Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Sign in
Toggle navigation
F
Front-End
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
abdullh.alsoleman
Front-End
Commits
05c9ca91
Commit
05c9ca91
authored
Sep 08, 2015
by
Adam Barth
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Add dartdoc for the animation library
parent
6fc343a0
Changes
7
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
235 additions
and
66 deletions
+235
-66
animated_simulation.dart
packages/flutter/lib/src/animation/animated_simulation.dart
+21
-2
animated_value.dart
packages/flutter/lib/src/animation/animated_value.dart
+45
-2
animation_performance.dart
...ages/flutter/lib/src/animation/animation_performance.dart
+77
-41
curves.dart
packages/flutter/lib/src/animation/curves.dart
+39
-0
forces.dart
packages/flutter/lib/src/animation/forces.dart
+12
-6
scroll_behavior.dart
packages/flutter/lib/src/animation/scroll_behavior.dart
+25
-6
timeline.dart
packages/flutter/lib/src/animation/timeline.dart
+16
-9
No files found.
packages/flutter/lib/src/animation/animated_simulation.dart
View file @
05c9ca91
...
...
@@ -9,14 +9,22 @@ import 'package:sky/src/animation/scheduler.dart';
const
double
_kSecondsPerMillisecond
=
1000.0
;
// TODO(abarth): Change from double to Duration.
typedef
_TickerCallback
(
double
timeStamp
);
/// Calls its callback once per animation frame
class
Ticker
{
Ticker
(
Function
onTick
)
:
_onTick
=
onTick
;
/// Constructs a ticker that will call onTick once per frame while running
Ticker
(
_TickerCallback
onTick
)
:
_onTick
=
onTick
;
final
Function
_onTick
;
final
_TickerCallback
_onTick
;
Completer
_completer
;
int
_animationId
;
/// Start calling onTick once per animation frame
///
/// The returned future resolves once the ticker stops ticking.
Future
start
()
{
assert
(!
isTicking
);
_completer
=
new
Completer
();
...
...
@@ -24,6 +32,9 @@ class Ticker {
return
_completer
.
future
;
}
/// Stop calling onTick
///
/// Causes the future returned by [start] to resolve.
void
stop
()
{
if
(!
isTicking
)
return
;
...
...
@@ -42,6 +53,7 @@ class Ticker {
localCompleter
.
complete
();
}
/// Whether this ticker has scheduled a call to onTick
bool
get
isTicking
=>
_completer
!=
null
;
void
_tick
(
double
timeStamp
)
{
...
...
@@ -63,6 +75,7 @@ class Ticker {
}
}
/// Ticks a simulation once per frame
class
AnimatedSimulation
{
AnimatedSimulation
(
Function
onTick
)
:
_onTick
=
onTick
{
...
...
@@ -76,6 +89,7 @@ class AnimatedSimulation {
double
_startTime
;
double
_value
=
0.0
;
/// The current value of the simulation
double
get
value
=>
_value
;
void
set
value
(
double
newValue
)
{
assert
(!
_ticker
.
isTicking
);
...
...
@@ -83,6 +97,9 @@ class AnimatedSimulation {
_onTick
(
_value
);
}
/// Start ticking the given simulation once per frame
///
/// Returns a future that resolves when the simulation stops ticking.
Future
start
(
Simulation
simulation
)
{
assert
(
simulation
!=
null
);
assert
(!
_ticker
.
isTicking
);
...
...
@@ -92,12 +109,14 @@ class AnimatedSimulation {
return
_ticker
.
start
();
}
/// Stop ticking the current simulation
void
stop
()
{
_simulation
=
null
;
_startTime
=
null
;
_ticker
.
stop
();
}
/// Whether this object is currently ticking a simulation
bool
get
isAnimating
=>
_ticker
.
isTicking
;
void
_tick
(
double
timeStamp
)
{
...
...
packages/flutter/lib/src/animation/animated_value.dart
View file @
05c9ca91
...
...
