| // Copyright 2014 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // This example shows how to perform a simple animation using the underlying |
| // render tree. |
| |
| import 'dart:math' as math; |
| |
| import 'package:flutter/animation.dart'; |
| import 'package:flutter/rendering.dart'; |
| import 'package:flutter/scheduler.dart'; |
| |
| class NonStopVSync implements TickerProvider { |
| const NonStopVSync(); |
| @override |
| Ticker createTicker(TickerCallback onTick) => Ticker(onTick); |
| } |
| |
| void main() { |
| // We first create a render object that represents a green box. |
| final RenderBox green = RenderDecoratedBox( |
| decoration: const BoxDecoration(color: Color(0xFF00FF00)), |
| ); |
| // Second, we wrap that green box in a render object that forces the green box |
| // to have a specific size. |
| final RenderBox square = RenderConstrainedBox( |
| additionalConstraints: const BoxConstraints.tightFor(width: 200.0, height: 200.0), |
| child: green, |
| ); |
| // Third, we wrap the sized green square in a render object that applies rotation |
| // transform before painting its child. Each frame of the animation, we'll |
| // update the transform of this render object to cause the green square to |
| // spin. |
| final RenderTransform spin = RenderTransform( |
| transform: Matrix4.identity(), |
| alignment: Alignment.center, |
| child: square, |
| ); |
| // Finally, we center the spinning green square... |
| final RenderBox root = RenderPositionedBox( |
| alignment: Alignment.center, |
| child: spin, |
| ); |
| // and attach it to the window. |
| RenderingFlutterBinding(root: root); |
| |
| // To make the square spin, we use an animation that repeats every 1800 |
| // milliseconds. |
| final AnimationController animation = AnimationController( |
| duration: const Duration(milliseconds: 1800), |
| vsync: const NonStopVSync(), |
| )..repeat(); |
| // The animation will produce a value between 0.0 and 1.0 each frame, but we |
| // want to rotate the square using a value between 0.0 and math.pi. To change |
| // the range of the animation, we use a Tween. |
| final Tween<double> tween = Tween<double>(begin: 0.0, end: math.pi); |
| // We add a listener to the animation, which will be called every time the |
| // animation ticks. |
| animation.addListener(() { |
| // This code runs every tick of the animation and sets a new transform on |
| // the "spin" render object by evaluating the tween on the current value |
| // of the animation. Setting this value will mark a number of dirty bits |
| // inside the render tree, which cause the render tree to repaint with the |
| // new transform value this frame. |
| spin.transform = Matrix4.rotationZ(tween.evaluate(animation)); |
| }); |
| } |