How to add delay between each repeat of animation in flutter - flutter

I have a SlideTransition with a container in my application, and it repeats forever, but i would like a delay after each repeat. so it would be like this:
Here's my code
late final AnimationController _animationController = AnimationController(
vsync: this,
duration: const Duration(seconds: 1)
)..repeat(reverse: true); // Here there should be the 500 millisecond delay
late final Animation<Offset> _animation = Tween<Offset>(
begin: Offset.zero,
end: Offset(0, 1),
).animate(_animationController);
. . .
return Scaffold(
body: Center(
child: SlideTransition(
position: _animation,
child: Container(
height: 100,
width: 100,
color: Colors.red,
),
),
),
);

Just change the duration you want => await Future.delayed(Duration(seconds: 3));
I test it with seconds: 3 to get better idea.
late final AnimationController _animationController =
AnimationController(vsync: this, duration: const Duration(seconds: 3))
..forward();
#override
void initState() {
super.initState();
_animationController.addListener(() async {
print(_animationController.status);
if (_animationController.isCompleted) {
await Future.delayed(Duration(seconds: 3));
_animationController.reverse();
} else if (_animationController.isDismissed) {
await Future.delayed(Duration(seconds: 3));
_animationController.forward();
}
});
}

delay after each repeat :
#override
void initState() {// <-- add initstate
super.initState();
_animationController.forward(from: 0.0);
}
late final AnimationController _animationController = AnimationController(
vsync: this,
duration: const Duration(seconds: 1))
//..repeat(reverse: true); // <-- comment this line
..addStatusListener((AnimationStatus status) { // <-- add listener
if (status == AnimationStatus.completed) {
Future.delayed(
Duration(milliseconds: _animationController.value == 0 ? 500 : 0),
() {
_animationController
.animateTo(_animationController.value == 0 ? 1 : 0);
});
}
});

Related

How to transform a widget by switching view?

