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<topic_start> |
Other resources |
Learn more about Flutter animations at the following links:Animation samples from the Sample app catalog.Animation recipes from the Flutter cookbook.Animation videos from the Flutter YouTube channel.Animations: overview |
A look at some of the major classes in the |
animations library, and Flutter’s animation architecture.Animation and motion widgets |
A catalog of some of the animation widgets |
provided in the Flutter APIs.The animation library in the Flutter API documentation |
The animation API for the Flutter framework. This link |
takes you to a technical overview page for the library. |
<topic_end> |
<topic_start>Animations tutorial |
<topic_end> |
<topic_start>What you'll learn |
This tutorial shows you how to build explicit animations in Flutter. |
After introducing some of the essential concepts, classes, |
and methods in the animation library, it walks you through 5 |
animation examples. The examples build on each other, |
introducing you to different aspects of the animation library.The Flutter SDK also provides built-in explicit animations, |
such as FadeTransition, SizeTransition, |
and SlideTransition. These simple animations are |
triggered by setting a beginning and ending point. |
They are simpler to implement |
than custom explicit animations, which are described here.<topic_end> |
<topic_start> |
Essential animation concepts and classes |
<topic_end> |
<topic_start>What's the point? |
The animation system in Flutter is based on typed |
Animation objects. Widgets can either incorporate |
these animations in their build functions directly by |
reading their current value and listening to their state |
changes or they can use the animations as the basis of |
more elaborate animations that they pass along to |
other widgets.<topic_end> |
<topic_start> |
Animation<double> |
In Flutter, an Animation object knows nothing about what |
is onscreen. An Animation is an abstract class that |
understands its current value and its state (completed or dismissed). |
One of the more commonly used animation types is Animation<double>.An Animation object sequentially generates |
interpolated numbers between two values over a certain duration. |
The output of an Animation object might be linear, |
a curve, a step function, or any other mapping you can devise. |
Depending on how the Animation object is controlled, |
it could run in reverse, or even switch directions in the |
middle.Animations can also interpolate types other than double, such as |
Animation<Color> or Animation<Size>.An Animation object has state. Its current value is |
always available in the .value member.An Animation object knows nothing about rendering or |
build() functions.<topic_end> |
<topic_start> |
CurvedAnimation |
A CurvedAnimation defines the animation’s progress |
as a non-linear curve. |
<code_start>animation = CurvedAnimation(parent: controller, curve: Curves.easeIn);<code_end> |
info Note |
The Curves class defines many commonly used curves, |
or you can create your own. For example:Browse the Curves documentation for a complete listing |
(with visual previews) of the Curves constants that ship with Flutter.CurvedAnimation and AnimationController (described in the next section) |
are both of type Animation<double>, so you can pass them interchangeably. |
The CurvedAnimation wraps the object it’s modifying—you |
don’t subclass AnimationController to implement a curve.<topic_end> |
<topic_start> |
AnimationController |
AnimationController is a special Animation |
object that generates a new value whenever the hardware |
is ready for a new frame. By default, |
an AnimationController linearly produces the numbers |
from 0.0 to 1.0 during a given duration. |
For example, this code creates an Animation object, |
but does not start it running: |
<code_start>controller = |
AnimationController(duration: const Duration(seconds: 2), vsync: this);<code_end> |
AnimationController derives from Animation<double>, so it can be used |
wherever an Animation object is needed. However, the AnimationController |
has additional methods to control the animation. For example, you start |
an animation with the .forward() method. The generation of numbers is |
tied to the screen refresh, so typically 60 numbers are generated per |
second. After each number is generated, each Animation object calls the |
attached Listener objects. To create a custom display list for each |
child, see RepaintBoundary.When creating an AnimationController, you pass it a vsync argument. |
The presence of vsync prevents offscreen animations from consuming |
unnecessary resources. |
You can use your stateful object as the vsync by adding |
SingleTickerProviderStateMixin to the class definition. |
You can see an example of this in animate1 on GitHub.info Note |
In some cases, a position might exceed the AnimationController’s |
0.0-1.0 range. For example, the fling() function |
allows you to provide velocity, force, and position |
(via the Force object). The position can be anything and |
so can be outside of the 0.0 to 1.0 range.A CurvedAnimation can also exceed the 0.0 to 1.0 range, |
even if the AnimationController doesn’t. |
Depending on the curve selected, the output of |
the CurvedAnimation can have a wider range than the input. |
For example, elastic curves such as Curves.elasticIn |
significantly overshoots or undershoots the default range.<topic_end> |
<topic_start> |
Tween |
By default, the AnimationController object ranges from 0.0 to 1.0. |
If you need a different range or a different data type, you can use a |
Tween to configure an animation to interpolate to a |
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