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Flutter's №1 non-commercially aimed map client: it's easy-to-use, versatile, vendor-free, fully cross-platform, and 100% pure-Flutter
Welcome to v8! Find out What's New In v8?, or if you're new here, check out the Code Demo & Installation instructions to get started.
If you're looking for vector tiles, we don't currently support them natively. We only support raster tiles at the moment.
However, options are available, and the we and the community are actively exploring & developing future support!
Setting up an interactive and map is simpler than making your lunch-time coffee! It can be accomplished in just under 30 lines and a minute or two to install.
This code snippet demonstrates everything you need for a simple map (in under 30 lines!), but of course, FM is capable of much more than just this, and you could find yourself lost in the many options available and possibilities opened!
Not quite sure about something? No worries, we're here to help!
Check the FAQs below, and double check the documentation
Then, for bug reports & feature requests: check for previous issues, then ask in GitHub Issues
Then, for support & everything else: ask in flutter_map Discord server or GitHub Discussions
We're a community maintained project and the maintainers would greatly appreciate any help in implementing features and fixing bugs! Feel free to jump in: https://github.com/fleaflet/flutter_map/blob/master/CONTRIBUTING.md.
Please remember that we are volunteers and cannot guarantee support. The standard Code of Conduct is here to keep our community a safe and friendly place for everyone: https://github.com/fleaflet/flutter_map/blob/master/CODE_OF_CONDUCT.md.
We get quite a lot of similar questions, so please check if your question is here before you ask!
It is important to note that 'flutter_map' only supports raster tiles natively. Vector tiles can be used with a community maintained plugin.
This is described in more detail at the bottom of this page.
There are 2 main types of tiles a server can serve: raster and vector; each has their own advantages and drawbacks. This page is designed to help you choose a type for your app, and help you use vector tiles if you choose to.
Raster tiles are the 'older' type of tile, and are raster images (usually .png or .jpg). These tiles are good because they can render quickly and easily, can be viewed without special software, and are readily available from most mapping services. As such, this makes them the popular choice for beginners.
However, raster tiles cannot be easily themed: a theme needs a whole new set of map tiles. This makes apps using light and dark themes have mismatching maps. As well as this, raster tiles usually have larger file sizes meaning slower download times, and they can become blurred/pixelated when viewed at a larger scale: a problem for users when zooming between zoom levels. Another issue is that shapes/text inside tiles cannot be rotated, hence the name 'static tiles': therefore, rotating the map will not rotate the name of a road, for example.
Vector tiles can be considered the 'newer' standard. These images might contain a specialised format (such as .pbf) dictating the mathematics and coordinates used to draw lines and shapes. Because these tiles are drawn at render time instead of at request/server time, theming can be used to make the map fit in better with an app's theme. The math-based image means that the images/tiles can be scaled without any loss of clarity.
However it does add complexity to the rendering process as each element needs to be parsed and painted individually, meaning an impact to performance. Text elements and certain shapes can also be rotated (unlike raster tiles) to match the user's orientation, not the orientation of the map; but calculating this rotation needs to be done every frame, meaning an even larger impact on performance.
Worried about vector tiles performance?
Using vector tiles may significantly cut FPS and introduce jank, and that's because of the amount of UI work that must be performed on the main thread.
The community and FM maintainers are looking to improve the situation!
flutter_map provides an example application showcasing much of its functionality. In some cases, the example app contains undocumented functionality, so it's definitely worth checking out!
Please don't abuse the web demo! It runs on limited bandwidth and won't hold up to thousands of loads.
If you can't build from source for your platform, our GitHub Actions CI system compiles the example app to GitHub Artifacts for Windows, Web, and Android.
The Windows and Android artifacts just require unzipping and installing the .exe or .apk found inside.
If you need to use the example app on another platform, you can build from source, using the 'example' directory of the repository.
v7 documentation is still available: . Some plugins may require some time to update to support v8.
See .
Have you followed the platform specific setup () instructions (if applicable for your platform)?
Due to the complications mentioned above, 'flutter_map' does not natively support vector tiles. However, vector tiles can be used with a to do this.
Keep up to date and subscribe to the issue: .
For a quick code demo, check out the landing page: !
Note that the web demo is built automatically from the , so may not reflect the the latest release on pub.dev.
If you're going to be straining the application, please see , and serve the application yourself.
The Web artifact requires unzipping and serving, as it contains more than one unbundled file. You may be able to use for this purpose.
Note that these artifacts are built automatically from the , so may not reflect the the latest release on pub.dev.
🗺️ No more vendor lock-in: better flexibility, quality, and price
We natively support any static tiles! Bring your own tiles from your own server, the user's device, a tile container, or another externally-operated tile server. Use any service, but always be free to change to get the best fit, quality, and price.
Still want to use those familiar maps? Consider great quality and better priced alternatives, or use the more mainstream Google Maps or Mapbox Maps with flutter_map.
🚀 Stress-free setup & easy-to-use
Migrating from a commercial library (such as Google Maps) has never been easier. No more complex platform-specific setup, no more buggy & limited platform views (we're 100% pure-Flutter), and no more lacking-documentation & support. Just setup a simple widget, grab a string from your tile server, and you're done! And, it'll work across all the platforms Flutter supports. Check out our Code Demo to see just how simple it is.
🧩 Customize and expand endlessly
Add interactive and highly customizable polygons, polylines, and markers (which support widget children) to your map easily and quickly. And because we're 100% Flutter, it's easy to add your own stuff on top without messing around in platform views. A huge community of developers maintain an ecosystem of plugins for you to supercharge flutter_map with.
👋 But don't just take it from us...
Hundreds of thousands of apps and users choose flutter_map for mapping in their Flutter app, making us Flutter's №1 non-commercially aimed map client on pub.dev. Check out some independent reviews, comparisons, and studies, and see who's using flutter_map right now: Showcase & Case Studies
A high level overview for those new to 'web' maps
Unlike other popular mapping solutions, flutter_map doesn't come with an opinion on the best map style/tiles to use, so you'll need to bring your own tiles - either using a service, such as those listed in Tile Servers, or by creating and using your own custom ones!
We then allow you to add more on top of these tiles, and control and customize as far as you need.
It's a client to display 'tiled & WMS web' maps and other map features - not a map itself.
The basis of a map is the layer which shows square images, known as 'tiles'. When placed adjacent, this creates a single map! This can be panned (moved), rotated, and zoomed, to load new tiles dynamically. To show more detail, more images of the same dimensions are loaded in place.
There's loads of ways to source (see Tile Servers), store (Raster vs Vector Tiles), and reference (eg. XYZ vs WMS) tiles! We support most of them, except vector tiles. This documentation primarily uses examples referring to Slippy Maps implemented with XYZ referencing, but we also support many other kinds of maps.
However, you don't need to worry about most of this! Just follow the instructions from your source and it's easy to figure out how to use them in flutter_map.
See Tile Layerfor more information.
You can put any other kind of layer (or Widget
) on top of your TileLayer
. You can even put another TileLayer
in! See our Layers catalogue, make your own layers directly in Flutter, or use one of the excellent community-maintained plugins!
Once it looks how you imagined, you need it to act like you imagined. flutter_map provides comprehensive customizability for gesture/interactivity control & initial positioning. See Options for more info.
You can also control the map programmatically using a simple controller pattern. See Programmatic Interaction for more info.
See the code demo on the landing page to see how easy it is and how it all fits together in code, and see what's possible in our example app.
Just import the package as you would normally, from the command line:
Unreleased commits from Git (GitHub) may not be stable.
If you urgently need the latest version, a specific branch, or a specific fork, you can use this method.
flutter_map needs to access the Internet to load tiles, in most cases. On Android, apps must include the INTERNET permission in their manifest. Add the following line to all manifests:
flutter_map needs to access the Internet to load tiles, in most cases. On MacOS, apps must include a dedicated entitlement. Add the following lines to 'macos/Runner/DebugProfile.entitlements' and 'macos/Runner/Release.entitlements':
After installing the package, import it into the necessary files in your project:
You must comply with the appropriate restrictions and terms of service set by your tile server. Failure to do so may lead to any punishment, at the tile server's discretion.
This library and/or the creator(s) are not responsible for any violations you make using this package.
