Simple Animations simplifies the process of creating beautiful custom animations:
- Easily create custom animations in stateless widgets
- Animate multiple properties at once
- Create staggered animations within seconds
- Simplified working with AnimationController instances
- Debug animations
- Animation Builder - Quickstart
- Movie Tween - Quickstart
- Animation Mixin - Quickstart
- Animation Developer Tools - Quickstart
- Essential parts of the animation
- PlayAnimationBuilder
- LoopAnimationBuilder
- MirrorAnimationBuilder
- CustomAnimationBuilder
- Basic usage pattern
- Scenes
- Animate properties
- Curves
- Extrapolation
- Use developer tools
- Animation duration
Shortcuts for AnimationController
Directly dive in and let the code speak for itself.
Animation Builder are powerful widgets to easily create custom animations.
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class ResizeCubeAnimation extends StatelessWidget {
const ResizeCubeAnimation({super.key});
@override
Widget build(BuildContext context) {
// PlayAnimationBuilder plays animation once
return PlayAnimationBuilder<double>(
tween: Tween(begin: 100.0, end: 200.0), // 100.0 to 200.0
duration: const Duration(seconds: 1), // for 1 second
builder: (context, value, _) {
return Container(
width: value, // use animated value
height: value,
color: Colors.blue,
);
},
onCompleted: () {
// do something ...
},
);
}
}
class RotatingBox extends StatelessWidget {
const RotatingBox({super.key});
@override
Widget build(BuildContext context) {
// LoopAnimationBuilder plays forever: from beginning to end
return LoopAnimationBuilder<double>(
tween: Tween(begin: 0.0, end: 2 * pi), // 0° to 360° (2π)
duration: const Duration(seconds: 2), // for 2 seconds per iteration
builder: (context, value, _) {
return Transform.rotate(
angle: value, // use value
child: Container(color: Colors.blue, width: 100, height: 100),
);
},
);
}
}
class ColorFadeLoop extends StatelessWidget {
const ColorFadeLoop({super.key});
@override
Widget build(BuildContext context) {
// MirrorAnimationBuilder plays forever: alternating forward and backward
return MirrorAnimationBuilder<Color?>(
tween: ColorTween(begin: Colors.red, end: Colors.blue), // red to blue
duration: const Duration(seconds: 5), // for 5 seconds per iteration
builder: (context, value, _) {
return Container(
color: value, // use animated value
width: 100,
height: 100,
);
},
);
}
}
Movie Tween combines multiple tween into one, including timeline control and value extrapolation.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
// Simple staggered tween
final tween1 = MovieTween()
..tween('width', Tween(begin: 0.0, end: 100),
duration: const Duration(milliseconds: 1500), curve: Curves.easeIn)
.thenTween('width', Tween(begin: 100, end: 200),
duration: const Duration(milliseconds: 750), curve: Curves.easeOut);
// Design tween by composing scenes
final tween2 = MovieTween()
..scene(
begin: const Duration(milliseconds: 0),
duration: const Duration(milliseconds: 500))
.tween('width', Tween<double>(begin: 0.0, end: 400.0))
.tween('height', Tween<double>(begin: 500.0, end: 200.0))
.tween('color', ColorTween(begin: Colors.red, end: Colors.blue))
..scene(
begin: const Duration(milliseconds: 700),
end: const Duration(milliseconds: 1200))
.tween('width', Tween<double>(begin: 400.0, end: 500.0));
// Type-safe alternative
final width = MovieTweenProperty<double>();
final color = MovieTweenProperty<Color?>();
final tween3 = MovieTween()
..tween<double>(width, Tween(begin: 0.0, end: 100))
..tween<Color?>(color, ColorTween(begin: Colors.red, end: Colors.blue));
The Animation Mixin manages AnimationController
instances for you.
