Building an Interactive Custom Chart Widget
Combine CustomPainter with gesture detection to render a touch-responsive data chart.
Building an Interactive Custom Chart Widget is a free Flutter Mobile Development lesson on CoddyKit — lesson 2 of 4. You can read the complete lesson below for free — then practise it hands-on in the browser with a built-in code editor and a 24/7 AI tutor. It is part of the Flutter Mobile Development learning path, one of 4 lessons in the course, and your progress syncs across the web and the CoddyKit app.
Why an Interactive Custom Chart?
Flutter ships with no built-in chart widget. When you need a touch-responsive bar or line chart that exactly matches your design, you combine two primitives:
- CustomPainter — draws the chart onto a
Canvas. - GestureDetector — captures taps and drags so the user can highlight or inspect data points.
In this lesson we build a bar chart that highlights the bar the user touches and reports its value. The key idea: the painter is a pure function of state, and gestures change that state.
The Data Model
Start with a plain immutable model. Keeping it framework-free makes it easy to test and reason about. Each bar has a label and a value.
This snippet is pure Dart with no Flutter imports, so it runs standalone.
class Bar {
final String label;
final double value;
const Bar(this.label, this.value);
}
void main() {
final data = <Bar>[
const Bar('Mon', 12),
const Bar('Tue', 30),
const Bar('Wed', 8),
const Bar('Thu', 22),
];
final maxValue = data.map((b) => b.value).reduce((a, b) => a > b ? a : b);
print('Bars: ${data.length}, max value: $maxValue');
for (final b in data) {
final ratio = (b.value / maxValue * 100).toStringAsFixed(0);
print('${b.label}: $ratio% of tallest');
}
}Skeleton of a CustomPainter
A CustomPainter implements two methods:
paint(Canvas canvas, Size size)— where you draw.shouldRepaint(old)— returntruewhen inputs changed so Flutter repaints.
Pass your data and any interaction state (like the highlighted index) into the painter's constructor as final fields.
class BarChartPainter extends CustomPainter {
final List<Bar> bars;
final int? highlightedIndex;
BarChartPainter({required this.bars, this.highlightedIndex});
@override
void paint(Canvas canvas, Size size) {
// drawing logic goes here
}
@override
bool shouldRepaint(covariant BarChartPainter old) {
return old.bars != bars || old.highlightedIndex != highlightedIndex;
}
}Computing Bar Geometry
Before drawing, map each data value to pixel coordinates. Given the canvas size, divide the width into equal slots and scale heights against the maximum value.
Storing each bar's Rect lets you reuse the exact same geometry later for hit-testing — drawing and gestures must agree.
List<Rect> computeBarRects(List<Bar> bars, Size size) {
final maxValue = bars.map((b) => b.value).reduce((a, b) => a > b ? a : b);
final slotWidth = size.width / bars.length;
const barFraction = 0.6; // bars take 60% of their slot
final rects = <Rect>[];
for (var i = 0; i < bars.length; i++) {
final barWidth = slotWidth * barFraction;
final left = i * slotWidth + (slotWidth - barWidth) / 2;
final height = (bars[i].value / maxValue) * size.height;
final top = size.height - height;
rects.add(Rect.fromLTWH(left, top, barWidth, height));
}
return rects;
}Drawing the Bars
Inside paint, build a Paint object and call canvas.drawRect for each bar. Use the highlightedIndex to give the touched bar a distinct color.
Tip: create paints once outside the loop when their properties don't change, and only swap the color per bar.
@override
void paint(Canvas canvas, Size size) {
final rects = computeBarRects(bars, size);
final paint = Paint()..style = PaintingStyle.fill;
for (var i = 0; i < rects.length; i++) {
paint.color = (i == highlightedIndex)
? const Color(0xFFFF7043) // highlighted
: const Color(0xFF42A5F5); // default
final rounded = RRect.fromRectAndRadius(
rects[i],
const Radius.circular(4),
);
canvas.drawRRect(rounded, paint);
}
}Drawing Labels with TextPainter
Canvas cannot draw text directly — you use a TextPainter. Lay out the text, then paint it at the position you want. Center each label under its bar.
void drawLabel(Canvas canvas, String text, Offset center) {
final tp = TextPainter(
text: TextSpan(
text: text,
style: const TextStyle(color: Color(0xFF333333), fontSize: 12),
),
textDirection: TextDirection.ltr,
)..layout();
final offset = Offset(center.dx - tp.width / 2, center.dy);
tp.paint(canvas, offset);
}Hosting the Painter in a Widget
Wrap your painter in a CustomPaint widget. Give it a size (or let it expand) so it has bounds to draw within.
Because the highlight is interaction state, the host is a StatefulWidget that holds _highlightedIndex and rebuilds when it changes.
class BarChart extends StatefulWidget {
final List<Bar> bars;
const BarChart({super.key, required this.bars});
@override
State<BarChart> createState() => _BarChartState();
}
class _BarChartState extends State<BarChart> {
int? _highlightedIndex;
@override
Widget build(BuildContext context) {
return CustomPaint(
size: const Size(double.infinity, 200),
painter: BarChartPainter(
bars: widget.bars,
highlightedIndex: _highlightedIndex,
),
);
}
}Hit-Testing a Tap
To know which bar was touched, recompute the same rects and test which one contains the touch point. A pure helper keeps this logic testable and identical to what the painter drew.
