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Comparison

A Comparative Look at Mix

Mix simplifies Flutter styling by reducing boilerplate and separating style from logic. This comparison shows how Mix handles complex widget styles and interactions versus plain Flutter.

Code Comparison: With Mix vs. Without Mix

This comparison styles a custom widget with the following requirements:

  • Flexible style overriding — Override specific TextStyle and BoxDecoration properties independently
  • Interaction-based styling — Apply different styles on hover, press, and dark mode without manual state management

With Mix

class CustomMixWidget extends StatelessWidget { const CustomMixWidget({super.key}); TextStyler get customTextStyle { return TextStyler() .fontSize(16) .fontWeight(.w600) .color(Colors.white) .animate(.easeInOut(const Duration(milliseconds: 100))) .onDark(.color(Colors.black)) .onHovered( .animate(.easeInOut(const Duration(milliseconds: 100))) .onLight(.color(Colors.white)), ); } BoxStyler get customBoxStyle { return BoxStyler() .height(120) .width(120) .paddingAll(20) .elevation(.nine) .alignment(.center) .borderRounded(10) .color(Colors.blue) .scale(1.0) .animate(.easeInOut(const Duration(milliseconds: 100))) .onDark(.color(Colors.cyan)) .onHovered( .alignment(.topLeft) .elevation(.two) .paddingAll(10) .scale(1.5) .animate(.easeInOut(const Duration(milliseconds: 100))) .onLight(.color(Colors.blue.shade300)), ); } @override Widget build(BuildContext context) { return Pressable( onPress: () {}, child: Box( style: customBoxStyle, child: StyledText('Custom Widget', style: customTextStyle), ), ); } }

Mix separates style definitions from interaction logic. The code is shorter, has no manual state tracking, and style changes are declarative.

Without Mix

class CustomWidget extends StatefulWidget { const CustomWidget({ Key? key, }) : super(key: key); @override _CustomWidgetState createState() => _CustomWidgetState(); } class _CustomWidgetState extends State<CustomWidget> { bool _isHover = false; final _curve = Curves.linear; final _duration = const Duration(milliseconds: 100); @override Widget build(BuildContext context) { final isDark = Theme.of(context).brightness == Brightness.dark; final backgroundColor = isDark ? Colors.cyan : Colors.blue; final textColor = isDark ? Colors.black : Colors.white; final borderRadius = BorderRadius.circular(10); final onHoverTextColor = isDark ? Color.lerp(textColor, Colors.white, 0.2)! : Color.lerp(textColor, Colors.black, 0.2)!; final onHoverBgColor = isDark ? Color.lerp(backgroundColor, Colors.white, 0.2)! : Color.lerp(backgroundColor, Colors.black, 0.3)!; return MouseRegion( onEnter: (event) { setState(() => _isHover = true); }, onExit: (event) { setState(() => _isHover = false); }, child: Material( elevation: _isHover ? 2 : 9, borderRadius: borderRadius, child: AnimatedScale( scale: _isHover ? 1.5 : 1, curve: _curve, duration: _duration, child: AnimatedContainer( curve: _curve, duration: _duration, height: 120, width: 120, padding: _isHover ? const EdgeInsets.all(10) : const EdgeInsets.all(20), decoration: BoxDecoration( color: _isHover ? onHoverBgColor : backgroundColor, borderRadius: borderRadius, ), child: AnimatedAlign( alignment: _isHover ? Alignment.topLeft : Alignment.center, curve: _curve, duration: _duration, child: Text( 'Custom Widget', style: Theme.of(context) .textTheme .labelLarge ?.copyWith(color: _isHover ? onHoverTextColor : textColor), ), ), ), ), ), ); } }

Without Mix, the code requires manual setState, MouseRegion, and multiple Animated* widgets. Style logic is interleaved with widget construction, making it harder to maintain.