No more boilerplate code.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class MyWidget extends StatefulWidget {
const MyWidget({super.key});
@override
_MyWidgetState createState() => _MyWidgetState();
}
// Add AnimationMixin
class _MyWidgetState extends State<MyWidget> with AnimationMixin {
late Animation<double> size;
@override
void initState() {
// The AnimationController instance `controller` is already wired up.
// Just connect with it with the tweens.
size = Tween<double>(begin: 0.0, end: 200.0).animate(controller);
controller.play(); // start the animation playback
super.initState();
}
@override
Widget build(BuildContext context) {
return Container(
width: size.value, // use animated value
height: size.value,
color: Colors.red,
);
}
}
Helps you fine tuning the animation. It allows you to pause anywhere, scroll around, speed up, slow down or focus on a certain part of the animation.
Animation Builder enables developers to craft custom animations with simple widgets.
You need three things to create an animation:
- tween: What value is changing within the animation?
- duration: How long does the animation take?
- builder: How does the UI look like regarding the changing value?
The tween
is the description of your animation. Mostly it will change a value from A to B. Tweens describe what will happen but not how fast it will happen.
import 'package:flutter/material.dart';
// Animate a color from red to blue
var colorTween = ColorTween(begin: Colors.red, end: Colors.blue);
// Animate a double value from 0 to 100
var doubleTween = Tween<double>(begin: 0.0, end: 100.0);
To animate multiple properties, use a Movie Tween.
The duration
is the time the animation takes.
The builder
is a function that is called for each new rendered frame of your animation. It takes three parameters: context
, value
and child
.
-
context
is your FlutterBuildContext
-
value
is current value of any animated variable, produced by the tween. If your tween isTween<double>(begin: 0.0, end: 100.0)
, thevalue
is adouble
somewhere between0.0
and100.0
. -
child
can be a widget that you might pass in a Animation Builder widget. This widget stays constant and is not affected by the animation.
How often the builder
function is called, depends on the animation duration, and the framerate of the device used.
The PlayAnimationBuilder is a widget that plays an animation once.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
// Use type `Color?` because ColorTween produces type `Color?`
var widget = PlayAnimationBuilder<Color?>(
tween: ColorTween(begin: Colors.red, end: Colors.blue), // define tween
duration: const Duration(seconds: 5), // define duration
builder: (context, value, _) {
return Container(
color: value, // use animated color
width: 100,
height: 100,
);
},
);
By default, animations will play automatically. You can set a delay
to make PlayAnimationBuilder
wait for a given amount of time.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = PlayAnimationBuilder<Color?>(
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
delay: const Duration(seconds: 2), // add delay
builder: (context, value, _) {
return Container(
color: value,
width: 100,
height: 100,
);
},
);
You can make your animation more appealing by applying non-linear motion behavior to it.
Just pass a curve
into the widget.
Flutter comes with a set of predefined curves inside the Curves
class.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = PlayAnimationBuilder<Color?>(
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
curve: Curves.easeInOut, // specify curve
builder: (context, value, _) {
return Container(
color: value,
width: 100,
height: 100,
);
},
);
You can react to the animation status by setting callbacks.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = PlayAnimationBuilder<Color?>(
// lifecycle callbacks
onStarted: () => debugPrint('Animation started'),
onCompleted: () => debugPrint('Animation complete'),
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
builder: (context, value, _) =>
Container(color: value, width: 100, height: 100),
);
Parts of the UI that are not effected by the animated value can be passed as a Widget
into the child
property. That Widget
is available within the builder
function.
They will not rebuild when animated value changes and therefore has a positive performance impact.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = PlayAnimationBuilder<Color?>(
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
// child gets passed into builder function
builder: (context, value, child) {
return Container(
color: value,
width: 100,
height: 100,
child: child, // use child
);
},
child: const Text('Hello World'), // specify child widget
);
If Flutter swaps out a PlayAnimationBuilder
with another different PlayAnimationBuilder
in a rebuild, it may recycle the first one.
This may lead to a undesired behavior.
