text
stringlengths 1
474
|
---|
onPressed: _toggle,
|
tooltip: 'Update Text',
|
child: const Icon(Icons.update),
|
),
|
);
|
}
|
}<code_end>
|
<topic_end>
|
<topic_start>
|
How do I animate a widget?
|
In Xamarin.Forms, you create simple animations using ViewExtensions that
|
include methods such as FadeTo and TranslateTo.
|
You would use these methods on a view
|
to perform the required animations.Then in code behind, or a behavior, this would fade in the image,
|
over a 1-second period.In Flutter, you animate widgets using the animation library
|
by wrapping widgets inside an animated widget.
|
Use an AnimationController, which is an Animation<double>
|
that can pause, seek, stop and reverse the animation.
|
It requires a Ticker that signals when vsync happens,
|
and produces a linear interpolation between 0 and 1
|
on each frame while it’s running.
|
You then create one or moreAnimations and attach them to the controller.For example, you might use CurvedAnimation
|
to implement an animation along an interpolated curve.
|
In this sense, the controller is the “master” source of the animation progress
|
and the CurvedAnimation computes the curve
|
that replaces the controller’s default linear motion.
|
Like widgets, animations in Flutter work with composition.When building the widget tree, you assign the Animation
|
to an animated property of a widget,
|
such as the opacity of a FadeTransition,
|
and tell the controller to start the animation.The following example shows how to write a FadeTransition that fades
|
the widget into a logo when you press the FloatingActionButton:
|
<code_start>import 'package:flutter/material.dart';
|
void main() {
|
runApp(const FadeAppTest());
|
}
|
class FadeAppTest extends StatelessWidget {
|
/// This widget is the root of your application.
|
const FadeAppTest({super.key});
|
@override
|
Widget build(BuildContext context) {
|
return const MaterialApp(
|
title: 'Fade Demo',
|
home: MyFadeTest(title: 'Fade Demo'),
|
);
|
}
|
}
|
class MyFadeTest extends StatefulWidget {
|
const MyFadeTest({super.key, required this.title});
|
final String title;
|
@override
|
State<MyFadeTest> createState() => _MyFadeTest();
|
}
|
class _MyFadeTest extends State<MyFadeTest> with TickerProviderStateMixin {
|
late final AnimationController controller;
|
late final CurvedAnimation curve;
|
@override
|
void initState() {
|
super.initState();
|
controller = AnimationController(
|
duration: const Duration(milliseconds: 2000),
|
vsync: this,
|
);
|
curve = CurvedAnimation(
|
parent: controller,
|
curve: Curves.easeIn,
|
);
|
}
|
@override
|
Widget build(BuildContext context) {
|
return Scaffold(
|
appBar: AppBar(title: Text(widget.title)),
|
body: Center(
|
child: FadeTransition(
|
opacity: curve,
|
child: const FlutterLogo(size: 100),
|
),
|
),
|
floatingActionButton: FloatingActionButton(
|
onPressed: () {
|
controller.forward();
|
},
|
tooltip: 'Fade',
|
child: const Icon(Icons.brush),
|
),
|
);
|
}
|
}<code_end>
|
For more information, see Animation & Motion widgets,
|
the Animations tutorial, and the Animations overview.<topic_end>
|
<topic_start>
|
How do I draw/paint on the screen?
|
Xamarin.Forms never had a built-in way to draw directly on the screen.
|
Many would use SkiaSharp, if they needed a custom image drawn.
|
In Flutter, you have direct access to the Skia Canvas
|
and can easily draw on screen.Flutter has two classes that help you draw to the canvas: CustomPaint
|
and CustomPainter, the latter of which implements your algorithm to draw to
|
the canvas.To learn how to implement a signature painter in Flutter,
|
see Collin’s answer on Custom Paint.
|
<code_start>import 'package:flutter/material.dart';
|
void main() {
|
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