How to implement multi-directional scrolling in Flutter apps like Canva or Sketch

Hey everyone!

I’m just starting out with Flutter development and I’m stuck on something. I want to create a canvas-like interface where users can scroll in all directions - up, down, left, right, and even diagonally at the same time.

Think about how design tools like Canva or Sketch work. You have this infinite workspace where you can pan around freely to see different parts of your design. That’s exactly what I’m trying to build.

I’m not looking for complete code examples right now, just some direction on:

  • What Flutter widgets should I be looking into?
  • Is there a specific approach or pattern that works best for this?
  • Any particular packages that make this easier?

I haven’t written any code yet because I’m not sure which direction to go. Any tips from experienced developers would be really helpful!

Thanks in advance!

The Problem:

You want to create a scrollable canvas in Flutter, similar to design tools like Canva or Sketch, allowing for panning in all directions (up, down, left, right, and diagonally). You’re unsure which widgets, approaches, or packages to use.

:thinking: Understanding the “Why” (The Root Cause):

Achieving this “infinite” canvas effect requires a widget that handles transformations and allows for unrestricted scrolling beyond the boundaries of your content. Simply using SingleChildScrollView or ListView won’t work because they are designed for linear scrolling. You need a widget that can handle arbitrary transformations and gestures.

:gear: Step-by-Step Guide:

Step 1: Use the InteractiveViewer Widget

The InteractiveViewer widget is the core solution. It’s built into Flutter and directly provides the panning and zooming functionality you need. It allows you to manipulate the child widget’s position and scale using gestures.

InteractiveViewer(
  boundaryMargin: EdgeInsets.all(double.infinity), // Enables infinite scrolling
  child: CustomPaint( // or your custom canvas widget
    size: Size.infinite, // important for infinite canvas
    painter: MyCanvasPainter(), // your custom painter
  ),
);

Step 2: Create Your Custom Canvas

You’ll need a way to draw content onto the canvas. A CustomPaint widget with a custom CustomPainter is ideal for drawing shapes, lines, and images directly on the canvas. Remember to manage memory effectively, as you’ll be rendering a potentially large canvas.

class MyCanvasPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    // Draw your canvas content here
    // ... your drawing logic
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    return true; // Repaint whenever necessary
  }
}

Step 3: Handle Coordinate Transformations (Important!)

InteractiveViewer uses transformations, which means the coordinates you use for drawing might not directly correspond to the screen coordinates. You’ll likely need to write helper functions to convert between the canvas coordinate system and the screen coordinate system. This is crucial for accurately placing elements when drawing and handling user interactions.

Step 4: Optimize for Performance (For Large Canvases)

If you anticipate extremely large canvases, you’ll need to optimize performance. Consider techniques like:

  • Viewport Rendering: Only render the portion of the canvas that’s currently visible. This avoids rendering many unseen elements and saves a significant amount of computation.
  • Efficient Data Structures: Use data structures that allow fast retrieval and manipulation of the canvas data.

:mag: Common Pitfalls & What to Check Next:

  • Infinite Scrolling Implementation: Ensure your boundaryMargin is correctly set to EdgeInsets.all(double.infinity). Improper configuration will limit the scrolling area.
  • Coordinate System: Always handle transformations of the coordinate system carefully when working with the InteractiveViewer due to its use of transformations.
  • Performance Bottlenecks: If you encounter slowdowns or jankiness during scrolling, focus on optimizing your CustomPainter and/or implementing viewport rendering. Start with smaller canvases for testing to get a feel for performance.
  • Memory Management: Be mindful of memory usage, especially with large, complex canvases. Poor memory management can lead to crashes or extreme performance problems.

:speech_balloon: Still running into issues? Share your (sanitized) code, the specific error messages you’re seeing, and any other relevant details. The community is here to help!

Just use InteractiveViewer - don’t overthink it. I wasted time building everything custom when I started. Wrap your content in InteractiveViewer and set boundaryMargin to EdgeInsets.all(double.infinity). Works smooth for basic stuff, optimize later if you need to.

CustomScrollView with custom scroll physics worked great for my project. I nested two SingleChildScrollView widgets - the outer one handles vertical scrolling, while the inner one does horizontal. I used BouncingScrollPhysics, but you can write custom physics to allow scrolling beyond normal bounds. For infinite scrolling, I set up coordinates where the scrollable area extends well past the initial visible section. The biggest challenge was maintaining scroll position when dynamically adding content, which I solved by using a GlobalKey to save the scroll controllers and rebuild the viewport as needed. Performance is solid too; it manages large canvases better than other methods since you have control over what gets rendered.

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