It is possible to add more than one TileLayer
! Transparency in one layer will reveal the layers underneath.
Each layer is isolated from the other layers, and so handles its own independent logic and handling. However, they can access and modify the internal state of the map, as well as respond to changes.
Most layers are 'mobile', such as the TileLayer
. These use a MobileLayerTransformer
widget internally, which enables the layer to properly move and rotate with the map's current camera.
Both of these layer types are defined in the same children
list. Most of the time, static layers go atop mobile layers, so should be at the end of the list.
Some layers - such as PolygonLayer
- take 'elements' - such as Polygon
s - as an argument, which are then displayed by the layer. They are usually displayed bottom-to-top in the order of the list (like a Stack
).
Since v7, it has not been possible to add elements to layers in an imperative style.
This means that code such as MarkerLayer.children.add(newElement)
is invalid.
Instead, in this case, a list of the coordinates (and any extra information required to build each Marker
) should be maintained, then this list used to build a list of Markers
at build time, for example, by using List.map
directly in the MarkerLayer.children
argument.
Some layers that use elements also support interactivity via hit testing. This is described in more detail on another page:
The InteractionOptions
object passed to MapOptions.interactiveOptions
configures the gestures that the user can use to interact with the map. For example, disable rotation or configure cursor/keyboard rotation.
Note that some gestures must be configured by other means, either instead of using flags, or in addition to.
By default, all
gestures are enabled, but a non-interactive map can be created using none
(and other options in addition).
The recommended way to create an entirely non-interactive map is to wrap the FlutterMap
widget in an IgnorePointer
widget.
Otherwise, to set flags, there's two methods:
Add flags, with the bitwise 'OR' (|
) operator in-between
For example, InteractiveFlag.drag | InteractiveFlag.rotate
Remove flags from all
, using the &
and ~
operators in-between
For example, InteractiveFlag.all & ~InteractiveFlag.rotate
Cursor/keyboard rotation is designed for desktop platforms, and allows the cursor to be used to set the rotation of the map whilst a (customizable) keyboard key (by default, any of the 'Control' keys) is held down.
The CursorKeyboardRotationOptions
object passed to the property with the corresponding name configures this behaviour. The CursorKeyboardRotationOptions.disabled()
constructor can be used to disable cursor/keyboard rotation.
There's many customization options, see the API docs for more information:
Keyboard gestures can be configured through KeyboardOptions
. By default, the map can be panned via the arrow keys. Additionally, panning using the WASD keys can be enabled, as well as rotation with Q & E, and zooming with R & F. All keys are physical and based on the QWERTY keyboard, so on other keyboards, the positions will be the same, not necessary the characters.
Leaping occurs when the trigger key is pressed momentarily instead of being held down. This can also be customized.
This is advanced behaviour that affects how gestures 'win' in the gesture arena, and does not usually need changing.
Most map client libraries will work in a similar way, so if you've used leaflet.js or OpenLayers before, you'll be right at home .
In the event that the LatLng
object, provided by 'package:' via flutter_map, conflicts with another, for example the one provided by Google Maps, you may need to .
First, use , then add the following lines to your pubspec.yaml file, as a root object:
We support Wasm! and benefit from potentially improved performance when the browser can handle Wasm.
On the web platform, restrictions designed to protect resources on websites and control where they can be loaded from. Some tile servers may not be intended for external consumption, or may be incorrectly configured, which could prevent tiles from loading. If tiles load correctly on platforms other than the web, then this is likely the cause.
See the for more details. We load images using a standard Image
widget.
The OpenStreetMap Tile Server (as used in this documentation) ToS can be . Other servers may have different terms.
We think flutter_map hits the spot for many Flutter apps: . But don't just take it from us - check out who else is using flutter_map, and what they think of it!
But there's more: check out the , and the #showcase channel for more projects on our Discord server.
To display anything on the map, you'll need to include at least one layer. This is usually a , which displays the map tiles themselves: without it, the map isn't really a very good map!
To insert a layer, add it to the children
property. Other layers (sometimes referred to as 'feature layers', as they are map features) can then be stacked on top, where the last widget in the children
list is topmost. For example, you might display a , or any widget as your own custom layer ()!
To display a widget in a sized and positioned box, similar to , try the community maintained !
However, some layers are 'static', such as the s. These aren't designed to move nor rotate with the map, and usually make use of a widget like Align
and/or SizedBox.expand
to achieve this.
Flutter is a framework: the UI is a function of the state. It is not necessarily the state's job to change the UI, the state just requests the UI rebuild itself using the new state. Since v7, FM also now mostly follows this convention (although with the exception of the MapController
, which is a special exception to this rule).
flags
is a that enables and disables the vast majority of gestures. Although technically the type is of int
, it is usually set with a combination of InteractiveFlag
s.
Start by adding some Layers to children
, then configure the map in Options. Additionally, if required, add a MapController
: Controllers & Cameras.
It is recommended to make the map as large as possible, to allow it to display a lot of useful information easily.
As such, we recommend using a depth-based layout (eg. using Stack
s) instead of a flat-based layout (eg. using Column
s). The following 3rd party packages might help with creating a modern design:
If you must restrict the widget's size, you won't find a height
or width
property. Instead, use a SizedBox
or Column
/Row
& Expanded
.
The map widget will expand as much as possible.
To avoid errors about infinite/unspecified dimensions, ensure the map is contained within a constrained widget.
If the map is displayed lazily in something like a PageView
, changing the page and unloading the map will cause it to reset to its initial positioning.
To prevent this, set MapOptions.keepAlive
true
, which will activate an internal AutomaticKeepAliveClientMixin
. This will retain the internal state container in memory, even when it would otherwise be disposed.
To dictate & restrict what the map can and should do, regardless of its contents, it needs some guidance!
It provides options that can be categorized into three main parts:
Initial positioning Defines the location of the map when it is first loaded
Permanent rules Defines restrictions that last throughout the map's lifetime
Event handling Defines methods that are called on specific map events
Changing these properties after the map has already been built for the first time will have no effect: they only apply on initialisation.
To control the map programatically, use a MapController
: Controllers & Cameras.
One part of MapOptions
responsibilities is to define how the map should be positioned when first loaded. There's two ways to do this (that are incompatible):
initialCenter
(LatLng
) & initialZoom
initialCameraFit
by bounds (): CameraFit.bounds
by bounds (): CameraFit.insideBounds
by coordinates (): CameraFit.coordinates
It is possible to also set the map's initialRotation
in degrees, if you don't want it North (0°) facing initially.
If rotation is enabled/allowed, if using initialCameraFit
, prefer defining it by coordinates for a more intended/tight fit.
One part of MapOptions
responsibilities is to define the restrictions and limitations of the map and what users can/cannot do with it.
Some of the options are described elsewhere in this documentation, in context. In addition, the API docs show all the available options, and below is a partial list of options:
cameraConstraint
camera bounds inside bounds: CameraConstraint.bounds
camera center inside bounds: CameraConstraint.center
unconstrained (default): CameraConstraint.unconstrained
maxZoom
and minZoom
Sets a hard limit on the maximum and minimum amounts that the map can be zoomed
interactionOptions
Configures the gestures that the user can use to interact with the map - for example, disable rotation or configure cursor/keyboard rotation
Instead of maxZoom
(or in addition to), consider setting maxNativeZoom
per TileLayer
instead, to allow tiles to scale (and lose quality) on the final zoom level, instead of setting a hard limit.
FM does have some support for using alternative CRSs.
There's two ways to interact with the map - that is to control it, as well as receive data from it - and it's current viewport, aka. 'camera'.
The first way is through user interaction, where they perform gestures (such as drags/pans), and the map reacts automatically to those gestures to change the camera view of the map.
These are usually restricted by Options. It is possible to disable all input, either by disabling all gestures, or by wrapping the map with something like IgnorePointer
.
However, the map camera can also be controlled by calling methods on a controller, and its state read by getting values from an exposed camera.
Changing the state of MapOptions.initial*
will not update the map camera. It may only be updated through a MapController
.
For more information, see:
For more information about what a MapController
is, and when it is necessary to set one up in this way, see:
The FlutterMap.controller
parameter takes an externally intialised MapController
instance, and attaches it to the map.
An externally attached controller will be accurately reflected when depending on the MapController
aspect.
