SwitchListTile class

A ListTile with a Switch. In other words, a switch with a label.

The entire list tile is interactive: tapping anywhere in the tile toggles the switch. Tapping and dragging the Switch also triggers the onChanged callback.

To ensure that onChanged correctly triggers, the state passed into value must be properly managed. This is typically done by invoking State.setState in onChanged to toggle the state value.

The value, onChanged, activeColor, activeThumbImage, and inactiveThumbImage properties of this widget are identical to the similarly-named properties on the Switch widget.

The title, subtitle, isThreeLine, and dense properties are like those of the same name on ListTile.

The selected property on this widget is similar to the ListTile.selected property, but the color used is that described by activeColor, if any, defaulting to the accent color of the current Theme. No effort is made to coordinate the selected state and the value state; to have the list tile appear selected when the switch is on, pass the same value to both.

The switch is shown on the right by default in left-to-right languages (i.e. in the ListTile.trailing slot). The secondary widget is placed in the ListTile.leading slot. This cannot be changed; there is not sufficient space in a ListTile's ListTile.leading slot for a Switch.

To show the SwitchListTile as disabled, pass null as the onChanged callback.

SwitchListTile sample

This widget shows a switch that, when toggled, changes the state of a bool member field called _lights.

bool _lights = false;

@override
Widget build(BuildContext context) {
  return Center(
    child: SwitchListTile(
      title: const Text('Lights'),
      value: _lights,
      onChanged: (bool value) { setState(() { _lights = value; }); },
      secondary: const Icon(Icons.lightbulb_outline),
    ),
  );
}

Semantics in SwitchListTile

Since the entirety of the SwitchListTile is interactive, it should represent itself as a single interactive entity.

To do so, a SwitchListTile widget wraps its children with a MergeSemantics widget. MergeSemantics will attempt to merge its descendant Semantics nodes into one node in the semantics tree. Therefore, SwitchListTile will throw an error if any of its children requires its own Semantics node.

For example, you cannot nest a RichText widget as a descendant of SwitchListTile. RichText has an embedded gesture recognizer that requires its own Semantics node, which directly conflicts with SwitchListTile's desire to merge all its descendants' semantic nodes into one. Therefore, it may be necessary to create a custom radio tile widget to accommodate similar use cases.

Switch list tile semantics sample

Here is an example of a custom labeled radio widget, called LinkedLabelRadio, that includes an interactive RichText widget that handles tap gestures.

import 'package:flutter/gestures.dart';

// ...

class LinkedLabelSwitch extends StatelessWidget {
  const LinkedLabelSwitch({
    this.label,
    this.padding,
    this.value,
    this.onChanged,
  });

  final String label;
  final EdgeInsets padding;
  final bool value;
  final Function onChanged;

  @override
  Widget build(BuildContext context) {
    return Padding(
      padding: padding,
      child: Row(
        children: <Widget>[
          Expanded(
            child: RichText(
              text: TextSpan(
                text: label,
                style: TextStyle(
                  color: Colors.blueAccent,
                  decoration: TextDecoration.underline,
                ),
                recognizer: TapGestureRecognizer()
                  ..onTap = () {
                  print('Label has been tapped.');
                },
              ),
            ),
          ),
          Switch(
            value: value,
            onChanged: (bool newValue) {
              onChanged(newValue);
            },
          ),
        ],
      ),
    );
  }
}

// ...

bool _isSelected = false;

@override
Widget build(BuildContext context) {
  return Scaffold(
    body: Center(
      child: LinkedLabelSwitch(
        label: 'Linked, tappable label text',
        padding: const EdgeInsets.symmetric(horizontal: 20.0),
        value: _isSelected,
        onChanged: (bool newValue) {
          setState(() {
            _isSelected = newValue;
          });
        },
      ),
    ),
  );
}

SwitchListTile isn't exactly what I want

If the way SwitchListTile pads and positions its elements isn't quite what you're looking for, you can create custom labeled switch widgets by combining Switch with other widgets, such as Text, Padding and InkWell.

