Theme
Customize the design system

Every control starts at the preset. Change one and every preview on the site follows, on this page and the next, until you reset it.

Contrast

Text against what it sits on. Below 4.5:1 fails WCAG AA for body text — the check a reviewer runs on any surface that takes a tone.

Waiting for the first preview to report its palette.

Corners

Sets all three radii at once. The individual values are under Geometry.

Brand 5

The accent seam an app actually brands itself through. Change these and you have made the decision a real `DesignTokens.graphite(...)` call makes.

Geometry 15

Square or rounded, and how heavy every line is. The radius row above the controls sets all three corners at once, because "what does square feel like" is one decision rather than three numbers.

Surfaces 17

Everything the app is painted ON — the ground behind the content (the frame paints it too), the cards over it, the well inset in a card, and the washes that show state.

Bands 10

The rail's head and the view bar beside it (one band across the top at 960 and wider), a pushed screen's bar, the compact bar and the compact nav bar — the band's fill, its rule, its hover and active faces, the resting field box on it, and the ink and accent control that sit on it. The rail's tree and its footer stay on the ground.

Text and controls 11

The ink ramp, the control outlines and the field's focus halo. Every pair the panel can break is watched by a contrast badge above.

Status 7

The three voices that mean something — danger, caution and ok — each as a foreground and a surface wash, danger with a border as well.

Data 5

The default pin head, its glyph and its halo, and the group bands. A pin's category color comes from the palette, named in the theme seed.

Map 11

The basemap's roles — land, water, parks, roads and their casings, buildings, labels — and the pending pin's gray. A raster basemap keeps its own imagery; these paint the map's plate and any kit-drawn map.

Scrollbars 6

Every scroller's bar: the thumb at rest and while hovered or dragged, the strip it rides, and the desk bar's thickness, side gap and corners. The desk half shows only while a fine pointer is attached; at touch the platform's own overlay keeps its size.

Advanced 6

Real controls that are not decisions — motion durations, the focus ring offset, the touch floor. Opens collapsed on purpose.

Take it with you

The Dart that reproduces what you are looking at. It is a real constructor call, because the configurator edits a real preset — what you copy is what an app can paste.

Wiring

Pointer posture

Install this once at the app root, in the MaterialApp builder, so an attached mouse or trackpad puts the kit in the desk posture — the tighter motion clocks, navigation that cuts, and compact density unless the host forces one — on every platform but iOS, whose primary pointer stays touch. Without it every surface stays on touch.

1
Classes
3
Knobs

Live

Real widgets, built from the real kit. Turn a knob and it rebuilds; the theme bar above applies the design system's own tokens — including anything you changed under Customize — and the device selector uses the same sizes the golden baselines gate on, so what you see here is what CI holds the widget to.

Press Focus on any preview to take it to the full window — at a desktop width that renders most devices at 1:1, which is when the widget's own controls become clickable. The bar always states the device and the scale, so a shrunk preview says it is shrunk. Esc leaves.

AppPointerPostureScope

No live preview — a scope — it publishes the pointer posture and re-resolves the density its child paints with, and paints nothing itself. Its knobs are documented below.

The API

AppPointerPostureScope widget

Publishes the AppPointerPosture to the kit, and re-resolves the density of everything below it — the ONE place the app listens to the pointer. **Install it in `MaterialApp.builder`**, around the builder's child: below the app's theme, so the density reader can re-theme it, and above the Navigator,…

Full dartdoc

Publishes the AppPointerPosture to the kit, and re-resolves the density of everything below it — the ONE place the app listens to the pointer. **Install it in `MaterialApp.builder`**, around the builder's child: below the app's theme, so the density reader can re-theme it, and above the Navigator, so every route, dialog and menu inherits the posture. Above `MaterialApp` the posture still reaches motion, but the app's own theme would sit below the scope and density could not move. While a fine pointer is attached the subtree's DesignTokens resolve Density.compact — 32 / 34 / 7 / 32 — and so do the Material component themes that size from `--ctl` (appThemeAtDensity), unless the host FORCED a density (DesignTokens.forcedDensity): the mirror of `[data-density]` beating `(pointer: fine)` in `tokens/rhythm.css`. The motion tokens are not touched here — the desk's clocks are `AppMotion`'s, and a loop period reading the stock DesignTokens.tMove must stay stock. **A posture flip remounts nothing.** The subtree always sits under the same `Theme` whichever posture holds, so a mouse connecting — or, on a platform that reports it, a sleeping Bluetooth mouse dropping off — changes values, never the tree, and no screen loses its state under the user.

AppPointerPostureScopedefault constructor

Knob Type Default What it does
child * Widget — The app below the scope.

AppPointerPostureScope.forced

Knob Type Default What it does
child * Widget — The app below the scope.
posture * AppPointerPosture
touch · desk
—

Where it lives

Class File
AppPointerPostureScope packages/app_widgets/lib/src/theme/pointer_posture.dart