It is not safe to assume that the MapController
is ready to use as soon as an instance has been initialised, for example within initState
.
See below for more information.
initState
)It is not safe to assume that the MapController
is ready to use as soon as an instance has been initialised, for example within initState
.
It must first be attached to the FlutterMap
, which could take up to multiple frames to occur (similar to the way a ScrollController
is attached to a scrollable view). It helps to avoid errors by thinking of the controller in this way.
Use of the MapController
before it has been attached to a FlutterMap
will result in an error being thrown, usually a LateInitialisationError
.
It is usually safe to use a controller from within a callback manually initiated by the user without further complications.
Instead, use the MapOptions.onMapReady
callback. At this point, it is guaranteed that the controller will have been attached. You could also use this method to complete a Completer
(and await
its Future
elsewhere) if you need to use it elsewhere.
Don't define/intialise the a MapController
within a class or widget that doesn't also contain the FlutterMap
, such as a state model (eg. ChangeNotifier
), then try to use it by querying the state in the FlutterMap.controller
parameter.
Instead, some extra care should be taken, which may feel a little backwards at first. The state model should be used AFTER the normal setup.
In your state model, create a nullable (and initially uninitialised) MapController
containing field
It may then be beneficial to unset the state model field when the controller is disposed: it should be disposed when the FlutterMap
is disposed, which should occur just before the widget building the FlutterMap
is disposed. Therefore, you can override the dispose
method.
To define a Proj4Crs
(custom CRS) you have to register a projection of proj4.Projection
. For that you must import proj4dart
library as follows:
With this Proj4 definition string and a string identifier register your proj4.Projection
like this:
You can use your previously registered proj4.Projection
to create a custom CRS of type Proj4Crs
. You can use the following parameters:
<String>
code
(required): string identifier for the selected CRS, e.g. EPSG:3413
<proj4.Projection>
proj4Projection
(required): the proj4.Projection
object you wish to use
<Bounds>
bounds
: bounds of the CRS in projected coordinates
<List<double>>
resolutions
: an array of zoom factors (projection units per pixel, eg. meters/pixel)
<List<double>>
scales
: scale factors (pixels per projection unit); specify either scales or resolutions, but not both!
<List<Point>>
origins
: tile origin in projected coordinates (for TileLayer). Why is it needed? GeoServer by default can define different origins (top left coordinates) for each zoom levels. In case of origin mismatch the tile will be drawn on the wrong place: the map will jump at such zoom levels. If your origins vary with zoom levels the number of origins must match the number of resolutions. You can get the desired origins from a GetCapabilities
WMTS call from geoserver e.g. http://[ip:port]/geoserver/gwc/service/wmts?request=GetCapabilities
. This results an XML, and you have to look up for the TopLeftCorner
s for each TileMatrix of your TileMatrixSet.
<Transformation>
transformation
: the transformation to use when transforming projected coordinates into pixel coordinates
An example:
Proj4Crs has multiple uses:
Set FlutterMap
's default CRS:
Set a WMS layer's CRS
For complete code (with point transformation from one projection to another) see the page source code. This is how it looks like:
flutter_map makes use of InheritedModel
to share 3 'aspects' with its built children:
MapController
: use to programatically control the map camera & access some helper functionality - control camera
MapCamera
: use to read the current state/position of the map camera & access some helper functionality that depends on the camera (such as latlngToPoint
) - read camera
MapOptions
is also an aspect, which reflects the MapOptions
defined on the FlutterMap.options
parameter.
All 3 aspects can be retrieved from within the context of a FlutterMap
, which all built descendants should have access to. This usually means from within a layer: anywhere where there is at least one 'visible' builder method between the FlutterMap
and the invocation.
Use the static of
(or null-safe maybeOf
) method to access the inherited aspect. For example, to access the MapCamera
:
Using this method directly in the children
list (not inside another widget), and in any MapOptions
callback, is not possible: there is no* builder method between the FlutterMap
and the children
or callback.
MapCamera
Then use the camera
getter on the MapController
instance.
Avoid using this method to access the camera when MapCamera.of()
is available.
MapController
For more information about correctly setting up an external(ly accessible) MapController
, see:
MapOptions
It is not possible to access the MapOptions
in this way outside of FlutterMap
descendants.
This is because it is not changed by FlutterMap
, and so that would be unnecessary.
You must comply with the appropriate restrictions and terms of service set by your tile server. Always read the ToS before using a tile server. Failure to do so may lead to any punishment, at the tile server's discretion.
This library and/or the creator(s) are not responsible for any violations you make using this package.
The basis of any map is a TileLayer
, which displays square raster images in a continuous grid, sourced from the Internet or a local file system.
Although setting up a basic tile layer couldn't be simpler, it helps to spend a little bit more time fine-tuning it! We recommend following these steps for every tile layer.
flutter_map doesn't provide tiles, so you'll need to bring your own raster tiles! There's multiple different supported sources.
If you have a URL with placeholders for X, Y, and Z values, this is probably what you need to set up. This is the most common format for raster tiles, although many satellite tiles will instead use WMS.
Set the urlTemplate
parameter to the template provided by the tile server - usually it can be copied directly from an account portal or documentation. You may also need to copy an API/access key.
As well as the standard XYZ placeholders in the template, the following placeholders may also be used:
{s}
: subdomains (see below)
{r}
: native retina mode - see step 4 for more information
{d}
: reflects the tileDimension
property (see below)
Additional placeholders can also be added freely to the template, and are filled in with the specified values in additionalOptions
. This can be used to easier add switchable styles or access tokens, for example.
Set the tileProvider
to AssetTileProvider()
Set the urlTemplate
to the path to each tile from the assets directory, using the placeholders as necessary. For example:
Add each lowest level directory to the pubspec's assets listing.
Set the tileProvider
to FileTileProvider()
Set the urlTemplate
to the path to each tile within the filesystem, using the placeholders as necessary
Ensure the app has any necessary permissions to read from the filesystem
WMS tile servers have a base URL and a number of layers. flutter_map can automatically put these together to fetch the correct tiles.
It's important to identify your app to tile servers using the HTTP 'User-Agent' header (if they're not your own, and especially if their free or their ToS specifies to do so). This avoids potential issues with the tile server blocking your app because they do not know why so many tiles are being requested by unidentified clients - this can escalate to flutter_map being blocked as a whole if too many apps do not identify themselves
Set the userAgentPackageName
parameter to your app's package name (such as com.example.app
or any other unique identifying information). flutter_map will identify your client to the server via the header as:
flutter_map (<packageName or 'unknown'>)
In some cases, you may be able to skip this step:
Your app runs solely on the web: the 'User-Agent' header cannot be changed, and will always identify your users' browsers
The tile server is your own, or you are using entirely offline mapping
The TileProvider
is responsible for fetching tiles for the TileLayer
. By default, the TileLayer
creates a NetworkTileProvider
every time it is constructed. TileProvider
s are attached to the lifecycle of the TileLayer
they are used within, and automatically disposed when their TileLayer
is disposed.
However, this can cause performance issues or glitches for many apps. For example, the HTTP client can be manually constructed to be long-living, which will keep connections to a tile server open, increasing tile loading speeds.
Retina mode improves the resolution of map tiles, an effect particularly visible on high density (aka. retina) displays.
Where the display is high density, and the server supports retina tiles - usually indicated by an {r}
placeholder in the URL template - it is recommended to enable retina mode.
To enable retina mode in these circumstances, use the following:
Note that where tiles are larger than the standard x256px (such as x512px), retina mode can help make them appear very similar to x256px tiles, but still retain the other benefits of larger tiles. In this case, consider fixing retinaMode
to true
, depending on your own tests.
Set the maxNativeZoom
parameter to the maximum zoom level covered by your tile source. This will make flutter_map scale the tiles at this level when zooming in further, instead of attempting to load new tiles at the higher zoom level (which will fail).
You can also set MapOptions.maxZoom
, which is an absolute zoom limit for users. It is recommended to set this to a few levels greater than the maximum zoom level covered by any of your tile layers.
panBuffer
To make a more seamless experience, tiles outside the current viewable area can be 'preloaded', with the aim of minimizing the amount of non-tile space a user sees.
panBuffer
sets the number of surrounding rows and columns around the viewable tiles that should be loaded, and defaults to 1.
