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Animations: Technical Overview |
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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.
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.
Whenever the animation's value changes, the animation notifies all the
listeners added with
addListener
.
Typically, a State
object that listens to an animation will call
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.
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
(e.g., from 0.0 to 1.0) or perhaps in reverse
(e.g., from 1.0 to
0.0). Eventually, if the animation reaches the end of its range (e.g., 1.0), the
animation reaches the completed
status.
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 (e.g.,
from 1.0 to 0.0). Similarly, you can create a
CurvedAnimation
whose value is adjusted by a curve.
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 newAnimation
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.
Animations are actually built from a number of core building blocks.
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, Flutter's engine
triggers a "begin frame" callback which the scheduler multiplexes to
all the listeners registered using
scheduleFrameCallback()
.
All these callbacks are given the official time stamp of the frame, in
the form of a Duration
from some arbitrary epoch. Since all the
callbacks have the same time, any animations triggered from these
callbacks will appear to be exactly synchronised even if they take a
few milliseconds to be executed.
The
Ticker
class hooks into the scheduler's
scheduleFrameCallback()
mechanism to invoke a callback every tick.
A Ticker
can be started and stopped. When started, it returns a
Future
that will resolve when it is stopped.
Each tick, the Ticker
provides the callback with the duration since
the first tick after it was started.
Because tickers always give their elapsed time relative to the first tick after they were started, tickers are all synchronised. If you start three ticks at different times between two frames, they will all nonetheless be synchronised with the same starting time, and will subsequently tick in lockstep.
The
Simulation
abstract class maps a relative time value (an elapsed time) to a
double value, and has a notion of completion.
In principle simulations are stateless but in practice some simulations
(for example,
BouncingScrollSimulation
and
ClampingScrollSimulation
)
change state irreversibly when queried.
There are various concrete implementations
of the Simulation
class for different effects.
The
Animatable
abstract class maps a double to a value of a particular type.
Animatable
classes are stateless and immutable.
The
Tween
abstract class maps a double value nominally in the range 0.0-1.0 to a
typed value (e.g. a Color
, or another double). It is an
Animatable
.
It has a notion of an output type (T
), a begin
value and an end
value of that type, and a way to interpolate (lerp
) between the
begin and end values for a given input value (the double nominally in
the range 0.0-1.0).
Tween
classes are stateless and immutable.
Passing an Animatable<double>
(the parent) to an Animatable
's
chain()
method creates a new Animatable
subclass that applies the
parent's mapping then the child's mapping.
The
Curve
abstract class maps doubles nominally in the range 0.0-1.0 to doubles
nominally in the range 0.0-1.0.
Curve
classes are stateless and immutable.
The
Animation
abstract class provides a value of a given type, a concept of
animation direction and animation status, and a listener interface to
register callbacks that get invoked when the value or status change.
Some subclasses of Animation
have values that never change
(kAlwaysCompleteAnimation
,
kAlwaysDismissedAnimation
,
AlwaysStoppedAnimation
);
registering callbacks on these has no effect as the callbacks are
never called.
The Animation<double>
variant is special because it can be used to
represent a double nominally in the range 0.0-1.0, which is the input
expected by Curve
and Tween
classes, as well as some further
subclasses of Animation
.
Some Animation
subclasses are stateless, merely forwarding listeners
to their parents. Some are very stateful.
Most Animation
subclasses take an explicit "parent"
Animation<double>
. They are driven by that parent.
The CurvedAnimation
subclass takes an Animation<double>
class (the
parent) and a couple of Curve
classes (the forward and reverse
curves) as input, and uses the value of the parent as input to the
curves to determine its output. CurvedAnimation
is immutable and
stateless.
The ReverseAnimation
subclass takes an Animation<double>
class as
its parent and reverses all the values of the animation. It assumes
the parent is using a value nominally in the range 0.0-1.0 and returns
a value in the range 1.0-0.0. The status and direction of the parent
animation are also reversed. ReverseAnimation
is immutable and
stateless.
The ProxyAnimation
subclass takes an Animation<double>
class as
its parent and merely forwards the current state of that parent.
However, the parent is mutable.
The TrainHoppingAnimation
subclass takes two parents, and switches
between them when their values cross.
The
AnimationController
is stateful Animation<double>
that uses a Ticker
to give itself
life. It can be started and stopped. Each tick, it takes the time
elapsed since it was started and passes it to a Simulation
to obtain
a value. That is then the value it reports. If the Simulation
reports that at that time it has ended, then the controller stops
itself.
The animation controller can be given a lower and upper bound to animate between, and a duration.
In the simple case (using forward()
, reverse()
, play()
, or
resume()
), the animation controller simply does a linear
interpolation from the lower bound to the upper bound (or vice versa,
for the reverse direction) over the given duration.
When using repeat()
, the animation controller uses a linear
interpolation between the given bounds over the given duration, but
does not stop.
When using animateTo()
, the animation controller does a linear
interpolation over the given duration from the current value to the
given target. If no duration is given to the method, the default
duration of the controller and the range described by the controller's
lower bound and upper bound is used to determine the velocity of the
animation.
When using fling()
, a Force
is used to create a specific
simulation which is then used to drive the controller.
When using animateWith()
, the given simulation is used to drive the
controller.
These methods all return the future that the Ticker
provides and
which will resolve when the controller next stops or changes
simulation.
Passing an Animation<double>
(the new parent) to an Animatable
's
animate()
method creates a new Animation
subclass that acts like
the Animatable
but is driven from the given parent.