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Fluttermobile~5 mins

Custom painters (CustomPaint) in Flutter

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Introduction

Custom painters let you draw shapes, lines, and designs directly on the screen. This helps you create unique visuals that normal widgets can't do.

When you want to draw a simple shape like a circle or rectangle with custom colors.
When you need to create a graph or chart that updates dynamically.
When you want to design a custom background or pattern for your app screen.
When you want to draw animations or effects that are not available as widgets.
Syntax
Flutter
class MyPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    // Drawing code here
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    return false;
  }
}

// Use in widget tree:
CustomPaint(
  painter: MyPainter(),
  child: Container(width: 100, height: 100),
)

The paint method is where you draw on the canvas.

The shouldRepaint method tells Flutter when to redraw.

Examples
This draws a blue circle centered inside a 100x100 box.
Flutter
class CirclePainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()..color = Colors.blue;
    canvas.drawCircle(size.center(Offset.zero), 40, paint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}

CustomPaint(
  painter: CirclePainter(),
  child: SizedBox(width: 100, height: 100),
)
This draws a red diagonal line from top-left to bottom-right.
Flutter
class LinePainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()
      ..color = Colors.red
      ..strokeWidth = 4;
    canvas.drawLine(Offset(0, 0), Offset(size.width, size.height), paint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}

CustomPaint(
  painter: LinePainter(),
  child: SizedBox(width: 100, height: 100),
)
Sample App

This app draws a simple yellow smiley face with black eyes and a smile using CustomPaint.

Flutter
import 'package:flutter/material.dart';

void main() => runApp(const MyApp());

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(title: const Text('CustomPaint Example')),
        body: Center(
          child: CustomPaint(
            size: const Size(150, 150),
            painter: SmileyPainter(),
          ),
        ),
      ),
    );
  }
}

class SmileyPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()..color = Colors.yellow;
    canvas.drawCircle(size.center(Offset.zero), size.width / 2, paint);

    final eyePaint = Paint()..color = Colors.black;
    canvas.drawCircle(Offset(size.width * 0.35, size.height * 0.35), 10, eyePaint);
    canvas.drawCircle(Offset(size.width * 0.65, size.height * 0.35), 10, eyePaint);

    final smilePaint = Paint()
      ..color = Colors.black
      ..style = PaintingStyle.stroke
      ..strokeWidth = 5;

    final smilePath = Path();
    smilePath.moveTo(size.width * 0.3, size.height * 0.65);
    smilePath.quadraticBezierTo(size.width * 0.5, size.height * 0.85, size.width * 0.7, size.height * 0.65);

    canvas.drawPath(smilePath, smilePaint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}
OutputSuccess
Important Notes

Always set shouldRepaint to false if your drawing does not change to improve performance.

Use canvas methods like drawCircle, drawRect, and drawPath to create shapes.

CustomPaint size can be set by its size property or by its child widget size.

Summary

Custom painters let you draw directly on the screen for unique visuals.

Implement paint to draw and shouldRepaint to control redrawing.

Use CustomPaint widget to add your painter to the widget tree.

Practice

(1/5)
1. What is the main purpose of a CustomPainter in Flutter?
easy
A. To draw custom graphics directly on the screen
B. To manage app navigation between screens
C. To handle user input events like taps and swipes
D. To create standard UI buttons and text fields

Solution

  1. Step 1: Understand CustomPainter role

    A CustomPainter is used to draw graphics directly on the canvas in Flutter apps.
  2. Step 2: Compare with other options

    Options A, B, and C relate to standard UI, navigation, and input events, not drawing.
  3. Final Answer:

    To draw custom graphics directly on the screen -> Option A
  4. Quick Check:

    CustomPainter = Draw graphics [OK]
Hint: CustomPainter is for drawing, not UI controls or navigation [OK]
Common Mistakes:
  • Confusing CustomPainter with widget layout
  • Thinking it handles user input
  • Assuming it manages navigation
2. Which method must you override when creating a CustomPainter subclass to draw on the canvas?
easy
A. paint
B. build
C. createState
D. initState

