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),
);
}
}
<code_end>
make the _DraggableCardState class extend from
SingleTickerProviderStateMixin.
then construct an AnimationController in
initState and set vsync to this.
info note
extending SingleTickerProviderStateMixin allows the state object to be a
TickerProvider for the AnimationController. for more information, see the
documentation for TickerProvider.
<topic_end>
<topic_start>
step 2: move the widget using gestures
make the widget move when it’s dragged, and add an alignment field to the
_DraggableCardState class:
add a GestureDetector that handles the onPanDown, onPanUpdate, and
onPanEnd callbacks. to adjust the alignment, use a MediaQuery to get the
size of the widget, and divide by 2. (this converts units of “pixels dragged” to
coordinates that align uses.) then, set the align widget’s alignment to
_dragAlignment:
<topic_end>
<topic_start>
step 3: animate the widget
when the widget is released, it should spring back to the center.
add an Animation<Alignment> field and an _runAnimation method. this
method defines a tween that interpolates between the point the widget was
dragged to, to the point in the center.
<code_start>
void _runAnimation() {
_animation = _controller.drive(
AlignmentTween(
begin: _dragAlignment,
end: alignment.center,
),
);
_controller.reset();
_controller.forward();
}
<code_end>
next, update _dragAlignment when the AnimationController produces a
value:
next, make the align widget use the _dragAlignment field:
<code_start>
child: align(
alignment: _dragAlignment,
child: card(
child: widget.child,
),
),
<code_end>
finally, update the GestureDetector to manage the animation controller:
<topic_end>
<topic_start>
step 4: calculate the velocity to simulate a springing motion
the last step is to do a little math, to calculate the velocity of the widget
after it’s finished being dragged. this is so that the widget realistically
continues at that speed before being snapped back. (the _runAnimation method
already sets the direction by setting the animation’s start and end alignment.)
first, import the physics package:
<code_start>
import 'package:flutter/physics.dart';
<code_end>
the onPanEnd callback provides a DragEndDetails object. this object
provides the velocity of the pointer when it stopped contacting the screen. the
velocity is in pixels per second, but the align widget doesn’t use pixels. it
uses coordinate values between [-1.0, -1.0] and [1.0, 1.0], where [0.0, 0.0]
represents the center. the size calculated in step 2 is used to convert pixels
to coordinate values in this range.
finally, AnimationController has an animateWith() method that can be given a
SpringSimulation:
<code_start>
/// calculates and runs a [springsimulation].
void _runAnimation(Offset pixelsPerSecond, size size) {
_animation = _controller.drive(
AlignmentTween(
begin: _dragAlignment,
end: alignment.center,
),
);
// calculate the velocity relative to the unit interval, [0,1],
// used by the animation controller.
final unitsPerSecondX = pixelsPerSecond.dx / size.width;
final unitsPerSecondY = pixelsPerSecond.dy / size.height;
final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
final unitVelocity = unitsPerSecond.distance;
const spring = SpringDescription(
mass: 30,
stiffness: 1,
damping: 1,
);
final simulation = SpringSimulation(spring, 0, 1, -unitvelocity);
_controller.animateWith(simulation);
}
<code_end>
don’t forget to call _runAnimation() with the velocity and size:
<code_start>
onPanEnd: (details) {