Billy Chandler

Billy Chandler

1561799360

Create a Wear OS app using Flutter

Setup

To build a Wear OS app, we also have to do a lot to modifications as well as additions to the android part of the Flutter app, which is really a very tedious process, so bear with me.

I am again stating the setup process below (not recommended):

App Gradle File

Change the min SDK version to API 23:

minSdkVersion 23

App Gradle File

Then, add the following dependencies to the Android Gradle file for the app:

dependencies {
 // Wear libraries
 implementation 'com.android.support:wear:27.1.1'
 implementation 'com.google.android.support:wearable:2.3.0'
 compileOnly 'com.google.android.wearable:wearable:2.3.0'
}

App Gradle File

Manifest File

Add the following to your AndroidManifest.xml file:

<!-- Required for ambient mode support -->
<uses-permission android:name="android.permission.WAKE_LOCK" />

<!-- Flags the app as a Wear app -->
<uses-feature android:name="android.hardware.type.watch" />

<!-- Flags that the app doesn't require a companion phone app -->
<application>
<meta-data
    android:name="com.google.android.wearable.standalone"
    android:value="true" />
</application>

AndroidManifest.xml

Update Android’s MainActivity

The ambient mode widget needs some initialization in Android’s MainActivity code. Update your code as follows:

class MainActivity: FlutterActivity(), AmbientMode.AmbientCallbackProvider {
  override fun onCreate(savedInstanceState: Bundle?) {
    super.onCreate(savedInstanceState)
    GeneratedPluginRegistrant.registerWith(this)

    // Wire up the activity for ambient callbacks
    AmbientMode.attachAmbientSupport(this)
  }

  override fun getAmbientCallback(): AmbientMode.AmbientCallback {
    return FlutterAmbientCallback(getChannel(flutterView))
  }
}

Android’s MainActivity

So, after the setup is complete let’s dive into the best part that is coding.

Implementation

Before diving into the real coding part, let’s see what are the plugins required and also import the assets required in this project.

Plugins:

The plugins used for this project are:

  1. wear (for using the Wear OS optimized widgets)
  2. audioplayers (to use audio playback in the app)
dependencies:
  audioplayers: ^0.7.8
  wear: ^0.0.3

Assets:

The images, icons, audio files, as well as the system material icons, are included in the assets folder, which you can download by going to the Google Drive

I will tell you in a minute why I have included the system material icons in the assets folder by downloading them from the Material Design Website, although as you might know all of the material design icons are integrated with Flutter for direct use.

Don’t forget to import these in your “pubspec.yaml” file.

Coding Part

main.dart

First of all, import the packages that are required in the “main.dart” file.

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

The wear plugin gives three types of widgets:

  • WatchShape: determines whether the watch is square or round.
  • InheritedShape: an InheritedWidget that can be used to pass the shape of the watch down the widget tree.
  • AmbientMode: builder that provides what mode the watch is in. The widget will rebuild whenever the watch changes mode.

We will require all these widgets in the “main.dart” file.

The Wear OS has two modes:

  1. Normal Mode
  2. Ambient Mode

So, when the Wear OS is in the normal mode we will show the real content of the app and when it is in the ambient mode we will show a screen with a dark background, which will help to save battery.

After adding all these, our “main.dart” file will look like this:

import 'package:flutter/material.dart';
import 'package:flutter_os/screens/ambient_screen.dart';
import 'package:flutter_os/screens/start_screen.dart';
import 'package:wear/wear.dart';

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

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) => MaterialApp(
        title: 'Flutter Wear App',
        theme: ThemeData(
          primarySwatch: Colors.blue,
        ),
        home: WatchScreen(),
        debugShowCheckedModeBanner: false,
      );
}

class WatchScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) => WatchShape(
        builder: (context, shape) => InheritedShape(
              shape: shape,
              child: AmbientMode(
                builder: (context, mode) =>
                    mode == Mode.active ? StartScreen() : AmbientWatchFace(),
              ),
            ),
      );
}

ambient_screen.dart

Next, we will design the UI of the ambient screen of the watch.

