name: "implementing-responsive-layouts" description: "Implements responsive and adaptive layouts in Flutter using flutter_screenutil v5.9.x (pixel-perfect scaling from Figma), sizer v3.1.x (percentage-based viewport), and responsive_framework v1.1.x (breakpoint-driven structure changes). Use this skill when building apps for multiple screen sizes (phones, tablets, foldables, desktop, web), fixing layout overflow or sizing issues, implementing breakpoint-based adaptive UI, creating pixel-perfect designs from Figma specs, handling orientation changes, supporting Flutter web or desktop responsive layouts, or any time the words 'responsive', 'screenutil', 'sizer', 'breakpoint', 'adaptive layout', or 'screen size' appear in the request. Includes a decision matrix for selecting the correct package per scenario." metadata: last_modified: "2026-04-01 14:35:00 (GMT+8)"
Flutter Responsive Implementations (v5.9.x / v3.1.x / v1.1.x)
Goal
Implement layout adaptability and responsive UI across varying device screens. This skill provides a decision matrix to choose the right responsiveness package and strict instructions on how to use flutter_screenutil, sizer, and responsive_framework natively.
Instructions
1. Package Decision Matrix
Before writing layout code, strictly evaluate the project's target platforms and design requirements to select the appropriate library:
- Scenario A (Strict Mobile UI Replication): The project targets only iOS/Android, and the designers have provided a strict Figma draft (e.g., 375x812) that must look exactly proportional on all phones (mini to pro max).
- Decision: Use
flutter_screenutil. (Math-based density scaling)
- Decision: Use
- Scenario B (Percentage-based Mobile UI): The project targets mobile, but layout is dictated by percentage of screen real estate rather than fixed Figma pixels.
- Decision: Use
sizer. (Percentage-based viewport scaling)
- Decision: Use
- Scenario C (True Cross-Platform / Web / Desktop): The project spans Mobile, Tablet, Web, and Desktop. UI components must fundamentally change their structure (e.g. BottomNav -> SideRail) based on available space, rather than just zooming in.
- Decision: Use
responsive_framework. (Breakpoint-based rendering)
- Decision: Use
2. Implementing flutter_screenutil
Best for mathematically scaling a fixed design draft across different physical device sizes.
Setup (main.dart):
Wrap the MaterialApp in ScreenUtilInit and provide the designSize from the design specs (Figma/AdobeXD).
Widget build(BuildContext context) {
return ScreenUtilInit(
designSize: const Size(375, 812), // The Figma draft size
minTextAdapt: true,
splitScreenMode: true,
builder: (context, child) {
return MaterialApp(
// ...
);
},
);
}
Usage Constraints:
- Width: Use
.w(e.g.,100.w) - Height: Use
.h(e.g.,200.h) - Square dimensions / Radius: Use
.r(e.g.,Radius.circular(16.r)) or100.wfor both width and height to prevent stretching. Do not use.hfor width. - Fonts: Use
.sp(e.g.,16.sp). Note:spchanges with system accessibility font sizes.
Container(
width: 50.w,
height: 200.h,
child: Text('Responsive Text', style: TextStyle(fontSize: 14.sp)),
)
3. Implementing sizer
Best for scenarios where defining UI in viewport percentages is easier than absolute dp conversions.
Setup (main.dart):
Wrap the MaterialApp in Sizer.
Widget build(BuildContext context) {
return Sizer(
builder: (context, orientation, screenType) {
return MaterialApp(
// ...
);
},
);
}
Usage Constraints:
- Percentages: Use
.wand.has raw screen percentages.100.wis exactly the full width of the current screen. - Fonts/Density: Use
.dp(Density Pixel) instead of.spif you want text to scale strictly by physical display density rather than user accessibility settings. - Crucial Difference:
50.winsizermeans 50% of screen.50.winScreenUtilmeans 50 logical pixels relative to the 375 Figma draft. Be acutely aware of which package is active.
Container(
width: 20.w, // Takes exactly 20% of screen width
height: 30.5.h, // Takes exactly 30.5% of screen height
child: Text('Sizer Text', style: TextStyle(fontSize: 15.dp)),
)
4. Implementing responsive_framework
Best for Tablet/Desktop/Web where components shift layout structures at specific breakpoints.
Setup (main.dart):
Wrap the router or MaterialApp builder with ResponsiveBreakpoints.builder(). Do NOT use the deprecated ResponsiveWrapper.
return MaterialApp(
builder: (context, child) => ResponsiveBreakpoints.builder(
child: child!,
breakpoints: [
const Breakpoint(start: 0, end: 450, name: MOBILE),
const Breakpoint(start: 451, end: 800, name: TABLET),
const Breakpoint(start: 801, end: 1920, name: DESKTOP),
// Custom breakpoint labels can be added here
const Breakpoint(start: 1921, end: double.infinity, name: '4K'),
],
),
);
Usage Constraints (Conditionals):
Use ResponsiveBreakpoints.of(context) to query the current environment to determine layout structures.
// Check size logic to conditionally render navigation styles
bool showSideNav = ResponsiveBreakpoints.of(context).largerThan(MOBILE);
if (showSideNav) {
// Render Desktop layout
} else {
// Render Mobile layout
}
Usage Constraints (Value Scaling):
If you need specific padding or constraints to change per breakpoint, use ResponsiveValue.
double padding = ResponsiveValue(
context,
defaultValue: 10.0,
conditionalValues: [
Condition.equals(name: MOBILE, value: 10.0),
Condition.largerThan(name: MOBILE, value: 30.0),
]
).value;
Constraints
- Never Mix Scaling Libraries: Do not use
sizerandflutter_screenutilin the same project. They conflict conceptually. - Web/Desktop Prohibition: NEVER use
flutter_screenutilto blindly scale a mobile UI up to a Desktop screen. A 375-width design scaled to a 1920-width monitor results in cartoonishly massive text and buttons. Useresponsive_frameworkfor Desktop/Web. - No
MediaQueryBoilerplate: When utilizing these libraries, do not write rawMediaQuery.of(context).size.width * 0.5. Use the library's native syntax (e.g.,50.winsizer) to keep code declarative and completely eliminate boilerplate.