row, when the images are picked, it goes back to the screen. If 3 images are showing, the camera icon dissapears, if not it will be beside the picked images if less than 3.
You get this error because of the following line in your build() method.
imagefiles != null ? loadLimitedImages() : Container(),
Here you call loadLimitedImages() which will return a Future, which is not a Widget. That method does not return anything, so this won't work in the way you try to use it.
If I understand it correctly, you want to pick 3 images, that operation should be a result of an action, e.g. a user taps a button to pick images. That is where you can call your loadLimitedImages() method. You shouldn't call such a method inside the build() method, since it could run frequently. The build() method's purpose is to build the UI based on the current state.
If you need to pick images without user interaction you can initiate it in the initState() of your State.

Show Image A or B - Flutter

How can I display Image A on the user's screen if it is false or Image B if it is true, Image A is the first one that appears, when the user clicks on it, the state changes to true and switches to Image B, and switches once the user clicks on it, the state changes to true or false.
Image A = false
Image B = true
Image A - Image B
class _MyAppState extends State<MyApp> {
bool closedImage = false;
bool openImage = true;
bool switchOn = false;
void _onSwitchChanged(bool value) {
setState(() {
switchOn = false;
});
}
#override
Widget build(BuildContext context) {
return MaterialApp(
debugShowCheckedModeBanner: false,
theme: ThemeData(scaffoldBackgroundColor: Colors.white),
home: Scaffold(
appBar: AppBar(
backgroundColor: Colors.white,
elevation: 0,
),
body:
Center(
child: InkWell(
onTap: () {
Switch(
onChanged: _onSwitchChanged,
value: switchOn,
);
},
child: Container(
color: Colors.white,
child: ClipRRect(
child: switchOn ? Image.asset('lib/assets/closed.png') : Image.asset('lib/assets/open.png')
)
),
),
)
),
);
}
}
Just toggle the switchOn variable like this:
void _onSwitchChanged(bool value) {
setState(() {
switchOn = !switchOn;
});
}
I think your method _onSwitchChanged needs to use the incoming bool value argument (which is supplied by the Switch).
Here's a similar example showing typical usage:
import 'package:flutter/material.dart';
class SwitchFieldPage extends StatefulWidget {
#override
_SwitchFieldPageState createState() => _SwitchFieldPageState();
}
class _SwitchFieldPageState extends State<SwitchFieldPage> {
bool switchVal = false;
String monkey = 'A';
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Switch Field'),
),
body: SafeArea(
child: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
Text('Monkey $monkey'),
Switch(
onChanged: (val) { // ← remember to use val (bool)
print('Switch value: $val');
setState(() {
switchVal = val; // this sets the Switch setting on/off
monkey = val ? 'B' : 'A'; // change your monkey source
});
},
value: switchVal,
)
],
),
),
),
);
}
}
You can use a GestureDetector or InkWell to detect when the user presses on the image. For updating the image, I'd suggest learning state management. To make this simple for now, we're going to use StreamBuilder.
screen.dart:
final ScreenBloc _screenBloc = ScreenBloc();
// This is inside your widget build
StreamBuilder<AuthState>(
stream: _screenBloc.pic,
initialData: false,
builder: (context, snapshot) {
return GestureDetector(
onTap: ()=> _screenBloc.toggle(),
child: snapshot.data?Image.asset('lib/assets/closed.png') : Image.asset('lib/assets/open.png'),
);
},
)
screen_bloc.dart:
class ScreenBloc{
bool _currentState=false;
StreamController<bool> _picStream = StreamController<bool>();
Stream<bool> get pic => _picStream.stream;
void toggle(){
_currentState=!_currentState;
_picStream.add(_currentState);
}
}

Flutter setState executing but not rerendering UI when setting parent stateless widget flag