Specifying a panBuffer
too high may result in slower tile requests for all tiles (including those that are visible), and a higher load on the tile server. The effect is amplified on larger map dimensions/screen sizes.
TileUpdateTransformer
(s
) is a power-user feature. Most applications won't require it.
A TileUpdateTransformer
restricts and limits TileUpdateEvent
s (which are emitted 'by' MapEvent
s), which cause tiles to update.
For example, a transformer can delay (throttle or debounce) updates through one of the built-in transformers, or pause updates during an animation, or force updates even when a MapEvent
wasn't emitted.
For more information, see:
For example, it is sometimes necessary to use a controller in the initState()
method (for example to ). However, because this method executes before the widget has been built, a controller defined here will not be ready for use.
MapController
methods that change the position of the map should not be used directly (not as a result of another callback) in onMapReady
- see . This is an unsupported and usually unnecessary usecase.
Setup the controller as in , where the MapController
is defined & initialised directly adjacent to the FlutterMap
Follow to setup an onMapReady
callback. Then within this callback, set the state model field.
Whilst animated movements through MapController
s aren't built-in, the provides this, and much more!
You can create and register your custom projection in multiple ways, but the recommended is to use a Proj4 definition string from . For example for EPSG:3413
(WGS 84 / NSIDC Sea Ice Polar Stereographic North) you can find it . This is how a Proj4 definition string looks like:
For more possible ways to register proj4.Projection
see .
However, it is mostly irrelevant, except for when .
This will attach the widget to the state of the map, causing it to rebuild whenever the depended-on aspects change. See for more information.
Instead, follow , or, wrap the necessary layers with a Builder
widget.
For example, the code snippet below hides a TileLayer
when above zoom level 13:
To access the MapCamera
outside of a FlutterMap
descendant, first .
The OpenStreetMap Tile Server (as used below) ToS can be . It is NOT free to use. Other servers may have different terms.
See in-code documentation and for more information.
Subdomains are now usually due to the usage of HTTP/2 & HTTP/3 which don't have the same restrictions.
If the server supports HTTP/2 or HTTP/3 (), avoid using subdomains.
Some tile servers will use 512x512px tiles instead of 256x256px, such as Mapbox. Using these larger tiles can help reduce tile requests, and when combined with , it can give the same resolution.
See for detailed info and potential approaches to supporting offline users.
Create a WMSTileLayerOptions
and pass it to the wmsOptions
parameter. Define the baseUrl
as needed, and for each layer string, add it as an item of a list passed to layers
. You may also need to change other options, check the , or follow the .
If you're not using a different tile provider, such as one provided by a plugin or one for offline mapping, then installing and using the official CancellableNetworkTileProvider
plugin may be beneficial, especially on the web. See for more information.
See for more information about tile providers generally.
Raster map tiles can look especially pixelated on retina displays, so some servers support , which are tiles at twice the resolution of normal tiles.
Emulated retina mode is currently (as of v8.0.1) broken. Follow for more information.
Layer interactivity is different to map interactivity. See Interaction Options to control map interactivity.
For information about how hit testing behaves in flutter_map, see Hit Testing Behaviour.
It is important to note that hit testing != interactivity, and hit testing is always executed on interactable layers by default.
The following layers are interactable - they have specialised hitTest
ers and support external hit detection:
These all follow roughly the same pattern to setup hit detection/interactivity, and there's three or four easy steps to setting it up.
Direct callbacks, such as onTap,
aren't provided on layers or individual elements, to maximize flexibility.
Pass a LayerHitNotifier
to the hitNotifier
parameter of the layer. The LayerHitNotifier
should be created as a ValueNotifier
defaulting to null
, but strongly typed to LayerHitNotifier
.
This notifier will be notified whenever a hit test occurs on the layer, with a LayerHitResult
when an element (such as a Polyline
or Polygon
) within the layer is hit, and with null
when an element is not hit (but the layer is).
It is possible to listen to the notifier directly with addListener
, if you want to handle all hit events (including, for example, hover events).
However, most use cases just need to handle particular gestures (such as taps). This can be done with a wrapper widget to 'filter' the events appropriately: 3. Gesture Detection.
hitValue
To ElementsTo identify which particular element was hit (which will be useful when handling the hit events in later steps), supported elements have a hitValue
property.
This can be set to any object, but if one layer contains all the same type, type casting can be avoided (if the type is also specified in the LayerHitNotifier
's type argument).
The equality of the element depends on the equality of the hitValue
.
Therefore, any object passed to the hitValue
should have a valid and useful equality method.
Objects such as records do this behind the scenes, and can be a good choice to store small amounts of uncomplicated data alongside the element.
To only handle certain hits based on the type of gesture the user performed (such as a tap), wrap the layer with a gesture/hit responsive widget, such as GestureDetector
or MouseRegion
.
These widgets are smart enough to delegate whether they detect a hit (and therefore whether they can detect a gesture) to the child - although HitTestBehavior.deferToChild
may be required for some widgets to enable this functionality.
This means the layer can report whether it had any form of hit, and the handler widget can detect whether the gesture performed on it actually triggered a hit on the layer below.
Once a LayerHitResult
object is obtained, through the hit notifier, you can retrieve:
hitValues
: the hitValue
s of all elements that were hit, ordered by their corresponding element, first-to-last, visually top-to-bottom
coordinate
: the geographic coordinate of the hit location (which may not lie on any element)
point
: the screen point of the hit location
If all the hitValue
s in a layer are of the same type, and the created hit notifier specifies that type in the type argument, typing is preserved all the way to retrieval.
Because the HitNotifier
is a special type of ValueNotifier
, it can be both listened to (like a Stream
), and its value instantly retrieved (like a normal variable).
Therefore, there are two ways to retrieve a LayerHitResult
(or null
) from the notifier:
Using .value
to instantly retrieve the value
This is usually done within a gesture handler, such as GestureDetector.onTap
, as demonstrated below.
Adding a listener (.addListener
) to retrieve all hit results
This is useful where you want to apply some custom/advanced filtering to the values, and is not a typical usecase.
The tileProvider
parameter in TileLayer
takes a TileProvider
object specifying a tile provider to use for that layer.
This has a default of NetworkTileProvider
which gets tiles from the internet through a dedicated image provider.
There's two situations in which you'll need to change the tile provider:
Sourcing tiles from the filesystem or asset store: Local Tile Providers
Using a plugin that instructs you to do so (Creating New Tile Providers)
These tile providers use the urlTemplate
to get the appropriate tile from the a network, usually the World Wide Web.
The underlying custom ImageProvider
s will cache tiles in memory, so that they do not require another request to the tile server if they are pruned then re-loaded. This should result in them being loaded quicker, as well as enabling already loaded tiles to appear even without Internet connection (at least in the same session).
Specifying any fallbackUrl
(even if it is not used) in the TileLayer
will prevent loaded tiles from being cached in memory.
This is to avoid issues where the urlTemplate
is flaky (sometimes works, sometimes doesn't), to prevent potentially different tilesets being displayed at the same time.
NetworkTileProvider
This is the default tile provider, and does nothing particularly special. It takes two arguments, but you'll usually never need to specify them:
httpClient
: BaseClient
By default, a RetryClient
backed by a standard Client
is used
headers
: Map<String, String>
By default, only headers sent by the platform are included with each request, plus an overridden (where possible) 'User-Agent' header based on the #useragentpackagename property
This requires the 'flutter_map_cancellable_tile_provider' plugin to be installed.
This plugin is part of the official 'flutter_map' organisation, and maintained by the same maintainers.
Tiles that are removed/pruned before they are fully loaded do not need to complete (down)loading, and therefore do not need to complete the HTTP interaction. Cancelling these unnecessary tile requests early could:
Reduce tile loading durations (particularly on the web)
Reduce users' (cellular) data and cache space consumption
Reduce costly tile requests to tile servers*
Improve performance by reducing CPU and IO work
This provider uses 'dio', which supports aborting unnecessary HTTP requests in-flight, after they have already been sent.
Although HTTP request abortion is supported on all platforms, it is especially useful on the web - and therefore recommended for web apps. This is because the web platform has a limited number of simulatous HTTP requests, and so closing the requests allows new requests to be made for new tiles. On other platforms, the other benefits may still occur, but may not be as visible as on the web.