In such a case use the key
property.
You may watch this introduction to Key
.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
void main() => runApp(
const MaterialApp(home: Scaffold(body: Center(child: AnimatedGreenBox()))));
class AnimatedGreenBox extends StatelessWidget {
const AnimatedGreenBox({super.key});
@override
Widget build(BuildContext context) {
return PlayAnimationBuilder<double>(
// specify tween (from 50.0 to 200.0)
tween: Tween<double>(begin: 50.0, end: 200.0),
// set a duration
duration: const Duration(seconds: 5),
// set a curve
curve: Curves.easeInOut,
// use builder function
builder: (context, value, child) {
// apply animated value obtained from builder function parameter
return Container(
width: value,
height: value,
color: Colors.green,
child: child,
);
},
child: const Text('Hello World'),
);
}
}
A LoopAnimationBuilder
repeatedly plays the animation from the start to the end over and over again.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = LoopAnimationBuilder<Color?>(
// mandatory parameters
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
builder: (context, value, child) {
return Container(color: value, width: 100, height: 100, child: child);
},
// optional parameters
curve: Curves.easeInOut,
child: const Text('Hello World'),
);
A MirrorAnimationBuilder
repeatedly plays the animation from the start to the end, then reverse to the start, then again forward and so on.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = MirrorAnimationBuilder<Color?>(
// mandatory parameters
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
builder: (context, value, child) {
return Container(color: value, width: 100, height: 100, child: child);
},
// optional parameters
curve: Curves.easeInOut,
child: const Text('Hello World'),
);
Use CustomAnimationBuilder
if the animation widgets discussed above aren't sufficient for you use case. Beside all parameters mentioned for PlayAnimationBuilder
it allows you actively control the animation.
The control
parameter can be set to the following values:
Control.VALUE | Description |
---|---|
stop |
Stops the animation at the current position. |
play |
Plays the animation from the current position to the end. |
playReverse |
Plays the animation from the current position reverse to the start. |
playFromStart |
Resets the animation position to the beginning (0.0 ) and starts playing to the end. |
playReverseFromEnd |
Resets the position of the animation to end (1.0 ) and starts playing backwards to the start. |
loop |
Endlessly plays the animation from the start to the end. |
mirror |
Endlessly plays the animation from the start to the end, then it plays reverse to the start, then forward again and so on. |
You can bind the control
value to state variable and change it during the animation. The CustomAnimationBuilder
will adapt to that.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
void main() => runApp(
const MaterialApp(home: Scaffold(body: Center(child: SwappingButton()))));
class SwappingButton extends StatefulWidget {
const SwappingButton({super.key});
@override
_SwappingButtonState createState() => _SwappingButtonState();
}
class _SwappingButtonState extends State<SwappingButton> {
var control = Control.play; // define variable
void _toggleDirection() {
setState(() {
// let the animation play to the opposite direction
control = control == Control.play ? Control.playReverse : Control.play;
});
}
@override
Widget build(BuildContext context) {
return CustomAnimationBuilder<double>(
control: control, // bind variable with control instruction
tween: Tween<double>(begin: -100.0, end: 100.0),
duration: const Duration(seconds: 1),
builder: (context, value, child) {
// moves child from left to right
return Transform.translate(
offset: Offset(value, 0),
child: child,
);
},
child: OutlinedButton(
// clicking button changes animation direction
onPressed: _toggleDirection,
child: const Text('Swap'),
),
);
}
}
By default the animation starts from the beginning (0.0
). You can change this by setting the startPosition
parameter. It can be set to a value between 0.0
(beginning) and 1.0
(end).
