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}<code_end> |
<topic_end> |
<topic_start>Animations API overview |
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 |
The primary building block of the animation system is the |
Animation class. An animation represents a value |
of a specific type that can change over the lifetime of |
the animation. Most widgets that perform an animation |
receive an Animation object as a parameter, |
from which they read the current value of the animation |
and to which they listen for changes to that value.<topic_end> |
<topic_start> |
addListener |
Whenever the animation’s value changes, |
the animation notifies all the listeners added with |
addListener. Typically, a State |
object that listens to an animation calls |
setState on itself in its listener callback |
to notify the widget system that it needs to |
rebuild with the new value of the animation.This pattern is so common that there are two widgets |
that help widgets rebuild when animations change value: |
AnimatedWidget and AnimatedBuilder. |
The first, AnimatedWidget, is most useful for |
stateless animated widgets. To use AnimatedWidget, |
simply subclass it and implement the build function. |
The second, AnimatedBuilder, is useful for more complex widgets |
that wish to include an animation as part of a larger build function. |
To use AnimatedBuilder, simply construct the widget |
and pass it a builder function.<topic_end> |
<topic_start> |
addStatusListener |
Animations also provide an AnimationStatus, |
which indicates how the animation will evolve over time. |
Whenever the animation’s status changes, |
the animation notifies all the listeners added with |
addStatusListener. Typically, animations start |
out in the dismissed status, which means they’re |
at the beginning of their range. For example, |
animations that progress from 0.0 to 1.0 |
will be dismissed when their value is 0.0. |
An animation might then run forward (from 0.0 to 1.0) |
or perhaps in reverse (from 1.0 to 0.0). |
Eventually, if the animation reaches the end of its range |
(1.0), the animation reaches the completed status.<topic_end> |
<topic_start> |
AnimationController |
To create an animation, first create an AnimationController. |
As well as being an animation itself, an AnimationController |
lets you control the animation. For example, |
you can tell the controller to play the animation |
forward or stop the animation. |
You can also fling animations, |
which uses a physical simulation, such as a spring, |
to drive the animation.Once you’ve created an animation controller, |
you can start building other animations based on it. |
For example, you can create a ReverseAnimation |
that mirrors the original animation but runs in the |
opposite direction (from 1.0 to 0.0). |
Similarly, you can create a CurvedAnimation |
whose value is adjusted by a Curve.<topic_end> |
<topic_start> |
Tweens |
To animate beyond the 0.0 to 1.0 interval, you can use a |
Tween<T>, which interpolates between its |
begin and end values. Many types have specific |
Tween subclasses that provide type-specific interpolation. |
For example, ColorTween interpolates between colors and |
RectTween interpolates between rects. |
You can define your own interpolations by creating |
your own subclass of Tween and overriding its |
lerp function.By itself, a tween just defines how to interpolate |
between two values. To get a concrete value for the |
current frame of an animation, you also need an |
animation to determine the current state. |
There are two ways to combine a tween |
with an animation to get a concrete value:You can evaluate the tween at the current |
value of an animation. This approach is most useful |
for widgets that are already listening to the animation and hence |
rebuilding whenever the animation changes value.You can animate the tween based on the animation. |
Rather than returning a single value, the animate function |
returns a new Animation that incorporates the tween. |
This approach is most useful when you want to give the |
newly created animation to another widget, |
which can then read the current value that incorporates |
the tween as well as listen for changes to the value.<topic_end> |
<topic_start> |
Architecture |
Animations are actually built from a number of core building blocks.<topic_end> |
<topic_start> |
Scheduler |
The SchedulerBinding is a singleton class |
that exposes the Flutter scheduling primitives.For this discussion, the key primitive is the frame callbacks. |
Each time a frame needs to be shown on the screen, |
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