Minimal reproducible code:
void main() => runApp(MaterialApp(home: HomePage()));
class HomePage extends StatefulWidget {
@override
_HomePageState createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
final List<Offset> _points = [];
@override
Widget build(BuildContext context) {
return Scaffold(
floatingActionButton: FloatingActionButton(
onPressed: () => setState(() {}), // This setState works
child: Icon(Icons.refresh),
),
body: GestureDetector(
onPanUpdate: (details) => setState(() => _points.add(details.localPosition)), // but this doesn't...
child: CustomPaint(
painter: MyCustomPainter(_points),
size: Size.infinite,
),
),
);
}
}
class MyCustomPainter extends CustomPainter {
final List<Offset> points;
MyCustomPainter(this.points);
@override
void paint(Canvas canvas, Size size) {
final paint = Paint()..color = Colors.red;
for (var i = 0; i < points.length; i++) {
if (i + 1 < points.length) {
final p1 = points[i];
final p2 = points[i + 1];
canvas.drawLine(p1, p2, paint);
}
}
}
@override
bool shouldRepaint(MyCustomPainter oldDelegate) => false;
}
Try to draw something by long dragging on the screen, you won't see anything drawn. Now, press the FAB which will reveal the drawn painting maybe because FAB calls setState
but onPanUpdate
also calls setState
and that call doesn't paint anything on the screen. Why?
Note: I'm not looking for a solution on how to enable the paint, a simple return true
does the job. What I need to know is why one setState
works (paints on the screen) but the other fails.