I am trying to create a flutter application where the background image changes based off data coming in from an API. I have the following code written to have the screen fade in using an AnimationController and Animation of doubles, however whenever I try to load the app, all I get is a black screen.
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
void main() => runApp(RootWidget());
class RootWidget extends StatefulWidget {
#override
_RootWidgetState createState() => _RootWidgetState();
}
class _RootWidgetState extends State<RootWidget> with TickerProviderStateMixin {
AnimationController _controller;
Animation<double> _animation;
#override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: Duration(milliseconds: 500));
_animation =
Tween(begin: 0.0, end: 1.0).animate(CurvedAnimation(
parent: _controller,
curve: Curves.easeOut
));
}
#override
Widget build(BuildContext context) {
return MaterialApp(
theme: ThemeData(primarySwatch: Colors.green),
home: AnimatedOpacity(
opacity: _animation.value,
duration: Duration(milliseconds: 1000),
child: Scaffold(
appBar: AppBar(
title: Text('Vuetiful Mobile'),
),
body: Container(
decoration: BoxDecoration(
image: DecorationImage(
image: AssetImage('assets/Sunny-photo.jpg'),
fit: BoxFit.cover
)
),
child: Container(
color: Color.fromARGB(100, 0, 0, 0),
child: Center(
child: Text('Temp', style: TextStyle(color: Colors.white))
)
)
),
),
),
);
}
}
You should either choose between using an AnimationController or the AnimatedOpacity widget, but not both.
AnimatedOpacity is already an animated version of opacity, so adding a controller to it doesn't do what you want; it handles all of the necessary animation logic itself. You just need to provide an opacity and it animates to it in the given duration and with the given curve.
The likely easier solution would be to stick with AnimatedOpacity and get rid of the controller. Then set the opacity value with a post frame callback:
class _RootWidgetState extends State<RootWidget> {
double opacity = 0;
#override
void initState() {
super.initState();
WidgetsBinding.instance.addPostFrameCallback((_) {
setState(() {
opacity = 1;
});
});
}
#override
Widget build(BuildContext context) {
return MaterialApp(
theme: ThemeData(primarySwatch: Colors.green),
home: AnimatedOpacity(
opacity: opacity,
curve: Curves.easeOut,//Add your curve here
duration: Duration(milliseconds: 1000),//Set your desired duration
child: Scaffold(
appBar: AppBar(
title: Text('Vuetiful Mobile'),
),
body: Container(
decoration: BoxDecoration(
image: DecorationImage(
image: AssetImage('assets/Sunny-photo.jpg'),
fit: BoxFit.cover
)
),
child: Container(
color: Color.fromARGB(100, 0, 0, 0),
child: Center(
child: Text('Temp', style: TextStyle(color: Colors.white))
)
)
),
),
),
);
}
}
This solution also ends up being more efficient because flutter doesn't have to rebuild as much stuff for each tick.
Alternatively, you could keep the AnimationController and change AnimatedOpacity to Opacity:
class _RootWidgetState extends State<RootWidget> with TickerProviderStateMixin {
AnimationController _controller;
Animation<double> _animation;
#override
void initState() {
super.initState();
_controller = AnimationController(vsync: this, duration: Duration(milliseconds: 500));
_controller.addListener(() {
setState((){});
});
_controller.forward();
_animation =
Tween(begin: 0.0, end: 1.0).animate(CurvedAnimation(
parent: _controller,
curve: Curves.easeOut
));
}
#override
Widget build(BuildContext context) {
return MaterialApp(
theme: ThemeData(primarySwatch: Colors.green),
home: Opacity(
opacity: _animation.value,
child: Scaffold(
appBar: AppBar(
title: Text('Vuetiful Mobile'),
),
body: Container(
decoration: BoxDecoration(
image: DecorationImage(
image: AssetImage('assets/Sunny-photo.jpg'),
fit: BoxFit.cover
)
),
child: Container(
color: Color.fromARGB(100, 0, 0, 0),
child: Center(
child: Text('Temp', style: TextStyle(color: Colors.white))
)
)
),
),
),
);
}
}
Related
During the text translate animation i want to show only the part of the text that is inside the container. The part of text out side the red container not to be shown.
