dismissThresholds property

Map<DismissDirection, double> dismissThresholds
final

The amount of time the widget will spend contracting before onDismissed is called.

If null, the widget will not contract and onDismissed will be called immediately after the widget is dismissed. The offset threshold the item has to be dragged in order to be considered dismissed.

Represented as a fraction, e.g. if it is 0.4 (the default), then the item has to be dragged at least 40% towards one direction to be considered dismissed. Clients can define different thresholds for each dismiss direction.

Flinging is treated as being equivalent to dragging almost to 1.0, so flinging can dismiss an item past any threshold less than 1.0.

Setting a threshold of 1.0 (or greater) prevents a drag in the given DismissDirection even if it would be allowed by the direction property.

See also:

  • direction, which controls the directions in which the items can be dismissed.

Implementation

/// The offset threshold the item has to be dragged in order to be considered
/// dismissed.
///
/// Represented as a fraction, e.g. if it is 0.4 (the default), then the item
/// has to be dragged at least 40% towards one direction to be considered
/// dismissed. Clients can define different thresholds for each dismiss
/// direction.
///
/// Flinging is treated as being equivalent to dragging almost to 1.0, so
/// flinging can dismiss an item past any threshold less than 1.0.
///
/// Setting a threshold of 1.0 (or greater) prevents a drag in the given
/// [DismissDirection] even if it would be allowed by the [direction]
/// property.
///
/// See also:
///
///  * [direction], which controls the directions in which the items can
///    be dismissed.
final Map<DismissDirection, double> dismissThresholds;