Once HTTP request abortion is added to Dart's 'native' 'http' package (which already has a PR opened), NetworkTileProvider
will be updated to take advantage of it, replacing and deprecating this provider. This tile provider is currently a separate package and not the default due to the reliance on the additional Dio dependency.
These tile providers use the urlTemplate
to get the appropriate tile from the asset store of the application, or from a file on the users device, respectively.
Specifying any fallbackUrl
(even if it is not used) in the TileLayer
will reduce the performance of these providers.
It will cause 23% slower asset tile requests with AssetTileProvider
, and will cause main thread blocking when requesting tiles from FileTileProvider
.
AssetTileProvider
This tile providers uses the templateUrl
to get the appropriate tile from the asset store of the application.
Asset management in Flutter leaves a lot to be desired! Unfortunately, every single sub-directory (to the level of tiles) must be listed.
FileTileProvider
This tile providers uses the templateUrl
to get the appropriate tile from the a path/directory/file on the user's device - either internal application storage or external storage.
On the web, FileTileProvider()
will throw an UnsupportedError
when a tile request is attempted, due to the lack of the web platform's access to the local filesystem.
If you know you are running on the web platform, use a NetworkTileProvider
or a custom tile provider.
You can add areas/shapes to maps by making them out of individual coordinates using PolygonLayer
and Polygon
s.
PolygonLayer
s and Polygons
s support hit detection and interactivity.
flutter_map includes many performance optimizations built in, especially as of v7. Some are enabled by default, but may be only 'weakly' applied, and others must be enabled manually. There are also some other actions that can be taken externally to improve performance
The following list is ordered from least 'intrusive'/extreme, to most intrusive. Remember to consider the potential risks of enabling an optimization before doing so.
The example application includes a stress test which loads multiple Polygon
s from a GeoJson file, with a total of 138,000 points.
Overlapping colors that are not completely opaque will not recieve the 'darkening'/layering effect - the overlapping area will just be the single colour.
On layers with (many) only small polygons (those with few points), disabling simplification may yield better performance.
Polygons may overlap after simplification when they did not before, and vice versa.
Self-intersecting (complex) Polygon
s are not supported by the triangulation algorithm, and could cause errors.
The Shamos-Hoey algorithm could be used to automatically detect self-intersections, and set the feature-level flag correspondingly. If doing this, remember that the simplification step (which runs prior to this) could either add or remove a self-intersection.
Holes are supported.
This pathway may be slower than the standard pathway, especially when used on a large scale but with simplification disabled, or used on an especially small scale.
It is intended for use when prior profiling indicates more performance is required after other methods are already in use.
Rarely, some visible artefacts may be introduced by the triangulation algorithm.
On the web, inverted filling may not work as expected in some cases. It will not match the behaviour seen on native platforms.
Avoid allowing polygons to intersect, and avoid using holes within polygons. See the second image below for a demonstration of the issues.
This is due to multiple limitations/bugs within Flutter. See https://github.com/flutter/flutter/issues/124675 and https://github.com/flutter/flutter/issues/149743 for the problematic bug reports.
Inverted filling (invertedFill
) allows a color to be applied to all parts of the map outside a polygon. Transparently filled polygons will reveal the layers beneath without the inverted fill color.
'flutter_map' doesn't provide any public methods to manipulate polygons, as these would be deemed out of scope.
However, some useful methods can be found in libraries such as 'latlong2' and 'poly_bool_dart'. These can be applied to the input of Polygon
's points
argument, and the map will do it's best to try to render them. However, more complex polygons - such as those with holes - may be painted inaccurately, and may therefore require manual adjustment (of holePointsList
, for example).
Here's some highlights:
🎉 Unbounded horizontal scrolling - #1948 & #1969 by monsieurtanuki
We're repeating the trend from v7, and introducing yet another feature that's been continuously requested for longer than we can remember 😂.
Thanks to the hard work of external contributors, you can now pan and fling across the anti-meridian as much as you want (when using the default map projection only). Polygons and polylines also cross the boundary without issues as well, and, alongside markers, will appear on all 'worlds'.
This is the first bounty-funded pull request to flutter_map, thanks to our generous Supporters! We hope to open more bounties in future, but you can also add a bounty on a PR as well (just contact us).
Keyboard controls for map gestures - #1987
Maybe not quite as highly requested as horizontal scrolling, but we think keyboard controls were missing, a fairly obvious hole on desktop and web platforms. So we've added them!
Supports arrow & WASD
keys for panning, QE
keys for rotation, and RF
keys for zoom. All key handlers are based on the physical layout of the QWERTY keyboard, so users using other keyboards will be able to use whichever keys are physically located in the same position. These are all optionally controllable via KeyboardOptions
for MapOptions
- only arrow keys are enabled by default.
(If you were using flutter_map for developing a game for some reason, this might also be useful 😂)
We've also fixed a major performance bug with simplification on Polygon/lineLayer
s. If you previously disabled simplification to workaround the bug and improve performance, we recommend considering re-enabling it.
We've also made other changes to improve the experience for your users. Checkout the CHANGELOG for the curated changes, and the full commit listing for all the small details.
Migrating to v8 should be pain-free for most apps, but some major changes are likely for plugins.
Some breaking changes have been made. The amount of migration required will depend on how much your project uses more advanced functionality. Basic apps are unlikely to require migration.
You can add single point features - such as pins, labels, or markers - to maps using MarkerLayer
and Marker
s.
No more image only markers! Unlike other popular mapping libraries, we allow usage of any widget as the marker.
Excessive use of markers may create performance issues.
The marker widget will be centered over the geographic coordinate by default. However, this can be changed with the alignment
argument, which aligns the widget relative to the point.
The center of rotation when rotate
is true
will be the point.
The default alignment for all Marker
s within a MarkerLayer
can be set by changing the same property on the MarkerLayer
.
It is possible to enable the Marker
to automatically counter-rotate to the camera's rotation, to ensure it remains facing upwards, via the rotate
argument.
The default alignment for all Marker
s within a MarkerLayer
can be set by changing the same property on the MarkerLayer
.
There is no built-in support to rotate markers to a specific degree. However, this is easy to implement through a rotating widget, such as Transform.rotate
.
There is no built-in support to handle gestures on Marker
s, such as taps. However, this is easy to implement using a standard GestureDetector
.
You can add lines to maps by making them out of individual coordinates using PolylineLayer
and Polyline
s.
Polyline
s support a solid
, dotted
, and dashed
style, through a StrokePattern
passed as an argument toPolyline.pattern
. These are flexible, and spacing and sizing may be customized.
dotted
and dashed
patterns should 'fit' the Polyline
they are applied to, otherwise the final point in that line may not be visually clear. The fit can be adjusted when defining the pattern through the PatternFit
enum.
PolylineLayer
s and Polyline
s support hit detection and interactivity.
If any polylines are very thin, it is recommended for accessibility reasons to increase the size of the 'hitbox' (the area where a hit is detected on a polyline) to larger than the line itself in order to make it easier to tap/interact with the polyline.
The minimumHitbox
argument adjusts the minimum size of the hitbox - the size of the hitbox will usually be the entire visual area/thickness of the polyline (and border), but will be no less than this value. It defaults to 10.
The example application includes a stress test which generates a Polyline
with 200,000 points.
To improve performance, line segments that are entirely offscreen are effectively removed - they are not processed or painted/rendered. This is enabled by default and disabling it is not recommended.
Polylines that are particularly wide (due to their strokeWidth
/borderStrokeWidth
may be improperly culled if using the default configuration. This is because culling decisions are made on the 'infinitely thin line' joining the points
, not the visible line, for performance reasons.
Therefore, the cullingMargin
parameter is provided, which effectively increases the distance a segement needs to be from the viewport edges before it can be culled. Increase this value from its default if line segements are visibly disappearing unexpectedly.
Culling cannot be applied to polylines with a gradient fill, as this would cause inconsistent gradients.
These will be automatically internally excluded from culling: it is not necessary to disable it layer-wide - unless all polylines have gradient fills, in which case that may yield better performance.
Avoid using these if performance is of importance. Instead, try using multiple polylines with coarser color differences.