How can i done translate animation of text widget inside a container.
help to update the code below :
import 'package:flutter/material.dart';
import 'package:flutter_sequence_animation/flutter_sequence_animation.dart';
import 'package:supercharged/supercharged.dart';
class Home2 extends StatefulWidget {
const Home2({Key? key}) : super(key: key);
#override
_Home2State createState() => _Home2State();
}
class _Home2State extends State<Home2> with TickerProviderStateMixin {
late AnimationController animationController;
late SequenceAnimation sequenceAnimation;
#override
void initState() {
// TODO: implement initState
super.initState();
animationController = AnimationController(vsync: this);
sequenceAnimation = SequenceAnimationBuilder()
.addAnimatable(
animatable: Tween<double>(begin: -200, end: 0),
curve: Curves.easeIn,
from: 100.milliseconds,
to: 5000.milliseconds,
tag: "move")
.animate(animationController);
animationController.forward();
}
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.white,
body: SafeArea(
child: Container(
width: 500,
height: 200,
color: Colors.red,
margin: EdgeInsets.all(50),
child: AnimatedBuilder(
animation: animationController,
builder: (BuildContext context, Widget? child) {
return Transform.translate(
offset: Offset(sequenceAnimation["move"].value,0),
child: Text(
"Welcome",
style: TextStyle(fontSize: 40, color: Colors.black),
),
);
},
),
),
),
);
}
}
Wrap the Transform widget with any Clip Widget.
builder: (BuildContext context, Widget? child) {
return ClipRect(
child: Transform.translate(
offset: Offset(sequenceAnimation["move"].value, 0),
child: Text(
"Welcome",
style: TextStyle(fontSize: 40, color: Colors.black),
),
));
},
FadeTransition animation is not working for backdropfilter.
The opacity goes from 0 to 1 suddenly, without the smooth transition that the animation should give.
As you can see from the code below, I have a background image and then a backdropfilter on top to blur the background at app startup.
(I then show other widgets, but the animation is working fine for them).
import 'dart:ui';
import 'package:flutter/material.dart';
class SplashScreen extends StatefulWidget {
#override
_SplashScreenState createState() => _SplashScreenState();
}
class _SplashScreenState extends State<SplashScreen>
with SingleTickerProviderStateMixin {
AnimationController _controller;
Animation<double> _backgroundOpacity;
bool _visible = true;
#override
void initState() {
_controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
)..forward();
// background opacity animation
_backgroundOpacity = Tween<double>(
begin: 0,
end: 1,
).animate(
CurvedAnimation(
parent: _controller,
curve: Interval(0, 1, curve: Curves.linear),
),
);
super.initState();
}
#override
void dispose() {
super.dispose();
_controller.dispose();
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
backgroundColor: Colors.green[800],
),
body: Stack(
children: [
Container(
width: MediaQuery.of(context).size.width,
height: MediaQuery.of(context).size.height,
child: Image(
image: AssetImage('assets/field.jpg'),
fit: BoxFit.cover,
),
),
FadeTransition(
opacity: _backgroundOpacity,
child: Container(
child: BackdropFilter(
filter: new ImageFilter.blur(sigmaX: 6.0, sigmaY: 6.0),
child: new Container(
decoration: new BoxDecoration(
color: Colors.grey.shade200.withOpacity(0.5),
),
),
),
),
),
],
),
);
}
}
basically what I get from this code is the background image clear and nice, then after 2 seconds suddenly blurred, without any transition.
What should I do to make fadeTransition to work with Backdropfilter?