I want a smooth animation that switch between the previous Scale and position to current Scale and postion. But it look like that it's not the exact previous scale or position. Why the only first widget have a reverse scale => ZoomIn instead of ZoomOut. I add a isSet variable because of the first frame that show the widget far away from where it should start. I have try with AnimatedSlide but it's not the same way to calculate. I don't think I should add more code but if it's necessary for you I would. Am I far from the right way to to it? I'll be grateful. Thank you.
class ItemTransform extends ConsumerStatefulWidget {
final Widget child;
final String idItem;
const ItemTransform({required this.idItem, required this.child, Key? key})
: super(key: key);
#override
_ItemTransformState createState() => _ItemTransformState();
}
class _ItemTransformState extends ConsumerState<ItemTransform>
with SingleTickerProviderStateMixin {
late bool isSet;
late AnimationController _animationController;
late Animation<double> _animationOffset;
late Animation<double> _animationScale;
#override
void initState() {
super.initState();
isSet = false;
_animationController = AnimationController(
duration: const Duration(milliseconds: 500), vsync: this);
_animationOffset = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
_animationScale = Tween(begin: 1.0, end: 1.0).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
_animationController.forward();
WidgetsBinding.instance!.addPostFrameCallback((timeStamp) {
_afterLayout();
});
}
void _afterLayout() {
if (!mounted) {
return;
}
final RenderBox renderBoxRed = context.findRenderObject() as RenderBox;
final size = renderBoxRed.size;
ref.read(viewAnimationProvider).setSize({widget.idItem: size});
final position = renderBoxRed.localToGlobal(Offset.zero);
ref.read(viewAnimationProvider).setPosition({widget.idItem: position});
isSet = true;
}
#override
void dispose() {
_animationController.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _animationController,
builder: (context, _) {
final oldOffset =
ref.read(viewAnimationProvider).oldPositions[widget.idItem];
final newOffset =
ref.read(viewAnimationProvider).newPositions[widget.idItem];
Offset? toMove;
if (newOffset != null && oldOffset != null) {
if (isSet) {
toMove = Offset(
(oldOffset.dx - newOffset.dx) * _animationOffset.value,
(oldOffset.dy - newOffset.dy) * _animationOffset.value);
} else {
toMove = Offset(
(newOffset.dx - oldOffset.dx) * _animationOffset.value,
(newOffset.dy - oldOffset.dy) * _animationOffset.value);
}
}
final oldSizes =
ref.read(viewAnimationProvider).oldSizes[widget.idItem];
final newSizes =
ref.read(viewAnimationProvider).newSizes[widget.idItem];
if (oldSizes != null && newSizes != null) {
final oldSize = oldSizes.width / oldSizes.height;
final newSize = newSizes.width / newSizes.height;
if (isSet ) {
_animationScale = Tween(begin: newSize / oldSize, end: 1.0)
.animate(CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
}else{
_animationScale = Tween(begin: oldSize / newSize, end: 1.0).animate(
CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
}
}
return Transform.translate(
offset: toMove ?? Offset.zero,
child: Transform.scale(
scale: _animationScale.value,
child: widget.child,
),
);
});
}
}
final viewAnimationProvider =
ChangeNotifierProvider<ViewAnimationController>((ref) {
return ViewAnimationController();
});
class ViewAnimationController extends ChangeNotifier {
late TypeOfView oldView;
late TypeOfView newView;
late Map<String, Offset> oldPositions;
late Map<String, Offset> newPositions;
late Map<String, Size> oldSizes;
late Map<String, Size> newSizes;
ViewAnimationController() {
oldView = TypeOfView.staggered;
newView = TypeOfView.normal;
oldPositions = <String, Offset>{};
newPositions = <String, Offset>{};
oldSizes = <String, Size>{};
newSizes = <String, Size>{};
}
void setView(TypeOfView newV) {
oldView = newView;
newView = newV;
notifyListeners();
}
void setPosition(Map<String, Offset> position) {
final newDx = position.values.first.dx;
final newDy = position.values.first.dy;
final offset = newPositions[position.keys.first];
if (offset != null) {
if (newDx != newPositions[position.keys.first]!.dx ||
newDy != newPositions[position.keys.first]!.dy) {
oldPositions[position.keys.first] = newPositions[position.keys.first]!;
newPositions[position.keys.first] = position.values.first;
// newPositions.addAll(position);
}
} else {
newPositions.addAll(position);
}
}
void setSize(Map<String, Size> map) {
final width = map.values.first.width;
final height = map.values.first.height;
final size = newSizes[map.keys.first];
if (size != null) {
if (width != size.width || height != size.height) {
oldSizes[map.keys.first] = newSizes[map.keys.first]!;
newSizes[map.keys.first] = map.values.first;
}
} else {
newSizes.addAll(map);
}
}
}
switch (ref.watch(currentViewProvider)) {
case TypeOfView.normal:
return GridViewCount(
currentSize: currentSize,
listItem: listItem as List<Item>);
case TypeOfView.staggered:
return GridViewStaggered(
currentSize: currentSize,
listItem: listItem as List<Item>);
}
It looks like you want a GridView that can be zoomed?
I've made a widget in the past, called "GalleryView", to achieve a similar kind of effect, but on mobile devices with "pinch-to-zoom" gesture. Let me put it here and see if it's helpful for you. Maybe you can use it as a starting point and modify it towards your end goal.
Usage:
GalleryView.builder(
itemCount: 101, // total items
maxPerRow: 10, // the maximum zoom-out level allowed
itemBuilder: (_, index) => MyImage(),
)
Source:
class GalleryView extends StatefulWidget {
final int? itemCount;
final IndexedWidgetBuilder itemBuilder;
final int initialPerRow;
final int minPerRow;
final int maxPerRow;
final Duration duration;
final ScrollController? controller;
const GalleryView.builder({
Key? key,
this.itemCount,
required this.itemBuilder,
this.initialPerRow = 3,
this.minPerRow = 1,
this.maxPerRow = 7,
this.duration = const Duration(seconds: 1),
this.controller,
}) : super(key: key);
#override
_GalleryViewState createState() => _GalleryViewState();
}