My app has an introductory feature where it simply informs the user on an action to take, the issue is this help action text (Container(...)) does not get removed one the setState() function is called.
Logical overview of process:
-> `User launches app`
|-> `login`
|-> `show main UI (with help action if first time launch)`
|-> first time launch ? show help text : don't show
| User acknowledges help text, set in preferences
Below are some code snippets of the dart fragments
UiHomePage (main UI - this is the parent UI)
class HomePage extends StatefulWidget {
const HomePage({Key key}) : super(key: key);
#override
_HomePage createState() => _HomePage();
}
class _HomePage extends State<HomePage> {
#override
Widget build(BuildContext context) {
Widget pageDashboardUser() {
...
// Notify UiComponentPartnerSelector if we should show help action text based on AppSharedPreferences().isFirstTap()
Widget middleBrowseCard() {
return new FutureBuilder(
builder: (context, snapshot) {
return UiComponentPartnerSelector(
_displayProfiles, snapshot.data);
},
future: AppSharedPreferences().isFirstTap());
}
var search = topSearch();
var selector = middleBrowseCard();
return Stack(
children: [search, selector],
);
return Scaffold(...)
}
This Widget displays a bunch of profiles with a base card, a text overlay, and a hint text component.
The main focus is showHint define in the constructur (true if the app is launched for the first time), showTapTutorial() which either returns the hint component or an empty container and finally the _onTap(Profile) which handles the onclick event of a card.
UiComponentPartnerSelector (sub UI - the help text is shown here
class UiComponentPartnerSelector extends StatefulWidget {
bool showHint;
final List<Profile> items;
UiComponentPartnerSelector(this.items, this.showHint, {Key key})
: super(key: key);
#override
_UiComponentPartnerSelector createState() => _UiComponentPartnerSelector();
}
class _UiComponentPartnerSelector extends State<UiComponentPartnerSelector> {
UiComponentCard _activeCard;
int _tappedImageIndex = 0;
Widget showTapTutorial() {
if (!widget.showHint) {
return Container();
}
return Container(
padding: const EdgeInsets.symmetric(vertical: 16, horizontal: 32),
decoration: BoxDecoration(
color: Colors.white.withOpacity(0.6),
borderRadius: BorderRadius.all(Radius.circular(5)),
),
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Icon(
Icons.touch_app,
color: Colors.black.withOpacity(0.6),
),
Text(
"Touch to view partner profile",
textAlign: TextAlign.center,
style: TextStyle(color: Colors.black),
)
],
),
);
}
#override
Widget build(BuildContext context) {
Color _standard = Colors.white;
//
// _cache = widget.items.map((e) => {
// e.imageUri.toString(),
// Image.network(e.imageUri.toString())
// });
Future _onTap(Profile e) async {
if (!widget.showHint) {
Navigator.of(context)
.push(MaterialPageRoute(builder: (context) => UiViewProfile(e)));
} else {
AppSharedPreferences().setFirstTap(false).then((value) {
setState(() {
widget.showHint = false;
});
});
}
}
UiComponentCard createComponentCard(Profile e) {
...
return UiComponentCard(
onTap: () {
_onTap(e);
},
wImage: Center(
child: Image.network(
e.profileImageLink.toString(),
fit: BoxFit.fill,
),
),
wContent:
// Center(
// child: UiTextLine(text: e.displayName),
// ),
Column(
children: [
topBasicInfo(),
Expanded(child: Container()),
showTapTutorial(),
Expanded(child: Container()),
bottomBio()
],
),
);
}
return Container(
child: Stack(...)
);
Problem:
When _onTap(Profile) is clicked and showHint is true.
What should happen:
What SHOULD happen next is AppSharedPreferences().setFirstTap(false) should set the initial tap flag to false, then when finished setState() including setting showHint to false, then rerendering the UI and removing the hint text container (found in showTapTutorial()).
What happens:
What infact happens is when _onTap() is called, it updates the preferences correctly, setState() is called and showHint == false and !widget.showHint in showTapTutorial() is true returning Container() BUT the UI itself doesn't rerender.
Thus after clicking this "button" for the first time, the UI remains (doesn't change). Clicking a second time executes the Navigator.of(context).push(MaterialPageRoute(builder: (context) => UiViewProfile(e))); part WHILE the action help text (tutorial) is still showing. If I click on the same card again
Am I missing something or doing something wrong?