@@ -6,24 +6,48 @@ import "dart:sky";
import
'package:sky/src/animation/curves.dart'
;
/// The direction in which an animation is running
enum
Direction
{
/// The animation is running from beginning to end
forward
,
/// The animation is running backwards, from end to beginning
reverse
}
/// A variable that changes as an animation progresses
abstract
class
AnimatedVariable
{
/// Update the variable to a given time in an animation that is running in the given direction
void
setProgress
(
double
t
,
Direction
direction
);
String
toString
();
}
///
class
AnimationTiming
{
AnimationTiming
({
this
.
interval
,
this
.
reverseInterval
,
this
.
curve
,
this
.
reverseCurve
});
AnimationTiming
({
this
.
interval
,
this
.
reverseInterval
,
this
.
curve
,
this
.
reverseCurve
});
/// The interval during which this timing is active in the forward direction
Interval
interval
;
/// The interval during which this timing is active in the reverse direction
///
/// If this field is null, the timing defaules to using [interval] in both directions.
Interval
reverseInterval
;
/// The curve that this timing applies to the animation clock in the forward direction
Curve
curve
;
/// The curve that this timing applies to the animation clock in the reverse direction
///
/// If this field is null, the timing defaules to using [curve] in both directions.
Curve
reverseCurve
;
/// Applies this timing to the given animation clock value in the given direction
double
transform
(
double
t
,
Direction
direction
)
{
Interval
interval
=
_getInterval
(
direction
);
if
(
interval
!=
null
)
...
...
@@ -49,18 +73,26 @@ class AnimationTiming {
}
}
/// An animated variable with a concrete type
class
AnimatedValue
<
T
extends
dynamic
>
extends
AnimationTiming
implements
AnimatedVariable
{
AnimatedValue
(
this
.
begin
,
{
this
.
end
,
Interval
interval
,
Curve
curve
,
Curve
reverseCurve
})
:
super
(
interval:
interval
,
curve:
curve
,
reverseCurve:
reverseCurve
)
{
value
=
begin
;
}
/// The current value of this variable
T
value
;
/// The value this variable has at the beginning of the animation
T
begin
;
/// The value this variable has at the end of the animation
T
end
;
/// Returns the value this variable has at the given animation clock value
T
lerp
(
double
t
)
=>
begin
+
(
end
-
begin
)
*
t
;
/// Updates the value of this variable according to the given animation clock value and direction
void
setProgress
(
double
t
,
Direction
direction
)
{
if
(
end
!=
null
)
{
t
=
transform
(
t
,
direction
);
...
...
@@ -71,12 +103,15 @@ class AnimatedValue<T extends dynamic> extends AnimationTiming implements Animat
String
toString
()
=>
'AnimatedValue(begin=
$begin
, end=
$end
, value=
$value
)'
;
}
/// A list of animated variables
class
AnimatedList
extends
AnimationTiming
implements
AnimatedVariable
{
/// The list of variables contained in the list
List
<
AnimatedVariable
>
variables
;
AnimatedList
(
this
.
variables
,
{
Interval
interval
,
Curve
curve
,
Curve
reverseCurve
})
:
super
(
interval:
interval
,
curve:
curve
,
reverseCurve:
reverseCurve
);
// Updates the value of all the variables in the list according to the given animation clock value and direction
void
setProgress
(
double
t
,
Direction
direction
)
{
double
adjustedTime
=
transform
(
t
,
direction
);
for
(
AnimatedVariable
variable
in
variables
)
...
...
@@ -86,6 +121,10 @@ class AnimatedList extends AnimationTiming implements AnimatedVariable {
String
toString
()
=>
'AnimatedList([
$variables
])'
;
}
/// An animated variable containing a color
///
/// This class specializes the interpolation of AnimatedValue<Color> to be
/// appropriate for colors.
class
AnimatedColorValue
extends
AnimatedValue
<
Color
>
{
AnimatedColorValue
(
Color
begin
,
{
Color
end
,
Curve
curve
})
:
super
(
begin
,
end:
end
,
curve:
curve
);
...
...
@@ -93,6 +132,10 @@ class AnimatedColorValue extends AnimatedValue<Color> {
Color
lerp
(
double
t
)
=>
Color
.
lerp
(
begin
,
end
,
t
);
}
/// An animated variable containing a rectangle
///
/// This class specializes the interpolation of AnimatedValue<Rect> to be
/// appropriate for rectangles.
class
AnimatedRect
extends
AnimatedValue
<
Rect
>
{
AnimatedRect
(
Rect
begin
,
{
Rect
end
,
Curve
curve
})
:
super
(
begin
,
end:
end
,
curve:
curve
);
...