Solution

  1. Step 1: Identify CustomPainter methods

    The paint method is where drawing commands are written.
  2. Step 2: Exclude unrelated methods

    build, createState, and initState belong to widgets, not painters.
  3. Final Answer:

    paint -> Option A
  4. Quick Check:

    Draw in paint() method [OK]
Hint: paint() draws; build() is for widgets [OK]
Common Mistakes:
  • Using build() instead of paint()
  • Confusing widget lifecycle methods with painter methods
  • Forgetting to override paint()
3. What will be the visible result of this Flutter code snippet?
class MyPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()..color = Colors.red;
    canvas.drawCircle(Offset(size.width / 2, size.height / 2), 50, paint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}

Widget build(BuildContext context) {
  return CustomPaint(
    size: Size(200, 200),
    painter: MyPainter(),
  );
}
medium
A. A blue square filling the 200x200 area
B. A red circle centered in a 200x200 area
C. Nothing is drawn because shouldRepaint returns false
D. A red circle at the top-left corner

Solution

  1. Step 1: Analyze paint method

    The paint method draws a red circle at the center (width/2, height/2) with radius 50.
  2. Step 2: Understand shouldRepaint effect

    shouldRepaint returning false means no redraw needed, but initial paint still happens.
  3. Final Answer:

    A red circle centered in a 200x200 area -> Option B
  4. Quick Check:

    Draw circle center = red circle visible [OK]
Hint: shouldRepaint false still draws initially [OK]
Common Mistakes:
  • Thinking shouldRepaint false means no drawing
  • Assuming circle is at top-left
  • Confusing circle with square shape
4. Identify the error in this CustomPainter subclass:
class MyPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()..color = Colors.green;
    canvas.drawRect(Rect.fromLTWH(0, 0, size.width, size.height), paint);
  }

  @override
  bool shouldRepaint(CustomPainter oldDelegate) {
    return true
  }
}
medium
A. Canvas cannot draw rectangles
B. paint method should return a value
C. Missing semicolon after return true
D. shouldRepaint must return false

Solution

  1. Step 1: Check syntax in shouldRepaint

    The return statement lacks a semicolon after true, causing a syntax error.
  2. Step 2: Verify other parts

    paint method correctly draws a rectangle; canvas supports rectangles; shouldRepaint can return true.
  3. Final Answer:

    Missing semicolon after return true -> Option C
  4. Quick Check:

    Syntax error = missing semicolon [OK]
Hint: Check semicolons after return statements [OK]
Common Mistakes:
  • Forgetting semicolon after return
  • Thinking paint must return a value
  • Assuming canvas can't draw rectangles
5. You want to create a CustomPainter that draws a circle only when the color changes. Which is the best way to implement shouldRepaint to optimize performance?
class CirclePainter extends CustomPainter {
  final Color color;
  CirclePainter(this.color);

  @override
  void paint(Canvas canvas, Size size) {
    final paint = Paint()..color = color;
    canvas.drawCircle(Offset(size.width/2, size.height/2), 40, paint);
  }

  @override
  bool shouldRepaint(covariant CirclePainter oldDelegate) {
    // What to write here?
  }
}
hard
A. return oldDelegate.color == color;
B. return true;
C. return false;
D. return oldDelegate.color != color;

Solution

  1. Step 1: Understand shouldRepaint purpose

    shouldRepaint returns true if the painter needs to redraw due to changes.
  2. Step 2: Compare colors to decide repaint

    Repaint only if the new color differs from the old one, so compare oldDelegate.color and color.
  3. Step 3: Evaluate options

    return oldDelegate.color != color; returns true when colors differ, optimizing redraw. return true; always repaints (less efficient). return false; never repaints (ignores changes). return oldDelegate.color == color; repaints when colors are same (wrong logic).
  4. Final Answer:

    return oldDelegate.color != color; -> Option D
  5. Quick Check:

    Repaint if color changed = oldDelegate.color != color [OK]
Hint: Repaint only if properties differ for efficiency [OK]
Common Mistakes:
  • Always returning true wastes performance
  • Always returning false ignores changes
  • Using equality check wrongly in shouldRepaint
Recommended

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10 questions~5 mineasy hard