The final Ambient screen will look like this:

Ambient Screen

As you can tell from the screenshot that we have to add a Scaffold (set the background color to black) with a Column containing two widgets:

  1. Text widget (set text color to blue)
  2. FlutterLogo widget

So, the completed ambient screen code will look like this:

import 'package:flutter/material.dart';

class AmbientWatchFace extends StatelessWidget {
  @override
  Widget build(BuildContext context) => Scaffold(
        backgroundColor: Colors.black,
        body: Center(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            crossAxisAlignment: CrossAxisAlignment.center,
            children: [
              Text(
                'FlutterOS',
                style: TextStyle(color: Colors.blue[600], fontSize: 30),
              ),
              SizedBox(height: 15),
              const FlutterLogo(size: 60.0),
            ],
          ),
        ),
      );
}

start_screen.dart

In this file, we have to determine the screen size of the watch so that all the components properly fit within the screen. To determine the size and shape of the watch face we have to use the “WatchShape” widget which we get from the wear plugin.

We can determine the screen height and screen width by following this:

WatchShape(
        builder: (context, shape) {
          var screenSize = MediaQuery.of(context).size;
          final shape = InheritedShape.of(context).shape;
          if (shape == Shape.round) {
            // boxInsetLength requires radius, so divide by 2
            screenSize = Size(boxInsetLength(screenSize.width / 2),
                boxInsetLength(screenSize.height / 2));
          }
          var screenHeight = screenSize.height;
          var screenWidth = screenSize.width;
          
          ......
            
        },
),

Now, we can build the UI using the screen size which will look like this:

Start Screen

It again contains a Column with two widgets:

  1. FlutterLogo
  2. RaisedButton (Inside which we have to define a route, which will take us to the next screen, i.e., “name_screen.dart”)

I had to wrap the Column widget with a Container and specified its height and width so that the contents of the column fits perfectly onto the screen.

The code for the start_screen is given below:

import 'package:flutter/material.dart';
import 'package:flutter_os/screens/name_screen.dart';
import 'package:flutter_os/utils.dart';
import 'package:wear/wear.dart';

class StartScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      backgroundColor: Colors.white,
      body: WatchShape(
        builder: (context, shape) {
          var screenSize = MediaQuery.of(context).size;
          final shape = InheritedShape.of(context).shape;
          if (shape == Shape.round) {
            // boxInsetLength requires radius, so divide by 2
            screenSize = Size(boxInsetLength(screenSize.width / 2),
                boxInsetLength(screenSize.height / 2));
          }
          var screenHeight = screenSize.height;
          var screenWidth = screenSize.width;

          return Center(
            child: Container(
              color: Colors.white,
              height: screenSize.height,
              width: screenSize.width,
              child: Column(
                mainAxisAlignment: MainAxisAlignment.start,
                mainAxisSize: MainAxisSize.max,
                children: <Widget>[
                  FlutterLogo(size: 90),
                  SizedBox(height: 20),
                  RaisedButton(
                    highlightColor: Colors.blue[900],
                    elevation: 6.0,
                    child: Text(
                      'START',
                      style: TextStyle(color: Colors.white, fontSize: 20),
                    ),
                    shape: RoundedRectangleBorder(
                      borderRadius: BorderRadius.circular(10),
                    ),
                    color: Colors.blue[400],
                    onPressed: () {
                      Navigator.of(context).push(MaterialPageRoute(builder: (context) {
                        return NameScreen(screenHeight, screenWidth);
                      }));
                    },
                  )
                ],
              ),
            ),
          );
        },
      ),
    );
  }
}

In the above code snippet, you can see that I have used a method “boxInsetLength” (in line number 17 &18). Actually, it is defined inside the “utils.dart” file, that’s why we had to import “utils.dart” (in line number 3). This method measures the screen size when the watch face is round by taking the radius as the input.

double boxInsetLength(double radius) => radius * 1.4142;

name_screen.dart

We have passed the screen height and screen width to the “name_screen.dart” file, so that we do not need to calculate the screen size again.