Custom switch list tile sample

Here is an example of a custom LabeledSwitch widget, but you can easily make your own configurable widget.

class LabeledSwitch extends StatelessWidget {
  const LabeledSwitch({
    this.label,
    this.padding,
    this.groupValue,
    this.value,
    this.onChanged,
  });

  final String label;
  final EdgeInsets padding;
  final bool groupValue;
  final bool value;
  final Function onChanged;

  @override
  Widget build(BuildContext context) {
    return InkWell(
      onTap: () {
        onChanged(!value);
      },
      child: Padding(
        padding: padding,
        child: Row(
          children: <Widget>[
            Expanded(child: Text(label)),
            Switch(
              value: value,
              onChanged: (bool newValue) {
                onChanged(newValue);
              },
            ),
          ],
        ),
      ),
    );
  }
}

// ...

bool _isSelected = false;

@override
Widget build(BuildContext context) {
  return Scaffold(
    body: Center(
      child: LabeledSwitch(
        label: 'This is the label text',
        padding: const EdgeInsets.symmetric(horizontal: 20.0),
        value: _isSelected,
        onChanged: (bool newValue) {
          setState(() {
            _isSelected = newValue;
          });
        },
      ),
    ),
  );
}

See also:

Inheritance

Constructors

SwitchListTile({Key key, @required bool value, @required ValueChanged<bool> onChanged, Color activeColor, Color activeTrackColor, Color inactiveThumbColor, Color inactiveTrackColor, ImageProvider activeThumbImage, ImageProvider inactiveThumbImage, Widget title, Widget subtitle, bool isThreeLine: false, bool dense, Widget secondary, bool selected: false })
Creates a combination of a list tile and a switch. [...]
const
SwitchListTile.adaptive({Key key, @required bool value, @required ValueChanged<bool> onChanged, Color activeColor, Color activeTrackColor, Color inactiveThumbColor, Color inactiveTrackColor, ImageProvider activeThumbImage, ImageProvider inactiveThumbImage, Widget title, Widget subtitle, bool isThreeLine: false, bool dense, Widget secondary, bool selected: false })
Creates the wrapped switch with Switch.adaptive. [...]
const

Properties

activeColor Color
The color to use when this switch is on. [...]
final
activeThumbImage ImageProvider
An image to use on the thumb of this switch when the switch is on.
final
activeTrackColor Color
The color to use on the track when this switch is on. [...]
final
dense bool
Whether this list tile is part of a vertically dense list. [...]
final
inactiveThumbColor Color
The color to use on the thumb when this switch is off. [...]
final
inactiveThumbImage ImageProvider
An image to use on the thumb of this switch when the switch is off. [...]
final
inactiveTrackColor Color
The color to use on the track when this switch is off. [...]
final
isThreeLine bool
Whether this list tile is intended to display three lines of text. [...]
final
onChanged ValueChanged<bool>
Called when the user toggles the switch on or off. [...]
final
secondary Widget
A widget to display on the opposite side of the tile from the switch. [...]
final
selected bool
Whether to render icons and text in the activeColor. [...]
final
subtitle Widget
Additional content displayed below the title. [...]
final
title Widget
The primary content of the list tile. [...]
final
value bool
Whether this switch is checked. [...]
final
hashCode int
The hash code for this object. [...]
read-only, inherited
key Key
Controls how one widget replaces another widget in the tree. [...]
final, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited

Methods

build(BuildContext context) Widget
Describes the part of the user interface represented by this widget. [...]
override
createElement() StatelessElement
Creates a StatelessElement to manage this widget's location in the tree. [...]
inherited
debugDescribeChildren() List<DiagnosticsNode>
Returns a list of DiagnosticsNode objects describing this node's children. [...]
@protected, inherited
debugFillProperties(DiagnosticPropertiesBuilder properties) → void
Add additional properties associated with the node. [...]
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
toDiagnosticsNode({String name, DiagnosticsTreeStyle style }) DiagnosticsNode
Returns a debug representation of the object that is used by debugging tools and by DiagnosticsNode.toStringDeep. [...]
inherited
toString({DiagnosticLevel minLevel: DiagnosticLevel.debug }) String
Returns a string representation of this object.
inherited
toStringDeep({String prefixLineOne: '', String prefixOtherLines, DiagnosticLevel minLevel: DiagnosticLevel.debug }) String
Returns a string representation of this node and its descendants. [...]
inherited
toStringShallow({String joiner: ', ', DiagnosticLevel minLevel: DiagnosticLevel.debug }) String
Returns a one-line detailed description of the object. [...]
inherited
toStringShort() String
A short, textual description of this widget.
inherited

Operators

operator ==(dynamic other) bool
The equality operator. [...]
inherited