To improve performance, polylines are 'simplified' before being culled and painted/rendered. The well-known Ramer–Douglas–Peucker algorithm is used to perform this, and is enabled by default.
Simplification algorithms reduce the number of points in each line by removing unnecessary points that are 'too close' to other points which create tiny line segements invisible to the eye. This reduces the number of draw calls and strain on the raster/render thread. This should have minimal negative visual impact (high quality), but should drastically improve performance.
For this reason, polylines can be more simplified at lower zoom levels (more zoomed out) and less simplified at higher zoom levels (more zoomed in), where the effect of culling on performance improves and trades-off. This is done by scaling the
simplificationTolerance
parameter (see below) automatically internally based on the zoom level.
To adjust the quality and performance of the simplification, the maximum distance between removable points can be adjusted through the simplificationTolerance
parameter. Increasing this value (from its default of 0.4) results in a more jagged, less accurate (lower quality) simplification, with improved performance; and vice versa. Many applications use a value in the range 0 - 1.
To disable simplification, set simplificationTolerance
to 0.
The simplification step must run before culling, to avoid the polyline appearing to change when interacting with the map (due to the first and last points of the polyline changing, influencing the rest of the simplified points).
Therefore, reducing/disabling simplification will yield better performance on complex polylines that are out of the camera view (and therefore culled without requiring the potentially expensive simplification). However, using simplification will likely improve performance overall - it does this by reducing the load on the raster thread and slightly increasing the load on the UI/build/widget thread.
On layers with (many) only 'short' polylines (those with few points), disabling simplification may yield better performance.
Routing is out of scope for 'flutter_map'. However, if you can get a list of coordinates from a 3rd party, then you can use polylines to show them!
Good open source options that can be self-hosted include OSRM (which includes a public demo server) and Valhalla. You can also use a commercial solution such as Mapbox or Google Maps - these can often give more accurate/preferable results because they can use their traffic data when routing.
You may have a polyline with 'Google Polyline Encoding' (which is a lossy compression algorithm to convert coordinates into a string and back). These are often returned from routing engines, for example. In this case, you'll need to decode the polyline to the correct format first, before you can use it in a Polyline
's points
argument.
One way to accomplish this is to use another Flutter library called 'google_polyline_algorithm', together with a custom method. You can use the code snippet below, which can just be pasted into a file and imported whenever needed:
You can then use the package and the above snippet by doing:
You can overlay images on the map (for example, town or floor plans) using OverlayImageLayer
and OverlayImage
s or RotatedOverlayImage
s.
There have been issues in the past where these images failed to appear properly, sometimes not showing up at all, sometimes showing up malformed or corrupted.
If this issue occurs to you, and you're using Impeller, try disabling Impeller at launch/build time to see if the issue rectifies itself. If it does, this is an Impeller issue, and should be reported to the Flutter team.
RotatedOverlayImage
supports rotation and parallelogram skewing, by accepting 3 points instead of 2.
To calculate a rotation without skewing, given a center and a 3rd corner, see https://stackoverflow.com/a/78064659/11846040.
The behaviour of hit testing can be confusing at first. These rules define how hit testing usually behaves:
GestureDetector
s absorb hit tests, and so corresponding callbacks in MapOptions
will not be invoked if they are defined/invoked in the GestureDetector
.
Workarounds to resolve this are discussed below.
A successful hit test (true
) from an interactable layer will prevent hit testing on layers below it in the children
stack
To change this behviour, make use of these three widgets, wrapping them around layers when and as necessary:
TranslucentPointer
: a general purpose 'widget' included with flutter_map that allows the child to hit test as normal, but also allows widgets beneath it to hit test as normal, both seperately
For example, a marker with a GestureDetector
child that detects taps beneath a Polyline
will not detect a tap, no matter if the PolylineLayer
has a defined hitNotifier
or the Polyline
has a defined hitValue
. A defined onTap
callback in MapOptions
would be called however. If the Marker
were no longer obscured by the Polyline
, it's onTap
callback would be fired instead of the one defined in MapOptions
.
However, this behaviour could be changed by wrapping the PolylineLayer
with a TranslucentPointer
. This would allow interacitivity to function as normal, but also allow the Marker
beneath to have it's onTap
callback fired. Further wrapping another TransclucentPointer
around the MarkerLayer
would allow all 3 detections to function.
'flutter_map' is in no way associated or related with Thunderforest (or Gravitystorm Limited).
Thunderforest is a popular tiered-payment (with free tier) tile provider solution, especially for generic mapping applications. Note that using 'flutter_map' uses up your 'Map Tiles API' requests.
When the state of a MapCamera
changes, because of an update to its position or zoom, for example, a MapEvent
, which can be handled by you.
Specifying a callback method in MapOptions.onMapEvent
If only a couple of events need to be caught, such as just an onTap
handler, it is possible to avoid handling the raw Stream
of MapEvent
s. Instead, MapOptions
has callbacks available for the following events:
onTap
onLongPress
onPositionChanged
onPointerDown
/onPointerUp
/onPointerHover
/onPointerCancel
The MapEventTap
event may be emitted (or the onTap
callback called) 250ms after the actual tap occurred, as this is the acceptable delay between the two taps in a double tap zoom gesture.
This disables the double tap handler, so the MapEventTap
is emitted 'instantly' on tap.
'flutter_map' is in no way associated or related with Google Maps
Raster 2D tiles from Google Maps is a relatively new offering, which makes Google Maps directly compatible with flutter_map, whilst abiding by the Google Maps' ToS (which the previous method did not).
Tile providers that also provide their own SDK solution to display tiles will often charge a higher price to use 3rd party libraries like flutter_map to display their tiles. Just another reason to switch to an alternative provider.
To display map tiles from Google Maps, a little more effort is needed, as they require a complex session token system.
Therefore, we haven't yet constructed a full guide, so please read the Google Developers documentation for more info:
There are plenty of other tile servers you can choose from, free or paid. Most provide a static tile service/API, usually called Static Tiles or just Tile Requests (if no vector tiles are supported).
If you're responsible for a tile server, and want to have your tile server and setup instructions listed in this documentation, please get in touch!
A good catalogue of servers (usually called Providers elsewhere) can be found at the websites below:
Switch2OSM also provides detailed instructions on how to serve your own tiles: this can be surprisingly economical and enjoyable if you don't mind a few hours in a Linux console.
However, this will require a very high-spec computer, especially for larger areas, and hosting this might be more complicated than it's worth. It's very difficult to fully understand the technologies involved.
'flutter_map' is in no way associated or related with Lima Labs.
If you're looking for extremely low cost & often free (even for commercial usage), but still reliable, and low frills service, Lima Labs provides high quality raster tiles with one style based off the standard CARTO style.
Sign up for an account - Lima Labs operates manual verification, so you may have to wait a few days
'flutter_map' is in no way associated or related with Stadia Maps.
To display their map tiles, Stadia Maps usually provides a 'Static Maps Base URL' for map styles. However, to integrate with 3rd-party APIs, they also provide a 'Raster XYZ PNGs URL' , and tiles requested through this endpoint consume 'Styled Raster Map Tiles' credits. This URL needs no extra configuration to integrate with flutter_map.
Retina tiles (high-DPI) tiles are available. Use the URLs containing '@2x' instead of '{r}'. The maximum zoom level that Stadia Maps supports is 20, so it is recommended to set maxNativeZoom
or maxZoom
as such.
However, please note that this method of integration is still experimental. Many of the Stadia Maps styles utilize advanced features of the Mapbox GL JSON style language which are not yet well-supported.
Using maps without an Internet connection is common requirement. Luckily, there are a few options available to you to implement offline mapping in your app.
flutter_map only provides caching in-memory. All cached tiles will be cleared after the app session is ended.
You must comply with the appropriate restrictions and terms of service set by your tile server. Always read the ToS before using a tile server. Failure to do so may lead to any punishment, at the tile server's discretion. Some tile servers may require longer-term caching to be implemented.
Caching is used usually to improve user experience by reducing network waiting times, not necessarily to prepare for no-Internet situations. Caching can be more temporary (eg. in-memory/session-only, where the cache is cleared after the app is closed), or more long-term (eg. app cache, where the OS takes responsibility for clearing the app cache when necessary/when requested).