The final “name_screen.dart” file looks like this:

Name Screen

I don’t have to elaborate on anything in this file. The code for building this UI is given below:

import 'package:flutter/material.dart';
import 'package:flutter_os/screens/ambient_screen.dart';
import 'package:flutter_os/screens/relax_menu.dart';
import 'package:wear/wear.dart';

class NameScreen extends StatelessWidget {
  final screenHeight;
  final screenWidth;
  NameScreen(this.screenHeight, this.screenWidth);

  @override
  Widget build(BuildContext context) {
    return AmbientMode(
      builder: (context, mode) => mode == Mode.active
          ? NameScreenUI(screenHeight, screenWidth)
          : AmbientWatchFace(),
    );
  }
}

class NameScreenUI extends StatelessWidget {
  final screenHeight;
  final screenWidth;
  NameScreenUI(this.screenHeight, this.screenWidth);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: Container(
          height: screenHeight,
          width: screenWidth,
          child: Column(
            children: <Widget>[
              InkWell(
                child: Row(
                  mainAxisAlignment: MainAxisAlignment.center,
                  children: <Widget>[
                    Image.asset('assets/outline_arrow.png',scale: 1.8,),
                    SizedBox(width: 5),
                    Text('Back', style: TextStyle(fontSize: 20, fontWeight: FontWeight.w300),)
                  ],
                ),
                onTap: () {
                  Navigator.of(context).pop();
                },
              ),
              SizedBox(height: 20),
              Text(
                'Welcome to',
                style: TextStyle(
                  fontSize: 18,
                ),
              ),
              SizedBox(height: 5),
              Text(
                'FlutterOS',
                style: TextStyle(
                  fontSize: 30,
                  color: Colors.blue[700],
                ),
              ),
              SizedBox(height: 5),
              RaisedButton(
                highlightColor: Colors.blue[900],
                elevation: 6.0,
                child: Text(
                  'NEXT',
                  style: TextStyle(color: Colors.white, fontSize: 20),
                ),
                shape: RoundedRectangleBorder(
                  borderRadius: BorderRadius.circular(10),
                ),
                color: Colors.blue[400],
                onPressed: () {
                  Navigator.of(context)
                      .push(MaterialPageRoute(builder: (context) {
                    return RelaxView(screenHeight, screenWidth);
                  }));
                },
              )
            ],
          ),
        ),
      ),
    );
  }
}

One thing that I want you to notice is that in line number 39 I have used the image of a material arrow icon by importing it from the assets, but we know that all the material icons are integrated with Flutter.

Why have I imported the material icons externally?

I used the Icons integrated with Flutter during the initial build of the UI, but these icons were not displaying on the screen rather they were replaced by a Placeholder icon. So, I had to import them externally from the Material Design Website.

For the rest of my app, I have tried to use as much of the original code of the “Relax” app as I could. But to properly use the small screen real estate of the watch I had to tweak the code.

relax_menu.dart

In this screen, I have used a Column with SingleChildScrollView to show the list of different relax sound screens.

The final screen looks like this:

Relax Menu

The code for building this UI is given below:

import 'package:flutter/material.dart';
import 'package:flutter_os/screens/ambient_screen.dart';
import 'package:flutter_os/screens/sound_screen.dart';
import 'package:wear/wear.dart';

const img = 'assets/images/';
List<String> screens = ['rain', 'forest', 'sunset', 'ocean'];

class RelaxView extends StatelessWidget {
  final screenHeight;
  final screenWidth;
  RelaxView(this.screenHeight, this.screenWidth);

  @override
  Widget build(BuildContext context) {
    return AmbientMode(
      builder: (context, mode) =>
          mode == Mode.active ? HomeRoute() : AmbientWatchFace(),
    );
  }
}

class HomeRoute extends StatelessWidget {
  soundBtn(sound, context) {
    return GestureDetector(
      onTap: () {
        Navigator.push(context,
            MaterialPageRoute(builder: (context) => PlayRoute(sound: sound)));
      },
      child: Column(
        children: [
          Padding(
            padding: const EdgeInsets.only(top: 8.0),
            child: Image.asset(
              'assets/icons/$sound.png',
              scale: 1.2,
            ),
          ),
          Text(sound.toUpperCase(),
              style: TextStyle(
                  color: Colors.white, fontSize: 16, letterSpacing: 3.0))
        ],
      ),
    );
  }