The preferred way to fade in a blur is to use a TweenAnimationBuilder:
TweenAnimationBuilder<double>(
duration: Duration(milliseconds: 500),
tween: Tween<double>(begin: 0, end: 6),
builder: (context, value, _) {
return BackdropFilter(
key: GlobalObjectKey('background'),
filter: ImageFilter.blur(sigmaY: value, sigmaX: value),
child: Container(
decoration: new BoxDecoration(
color: Colors.grey.shade200.withOpacity(0.5),
),
),
);
},
),
I have a simple screen with two widgets inside of a Column widget. When I tap the top widget I want it to move down to the second widget. That part is working, however when it slides down it is going behind the bottom widget instead of in front of the bottom widget. I'm assuming this is because the bottom widget is created second in my code. Is there a way to bring the top widget to the front? Here is my code:
AnimationController _controller;
Animation<Offset> _offsetAnimation;
#override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
);
_offsetAnimation = Tween<Offset>(
begin: Offset.zero,
end: const Offset(0.0, 1.0),
).animate(CurvedAnimation(
parent: _controller,
curve: Curves.easeInOut,
));
}
#override
void dispose() {
_controller.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
GlobalKey<FlipCardState> cardKey = GlobalKey<FlipCardState>();
return Scaffold(
backgroundColor: Colors.grey,
body: Center(
child: Column(
children: <Widget>[
SizedBox(height: 30),
Expanded(
flex: 1,
child: SlideTransition(
key: cardKey,
position: _offsetAnimation,
child: GestureDetector(
onTap: () {
_controller.addStatusListener((status) {
if (status == AnimationStatus.completed) {
_controller.reset();
}
});
_controller.forward();
},
child: EmptyPile(
title: "First Card",
),
),
),
),
Expanded(flex: 1,
child: EmptyPile(
title: "Second Card",
),
),
]
),
),
);
}
For completeness, but I don't think this matters, here is my EmptyPile code:
class EmptyPile extends StatelessWidget {
EmptyPile({Key key, this.title}) : super(key: key);
final String title;
#override
Widget build(BuildContext context) {
return Container(
width: MediaQuery.of(context).size.width * 0.7,
margin: EdgeInsets.fromLTRB(0, 30, 0, 30),
decoration: borderDecoration(),
child: Center(
child: Text(
title,
textAlign: TextAlign.center,
style: TextStyle(fontSize: 30.0),
),
),
);
}
}
And finally my border decoration:
BoxDecoration borderDecoration() {
return BoxDecoration(
border: Border.all(
width: 5,
),
borderRadius: BorderRadius.all(
Radius.circular(10)
),
color: Colors.white
);
}
Well as simple as it is I would first of all wrap them in a Stack(). In this case you have access to layers and can define with your sequence which widget is in front and which not.
I'm assuming this is because the bottom widget is created second in my code.
You should have a valid workaround with the above approach.
Hope it helps!
for implementing this animation
i wrote this below code but, Elastic animation doesn't work on project and i'm not sure whats problem,
i want to have repeat of this animation
import 'package:flutter/material.dart';
void main()=>runApp(MaterialApp(home: Avatar(),));
class Avatar extends StatefulWidget {
#override
State<StatefulWidget> createState()=>_Avatar();
}
class _Avatar extends State<Avatar> with TickerProviderStateMixin{
AnimationController avatarController;
Animation<double> avatarSize;
#override
void initState() {
super.initState();
avatarController= AnimationController(
duration: const Duration(seconds: 1),
vsync: this,
);
avatarSize = new Tween(begin: 0.0, end: 1.0).animate(
new CurvedAnimation(
parent: avatarController,
curve: new Interval(
0.100,
0.400,
curve: Curves.elasticOut,
),
),
);
avatarController.repeate();
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Stack(
fit:StackFit.expand,
children: <Widget>[
AnimatedBuilder(
animation: avatarController,
builder: (context, widget) => Align(
child: Container(
width: 50.0,
height: 50.0,
color:Colors.green
),
),
)
],
),
);
}
}
Output:
You can play with duration and Tween to fine grain it.
void main() => runApp(MaterialApp(home: Avatar()));
class Avatar extends StatefulWidget {
#override
State<StatefulWidget> createState() => _Avatar();
}
class _Avatar extends State<Avatar> with TickerProviderStateMixin {
AnimationController _controller;
Tween<double> _tween = Tween(begin: 0.75, end: 2);
#override
void initState() {
super.initState();
_controller = AnimationController(duration: const Duration(milliseconds: 700), vsync: this);
_controller.repeat(reverse: true);
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Stack(
children: <Widget>[
Align(
child: ScaleTransition(
scale: _tween.animate(CurvedAnimation(parent: _controller, curve: Curves.elasticOut)),
child: SizedBox(
height: 100,
width: 100,
child: CircleAvatar(backgroundImage: AssetImage(chocolateImage)),
),
),
),
],
),
);
}
}
The Tween's begin and end values should be the values you want to animate between. You then need to use the animated value somewhere in your layout.
For example, change your Tween to Tween(begin: 50.0, end: 100.0) and your Container to
Container(
width: avatarSize.value,
height: avatarSize.value,
color:Colors.green
)
Don't forget to also dispose of the animation controller within your widget's dispose():
#override
void dispose() {
avatarController.dispose();
super.dispose();
}
Add this dependency https://pub.dev/packages/animator
Try this code.