class _GalleryViewState extends State<GalleryView> {
late final ScrollController _controller =
widget.controller ?? ScrollController();
double _maxWidth = 0.0;
late double _size; // size of each grid item
late double _prevSize;
#override
Widget build(BuildContext context) {
return LayoutBuilder(
builder: (BuildContext context, BoxConstraints constraints) {
if (constraints.maxWidth != _maxWidth) {
_maxWidth = constraints.maxWidth;
_size = _maxWidth / widget.initialPerRow;
WidgetsBinding.instance?.addPostFrameCallback((timeStamp) {
_snapToGrid();
});
}
return GestureDetector(
child: _buildListView(),
onScaleStart: (_) {
_controller.jumpTo(0);
_prevSize = _size;
},
onScaleUpdate: (details) {
final maxSize = _maxWidth / widget.minPerRow;
final minSize = _maxWidth / widget.maxPerRow;
setState(() {
_size = (_prevSize * details.scale).clamp(minSize, maxSize);
});
},
onScaleEnd: (_) => _snapToGrid(),
);
},
);
}
_snapToGrid() {
final countPerRow = (_maxWidth / _size).round().clamp(
widget.minPerRow,
widget.maxPerRow,
);
setState(() => _size = _maxWidth / countPerRow);
}
ListView _buildListView() {
final countPerRow = (_maxWidth / _size).ceil();
return ListView.builder(
controller: _controller,
itemExtent: _size,
itemCount: widget.itemCount != null
? (widget.itemCount! / countPerRow).ceil()
: null,
itemBuilder: (context, int i) {
return OverflowBox(
maxWidth: double.infinity,
alignment: Alignment.centerLeft,
child: Row(
children: [
for (int j = 0; j < countPerRow; j++)
if (widget.itemCount == null ||
i * countPerRow + j < widget.itemCount!)
_buildItem(context, i * countPerRow + j),
],
),
);
},
);
}
Widget _buildItem(context, int index) {
return SizedBox(
width: _size,
height: _size,
child: AnimatedSwitcher(
duration: widget.duration,
child: KeyedSubtree(
key: ValueKey(index),
child: widget.itemBuilder(context, index),
),
),
);
}
}
I finally found a solution. I don't know if it's the best solution but it work as attended. I understand many things in my search. The "_animationScale" work badly because the with and height are same so I have to use "_animationHeight" and "_animationWidth". And I tried in a simple SizedBox and FittedBox to apply the size change but nothing change.
Concerning the offset I use the topLeft with the translate and minus to the new coordonate. It's the same resulte before but I didn't know about that translate methode. I've tried to gather all that _animation in one animation like "Animation<Rect?>" like here or here, but it's relative to a fixed size if I really understand. If someone could clearly explain me why it work as attended? Is there another way with those two previous links?
class ItemTransform extends ConsumerStatefulWidget {
final Widget child;
final String idItem;
const ItemTransform({required this.idItem, required this.child, Key? key})
: super(key: key);
#override
_ItemTransformState createState() => _ItemTransformState();
}
class _ItemTransformState extends ConsumerState<ItemTransform>
with TickerProviderStateMixin {
late bool isSet;
late AnimationController _animationController;
late Animation<Offset> _animationOffset;
late Animation<double> _animationWidth;
late Animation<double> _animationHeight;
#override
void initState() {
super.initState();
isSet = false;
_animationController = AnimationController(
duration: const Duration(milliseconds: 500), vsync: this);
_animationOffset = Tween<Offset>(begin: Offset.zero, end: Offset.zero)
.animate(CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
_animationWidth = Tween(begin: 1.0, end: 1.0).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
_animationHeight = Tween(begin: 1.0, end: 1.0).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
WidgetsBinding.instance!.addPostFrameCallback((timeStamp) {
_afterLayout();
});
}
void _afterLayout() {
if (!mounted) {
return;
}
final RenderBox renderBox = context.findRenderObject() as RenderBox;
final size = renderBox.size;
_animationWidth = Tween(begin: size.width, end: size.width).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
_animationHeight = Tween(begin: size.height, end: size.height).animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeInOut));
final position = renderBox.localToGlobal(Offset.zero);
ref.read(viewAnimationProvider).setNewRect(
id: widget.idItem,
newFromWidget:
Rect.fromLTWH(position.dx, position.dy, size.width, size.height));
if (ref.read(viewAnimationProvider).newRect[widget.idItem] != null) {
_animationController.forward();
}
isSet = true;
}
#override
void dispose() {
_animationController.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _animationController,
builder: (context, _) {
final oldRect =
ref.read(viewAnimationProvider).oldRect[widget.idItem];
final newRect =
ref.read(viewAnimationProvider).newRect[widget.idItem];
if (oldRect != null && newRect != null) {
_animationOffset = Tween<Offset>(
begin: oldRect.topLeft
.translate(-newRect.topLeft.dx, -newRect.topLeft.dy),
end: Offset.zero)
.animate(CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
//
_animationWidth =
Tween(begin: oldRect.size.width, end: newRect.size.width)
.animate(CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
_animationHeight =
Tween(begin: oldRect.size.height, end: newRect.size.height)
.animate(CurvedAnimation(
parent: _animationController, curve: Curves.easeInOut));
}
return Offstage(
offstage: !isSet,
child: Transform.translate(
offset: _animationOffset.value,
child: Stack(
clipBehavior: Clip.none,
children: [
Positioned(
height: _animationHeight.value,
width: _animationWidth.value,
child: widget.child,
),
],
),
),
);
});
}
}
final viewAnimationProvider =
ChangeNotifierProvider<ViewAnimationController>((ref) {
return ViewAnimationController();
});
class ViewAnimationController extends ChangeNotifier {
late Map<String,Rect> oldRect;
late Map<String,Rect> newRect;
ViewAnimationController() {
oldRect = <String, Rect>{};
newRect = <String, Rect>{};
}
void setNewRect({required String id, required Rect newFromWidget}){
final rect = newRect[id];
if(rect != null && rect != newFromWidget){
oldRect[id] = rect;
newRect[id] = newFromWidget;
}else{
newRect.addAll({id:newFromWidget});
}
}
}