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = CustomAnimationBuilder<Color?>(
control: Control.play,
startPosition: 0.5, // set start position at 50%
duration: const Duration(seconds: 5),
tween: ColorTween(begin: Colors.red, end: Colors.blue),
builder: (context, value, child) {
return Container(color: value, width: 100, height: 100);
},
);
You can react to the animation status by setting callbacks.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = CustomAnimationBuilder<Color?>(
// lifecycle callbacks
onStarted: () => debugPrint('Animation started'),
onCompleted: () => debugPrint('Animation complete'),
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
builder: (context, value, child) {
return Container(color: value, width: 100, height: 100);
},
);
It's also possible to directly access the AnimationStatusListener
of the internal AnimationController
.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
var widget = CustomAnimationBuilder<Color?>(
animationStatusListener: (AnimationStatus status) {
// provide listener
if (status == AnimationStatus.completed) {
debugPrint('Animation completed!');
}
},
tween: ColorTween(begin: Colors.red, end: Colors.blue),
duration: const Duration(seconds: 5),
builder: (context, value, child) {
return Container(color: value, width: 100, height: 100);
},
);
Movie Tween combines multiple tween into one, including timeline control and value extrapolation.
Create a new MovieTween
and use the tween()
to tween multiples values:
final tween = MovieTween();
tween.tween('width', Tween(begin: 0.0, end: 100.0),
duration: const Duration(milliseconds: 700));
tween.tween('height', Tween(begin: 100.0, end: 200.0),
duration: const Duration(milliseconds: 700));
You can use ..
to get a nice builder style syntax:
final tween = MovieTween()
..tween('width', Tween(begin: 0.0, end: 100.0),
duration: const Duration(milliseconds: 700))
..tween('height', Tween(begin: 100.0, end: 200.0),
duration: const Duration(milliseconds: 700));
In order to not repeat yourself, you can use scene()
to create an explicit scene and apply both tween to it:
final tween = MovieTween();
tween.scene(duration: const Duration(milliseconds: 700))
..tween('width', Tween(begin: 0.0, end: 100.0))
..tween('height', Tween(begin: 100.0, end: 200.0));
Calling tween()
creates a scene as well. Therefore you can just call thenTween()
to create staggered animations.
final tween = MovieTween();
tween
.tween('width', Tween(begin: 0.0, end: 100.0),
duration: const Duration(milliseconds: 700))
.thenTween('width', Tween(begin: 100.0, end: 200.0),
duration: const Duration(milliseconds: 500));
You can use e.g. a PlayAnimationBuilder
to bring the MovieTween
alive:
@override
Widget build(BuildContext context) {
// create tween
var tween = MovieTween()
..scene(duration: const Duration(milliseconds: 700))
.tween('width', Tween<double>(begin: 0.0, end: 100.0))
.tween('height', Tween<double>(begin: 300.0, end: 200.0));
return PlayAnimationBuilder<Movie>(
tween: tween, // provide tween
duration: tween.duration, // total duration obtained from MovieTween
builder: (context, value, _) {
return Container(
width: value.get('width'), // get animated width value
height: value.get('height'), // get animated height value
color: Colors.yellow,
);
},
);
}
MovieTween
animates to Movie
that offers you a get()
method to obtain a single animated value.
A MovieTween
can consist of multiple scenes with each scene having multiple tweened properties. Those scenes can be created
- implicitly using
tween()
orthenTween()
, - explicitly using
scene()
orthenFor()
.