class BounceAnimation extends StatefulWidget {
#override
_BounceAnimationState createState() => _BounceAnimationState();
}
class _BounceAnimationState extends State<BounceAnimation>
with SingleTickerProviderStateMixin {
#override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.grey,
appBar: AppBar(title: Text("Bouncing Animation example")),
body: Center(
child: Container(
child: Animator(
duration: Duration(seconds: 1),
curve: Curves.elasticOut,
builder: (anim) {
return Transform.scale(
origin: Offset(00, -59),
scale: anim.value,
child: Transform.translate(
offset: Offset(00, -65),
child: CircleAvatar(
radius: 86,
backgroundColor: Colors.white,
child: CircleAvatar(
radius: 84,
backgroundColor: Colors.grey,
child: CircleAvatar(
radius: 80,
backgroundColor: Colors.white,
foregroundColor: Colors.black,
backgroundImage: NetworkImage(
"https://i1.wp.com/devilsworkshop.org/wp-content/uploads/sites/8/2013/01/enlarged-facebook-profile-picture.jpg?w=448&ssl=1",
),
),
),
),
),
);
},
)),
),
);
}
}
I've started playing with Flutter and now thinking about the best way how I can implement a card's flipping animation.
I found this flip_card package and I'm trying to adjust its source code to my needs.
Here is the app which I have now:
import 'dart:math';
import 'package:flutter/material.dart';
void main() => runApp(FlipAnimationApp());
class FlipAnimationApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(
title: Text("Flip animation"),
),
body: Center(
child: Container(
width: 200,
height: 200,
child: WidgetFlipper(
frontWidget: Container(
color: Colors.green[200],
child: Center(
child: Text(
"FRONT side.",
),
),
),
backWidget: Container(
color: Colors.yellow[200],
child: Center(
child: Text(
"BACK side.",
),
),
),
),
),
),
),
);
}
}
class WidgetFlipper extends StatefulWidget {
WidgetFlipper({
Key key,
this.frontWidget,
this.backWidget,
}) : super(key: key);
final Widget frontWidget;
final Widget backWidget;
#override
_WidgetFlipperState createState() => _WidgetFlipperState();
}
class _WidgetFlipperState extends State<WidgetFlipper> with SingleTickerProviderStateMixin {
AnimationController controller;
Animation<double> _frontRotation;
Animation<double> _backRotation;
bool isFrontVisible = true;
#override
void initState() {
super.initState();
controller = AnimationController(duration: Duration(milliseconds: 500), vsync: this);
_frontRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: Tween(begin: 0.0, end: pi / 2).chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: ConstantTween<double>(pi / 2),
weight: 50.0,
),
],
).animate(controller);
_backRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: ConstantTween<double>(pi / 2),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: Tween(begin: -pi / 2, end: 0.0).chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
],
).animate(controller);
}
#override
void dispose() {
controller.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return Stack(
fit: StackFit.expand,
children: [
AnimatedCard(
animation: _backRotation,
child: widget.backWidget,
),
AnimatedCard(
animation: _frontRotation,
child: widget.frontWidget,
),
_tapDetectionControls(),
],
);
}
Widget _tapDetectionControls() {
return Stack(
fit: StackFit.expand,
children: <Widget>[
GestureDetector(
onTap: _leftRotation,
child: FractionallySizedBox(
widthFactor: 0.5,
heightFactor: 1.0,
alignment: Alignment.topLeft,
child: Container(
color: Colors.transparent,
),
),
),
GestureDetector(
onTap: _rightRotation,
child: FractionallySizedBox(
widthFactor: 0.5,
heightFactor: 1.0,
alignment: Alignment.topRight,
child: Container(
color: Colors.transparent,
),
),
),
],
);
}
void _leftRotation() {
_toggleSide();
}
void _rightRotation() {
_toggleSide();
}
void _toggleSide() {
if (isFrontVisible) {
controller.forward();
isFrontVisible = false;
} else {
controller.reverse();
isFrontVisible = true;
}
}
}
class AnimatedCard extends StatelessWidget {
AnimatedCard({
this.child,
this.animation,
});
final Widget child;
final Animation<double> animation;
#override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: animation,
builder: (BuildContext context, Widget child) {
var transform = Matrix4.identity();
transform.setEntry(3, 2, 0.001);
transform.rotateY(animation.value);
return Transform(
transform: transform,
alignment: Alignment.center,
child: child,
);
},
child: child,
);
}
}
Here is how it looks like:
What I'd like to achieve is to make the card flip over its right side if it was tapped on its right half and over its left side if it was tapped on its left half. If it is tapped several times in a row on the same half it should flip over the same side (not back and forth as it is doing now).
So the desired animation should behave as the following one from Quizlet app.
You should know when you tap on the right or left to change the animations dynamically, for that you could use a flag isRightTap. Then, you should invert the values of the Tweens if it has to rotate to one side or to the other.
