| title | Stateful widgets |
|---|---|
| description | Learn about StatefulWidgets and rebuilding Flutter UI. |
| layout | tutorial |
Learn when widgets need to be stateful and how to trigger UI updates with setState.
title: What you'll accomplish items: - title: Learn when widgets need to be stateful icon: change_circle - title: Convert a StatelessWidget to a StatefulWidget icon: swap_horiz - title: Trigger UI updates with setState icon: refreshSo far, your app displays a grid and an input field, but the grid doesn't yet update to reflect the user's guesses. When this app is complete, each tile in the next unfilled row should update after each submitted user guess by:
- Displaying the correct letter.
- Changing color to reflect whether the letter is correct (green), is in the word but at an incorrect position (yellow), or doesn't appear in the word at all (grey).
To handle this dynamic behavior, you need to convert GamePage from a
StatelessWidget to a StatefulWidget.
When a widget's appearance or data needs to change during its lifetime,
you need a StatefulWidget and a companion State object.
While the StatefulWidget itself is still immutable (its properties
can't change after creation), the State object is long-lived,
can hold mutable data, and can be rebuilt when that data changes,
causing the UI to update.
For example, the following widget tree imagines a simple app that uses a stateful widget with a counter that increases when the button is pressed.
Here is the basic StatefulWidget structure (doesn't do anything yet):
class ExampleWidget extends StatefulWidget {
ExampleWidget({super.key});
@override
State<ExampleWidget> createState() => _ExampleWidgetState();
}
class _ExampleWidgetState extends State<ExampleWidget> {
@override
Widget build(BuildContext context) {
return Container();
}
}To convert the GamePage (or any other) widget from
a stateless widget to a stateful widget, do the following steps:
- Change
GamePageto extendStatefulWidgetinstead ofStatelessWidget. - Create a new class named
_GamePageState, that extendsState<GamePage>. This new class will hold the mutable state and thebuildmethod. Move thebuildmethod and all properties instantiated on the widget fromGamePageto the state object. - Implement the
createState()method inGamePage, which returns an instance of_GamePageState.
:::tip Quick assists
You don't have to manually do this work, as the Flutter plugins for VS Code and IntelliJ provide "quick assists" that can do this conversion for you.
:::
Your modified code should look like this:
class GamePage extends StatefulWidget {
GamePage({super.key});
@override
State<GamePage> createState() => _GamePageState();
}
class _GamePageState extends State<GamePage> {
final Game _game = Game();
@override
Widget build(BuildContext context) {
return Padding(
padding: const EdgeInsets.all(8.0),
child: Column(
children: [
for (var guess in _game.guesses)
Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
for (var letter in guess)
Padding(
padding: const EdgeInsets.symmetric(horizontal: 2.5, vertical: 2.5),
child: Tile(letter.char, letter.type),
)
],
),
GuessInput(
onSubmitGuess: (_) {
// TODO, handle guess
print(guess); // Temporary
},
),
],
),
);
}
}Whenever you mutate a State object,
you must call setState to signal the framework to
update the user interface and call the build method again.
In this app, when a user makes a guess, the word they guessed is
saved on the Game object, which is a property on the GamePage class,
and therefore is state that might change and require the UI to update.
When this state is mutated, the grid should be
re-drawn to show the user's guess.
To implement this, update the callback function passed to GuessInput.
The function needs to call setState and, within setState,
it needs to execute the logic to determine whether the users guess was correct.
:::note
The game logic is abstracted away into the Game object,
and outside the scope of this tutorial.
:::
Update your code:
class GamePage extends StatefulWidget {
GamePage({super.key});
@override
State<GamePage> createState() => _GamePageState();
}
class _GamePageState extends State<GamePage> {
final Game _game = Game();
@override
Widget build(BuildContext context) {
return Padding(
padding: const EdgeInsets.all(8.0),
child: Column(
children: [
for (var guess in _game.guesses)
Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
for (var letter in guess)
Padding(
padding: const EdgeInsets.symmetric(horizontal: 2.5, vertical: 2.5),
child: Tile(letter.char, letter.type),
)
],
),
GuessInput(
onSubmitGuess: (String guess) {
setState(() { // NEW
_game.guess(guess);
});
},
),
],
),
);
}
}Now, when you type a legal guess into the TextInput and submit it,
the application will reflect the user's guess.
If you were to call _game.guess(guess) without a calling setState,
the internal game data would change, but Flutter wouldn't know it
needs to repaint the screen, and the user wouldn't see any updates.