...
packages/flutter/lib/src/animation/animation_performance.dart
View file @
05c9ca91
...
...
@@ -8,50 +8,62 @@ import 'package:sky/src/animation/animated_value.dart';
import
'package:sky/src/animation/forces.dart'
;
import
'package:sky/src/animation/timeline.dart'
;
/// The status of an animation
enum
AnimationStatus
{
dismissed
,
// stoped at 0
forward
,
// animating from 0 => 1
reverse
,
// animating from 1 => 0
completed
,
// stopped at 1
/// The animation is stopped at the beginning
dismissed
,
/// The animation is running from beginning to end
forward
,
/// The animation is running backwards, from end to beginning
reverse
,
/// The animation is stopped at the end
completed
,
}
// This class manages a "performance" - a collection of values that change
// based on a timeline. For example, a performance may handle an animation
// of a menu opening by sliding and fading in (changing Y value and opacity)
// over .5 seconds. The performance can move forwards (present) or backwards
// (dismiss). A consumer may also take direct control of the timeline by
// manipulating |progress|, or |fling| the timeline causing a physics-based
// simulation to take over the progression.
/// A collection of values that animated based on a timeline
///
/// For example, a performance may handle an animation of a menu opening by
/// sliding and fading in (changing Y value and opacity) over .5 seconds. The
/// performance can move forwards (present) or backwards (dismiss). A consumer
/// may also take direct control of the timeline by manipulating [progress], or
/// [fling] the timeline causing a physics-based simulation to take over the
/// progression.
class
AnimationPerformance
{
AnimationPerformance
({
AnimatedVariable
variable
,
this
.
duration
})
:
_variable
=
variable
{
_timeline
=
new
Timeline
(
_tick
);
}
AnimatedVariable
_variable
;
/// The length of time this performance should last
Duration
duration
;
/// The variable being updated by this performance
AnimatedVariable
get
variable
=>
_variable
;
void
set
variable
(
AnimatedVariable
v
)
{
_variable
=
v
;
}
void
set
variable
(
AnimatedVariable
variable
)
{
_variable
=
variable
;
}
AnimatedVariable
_variable
;
// Advances from 0 to 1. On each tick, we'll update our variable's values.
Timeline
_timeline
;
Timeline
get
timeline
=>
_timeline
;
Direction
_direction
;
Direction
get
direction
=>
_direction
;
// This controls which curve we use for variables with different curves in
// the forward/reverse directions. Curve direction is only reset when we hit
// 0 or 1, to avoid discontinuities.
/// The direction used to select the current curve
///
/// Curve direction is only reset when we hit the beginning or the end of the
/// timeline to avoid discontinuities in the value of the variable.
Direction
_curveDirection
;
Direction
get
curveDirection
=>
_curveDirection
;
/// If non-null, animate with this timing instead of a linear timing
AnimationTiming
timing
;
//
If non-null, animate with this force instead of a tween animation
.
//
/ If non-null, animate with this force instead of a zero-to-one timeline
.
Force
attachedForce
;
/// Add a variable to this animation
///
/// If there are no attached variables, this variable becomes the value of
/// [variable]. Otherwise, all the variables are stored in an [AnimatedList].
void
addVariable
(
AnimatedVariable
newVariable
)
{
if
(
variable
==
null
)
{
variable
=
newVariable
;
...
...
@@ -62,70 +74,92 @@ class AnimationPerformance {
}
}
double
get
progress
=>
timeline
.
value
;
/// The progress of this performance along the timeline
///
/// Note: Setting this value stops the current animation.
double
get
progress
=>
_timeline
.
value
;
void
set
progress
(
double
t
)
{
// TODO(mpcomplete): should this affect |direction|?
stop
();
timeline
.
value
=
t
.
clamp
(
0.0
,
1.0
);
_
timeline
.
value
=
t
.
clamp
(
0.0
,
1.0
);
_checkStatusChanged
();
}
double
get
curvedProgress
{
return
timing
!=
null
?
timing
.
transform
(
progress
,
curveDirection
)
:
progress
;
double
get
_
curvedProgress
{
return
timing
!=
null
?
timing
.
transform
(
progress
,
_
curveDirection
)
:
progress
;
}
/// Whether this animation is stopped at the beginning
bool
get
isDismissed
=>
status
==
AnimationStatus
.