There's 3 methods that basic caching can be implemented in your app, two of which rely on community maintained plugins:
You must comply with the appropriate restrictions and terms of service set by your tile server. Always read the ToS before using a tile server. Failure to do so may lead to any punishment, at the tile server's discretion. Many tile servers will forbid or restrict bulk downloading, as it places additional strain on their servers.
Bulk downloading is used to prepare for known no-Internet situations by downloading map tiles, then serving these from local storage.
If you have a set of custom raster tiles that you need to provide to all your users, you may want to consider bundling them together, to make a them easier to deploy to your users. Bundles can be provided in two formats.
Container formats, such as the traditional MBTiles, or the more recent PMTiles, store tiles usually in a database or binary internal format.
These require a special parser to read on demand, usually provided as a TileProvider
by a plugin. The following community-maintained plugins are available to read these formats:
When uncontained, tiles are usually in a tree structure formed by directories, usually 'zoom/x/y.png'. These don't require special parsing, and can be provided directly to the TileLayer
using one of the built-in local TileProvider
s.
AssetTileProvider
You can ship an entire tile tree as part of your application bundle, and register it as assets in your app's pubspec.yaml.
This means that they will be downloaded together with your application, keeping setup simple, but at the expense of a larger application bundle size.
If using AssetTileProvider
, every sub-directory of the tree must be listed seperately. See the example application's 'pubspec.yaml' for an example.
FileTileProvider
This allows for more flexibility: you could store a tile tree on a remote server, then download the entire tree later to the device's filesystem, perhaps after intial setup, or just an area that the user has selected.
This means that the setup may be more complicated for users, and it introduces a potentially long-running blocking action, but the application's bundle size will be much smaller.
'flutter_map' is in no way associated or related with Bing Maps.
To display map tiles from Bing Maps, a little more effort is needed, as they use a RESTful API with quadkeys, rather than the standard slippy map system.
Luckily, we've constructed all the code you should need below! Feel free to copy and paste into your projects.
Attribution is not demonstrated here, but may be required. Ensure you comply with Bing Maps' ToS.
Before publishing your app to users, you should credit any sources you use, according to their Terms of Service.
There are two built in methods to provide attribution, RichAttributionWidget
and SimpleAttributionWidget
, but you can also build your own using a simple Align
widget.
You must comply with the appropriate restrictions and terms of service set by your tile server. Failure to do so may lead to any punishment, at the tile server's discretion.
This library and/or the creator(s) are not responsible for any violations you make using this package.
Please consider crediting flutter_map. It helps us to gain more awareness, which helps make this project better for everyone!
RichAttributionWidget
An animated, interactive attribution layer that supports both logos/images (displayed permanently) and text (displayed in a popup controlled by an icon button adjacent to the logos).
It is heavily customizable (in both animation and contents), and designed to easily meet the needs of most ToSs out of the box.
For more information about configuration and all the many options this supports, see the in-code API documentation.
SimpleAttributionWidget
We also provide a more 'classic' styled box, similar to those found on many web maps. These are less customizable, but might be preferred over RichAttributionWidget
for maps with limited interactivity.
'flutter_map' is in no way associated or related with Mapbox.
Tile providers that also provide their own SDK solution to display tiles will often charge a higher price to use 3rd party libraries like flutter_map to display their tiles. Just another reason to switch to an alternative provider.
To display their map tiles, Mapbox usually provides a 'Style URL' for map styles. However, to integrate with 3rd-party APIs, they also provide a 'CARTO Integration URL', and tiles requested through this endpoint consume the 'Static Tiles API' quota. This URL needs no extra configuration to integrate with flutter_map.
Mapbox supports creating and using custom styled maps through Studio.
Before attempting to use your style, ensure it actually has layers, and not just a Basemap, which will not appear in the tiles. The image below shows a style which will not work. If you only see blank tiles, but no errors, this is likely the cause.
To create a new style based on the Standard style, choose a template when creating the new style.
Create a custom style using the editor
Click "Share...", or the share icon
Choose between Draft or Production
Scroll to the bottom of the dialog, and choose Third Party
Select "CARTO" from the dropdown menu
Click the copy button to copy the template URL, then paste it into your TileLayer
The URL includes an '@2x' string, which forces usage of high-definition tiles on all displays, without extra setup.
The maximum zoom level that Mapbox supports is 22, so it is recommended to set maxNativeZoom
or maxZoom
as such.
This URL should be used as above, although you may need to insert the placeholders manually.
'flutter_map' is in no way associated or related with Tracestrack.
Tracestrack has a wide variety of raster styles, including topographic and standard bases, in multiple different color schemes (light & dark). It also supports vector tiles, which makes it super flexible - use raster tiles now, and be ready to switch to vector tiles!
Create an account
Copy the URL template from the result box at the bottom and paste it into your TileLayer
Consider using a clustering plugin to merge nearby markers together, reducing the work that needs to be done when rendering: .
Gesture callbacks in MapOptions
are always invoked, no matter what is within the layers or the result of hitTest
s in those layers, with the exception of custom defined hit test behaviours (not those layers that support interactivity, see ), such as applying GestureDetector
s around Marker.child
ren
Hit testing is always* performed on the interactable layers (see ) even if they have not been set-up for interactivity: hit testing != interactivity
Non-interactable layers (such as ) have no defined hitTest
, and behaviour is situation dependent
Thunderstorm's home page: Thunderstorm's pricing page: Thunderstorm's documentation page:
To cause a widget inside FlutterMap
's context to rebuild when an changes, see .
There's two methods to catch all emitted MapEvent
s. These methods expose the raw MapEvent
, and is recommended in cases where multiple events need to be caught, or there's no more specific callback method available in MapOptions
(see ).
Listening to a 's mapEventStream
, which exposes events via a Stream
onMapReady
Primarily used for advanced MapController
If this causes noticeable jank or a bad experience (for example, on desktop platforms), disable .doubleTapZoom
:
Google Maps' home page: Google Maps' pricing page: Google Maps' documentation page:
Lima Labs' home page: Lima Labs' pricing page:
Use the common URL (___) with your API key
Stadia Maps' home page: Stadia Maps' pricing page: Stadia Maps' documentation page:
Attribution is required, see .
Consider using the or s, which meet the requirements.
Stadia Maps offers a variety of ready-made map styles that don't require customization. URLs are found with the style: see the available . The URL should be used as above.
Stadia Maps' also provides vector tiles. For more information about using vector tiles, please see .
Automatically store tiles as the user loads them through interacting with the map, usually on a temporary basis
Download an entire area/region of tiles in one shot, ready for a known no-Internet situation
Provide a set of pre-determined tiles to all users through app assets or the filesystem
(lightweight and MIT licensed)
(also includes , but GPL licensed)
Custom implementation, via a and ImageProvider
(either custom or via a package such as )
Bulk downloading is more complex than , especially for regions that are a non-rectangular shape. Implementing this can be very time consuming and prone to issues.
The includes advanced bulk downloading functionality, of multiple different region shapes, and other functionality. It is however GPL licensed. To help choose whether FMTC or DIY is more appropriate for your use case, please see:
: (when using vector tiles)
: ( when using vector tiles, also works in online contexts)
Bing Maps' home page:
Thanks to for discovering the .
The OpenStreetMap Tile Server (as used above) ToS can be . Other servers may have different terms.
Mapbox's Maps home page: Mapbox's Maps pricing page: Mapbox's Maps documentation:
Should you need to let flutter_map interfere, and only use retina tiles on retina/high-density displays, replace it with the '{r}' placeholder, then see for more information.
Attribution is required, and quite extensive compared to some alternatives: see .
Consider using the , which meets the requirements by supporting both logo and text attribution.
Mapbox offers a variety of ready-made map styles that don't require customization. An example URL can be found in .
Tracestrack's home page:
Use to find your ideal style
Creating a new map layer is a great way to achieve a more custom, performant, map design. For example, it might be used to display a scale bar, or overlay a grid.
Check the Plugins List for layers that already implement the behaviour you wish to replicate.
It starts with a normal StatelessWidget
or StatefulWidget
, which then starts its widget tree with a widget dependent on whether the layer is designed to be either 'mobile' or 'static', depending on the purpose of the layer. For more information, see Mobile vs Static Layers.