This snippet is standalone Dart — it models a rectangle and the same hit-test math the widget uses.
class Box {
final double left, top, width, height;
const Box(this.left, this.top, this.width, this.height);
bool contains(double x, double y) =>
x >= left && x <= left + width && y >= top && y <= top + height;
}
int? hitTest(List<Box> boxes, double x, double y) {
for (var i = 0; i < boxes.length; i++) {
if (boxes[i].contains(x, y)) return i;
}
return null;
}
void main() {
final boxes = [
const Box(0, 100, 40, 100),
const Box(60, 50, 40, 150),
const Box(120, 120, 40, 80),
];
print(hitTest(boxes, 70, 90)); // 1
print(hitTest(boxes, 200, 10)); // null
}Wiring Up GestureDetector
Wrap the CustomPaint in a GestureDetector. Use onTapDown to read the local touch position, run the hit-test, and call setState to update the highlight.
Use details.localPosition (already relative to the widget), not the global position.
@override
Widget build(BuildContext context) {
return GestureDetector(
onTapDown: (details) {
final size = context.size!;
final rects = computeBarRects(widget.bars, size);
final p = details.localPosition;
int? hit;
for (var i = 0; i < rects.length; i++) {
if (rects[i].contains(p)) { hit = i; break; }
}
setState(() => _highlightedIndex = hit);
},
child: CustomPaint(
size: const Size(double.infinity, 200),
painter: BarChartPainter(
bars: widget.bars,
highlightedIndex: _highlightedIndex,
),
),
);
}Responding to Drags
For a scrubbing experience (drag a finger across bars to inspect each), handle onPanUpdate in addition to onTapDown. The same hit-test runs continuously as the finger moves.
Wrap the highlight update in a helper so tap and drag share one code path.
void _updateHighlight(Offset local) {
final size = context.size!;
final rects = computeBarRects(widget.bars, size);
int? hit;
for (var i = 0; i < rects.length; i++) {
if (rects[i].contains(local)) { hit = i; break; }
}
if (hit != _highlightedIndex) {
setState(() => _highlightedIndex = hit);
}
}
// in build():
// onTapDown: (d) => _updateHighlight(d.localPosition),
// onPanUpdate: (d) => _updateHighlight(d.localPosition),Showing the Selected Value
Now surface feedback. Below the chart, render a Text that reflects the highlighted bar, or draw a tooltip on the canvas above the selected bar.
- Keep the painter stateless about UI text — pass it the highlighted index only.
- Avoid heavy work in
paint; precompute geometry and reuse it for both drawing and hit-testing. - Make
shouldRepaintprecise so you don't repaint on every frame.
Widget _selectionLabel() {
if (_highlightedIndex == null) {
return const Text('Tap a bar to inspect');
}
final bar = widget.bars[_highlightedIndex!];
return Text('${bar.label}: ${bar.value.toStringAsFixed(1)}',
style: const TextStyle(fontWeight: FontWeight.bold));
}Quick Check
Test your understanding of how drawing and gesture handling stay consistent.
Recap
You built a touch-responsive chart by separating concerns:
- Data model — plain, immutable, testable.
- Geometry helper — one function maps values to
Rects, shared by drawing and hit-testing. - CustomPainter — draws bars and labels from data plus the highlighted index, with a precise
shouldRepaint. - StatefulWidget — holds interaction state and calls
setState. - GestureDetector —
onTapDownandonPanUpdaterun the shared hit-test onlocalPosition.
The golden rule: keep the painter a pure function of state, and let gestures be the only thing that mutates that state.
Frequently asked questions
Is the “Building an Interactive Custom Chart Widget” lesson free?
Yes — the full text of “Building an Interactive Custom Chart Widget” is free to read here on the web, and the Flutter Mobile Development course includes 4 lessons in total. To practise it interactively (a built-in code editor and a 24/7 AI tutor) and unlock the rest of the Flutter Mobile Development course, upgrade to CoddyKit PRO.
What will I learn in “Building an Interactive Custom Chart Widget”?
Combine CustomPainter with gesture detection to render a touch-responsive data chart. You practise Flutter Mobile Development with hands-on code you run directly in the browser, and a 24/7 AI tutor answers your questions as you work through the lesson.
Do I need any experience to start Flutter Mobile Development?
No prior experience is required. Flutter Mobile Development on CoddyKit is structured for beginners through advanced learners; this is — lesson 2 of 4, so you can start here or from the beginning and move at your own pace.
How long does the “Building an Interactive Custom Chart Widget” lesson take?
Most CoddyKit lessons take about 5–10 minutes. Each one is bite-sized and interactive, so you make steady progress and pick up exactly where you left off across the web and the app.
Can I write and run code in this Flutter Mobile Development lesson?
Yes. Every Flutter Mobile Development lesson includes a built-in code editor, so you write and run real code right in your browser and get instant AI feedback — no local setup required.
All lessons in this course
- The Canvas API: Paths, Paints, and Shaders
- Building an Interactive Custom Chart Widget
- Clipping, Blend Modes, and Layer Compositing
- Hit Testing and Repaint Optimization