  @override
  build(BuildContext context) {
    var width = MediaQuery.of(context).size.width;
    return Scaffold(
      body: Stack(
        children: [
          Positioned(
            top: 0,
            left: 0,
            child: Image.asset(
              img + 'bkgnd_2.jpg',
              fit: BoxFit.fill,
            ),
          ),
          Padding(
            padding: const EdgeInsets.all(8.0),
            child: InkWell(
              child: Row(
                mainAxisAlignment: MainAxisAlignment.center,
                children: <Widget>[
                  Image.asset(
                    'assets/outline_arrow.png',
                    scale: 1.8,
                  ),
                  SizedBox(width: 5),
                  Text(
                    'Back',
                    style: TextStyle(fontSize: 20, fontWeight: FontWeight.w300),
                  )
                ],
              ),
              onTap: () {
                Navigator.of(context).pop();
              },
            ),
          ),
          Positioned(
            top: 40,
            width: width,
            child: Padding(
              padding: const EdgeInsets.only(top: 8.0),
              child: Center(
                child: Text(
                  'RELAX',
                  style: TextStyle(
                      color: Colors.white,
                      fontSize: 20,
                      letterSpacing: 13.0,
                      fontWeight: FontWeight.w600),
                ),
              ),
            ),
          ),
          Padding(
            padding: const EdgeInsets.only(top: 70.0),
            child: Center(
              child: SingleChildScrollView(
                physics: BouncingScrollPhysics(),
                child: Column(
                  children: [
                    soundBtn('rain', context),
                    soundBtn('forest', context),
                    soundBtn('sunset', context),
                    soundBtn('ocean', context),
                    SizedBox(
                      height: 40,
                    ),
                  ],
                ),
              ),
            ),
          ),
        ],
      ),
    );
  }
}

sound_screen.dart

In this screen, mostly the audio playback is handled by using the plugin “audioplayers” and a beautiful background animation is added, which transitions between two images for each screen.

Erin Morrissey has handled the audio playback and the background animation perfectly in this screen.

The only thing that I had to do is to properly fit the contents in such a small screen. I have used “BoxFit.fill” with the background images and I have centered the Column containing two widgets:

  1. Text widget (Heading of the screen)
  2. Play/Pause icon button

The final screens look like this:

Sound Screens

The code used for building this UI is given below:

import 'package:flutter/material.dart';
import 'dart:async';
import 'package:audioplayers/audio_cache.dart';
import 'package:audioplayers/audioplayers.dart';

const img = 'assets/images/';

class PlayRoute extends StatefulWidget {
  final String sound;
  const PlayRoute({Key key, this.sound}) : super(key: key);
  @override
  _PlayRouteState createState() => _PlayRouteState();
}

class _PlayRouteState extends State<PlayRoute> {
  AudioPlayer player;
  AudioCache cache;
  bool initialPlay = true;
  bool playing;

  @override
  initState() {
    super.initState();
    player = new AudioPlayer();
    cache = new AudioCache(fixedPlayer: player);
  }

  @override
  dispose() {
    super.dispose();
    player.stop();
  }

  playPause(sound) {
    if (initialPlay) {
      cache.play('audio/$sound.mp3');
      playing = true;
      initialPlay = false;
    }
    return InkWell(
      onTap: () {
        setState(() {
          if (playing) {
            playing = false;
            player.pause();
          } else {
            playing = true;
            player.resume();
          }
        });
      },
      child: playing
          ? Image.asset('assets/pause_circle_filled.png', scale: 1.2)
          : Image.asset('assets/play_circle_filled.png', scale: 1.2),
    );
  }