final tween = MovieTween();
// implicit scenes
final sceneA1 = tween.tween('x', Tween(begin: 0.0, end: 1.0),
duration: const Duration(milliseconds: 700));
final sceneA2 = sceneA1.thenTween('x', Tween(begin: 1.0, end: 2.0),
duration: const Duration(milliseconds: 500));
// explicit scenes
final sceneB1 = tween
.scene(duration: const Duration(milliseconds: 700))
.tween('x', Tween(begin: 0.0, end: 1.0));
final sceneB2 = sceneA1
.thenFor(duration: const Duration(milliseconds: 500))
.tween('x', Tween(begin: 1.0, end: 2.0));
You can add scenes anywhere in the timeline of your tween by using tween.scene()
. You just need to provide two of these parameters:
begin
(start time of the scene)duration
(duration of the scene)end
(end time of the scene)
final tween = MovieTween();
// start at 0ms and end at 1500ms
final scene1 = tween.scene(
duration: const Duration(milliseconds: 1500),
);
// start at 200ms and end at 900ms
final scene2 = tween.scene(
begin: const Duration(milliseconds: 200),
duration: const Duration(milliseconds: 700),
);
// start at 700ms and end at 1400ms
final scene3 = tween.scene(
begin: const Duration(milliseconds: 700),
end: const Duration(milliseconds: 1400),
);
// start at 1000ms and end at 1600ms
final scene4 = tween.scene(
duration: const Duration(milliseconds: 600),
end: const Duration(milliseconds: 1600),
);
You can also make scenes depend on each other by using thenFor()
.
final tween = MovieTween();
final firstScene = tween
.scene(
begin: const Duration(seconds: 0),
duration: const Duration(seconds: 2),
)
.tween('x', ConstantTween<int>(0));
// secondScene references the firstScene
final secondScene = firstScene
.thenFor(
delay: const Duration(milliseconds: 200),
duration: const Duration(seconds: 2),
)
.tween('x', ConstantTween<int>(1));
It also possible to add an optional delay
to add further time between the scenes.
By using builder style Dart syntax and comments you can easily create a well-readable animation.
MovieTween()
/// fade in
.scene(
begin: const Duration(seconds: 0),
duration: const Duration(milliseconds: 300),
)
.tween('x', Tween<double>(begin: 0.0, end: 100.0))
.tween('y', Tween<double>(begin: 0.0, end: 200.0))
/// grow
.thenFor(duration: const Duration(milliseconds: 700))
.tween('x', Tween<double>(begin: 100.0, end: 200.0))
.tween('y', Tween<double>(begin: 200.0, end: 400.0))
/// fade out
.thenFor(duration: const Duration(milliseconds: 300))
.tween('x', Tween<double>(begin: 200.0, end: 0.0))
.tween('y', Tween<double>(begin: 400.0, end: 0.0));
You can use tween()
to specify a tween for single property.
final tween = MovieTween();
final scene = tween.scene(end: const Duration(seconds: 1));
scene.tween('width', Tween(begin: 0.0, end: 100.0));
scene.tween('color', ColorTween(begin: Colors.red, end: Colors.blue));
You can fine tune the timing with shiftBegin
or shiftEnd
for each property.
scene.tween('width', Tween(begin: 0.0, end: 100.0),
shiftBegin: const Duration(milliseconds: 200), // start later
shiftEnd: const Duration(milliseconds: -200) // end earlier
);
You can customize the default easing curve at MovieTween, scene or property tween level.
final tween = MovieTween(curve: Curves.easeIn);
// scene1 will use Curves.easeIn defined by the MovieTween
final scene1 = tween.scene(duration: const Duration(seconds: 1));
// scene2 will use Curves.easeOut
final scene2 =
tween.scene(duration: const Duration(seconds: 1), curve: Curves.easeOut);
// will use Curves.easeIn defined by the MovieTween
scene1.tween('value1', Tween(begin: 0.0, end: 100.0));
// will use Curves.easeOut defined by scene2
scene2.tween('value2', Tween(begin: 0.0, end: 100.0));
// will use Curves.easeInOut defined by property tween
scene2.tween('value3', Tween(begin: 0.0, end: 100.0),
curve: Curves.easeInOut);
All values that are not explicitly set in the timeline will be extrapolated.
final tween = MovieTween()
// implicitly use 100.0 for width values from 0.0s - 1.0s
// 1.0s - 2.0s
..scene(
begin: const Duration(seconds: 1),
duration: const Duration(seconds: 1),
).tween('width', Tween<double>(begin: 100.0, end: 200.0))
// implicitly use 200.0 for width values from 2.0s - 3.0s
// 3.0s - 4.0s
..scene(
begin: const Duration(seconds: 3),
end: const Duration(seconds: 4),
).tween('height', Tween<double>(begin: 400.0, end: 500.0));
Creating complex tweens with multiple or staggered properties can be time consuming to create and maintain. I recommend using the Animation Developer Tools to streamline this process.