dismissed
;
/// Whether this animation is stopped at the end
bool
get
isCompleted
=>
status
==
AnimationStatus
.
completed
;
bool
get
isAnimating
=>
timeline
.
isAnimating
;
/// Whether this animation is currently animating in either the forward or reverse direction
bool
get
isAnimating
=>
_timeline
.
isAnimating
;
/// The current status of this animation
AnimationStatus
get
status
{
if
(!
isAnimating
&&
progress
==
1.0
)
return
AnimationStatus
.
completed
;
if
(!
isAnimating
&&
progress
==
0.0
)
return
AnimationStatus
.
dismissed
;
return
direction
==
Direction
.
forward
?
return
_
direction
==
Direction
.
forward
?
AnimationStatus
.
forward
:
AnimationStatus
.
reverse
;
}
/// Update the given varaible according to the current progress of this performance
void
updateVariable
(
AnimatedVariable
variable
)
{
variable
.
setProgress
(
curvedProgress
,
curveDirection
);
variable
.
setProgress
(
_curvedProgress
,
_
curveDirection
);
}
/// Start running this animation in the given direction
Future
play
([
Direction
direction
=
Direction
.
forward
])
{
_direction
=
direction
;
return
resume
();
}
/// Start running this animation forwards (towards the end)
Future
forward
()
=>
play
(
Direction
.
forward
);
/// Start running this animation in reverse (towards the beginning)
Future
reverse
()
=>
play
(
Direction
.
reverse
);
/// Start running this animation in the most recently direction
Future
resume
()
{
if
(
attachedForce
!=
null
)
{
return
fling
(
velocity:
_direction
==
Direction
.
forward
?
1.0
:
-
1.0
,
force:
attachedForce
);
}
return
_animateTo
(
direction
==
Direction
.
forward
?
1.0
:
0.0
);
return
_animateTo
(
_
direction
==
Direction
.
forward
?
1.0
:
0.0
);
}
/// Stop running this animation
void
stop
()
{
timeline
.
stop
();
_
timeline
.
stop
();
}
// Flings the timeline with an optional force (defaults to a critically
// damped spring) and initial velocity. If velocity is positive, the
// animation will complete, otherwise it will dismiss.
/// Start running this animation according to the given physical parameters
///
/// Flings the timeline with an optional force (defaults to a critically
/// damped spring) and initial velocity. If velocity is positive, the
/// animation will complete, otherwise it will dismiss.
Future
fling
({
double
velocity:
1.0
,
Force
force
})
{
if
(
force
==
null
)
force
=
kDefaultSpringForce
;
_direction
=
velocity
<
0.0
?
Direction
.
reverse
:
Direction
.
forward
;
return
timeline
.
fling
(
force
.
release
(
progress
,
velocity
));
return
_
timeline
.
fling
(
force
.
release
(
progress
,
velocity
));
}
final
List
<
Function
>
_listeners
=
new
List
<
Function
>();
/// Calls the listener every time the progress of this performance changes
void
addListener
(
Function
listener
)
{
_listeners
.
add
(
listener
);
}
/// Stop calling the listener every time the progress of this performance changes
void
removeListener
(
Function
listener
)
{
_listeners
.
remove
(
listener
);
}
...
...
@@ -138,10 +172,12 @@ class AnimationPerformance {
final
List
<
Function
>
_statusListeners
=
new
List
<
Function
>();
/// Calls listener every time the status of this performance changes
void
addStatusListener
(
Function
listener
)
{
_statusListeners
.
add
(
listener
);
}
/// Stops calling the listener every time the status of this performance changes
void
removeStatusListener
(
Function
listener
)
{
_statusListeners
.
remove
(
listener
);
}
...
...
@@ -160,28 +196,28 @@ class AnimationPerformance {
void
_updateCurveDirection
()
{
if
(
status
!=
_lastStatus
)
{
if
(
_lastStatus
==
AnimationStatus
.
dismissed
||
_lastStatus
==
AnimationStatus
.
completed
)
_curveDirection
=
direction
;
_curveDirection
=
_
direction
;
}
}
Future
_animateTo
(
double
target
)
{
Duration
remainingDuration
=
duration
*
(
target
-
timeline
.
value
).
abs
();
timeline
.
stop
();
Duration
remainingDuration
=
duration
*
(
target
-
_
timeline
.
value
).
abs
();
_
timeline
.
stop
();
if
(
remainingDuration
==
Duration
.
