A material design text field.

A text field lets the user enter text, either with hardware keyboard or with an onscreen keyboard.

The text field calls the onChanged callback whenever the user changes the text in the field. If the user indicates that they are done typing in the field (e.g., by pressing a button on the soft keyboard), the text field calls the onSubmitted callback.

To control the text that is displayed in the text field, use the controller. For example, to set the initial value of the text field, use a controller that already contains some text. The controller can also control the selection and composing region (and to observe changes to the text, selection, and composing region).

By default, a text field has a decoration that draws a divider below the text field. You can use the decoration property to control the decoration, for example by adding a label or an icon. If you set the decoration property to null, the decoration will be removed entirely, including the extra padding introduced by the decoration to save space for the labels.

If decoration is non-null (which is the default), the text field requires one of its ancestors to be a Material widget.

To integrate the TextField into a Form with other FormField widgets, consider using TextFormField.

See also:

Inheritance

Constructors

TextField({Key key, TextEditingController controller, FocusNode focusNode, InputDecoration decoration: const InputDecoration(), TextInputType keyboardType: TextInputType.text, TextStyle style, TextAlign textAlign, bool autofocus: false, bool obscureText: false, int maxLines: 1, ValueChanged<String> onChanged, ValueChanged<String> onSubmitted, List<TextInputFormatter> inputFormatters })
Creates a Material Design text field. [...]
const

Properties

autofocus bool
Whether this text field should focus itself if nothing else is already focused. [...]
final
controller TextEditingController
Controls the text being edited. [...]
final
decoration InputDecoration
The decoration to show around the text field. [...]
final
focusNode FocusNode
Controls whether this widget has keyboard focus. [...]
final
inputFormatters List<TextInputFormatter>
Optional input validation and formatting overrides. Formatters are run in the provided order when the text input changes.
final
keyboardType TextInputType
The type of keyboard to use for editing the text. [...]
final
maxLines int
The maximum number of lines for the text to span, wrapping if necessary. [...]
final
obscureText bool
Whether to hide the text being edited (e.g., for passwords). [...]
final
onChanged ValueChanged<String>
Called when the text being edited changes.
final
onSubmitted ValueChanged<String>
Called when the user indicates that they are done editing the text in the field.
final
style TextStyle
The style to use for the text being edited. [...]
final
textAlign TextAlign
How the text being edited should be aligned horizontally.
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

createState() → _TextFieldState
Creates the mutable state for this widget at a given location in the tree. [...]
debugFillDescription(List<String> description) → void
Add additional information to the given description for use by toString. [...]
createElement() StatefulElement
Creates a StatefulElement to manage this widget's location in the tree. [...]
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
toString() String
Returns a string representation of this object.
inherited
toStringShort() String
A short, textual description of this widget.
inherited

Operators

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