How to run animation backwards when its finished

I have this simple animation of a line that goes from bottom to top of my container:
void didChangeDependencies() {
animationController = AnimationController(duration: const Duration(seconds: 2), vsync: this);
double firstPosition = (MediaQuery.of(context).size.height / 2) - (MediaQuery.of(context).size.width / 2);
double lastPosition = (firstPosition + MediaQuery.of(context).size.width * proporcaoScaner) - (espessuraContornos + esperruraLinha);
animation = Tween<double>(begin: firstPosition, end: lastPosition).animate(animationController)
..addListener(() {
setState(() {});
});
animationController.forward();
And I want it to run backwards once it reach the lastPosition, I tried animationController.repeat() but it just jump back to first position. I've also tried to make it conditional:
if (animationController.isCompleted) {
animationController.reverse();
} else {
animationController.forward();
}
But it just stops on lastPosition.
This code is working, but I don't know it its the best aproach.
void didChangeDependencies() {
animationController = AnimationController(duration: const Duration(seconds: 2), vsync: this);
double firstPosition = (MediaQuery.of(context).size.height / 2) - (MediaQuery.of(context).size.width / 2);
double lastPosition = (firstPosition + MediaQuery.of(context).size.width * proporcaoScaner) - (espessuraContornos + esperruraLinha);
animation = Tween<double>(begin: firstPosition, end: lastPosition).animate(animationController);
animationController.addListener(() {
if (animationController.isCompleted) {
setState(() {
animationController.reverse();
});
}
if (animationController.isDismissed) {
setState(() {
animationController.forward();
});
}
setState(() {
});
});
animationController.forward();
super.didChangeDependencies();
}