  @override
  build(BuildContext context) {
    return Scaffold(
      body: Stack(
        children: [
          Positioned(
            top: 0,
            left: 0,
            child: Background(sound: widget.sound),
          ),
          Padding(
            padding: const EdgeInsets.all(8.0),
            child: InkWell(
              child: Row(
                mainAxisAlignment: MainAxisAlignment.center,
                children: <Widget>[
                  Image.asset(
                    'assets/outline_arrow_back_white.png',
                    scale: 1.8,
                  ),
                  SizedBox(width: 5),
                  Text(
                    'Back',
                    style: TextStyle(
                        color: Colors.white,
                        fontSize: 20,
                        fontWeight: FontWeight.w300),
                  )
                ],
              ),
              onTap: () {
                Navigator.of(context).pop();
              },
            ),
          ),
          Center(
            child: Column(
              mainAxisSize: MainAxisSize.max,
              mainAxisAlignment: MainAxisAlignment.center,
              children: [
                Text(
                  widget.sound.toUpperCase(),
                  style: TextStyle(
                      color: Colors.white,
                      fontSize: 20,
                      letterSpacing: 10.0,
                      fontWeight: FontWeight.w600),
                ),
                playPause(widget.sound)
              ],
            ),
          ),
        ],
      ),
    );
  }
}

class Background extends StatefulWidget {
  final String sound;
  const Background({Key key, this.sound}) : super(key: key);
  @override
  _BackgroundState createState() => _BackgroundState();
}

class _BackgroundState extends State<Background> {
  Timer timer;
  bool _visible = false;

  @override
  dispose() {
    timer.cancel();
    super.dispose();
  }

  swap() {
    if (mounted) {
      setState(() {
        _visible = !_visible;
      });
    }
  }

  @override
  build(BuildContext context) {
    timer = Timer(Duration(seconds: 6), swap);
    return Stack(
      children: [
        Image.asset(img + widget.sound + '_1.jpg', fit: BoxFit.fill),
        AnimatedOpacity(
            child: Image.asset(
              img + widget.sound + '_2.jpg',
              fit: BoxFit.fill,
            ),
            duration: Duration(seconds: 2),
            opacity: _visible ? 1.0 : 0.0)
      ],
    );
  }
}

So finally, we have completed our Wear OS project, rather you can call it as a FlutterOS.

Conclusion

After creating this project, I admit that Flutter is not optimized for Wear OS devices till now as many of the simple things are not working on Wear OS like all material Icons which are included in Flutter are not displaying on Wear OS devices.

You can find the GitHub repo for this project in the following

#flutter #mobile-apps

What is GEEK

Buddha Community

Create a Wear OS app using Flutter

Google's Flutter 1.20 stable announced with new features - Navoki

Flutter Google cross-platform UI framework has released a new version 1.20 stable.

Flutter is Google’s UI framework to make apps for Android, iOS, Web, Windows, Mac, Linux, and Fuchsia OS. Since the last 2 years, the flutter Framework has already achieved popularity among mobile developers to develop Android and iOS apps. In the last few releases, Flutter also added the support of making web applications and desktop applications.

Last month they introduced the support of the Linux desktop app that can be distributed through Canonical Snap Store(Snapcraft), this enables the developers to publish there Linux desktop app for their users and publish on Snap Store.  If you want to learn how to Publish Flutter Desktop app in Snap Store that here is the tutorial.

Flutter 1.20 Framework is built on Google’s made Dart programming language that is a cross-platform language providing native performance, new UI widgets, and other more features for the developer usage.

Here are the few key points of this release:

Performance improvements for Flutter and Dart

In this release, they have got multiple performance improvements in the Dart language itself. A new improvement is to reduce the app size in the release versions of the app. Another performance improvement is to reduce junk in the display of app animation by using the warm-up phase.

sksl_warm-up

If your app is junk information during the first run then the Skia Shading Language shader provides for pre-compilation as part of your app’s build. This can speed it up by more than 2x.

Added a better support of mouse cursors for web and desktop flutter app,. Now many widgets will show cursor on top of them or you can specify the type of supported cursor you want.