Normally an Animatable
or Tween
doesn't contain a duration information. But MovieTween
class contains a duration
property that contains the total duration of the animation.
@override
Widget build(BuildContext context) {
final tween = MovieTween()
..tween('width', Tween<double>(begin: 0.0, end: 100.0),
duration: const Duration(milliseconds: 700))
..tween('height', Tween<double>(begin: 300.0, end: 200.0),
duration: const Duration(milliseconds: 700));
return PlayAnimationBuilder<Movie>(
tween: tween,
duration: tween.duration, // use duration from MovieTween
builder: (context, value, _) {
return Container(
width: value.get('width'),
height: value.get('height'),
color: Colors.yellow,
);
},
);
}
Hint: You can also multiply the duration
value with a numeric factor in order to speed up or slow down an animation.
Of cause you can also use an own Duration
for the animation.
It reduces boilerplate code when using AnimationController
instances.
Create an AnimationController
just by adding AnimationMixin
to your stateful widget:
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class MyAnimatedWidget extends StatefulWidget {
const MyAnimatedWidget({super.key});
@override
_MyAnimatedWidgetState createState() => _MyAnimatedWidgetState();
}
// Add AnimationMixin to state class
class _MyAnimatedWidgetState extends State<MyAnimatedWidget>
with AnimationMixin {
late Animation<double> size;
@override
void initState() {
size = Tween<double>(begin: 0.0, end: 200.0).animate(controller);
controller.play();
super.initState();
}
@override
Widget build(BuildContext context) {
return Container(width: size.value, height: size.value, color: Colors.red);
}
}
💪 The AnimationMixin
generates a preconfigured AnimationController as controller
. You can just use it. No need to worry about initialization or disposing.
With multiple AnimationController you can have many parallel animations at the same time.
Anicoto's AnimationMixin
enhances your state class with a method createController()
to create multiple managed* AnimationController. ("Managed" means that you don't need to care about initialization and disposing.)
First create a class variable of type AnimationController
. Then inside the initState() {...}
method call createController()
. That's all.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class MyAnimatedWidget extends StatefulWidget {
const MyAnimatedWidget({super.key});
@override
_MyAnimatedWidgetState createState() => _MyAnimatedWidgetState();
}
// use AnimationMixin
class _MyAnimatedWidgetState extends State<MyAnimatedWidget>
with AnimationMixin {
late AnimationController sizeController; // declare custom AnimationController
late Animation<double> size;
@override
void initState() {
sizeController = createController(); // create custom AnimationController
size = Tween<double>(begin: 0.0, end: 200.0).animate(sizeController);
sizeController.play(duration: const Duration(seconds: 5));
super.initState();
}
@override
Widget build(BuildContext context) {
return Container(width: size.value, height: size.value, color: Colors.red);
}
}
Anicoto allows you to have as many AnimationController you want. Behind the scenes it keeps track of them.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class MyAnimatedWidget extends StatefulWidget {
const MyAnimatedWidget({super.key});
@override
_MyAnimatedWidgetState createState() => _MyAnimatedWidgetState();
}
class _MyAnimatedWidgetState extends State<MyAnimatedWidget>
with AnimationMixin {
late AnimationController widthController;
late AnimationController heightController;
late AnimationController colorController;
late Animation<double> width;
late Animation<double> height;
late Animation<Color?> color;
@override
void initState() {
widthController = createController()
..mirror(duration: const Duration(seconds: 5));
heightController = createController()
..mirror(duration: const Duration(seconds: 3));
colorController = createController()
..mirror(duration: const Duration(milliseconds: 1500));
width = Tween<double>(begin: 100.0, end: 200.0).animate(widthController);
height = Tween<double>(begin: 100.0, end: 200.0).animate(heightController);
color = ColorTween(begin: Colors.red, end: Colors.blue)
.animate(colorController);
super.initState();
}
@override
Widget build(BuildContext context) {
return Container(
width: width.value, height: height.value, color: color.value);
}
}
The extension for AnimationController
adds four convenience functions:
-
controller.play()
plays animation and stops at the end. -
controller.playReverse()
plays animation reversed and stops at the start. -
controller.loop()
repetitively plays the animation from start to the end. -
controller.mirror()
repetitively plays the animation forward, then backwards, then forward and so on.