Flutter: Image Resize Animation is laggy

I am trying to do an animation for an AppBar and the image is shrinking laggy.
You can see in this gif what I am speaking about:
Since it is gif, the entire animation looks a little laggy, but only the image actually is.
CODE
class _AuthAppBarState extends State<AuthAppBar> with TickerProviderStateMixin {
double _leftPoint = 0.0;
double _rightPoint = 70.0;
String _lastTriggeredType = '';
late AnimationController _animationController;
late Animation<double> leftPointAnimation;
late Animation<double> rightPointAnimation;
late Animation<double> titleAnimation;
void triggerAnimation(bool trigger) {
final double prevLeft = _leftPoint;
final double prevRight = _rightPoint;
final double prevTitleHeight = _lastTriggeredType == 'equal' ? 40 : 70;
final double newLeft = leftPoints[widget.type];
final double newRight = rightPoints[widget.type];
final double newTitleHeight = widget.type == 'equal' ? 40 : 70;
setState(() {
leftPointAnimation = Tween<double>(begin: prevLeft, end: newLeft)
.animate(_animationController);
rightPointAnimation = Tween<double>(begin: prevRight, end: newRight)
.animate(_animationController);
titleAnimation =
Tween<double>(begin: prevTitleHeight, end: newTitleHeight)
.animate(_animationController);
_rightPoint = rightPoints[widget.type];
_leftPoint = leftPoints[widget.type];
_lastTriggeredType = widget.type;
});
if (trigger && _animationController != null)
_animationController.forward(from: 0);
}
#override
void initState() {
super.initState();
_animationController = AnimationController(
vsync: this,
duration: Duration(milliseconds: 300),
);
triggerAnimation(false);
}
#override
Widget build(BuildContext context) {
final theme = Theme.of(context);
final size = MediaQuery.of(context).size;
if (_animationController == null || titleAnimation == null) {
return Container();
}
if (_lastTriggeredType != widget.type) triggerAnimation(true);
// * ANIMATED CENTERED TITLE * \\
final Center centeredTitle = Center(
child: AnimatedBuilder(
animation: _animationController,
builder: (ctx, _) {
return SvgPicture.asset(
images['title'],
height: titleAnimation.value,
);
},
),
);
// * MAIN CONTAINER - defines size and color of clip path * \\
final container = Container(
color: theme.primaryColor,
child: AnimatedSize(
curve: Curves.decelerate,
duration: const Duration(seconds: 1),
child: Container(
height: widget.type == 'equal' ? 50 : size.height / 3,
child: centeredTitle,
),
vsync: this,
),
);
return AnimatedBuilder(
builder: (context, anim) {
return ClipPath(
clipper: AuthAppBarPath(
leftPoint: leftPointAnimation.value,
rightPoint: rightPointAnimation.value,
),
child: container,
);
},
animation: _animationController,
);
}
}
I tried to use AnimatedSize and AnimatedContainer. It works the same.
Thank you so much for all the time and help!!

can not load data again with Stream flutter

I'm using a stream data to load data from API when app start up.But it had a problem, when It load the SearchPage widget, snapshot has data but when I change to other screen and back to SearchPage widget, it lost all data.
class _SearchPageState extends State<SearchPage> with TickerProviderStateMixin {
final locationsStream = StreamController<List<Weather>>.broadcast();
late final AnimationController _controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
)..repeat(reverse: true);
late final Animation<double> _animation = CurvedAnimation(
parent: _controller,
curve: Curves.elasticOut,
);
#override
void dispose() {
_controller.dispose();
super.dispose();
locationsStream.close();
}
#override
void initState() {
loadData();
// TODO: implement initState
super.initState();
}
void loadData() async {
WeatherRepo weatherRepo = WeatherRepo();
List<Weather> rss = await weatherRepo.loadMainLocations();
locationsStream.sink.add(rss);
}
Code when I call Stream data:
Container(
height: 300,
child: StreamBuilder<List<Weather>>(
stream: locationsStream.stream,
initialData: null,
builder: (context, snap) {
if (!snap.hasData) {
return Container(
child: Center(
child: CircularProgressIndicator(),
),
);
}
final data = snap.data;
return Container(
height: 300,
child: CarouselSlider(
items: <Widget>[
for (Weather w in data!) MainLocation(location: w),
],
options: CarouselOptions(
height: 300.0,
autoPlay: true,
autoPlayInterval: Duration(seconds: 3),
autoPlayAnimationDuration: Duration(milliseconds: 2000),
autoPlayCurve: Curves.fastOutSlowIn,
enlargeCenterPage: true,
scrollDirection: Axis.horizontal,
))
);}
When app start up
And when I go to other screen and comeback
Try this
final StreamController<List<Weather>> locationsStream =
StreamController<List<Weather>>.broadcast();
#override
void initState() {
super.initState();
WidgetsBinding.instance.addPostFrameCallback((_) async {
await loadData();
});
}
void loadData() async {
WeatherRepo weatherRepo = WeatherRepo();
List<Weather> rss = await weatherRepo.loadMainLocations();
locationsStream.add(rss);
}

