SwitchListTile class Null safety

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. This tile's activeColor is used for the selected item's text color, or the theme's ThemeData.toggleableActiveColor if activeColor is null.

This widget does not coordinate the selected state and the value; to have the list tile appear selected when the switch button is on, use the same value for both.

The switch is shown on the right by default in left-to-right languages (i.e. in the ListTile.trailing slot) which can be changed using controlAffinity. The secondary widget is placed in the ListTile.leading slot.

This widget requires a Material widget ancestor in the tree to paint itself on, which is typically provided by the app's Scaffold. The tileColor, and selectedTileColor are not painted by the SwitchListTile itself but by the Material widget ancestor. In this case, one can wrap a Material widget around the SwitchListTile, e.g.:

Container(
  color: Colors.green,
  child: Material(
    child: SwitchListTile(
      tileColor: Colors.red,
      title: const Text('SwitchListTile with red background'),
      value: true,
      onChanged:(bool? value) { },
    ),
  ),
)

Performance considerations when wrapping SwitchListTile with Material

Wrapping a large number of SwitchListTiles individually with Materials is expensive. Consider only wrapping the SwitchListTiles that require it or include a common Material ancestor where possible.

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.

To create a local project with this code sample, run:
flutter create --sample=material.SwitchListTile.2 mysample

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.

To create a local project with this code sample, run:
flutter create --sample=material.SwitchListTile.3 mysample

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.

To create a local project with this code sample, run:
flutter create --sample=material.SwitchListTile.4 mysample

See also:

Inheritance

Constructors

SwitchListTile({Key? key, required bool value, required ValueChanged<bool>? onChanged, Color? tileColor, Color? activeColor, Color? activeTrackColor, Color? inactiveThumbColor, Color? inactiveTrackColor, ImageProvider<Object>? activeThumbImage, ImageProvider<Object>? inactiveThumbImage, Widget? title, Widget? subtitle, bool isThreeLine = false, bool? dense, EdgeInsetsGeometry? contentPadding, Widget? secondary, bool selected = false, bool autofocus = false, ListTileControlAffinity controlAffinity = ListTileControlAffinity.platform, ShapeBorder? shape, Color? selectedTileColor, VisualDensity? visualDensity, FocusNode? focusNode, bool? enableFeedback, Color? hoverColor})
Creates a combination of a list tile and a switch.
const
SwitchListTile.adaptive({Key? key, required bool value, required ValueChanged<bool>? onChanged, Color? tileColor, Color? activeColor, Color? activeTrackColor, Color? inactiveThumbColor, Color? inactiveTrackColor, ImageProvider<Object>? activeThumbImage, ImageProvider<Object>? inactiveThumbImage, Widget? title, Widget? subtitle, bool isThreeLine = false, bool? dense, EdgeInsetsGeometry? contentPadding, Widget? secondary, bool selected = false, bool autofocus = false, ListTileControlAffinity controlAffinity = ListTileControlAffinity.platform, ShapeBorder? shape, Color? selectedTileColor, VisualDensity? visualDensity, FocusNode? focusNode, bool? enableFeedback, Color? hoverColor})
Creates a Material ListTile with an adaptive Switch, following Material design's Cross-platform guidelines.
const

Properties

activeColor Color?
The color to use when this switch is on.
final
activeThumbImage ImageProvider<Object>?
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
autofocus bool
True if this widget will be selected as the initial focus when no other node in its scope is currently focused.
final
contentPadding EdgeInsetsGeometry?
The tile's internal padding.
final
controlAffinity ListTileControlAffinity
Defines the position of control and secondary, relative to text.
final
dense bool?
Whether this list tile is part of a vertically dense list.
final
enableFeedback bool?
Whether detected gestures should provide acoustic and/or haptic feedback.
final
focusNode FocusNode?
An optional focus node to use as the focus node for this widget.
final
hashCode int
The hash code for this object.
nonVirtual">@nonVirtualread-onlyinherited
hoverColor Color?
The color for the tile's Material when a pointer is hovering over it.
final
inactiveThumbColor Color?
The color to use on the thumb when this switch is off.
final
inactiveThumbImage ImageProvider<Object>?
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
key Key?
Controls how one widget replaces another widget in the tree.
finalinherited
onChanged ValueChanged<bool>?
Called when the user toggles the switch on or off.
final
runtimeType Type
A representation of the runtime type of the object.
read-onlyinherited
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
selectedTileColor Color?
If non-null, defines the background color when SwitchListTile.selected is true.
final
shape ShapeBorder?
Defines the tile's InkWell.customBorder and Ink.decoration shape.
final
subtitle Widget?
Additional content displayed below the title.
final
tileColor Color?
Defines the background color of ListTile when selected is false.
final
title Widget?
The primary content of the list tile.
final
value bool
Whether this switch is checked.
final
visualDensity VisualDensity?
Defines how compact the list tile's layout will be.
final

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">@protectedinherited
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.info}) String
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 ==(Object other) bool
The equality operator.
nonVirtual">@nonVirtualinherited