},
),
RaisedButton(
child: Text("停止"),
onPressed: () {
controller.stop();
},
)
],
);
}
}
> 动画状态监听:在forword结束之后状态为completed。在reverse结束之后状态为dismissed
### [](https://docs.qq.com/doc/DSkNLaERkbnFoS0ZF)Tween
默认情况下,`AnimationController`对象值为:double类型,范围是0.0到1.0 。如果我们需要不同的范围或不同的数据类型,则可以使用Tween来配置动画以生成不同的范围或数据类型的值。要使用Tween对象,需要调用其`animate()`方法,然后传入一个控制器对象,同时动画过程中产生的数值由`Tween`的`lerp`方法决定。
import ‘package:flutter/material.dart’;
void main() => runApp(AnimationApp());
class AnimationApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: "animation",
home: Scaffold(
appBar: AppBar(
title: Text('animation'),
),
body: AnimWidget(),
),
);
}
}
// 动画是有状态的
class AnimWidget extends StatefulWidget {
@override
State createState() {
return _AnimWidgetState();
}
}
class _AnimWidgetState extends State
with SingleTickerProviderStateMixin {
AnimationController controller;
bool forward = true;
Tween tween;
@override
void initState() {
super.initState();
controller = AnimationController(
// 动画的时长
duration: Duration(milliseconds: 2000),
// 提供 vsync 最简单的方式,就是直接继承 SingleTickerProviderStateMixin
vsync: this,
);
//使用Color
tween = ColorTween(begin: Colors.blue, end: Colors.yellow);
//添加动画值修改监听
tween.animate(controller)..addListener(() => setState(() {}));
}
@override
Widget build(BuildContext context) {
return Column(
children: <Widget>[
Container(
width: 100,
height: 100,
//获取动画当前值
color: tween.evaluate(controller),
),
RaisedButton(
child: Text("播放"),
onPressed: () {
if (forward) {
controller.forward();
} else {
controller.reverse();
}
forward = !forward;
},
),
RaisedButton(
child: Text("停止"),
onPressed: () {
controller.stop();
},
)
],
);
}
}
### [](https://docs.qq.com/doc/DSkNLaERkbnFoS0ZF)Curve
动画过程默认是线性的(匀速),如果需要非线形的,比如:加速的或者先加速后减速等。Flutter中可以通过Curve(曲线)来描述动画过程。
import ‘package:flutter/material.dart’;
void main() => runApp(AnimationApp());
class AnimationApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: "animation",
home: Scaffold(
appBar: AppBar(
title: Text('animation'),
),
body: AnimWidget(),
),
);
}
}
// 动画是有状态的
class AnimWidget extends StatefulWidget {
@override
State createState() {
return _AnimWidgetState();
}
}
class _AnimWidgetState extends State
with SingleTickerProviderStateMixin {
AnimationController controller;
Animation animation;
bool forward = true;
@override
void initState() {
super.initState();
controller = AnimationController(
// 动画的时长
duration: Duration(milliseconds: 2000),
// 提供 vsync 最简单的方式,就是直接继承 SingleTickerProviderStateMixin
vsync: this,
);
//弹性
animation = CurvedAnimation(parent: controller, curve: Curves.bounceIn);
//使用Color
animation = Tween(begin: 10.0, end: 100.0).animate(animation)
..addListener(() {
setState(() => {});
});
}
@override
Widget build(BuildContext context) {
return Column(
children: <Widget>[
Container(
//不需要转换
width: animation.value,
height: animation.value,
//获取动画当前值
color: Colors.blue,
),
RaisedButton(
child: Text("播放"),
onPressed: () {
if (forward) {
controller.forward();
} else {
controller.reverse();
}
forward = !forward;
},
),
RaisedButton(
child: Text("停止"),
onPressed: () {
controller.stop();
},
)
],
);
}
}
### [](https://docs.qq.com/doc/DSkNLaERkbnFoS0ZF)AnimatedWidget
通过上面的学习我们能够感受到`Animation`对象本身和UI渲染没有任何关系。而通过`addListener()`和`setState()` 来更新UI这一步其实是通用的,如果每个动画中都加这么一句是比较繁琐的。AnimatedWidget类封装了调用`setState()`的细节,简单来说就是自动调用`setState()`。
Flutter中已经封装了很多动画,比如对widget进行缩放,可以直接使用`ScaleTransition`
import ‘package:flutter/material.dart’;
void main() => runApp(AnimationApp());
class AnimationApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: "animation",
home: Scaffold(
appBar: AppBar(
title: Text('animation'),
),
body: AnimWidget(),
),
);
}
}
// 动画是有状态的
class AnimWidget extends StatefulWidget {
@override
State createState() {
return _AnimWidgetState();
}
}
class _AnimWidgetState extends State
with SingleTickerProviderStateMixin {
AnimationController controller;
Animation animation;
bool forward = true;
@override
void initState() {
super.initState();
controller = AnimationController(
// 动画的时长
duration: Duration(milliseconds: 2000),
// 提供 vsync 最简单的方式,就是直接继承 SingleTickerProviderStateMixin
vsync: this,
);
//弹性
animation = CurvedAnimation(parent: controller, curve: Curves.bounceIn);
//使用Color
animation = Tween(begin: 10.0, end: 100.0).animate(animation);
}
@override
Widget build(BuildContext context) {
return Column(
children: <Widget>[
ScaleTransition(
child: Container(
width: 100,
height: 100,
color: Colors.blue,
),
scale: controller,
),
RaisedButton(
child: Text("播放"),
onPressed: () {
if (forward) {
controller.forward();
} else {
controller.reverse();
}
forward = !forward;
},
),
RaisedButton(
child: Text("停止"),
onPressed: () {
controller.stop();
},
)
],
);
}
}
### [](https://docs.qq.com/doc/DSkNLaERkbnFoS0ZF)Hero动画
Hero动画就是在路由切换时,有一个共享的Widget可以在新旧路由间切换,由于共享的Widget在新旧路由页面上的位置、外观可能有所差异,所以在路由切换时会逐渐过渡,这样就会产生一个Hero动画。
import ‘package:flutter/material.dart’;
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return new MaterialApp(
title: 'Flutter Demo',
home: Scaffold(
appBar: AppBar(
title: Text("主页"),
),
body: Route1()),
);
}
}
// 路由A
class Route1 extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Container(
alignment: Alignment.topCenter,
child: InkWell(
child: Hero(
tag: "avatar", //唯一标记,前后两个路由页Hero的tag必须相同
child: CircleAvatar(
backgroundImage: AssetImage(
"assets/banner.jpeg",
),
),
),
onTap: () {
Navigator.push(context, MaterialPageRoute(builder: (_) {
return Route2();
}));
},
),
);
}
}
class Route2 extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Center(
child: Hero(
tag: "avatar", //唯一标记,前后两个路由页Hero的tag必须相同
child: Image.asset("assets/banner.jpeg")),
);
}
}
### [](https://docs.qq.com/doc/DSkNLaERkbnFoS0ZF)组合动画
有些时候我们可能会需要执行一个动画序列执行一些复杂的动画。
import ‘package:flutter/material.dart’;
void main() => runApp(MyApp());