text stringlengths 1 474 |
|---|
onPressed: _toggle, |
tooltip: 'Update Text', |
child: const Icon(Icons.update), |
), |
); |
} |
}<code_end> |
<topic_end> |
<topic_start> |
How do I animate a widget? |
In Xamarin.Forms, you create simple animations using ViewExtensions that |
include methods such as FadeTo and TranslateTo. |
You would use these methods on a view |
to perform the required animations.Then in code behind, or a behavior, this would fade in the image, |
over a 1-second period.In Flutter, you animate widgets using the animation library |
by wrapping widgets inside an animated widget. |
Use an AnimationController, which is an Animation<double> |
that can pause, seek, stop and reverse the animation. |
It requires a Ticker that signals when vsync happens, |
and produces a linear interpolation between 0 and 1 |
on each frame while it’s running. |
You then create one or moreAnimations and attach them to the controller.For example, you might use CurvedAnimation |
to implement an animation along an interpolated curve. |
In this sense, the controller is the “master” source of the animation progress |
and the CurvedAnimation computes the curve |
that replaces the controller’s default linear motion. |
Like widgets, animations in Flutter work with composition.When building the widget tree, you assign the Animation |
to an animated property of a widget, |
such as the opacity of a FadeTransition, |
and tell the controller to start the animation.The following example shows how to write a FadeTransition that fades |
the widget into a logo when you press the FloatingActionButton: |
<code_start>import 'package:flutter/material.dart'; |
void main() { |
runApp(const FadeAppTest()); |
} |
class FadeAppTest extends StatelessWidget { |
/// This widget is the root of your application. |
const FadeAppTest({super.key}); |
@override |
Widget build(BuildContext context) { |
return const MaterialApp( |
title: 'Fade Demo', |
home: MyFadeTest(title: 'Fade Demo'), |
); |
} |
} |
class MyFadeTest extends StatefulWidget { |
const MyFadeTest({super.key, required this.title}); |
final String title; |
@override |
State<MyFadeTest> createState() => _MyFadeTest(); |
} |
class _MyFadeTest extends State<MyFadeTest> with TickerProviderStateMixin { |
late final AnimationController controller; |
late final CurvedAnimation curve; |
@override |
void initState() { |
super.initState(); |
controller = AnimationController( |
duration: const Duration(milliseconds: 2000), |
vsync: this, |
); |
curve = CurvedAnimation( |
parent: controller, |
curve: Curves.easeIn, |
); |
} |
@override |
Widget build(BuildContext context) { |
return Scaffold( |
appBar: AppBar(title: Text(widget.title)), |
body: Center( |
child: FadeTransition( |
opacity: curve, |
child: const FlutterLogo(size: 100), |
), |
), |
floatingActionButton: FloatingActionButton( |
onPressed: () { |
controller.forward(); |
}, |
tooltip: 'Fade', |
child: const Icon(Icons.brush), |
), |
); |
} |
}<code_end> |
For more information, see Animation & Motion widgets, |
the Animations tutorial, and the Animations overview.<topic_end> |
<topic_start> |
How do I draw/paint on the screen? |
Xamarin.Forms never had a built-in way to draw directly on the screen. |
Many would use SkiaSharp, if they needed a custom image drawn. |
In Flutter, you have direct access to the Skia Canvas |
and can easily draw on screen.Flutter has two classes that help you draw to the canvas: CustomPaint |
and CustomPainter, the latter of which implements your algorithm to draw to |
the canvas.To learn how to implement a signature painter in Flutter, |
see Collin’s answer on Custom Paint. |
<code_start>import 'package:flutter/material.dart'; |
void main() { |
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