And the side you should rotate would be:
Rotate to left if the front is visible and you tapped on the left, or, because the back animation is reversed, if the back is is visible and you tapped on the right
Otherwise, rotate to right
Here are the things I changed in _WidgetFlipperState from the code in the question:
_updateRotations(bool isRightTap) {
setState(() {
bool rotateToLeft = (isFrontVisible && !isRightTap) || !isFrontVisible && isRightTap;
_frontRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: Tween(begin: 0.0, end: rotateToLeft ? (pi / 2) : (-pi / 2))
.chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: ConstantTween<double>(rotateToLeft ? (-pi / 2) : (pi / 2)),
weight: 50.0,
),
],
).animate(controller);
_backRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: ConstantTween<double>(rotateToLeft ? (pi / 2) : (-pi / 2)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: Tween(begin: rotateToLeft ? (-pi / 2) : (pi / 2), end: 0.0)
.chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
],
).animate(controller);
});
}
#override
void initState() {
super.initState();
controller =
AnimationController(duration: Duration(milliseconds: 500), vsync: this);
_updateRotations(true);
}
void _leftRotation() {
_toggleSide(false);
}
void _rightRotation() {
_toggleSide(true);
}
void _toggleSide(bool isRightTap) {
_updateRotations(isRightTap);
if (isFrontVisible) {
controller.forward();
isFrontVisible = false;
} else {
controller.reverse();
isFrontVisible = true;
}
}
import 'dart:math';
import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp();
#override
Widget build(BuildContext context) {
return const MaterialApp(
debugShowCheckedModeBanner: false,
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage();
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
bool _toggler = true;
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(actions: [
TextButton(
onPressed: _onFlipCardPressed,
child: const Text('change', style: TextStyle(color: Colors.white)),
)
]),
body: Center(
child: SizedBox.square(
dimension: 140,
child: FlipCard(
toggler: _toggler,
frontCard: AppCard(title: 'Front'),
backCard: AppCard(title: 'Back'),
),
),
),
);
}
void _onFlipCardPressed() {
setState(() {
_toggler = !_toggler;
});
}
}
class AppCard extends StatelessWidget {
final String title;
const AppCard({
required this.title,
});
#override
Widget build(BuildContext context) {
return DecoratedBox(
decoration: BoxDecoration(
borderRadius: BorderRadius.circular(20.0),
color: Colors.deepPurple[400],
),
child: Center(
child: Text(
title,
style: const TextStyle(
fontSize: 40.0,
color: Colors.white,
),
textAlign: TextAlign.center,
),
),
);
}
}
class FlipCard extends StatelessWidget {
final bool toggler;
final Widget frontCard;
final Widget backCard;
const FlipCard({
required this.toggler,
required this.backCard,
required this.frontCard,
});
#override
Widget build(BuildContext context) {
return GestureDetector(
child: AnimatedSwitcher(
duration: const Duration(milliseconds: 800),
transitionBuilder: _transitionBuilder,
layoutBuilder: (widget, list) => Stack(children: [widget!, ...list]),
switchInCurve: Curves.ease,
switchOutCurve: Curves.ease.flipped,
child: toggler
? SizedBox(key: const ValueKey('front'), child: frontCard)
: SizedBox(key: const ValueKey('back'), child: backCard),
),
);
}
Widget _transitionBuilder(Widget widget, Animation<double> animation) {
final rotateAnimation = Tween(begin: pi, end: 0.0).animate(animation);
return AnimatedBuilder(
animation: rotateAnimation,
child: widget,
builder: (context, widget) {
final isFront = ValueKey(toggler) == widget!.key;
final rotationY = isFront ? rotateAnimation.value : min(rotateAnimation.value, pi * 0.5);
return Transform(
transform: Matrix4.rotationY(rotationY)..setEntry(3, 0, 0),
alignment: Alignment.center,
child: widget,
);
},
);
}
}
Try this code I've made some changes to your code, now the GestureDetector is divided equally in width on widget so when you tap on the left side of the box it will reverse the animation and if you tap on right side part it will forward the animation.
Widget _tapDetectionControls() {
return Flex(
direction: Axis.horizontal,
children: <Widget>[
Expanded(
flex: 1,
child: GestureDetector(
onTap: _leftRotation,
),
),
Expanded(
flex: 1,
child: GestureDetector(
onTap: _rightRotation,
),
),
],
);
}
void _leftRotation() {
controller.reverse();
}
void _rightRotation() {
controller.forward();
}