Then, there are three possible methods that could be used to retrieve separate 'aspects' of the state of the map.
Calling these inside a build
method will also cause the layer to rebuild automatically when the depended-on aspects change.
Using these methods will restrict this widget to only being usable inside the context of a FlutterMap
.
Huge thanks to everyone who uses, supports, and/or contributes to flutter_map in any way, you've helped make the most popular non-commercially aimed mapping solution for Flutter!
In particular, thanks go to:
All the current maintainers:
@ibrierley
@JaffaKetchup
@mootw (previously @MooNag)
@TesteurManiak
@josxha
All the previous maintainers:
John P Ryan - the original founder of this project, over at AppTree Software
@kengu
@maRci002
The authors of this documentation:
@JaffaKetchup
Anyone who has contributed to making flutter_map: Contributor List
Anyone who has made plugins for flutter_map: Plugins List
There are many independently maintained 'plugins' created by the 'flutter_map' community that give extra, prebuilt functionality, saving you even more time and potentially money.
Some pages in this documentation provide direct links to these plugins to make it easier for you to find a suitable plugin.
However, if you're just browsing, a full list is provided below (in no particular order), containing many of the available plugins. You can click on any of the tiles to visit its GitHub repo or pub.dev package.
Although these plugins have been checked by 'flutter_map' maintainers, we do not accept responsibility for any issues or threats posed by independently maintained plugins.
Use plugins at your own risk.
There is no guarantee that any of these plugins will support the latest version of flutter_map. Please remain patient with the plugin authors/owners.
Many plugins provide multiple methods to achieve similar goals. It is recommended to read the documentation of each potential plugin before using it in your project, as they might have slightly different feature sets or stability.
To help choose between one of these plugins or a DIY solution, see:
Marker
sPolyline
s & Polygon
sIf one of the independently maintained plugins doesn't suit your needs, then you can create your own, to achieve maximum customizability.
Most plugins create either new Tile Providers, or new Layers. Some plugins just provide additional useful tools.
If you've made your own plugin that you're willing to share, please let us know in the #plugins channel on the flutter_map Discord server. We can then add it to the Plugins List. We're always looking forward to see what you've made!
When submitting a plugin, please ensure the plugin:
preferably includes 'flutter_map_' in the name, by convention
is preferably available via a standard pub.dev package installation
includes good documentation (at least to setup basic functionality), and a code example
Anyone who has donated to flutter_map:
flutter_map_animations (TesteurManiak)
Replacement MapController
which provides animated movement alternatives
flutter_map_geojson (jozes)
Parse GeoJson data and transform into map features
flutter_osrm (JaffaKetchup)
Query an OSRM-based server to provide routing and other related functionality
flutter_map_query_osm_features (JaffaKetchup)
Query OpenStreetMap features within a radius of a point, using the Overpass and OSM APIs
vector_map_tiles (greensopinion)
Suite of tools and layers for working with vector maps and associated style files
flutter_map_polywidget (TimBaumgart)
Layer that allows any widget to be displayed inside a positioned box, similar to Overlay Image Layer
fluttermap_heatmap (tprebs)
Layer that represents multiple data points in a density-to-color relationship
lat_lon_grid_plugin (matthiasdittmer)
Layer that shows a grid of latitude longitude lines
flutter_map_compass (josxha)
Simple compass that illustrates the direction of the map rotation (not the user's real heading)
flutter_map_tile_caching (JaffaKetchup)
Advanced, performant, highly configurable caching & bulk downloading (under a GPL license)
flutter_map_cache (josxha)
Lightweight mid-term tile caching with support for most storage backends and request cancellation.
flutter_map_mbtiles (josxha)
Offline and online MBTiles parser and provider (vector variant also available)
flutter_map_pmtiles (josxha)
Offline and online PMTiles parser and provider (vector variant also available)
flutter_map_location_marker (tlserver)
Provides a prebuilt solution to display the user's location and heading/direction
flutter_map_marker_popup (rorystephenson)
Provides a prebuilt solution to display a popup above a marker when tapped
flutter_map_floating_marker_titles (androidseb)
Enables the display of 'floating' titles over markers
flutter_map_fast_markers (KanarekApp)
Improves performance of markers by painting directly onto canvas
flutter_map_supercluster (rorystephenson)
Superfast™ marker clustering solution, without animations
flutter_map_marker_cluster (lpongetti)
Beautiful and animated marker clustering solution
flutter_map_radius_cluster (rorystephenson)
Marker clustering solution with support for async
marker searching within a radius
flutter_map_tappable_polyline (OwnWeb)
Provides an onTap
callback for Polyline
s
flutter_map_line_editor (ibrierley)
Enables better dynamic editing of Polyline
s and Polygon
s
line_animator (ibrierley)
Interpolates along a set of points, allowing gradual drawing of lines and animating moving markers
Please consider donating to keep this project going! We're extremely grateful all donations of any size. They keep us going and will allow us to cover any unforeseen or future costs, and potentially open up more doors and opportunities in future!
We'll donate 15% of what we receive to the OpenStreetMap Foundation, as a thanks for their excellent work. The remainder goes directly to improving flutter_map.
Enter a nickname to be listed below in Past Supporters, and enter your Discord username to be granted the "Supporter" role on our server and gain access to a special supporter-only chat channel. These benefits last indefinitely (but may take 48 hours to grant, as this is done manually).
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We'd love it if you could help keep our payment processing fees low! Stripe has a complex payment fee structure, but by avoiding more mainstream donation collection platforms, we can keep most of your donation.
Of course, please choose whatever is most convienient and safe for you - we're really thankful for anything you can spare. Card and Google/Apple Pay options are always available, and are quick and easy!
If you live in the UK, please use the GBP link and pay via Bacs Direct Debit if that isn't a problem.
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Huge thanks to all our past supporters, you help keep this project going. In no particular order, thanks to:
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... and everyone else who donated anonymously
One common requirement is a custom TileProvider
, and potentially a custom ImageProvider
inside. This will allow your plugin to intercept all tile requests made by a map, and take your own action(s), before finally returning a tile.
TileProvider
To create your own usable TileProvider
, the first step is making a class that extends
the abstract class, and adding a constructor.
The constructor should accept an argument of super.headers
, without a const
ant default.
If using an object that needs closing/cancelling, such as an HttpClient
, override the dispose
method.
TileProvider
s must implement a method to return an ImageProvider
(the image of a tile), given its coordinates and the TileLayer
it is used within.
It is best to put as much logic as possible into a custom ImageProvider
, to avoid blocking the main thread.
There's two methods that could be called by flutter_map internals to retrieve a tile: getImage
or getImageWithCancelLoadingSupport
.
Prefer overriding getImageWithCancelLoadingSupport
for TileProvider
s that can cancel the loading of a tile in-flight, if the tile is pruned before it is fully loaded. An example of a provider that may be able to do this is one that makes HTTP requests, as HTTP requests can be aborted on the web (although Dart does not 'natively' support it yet, so a library such as Dio is necessary). Otherwise, getImage
must be overridden.
In addition to the coordinates and TileLayer
, the method also takes a Future<void>
that is completed when the tile is pruned. It should be listened to for completion (for example, with then
), then used to trigger the cancellation.
If developing a plugin, you may wish to adjust the 'User-Agent' header has been to further differentiate your plugin's traffic from vanilla 'flutter_map' traffic.
Some custom TileProvider
s may want to change the way URLs are generated for tiles, given a coordinate.
It's possible to override:
how the urlTemplate
's placeholders are populated: populateTemplatePlaceholders
the values used to populate those placeholders: generateReplacementMap
the generation method itself: getTileUrl
and/or getTileFallbackUrl
Avoid overriding the generation method itself, as it is not usually necessary.
Check the for providers that already implement the behaviour you wish to replicate.
For an example of this, see .
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FlutterMap
widget, containing multiple feature layers, atop a TileLayer
Polygon
Marker
, using FlutterLogo
as the childPolyline
PatternFit
applied to a dashed
Polyline
From left to right: none
, appendDot
, extendFinalDash
, scaleUp
(default), scaleDown
CircleMarker
RotatedOverlayImage
RichAttributionWidget
RichAttributionWidget
, as in the example appSimpleAttributionWidget
, as in the example app(it's free!)
(it's free!)