Each of these methods take an optional duration
named parameter to configure your animation action within one line of code.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
void someFunction(AnimationController controller) {
controller.play(duration: const Duration(milliseconds: 1500));
controller.playReverse(duration: const Duration(milliseconds: 1500));
controller.loop(duration: const Duration(milliseconds: 1500));
controller.mirror(duration: const Duration(milliseconds: 1500));
}
You can use these methods nicely along the already existing controller.stop()
and controller.reset()
methods.
The Animation Developer Tools allow you to create or review your animation step by step.
Wrap your UI with the AnimationDeveloperTools
widget.
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
class MyPage extends StatelessWidget {
const MyPage({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
// put DevTools very high in the widget hierarchy
body: AnimationDeveloperTools(
child: Container(), // your UI
),
);
}
}
Enable developer mode on the animation you want to debug.
The Animation Builder widgets
PlayAnimationBuilder
LoopAnimationBuilder
MirrorAnimationBuilder
CustomAnimationBuilder
have a constructor parameter developerMode
that can be set to true
. It will connect to the closest AnimationDeveloperTools
widget.
Example
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
void main() => runApp(const MaterialApp(home: Scaffold(body: MyPage())));
class MyPage extends StatelessWidget {
const MyPage({super.key});
@override
Widget build(BuildContext context) {
return SafeArea(
// put DevTools very high in the widget hierarchy
child: AnimationDeveloperTools(
child: Center(
child: PlayAnimationBuilder<double>(
tween: Tween<double>(begin: 0.0, end: 100.0),
duration: const Duration(seconds: 1),
developerMode: true, // enable developer mode
builder: (context, value, child) {
return Container(
width: value,
height: value,
color: Colors.blue,
);
},
),
),
),
);
}
}
If your stateful widget uses AnimationMixin
to manage your instances of AnimationController
you can call enableDeveloperMode()
to connect to the clostest AnimationDeveloperMode
widget.
Example
import 'package:flutter/material.dart';
import 'package:simple_animations/simple_animations.dart';
void main() => runApp(const MyApp());
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
home: Scaffold(
body: SafeArea(
// put DevTools very high in the widget hierarchy
child: AnimationDeveloperTools(
child: Center(
child: MyAnimation(),
),
),
),
),
);
}
}
class MyAnimation extends StatefulWidget {
const MyAnimation({super.key});
@override
_MyAnimationState createState() => _MyAnimationState();
}
class _MyAnimationState extends State<MyAnimation> with AnimationMixin {
late Animation<double> size;
@override
void initState() {
size = Tween<double>(begin: 0.0, end: 100.0).animate(controller);
enableDeveloperMode(controller); // enable developer mode
controller.forward();
super.initState();
}
@override
Widget build(BuildContext context) {
return Container(width: size.value, height: size.value, color: Colors.blue);
}
}
The Animation Developer Tools come with several features that simplify your developer life:
- Regardless of the real animation, with developer mode activated the animation will always loop.
- You can use Flutter hot reloading for editing and debugging if your tween is created stateless.
- Use the slider to edit the animated scene while pausing.
- You can slow down the animation to look out for certain details.
- Use the interval buttons to focus on a time span of the animation.