Autofill for mobile text fields

Autofill was already supported in native applications now its been added to the Flutter SDK. Now prefilled information stored by your OS can be used for autofill in the application. This feature will be available soon on the flutter web.

flutter_autofill

A new widget for interaction

InteractiveViewer is a new widget design for common interactions in your app like pan, zoom drag and drop for resizing the widget. Informations on this you can check more on this API documentation where you can try this widget on the DartPad. In this release, drag-drop has more features added like you can know precisely where the drop happened and get the position.

Updated Material Slider, RangeSlider, TimePicker, and DatePicker

In this new release, there are many pre-existing widgets that were updated to match the latest material guidelines, these updates include better interaction with Slider and RangeSliderDatePicker with support for date range and time picker with the new style.

flutter_DatePicker

New pubspec.yaml format

Other than these widget updates there is some update within the project also like in pubspec.yaml file format. If you are a flutter plugin publisher then your old pubspec.yaml  is no longer supported to publish a plugin as the older format does not specify for which platform plugin you are making. All existing plugin will continue to work with flutter apps but you should make a plugin update as soon as possible.

Preview of embedded Dart DevTools in Visual Studio Code

Visual Studio code flutter extension got an update in this release. You get a preview of new features where you can analyze that Dev tools in your coding workspace. Enable this feature in your vs code by _dart.previewEmbeddedDevTools_setting. Dart DevTools menu you can choose your favorite page embed on your code workspace.

Network tracking

The updated the Dev tools comes with the network page that enables network profiling. You can track the timings and other information like status and content type of your** network calls** within your app. You can also monitor gRPC traffic.

Generate type-safe platform channels for platform interop

Pigeon is a command-line tool that will generate types of safe platform channels without adding additional dependencies. With this instead of manually matching method strings on platform channel and serializing arguments, you can invoke native class and pass nonprimitive data objects by directly calling the Dartmethod.

There is still a long list of updates in the new version of Flutter 1.2 that we cannot cover in this blog. You can get more details you can visit the official site to know more. Also, you can subscribe to the Navoki newsletter to get updates on these features and upcoming new updates and lessons. In upcoming new versions, we might see more new features and improvements.

You can get more free Flutter tutorials you can follow these courses:

#dart #developers #flutter #app developed #dart devtools in visual studio code #firebase local emulator suite in flutter #flutter autofill #flutter date picker #flutter desktop linux app build and publish on snapcraft store #flutter pigeon #flutter range slider #flutter slider #flutter time picker #flutter tutorial #flutter widget #google flutter #linux #navoki #pubspec format #setup flutter desktop on windows

Harry Patel

Harry Patel

1614145832

A Complete Process to Create an App in 2021

It’s 2021, everything is getting replaced by a technologically emerged ecosystem, and mobile apps are one of the best examples to convey this message.

Though bypassing times, the development structure of mobile app has also been changed, but if you still follow the same process to create a mobile app for your business, then you are losing a ton of opportunities by not giving top-notch mobile experience to your users, which your competitors are doing.

You are about to lose potential existing customers you have, so what’s the ideal solution to build a successful mobile app in 2021?

This article will discuss how to build a mobile app in 2021 to help out many small businesses, startups & entrepreneurs by simplifying the mobile app development process for their business.

The first thing is to EVALUATE your mobile app IDEA means how your mobile app will change your target audience’s life and why your mobile app only can be the solution to their problem.

Now you have proposed a solution to a specific audience group, now start to think about the mobile app functionalities, the features would be in it, and simple to understand user interface with impressive UI designs.

From designing to development, everything is covered at this point; now, focus on a prelaunch marketing plan to create hype for your mobile app’s targeted audience, which will help you score initial downloads.

Boom, you are about to cross a particular download to generate a specific revenue through your mobile app.

#create an app in 2021 #process to create an app in 2021 #a complete process to create an app in 2021 #complete process to create an app in 2021 #process to create an app #complete process to create an app

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Email: info@appcluesinfotech.com
Call: +1-978-309-9910

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