Flutter changing Icon onTap in my animated List

I'm trying to change my icon after I tap on my List Item. I already tried different things: I tried the onTap method but the icon just does not want to change. I'm very new to flutter and I would love to find some help for my problem :). Here is my code.
I already searched for solutions but I didn't got it working in my project
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
debugShowCheckedModeBanner: false,
title: 'To-Do List',
theme: ThemeData(
primaryColor: Colors.white,
brightness: Brightness.dark,
),
home: Scaffold(
appBar: AppBar(title: Text('To-Do List'),
backgroundColor: Colors.amber,
),
body: BodyLayout(),
),
);
}
}
class BodyLayout extends StatefulWidget {
#override
BodyLayoutState createState() {
return new BodyLayoutState();
}
}
class BodyLayoutState extends State<BodyLayout> {
// The GlobalKey keeps track of the visible state of the list items
// while they are being animated.
final GlobalKey<AnimatedListState> _listKey = GlobalKey();
// backing data
List<String> _data = [];
final _isdone = Set<String>();
// bool selected = false;
List<bool> selected = new List<bool>();
Icon notdone = Icon(Icons.check_box_outline_blank);
Icon done = Icon(Icons.check_box);
TextEditingController todoController = TextEditingController();
#override
Widget build(BuildContext context) {
return Column(
children: <Widget>[
SizedBox(
height: 445,
child: AnimatedList(
// Give the Animated list the global key
key: _listKey,
initialItemCount: _data.length,
// Similar to ListView itemBuilder, but AnimatedList has
// an additional animation parameter.
itemBuilder: (context, index, animation) {
// Breaking the row widget out as a method so that we can
// share it with the _removeSingleItem() method.
return _buildItem(_data[index], animation);
},
),
),
TextField(
controller: todoController,
decoration: InputDecoration(
border: OutlineInputBorder(),
labelText: 'To-Do'
),
),
RaisedButton(
child: Text('Insert item', style: TextStyle(fontSize: 20)),
onPressed: () {
_insertSingleItem();
},
),
RaisedButton(
child: Text('Remove item', style: TextStyle(fontSize: 20)),
onPressed: () {
_removeSingleItem();
},
)
],
);
}
// This is the animated row with the Card.
Widget _buildItem(String item, Animation animation) {
final isdone = _isdone.contains(item);
selected.add(false);
return SizeTransition(
sizeFactor: animation,
child: Card(
child: ListTile(
title: Text(
item,
style: TextStyle(fontSize: 20),
),
trailing: Icon(
isdone ? Icons.check_box: Icons.check_box_outline_blank
),
onTap: (){
setState(() {
});
},
),
),
);
}
void _insertSingleItem() {
int insertIndex = 0;
setState(() {
_data.insert(0, todoController.text);
});
// Add the item to the data list.
// Add the item visually to the AnimatedList.
_listKey.currentState.insertItem(insertIndex);
}
void _removeSingleItem() {
int removeIndex = 0;
// Remove item from data list but keep copy to give to the animation.
String removedItem = _data.removeAt(removeIndex);
// This builder is just for showing the row while it is still
// animating away. The item is already gone from the data list.
AnimatedListRemovedItemBuilder builder = (context, animation) {
return _buildItem(removedItem, animation);
};
// Remove the item visually from the AnimatedList.
_listKey.currentState.removeItem(removeIndex, builder);
}
}```
You have already mentioned the icons above. You simply need to use them instead of declaring new ones again.
// This is the animated row with the Card.
Widget _buildItem(String item, Animation animation) {
final isdone = _isdone.contains(item);
selected.add(false);
return SizeTransition(
sizeFactor: animation,
child: Card(
child: ListTile(
title: Text(
item,
style: TextStyle(fontSize: 20),
),
trailing: isdone ? done: notdone, // use the icon variables you have already defined
onTap: (){
setState(() {
// add the item to _isdone set if it is not added and remove it if it is added when tapped on the list item
if(isdone) {
_isdone.remove(item);
} else {
_isdone.add(item);
}
});
},
),
),
);
}
In this code, I have added the item and removed the item in setSate() in the onTap(), so that whenever you tap the list item, _isdone Set gets updated and the build() is reloaded. Which makes your layout and data update itself every time you tap on the list item.

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