AnimationController repeat with curve animation

How do I make a AnimatedController that repeats, but starts up with a curve animation.
Code:
AnimationController :
var _animating = false;
AnimationController _rotationAnimationController;
Animation<double> _animation;
#override
void initState() {
super.initState();
_rotationAnimationController = AnimationController(
duration: Duration(milliseconds: 2000),
vsync: this,
);
_animation =
Tween<double>(begin: 0, end: 4 * pi ).animate(_rotationAnimationController)
..addListener(() {
setState(() {});
});
}
#override
void dispose() {
_rotationAnimationController.dispose();
super.dispose();
}
Button :
GestureDetector(
onTap: () {
Duration startStopTime = Duration(seconds: 3);
if(_animating) {
_rotationAnimationController.animateBack(1, duration: startStopTime, curve: Curves.easeOut);
setState(() {});
} else {
_rotationAnimationController.repeat() //This needs to start with a curve
}
setState(() {
_animating = !_animating;
});
},
child: [...]
),
If you could also make it so that when the repeat stops, it does that with a curve, that would be amazing too :)
Thanks for the help allready :D
The best I understood your question , you want a CurvedAnimation right ? This means your animation will repeat but follow a specific curve . So here the best I could do for you :
Define your AnimationController like this :
Animation<double> _animation;
AnimationController _animationController;
#override
void initState() {
super.initState();
_animationController =
AnimationController(vsync: this, duration: Duration(seconds: 2))
..addListener(() {
setState(() {});
});
final Animation curve =
CurvedAnimation(parent: _animationController, curve: Curves.easeOut);
_animation = Tween<double>(begin: 0, end: pi * 4).animate(curve);
}
and your GestureDetector like this :
GestureDetector(
onTap: () {
if (_animationController.isAnimating)
{
_animationController.animateBack(0,duration: Duration(seconds: 2), curve: Curves.easeIn);
}
else {
_animationController.repeat();
}
},
child: [...]
),
Edit :
I used a TweenAnimationBuilder to have the effect you want :
import 'package:flutter/material.dart';
import 'dart:math' as math;
class TweenAnimatedBuilderRotate extends StatefulWidget {
TweenAnimatedBuilderRotate({Key key}) : super(key: key);
#override
TweenAnimatedBuilderRotateState createState() =>
TweenAnimatedBuilderRotateState();
}
class TweenAnimatedBuilderRotateState
extends State<TweenAnimatedBuilderRotate> {
double _newAngle = 0;
Curve curveThatChanges = Curves.easeIn;
bool isAnimating = false;
int _millsecs = 2000;
void onCompletion() {
if (isAnimating) {
_newAngle += 4 * math.pi;
curveThatChanges = Curves.linear;
_millsecs = 1000;
setState(() {});
} else {
_newAngle = 0;
_millsecs = 2000;
}
}
void onContainerTap() {
if (isAnimating) {
isAnimating = false;
_newAngle = _newAngle;
setState(() {});
} else {
curveThatChanges = Curves.easeIn;
_newAngle += 4 * math.pi;
isAnimating = true;
setState(() {});
}
}
#override
Widget build(BuildContext context) {
return TweenAnimationBuilder(
tween: Tween<double>(begin: 0, end: _newAngle),
duration: Duration(milliseconds: _millsecs),
onEnd: () => onCompletion(),
curve: curveThatChanges,
builder: (
BuildContext ctx,
double angle,
Widget child,
) {
_newAngle = angle;
return Center(
child: Transform(
transform: Matrix4.identity()..rotateZ(_newAngle),
alignment: FractionalOffset.center,
child: GestureDetector(
child: Container(
color: Colors.blueGrey,
width: 200,
height: 200,
),
onTap: () => onContainerTap(),
),
),
);
});
}
}
You can refer to this Medium article to understand about how TweenAnimationdBuilder Works. You can also modify _millsecs variable to speed up/down the animation. Pass TweenAnimatedBuilderRotate() in the body parameter of the Scaffold(...).