ZERO
)
return
new
Future
.
value
();
return
timeline
.
animateTo
(
target
,
duration:
remainingDuration
);
return
_
timeline
.
animateTo
(
target
,
duration:
remainingDuration
);
}
void
_tick
(
double
t
)
{
_updateCurveDirection
();
if
(
variable
!=
null
)
variable
.
setProgress
(
curvedProgress
,
curveDirection
);
variable
.
setProgress
(
_curvedProgress
,
_
curveDirection
);
_notifyListeners
();
_checkStatusChanged
();
}
}
//
Simple helper class for an animation with a single value.
//
/ An animation performance with an animated variable with a concrete type
class
ValueAnimation
<
T
>
extends
AnimationPerformance
{
ValueAnimation
({
AnimatedValue
<
T
>
variable
,
Duration
duration
})
:
super
(
variable:
variable
,
duration:
duration
);
...
...
packages/flutter/lib/src/animation/curves.dart
View file @
05c9ca91
...
...
@@ -11,10 +11,17 @@ double _evaluateCubic(double a, double b, double m) {
const
double
_kCubicErrorBound
=
0.001
;
/// A mapping of the unit interval to the unit interval
///
/// A curve must map 0.0 to 0.0 and 1.0 to 1.0.
abstract
class
Curve
{
/// Return the value of the curve at point t
///
/// The value of t must be between 0.0 and 1.0, inclusive.
double
transform
(
double
t
);
}
/// The idenity map over the unit interval
class
Linear
implements
Curve
{
const
Linear
();
...
...
@@ -23,8 +30,12 @@ class Linear implements Curve {
}
}
/// A curve that is initially 0.0, then linear, then 1.0
class
Interval
implements
Curve
{
/// The smallest value for which this interval is 0.0
final
double
start
;
/// The smallest value for which this interval is 1.0
final
double
end
;
Interval
(
this
.
start
,
this
.
end
)
{
...
...
@@ -39,6 +50,7 @@ class Interval implements Curve {
}
}
/// A cubic polynomial mapping of the unit interval
class
Cubic
implements
Curve
{
final
double
a
;
final
double
b
;
...
...
@@ -79,6 +91,7 @@ double _bounce(double t) {
return
7.5625
*
t
*
t
+
0.984375
;
}
/// An oscillating curve that grows in magnitude
class
BounceInCurve
implements
Curve
{
const
BounceInCurve
();
...
...
@@ -87,6 +100,7 @@ class BounceInCurve implements Curve {
}
}
/// An oscillating curve that shrink in magnitude
class
BounceOutCurve
implements
Curve
{
const
BounceOutCurve
();
...
...
@@ -95,6 +109,7 @@ class BounceOutCurve implements Curve {
}
}
/// An oscillating curve that first grows and then shrink in magnitude
class
BounceInOutCurve
implements
Curve
{
const
BounceInOutCurve
();
...
...
@@ -106,6 +121,7 @@ class BounceInOutCurve implements Curve {
}
}
/// An oscillating curve that grows in magnitude while overshootings its bounds
class
ElasticInCurve
implements
Curve
{
const
ElasticInCurve
([
this
.
period
=
0.4
]);
final
double
period
;
...
...
@@ -117,6 +133,7 @@ class ElasticInCurve implements Curve {
}
}
/// An oscillating curve that shrinks in magnitude while overshootings its bounds
class
ElasticOutCurve
implements
Curve
{
const
ElasticOutCurve
([
this
.
period
=
0.4
]);
final
double
period
;
...
...
@@ -127,6 +144,7 @@ class ElasticOutCurve implements Curve {
}
}
/// An oscillating curve that grows and then shrinks in magnitude while overshootings its bounds
class
ElasticInOutCurve
implements
Curve
{
const
ElasticInOutCurve
([
this
.
period
=
0.4
]);
final
double
period
;
...
...
@@ -141,14 +159,35 @@ class ElasticInOutCurve implements Curve {
}
}
/// A linear animation curve
const
Linear
linear
=
const
Linear
();
/// A cubic animation cuve that speeds up quickly and ends slowly
const
Cubic
ease
=
const
Cubic
(
0.25
,
0.1
,
0.25
,
1.0
);
/// A cubic animation cuve that starts slowly and ends quickly
const
Cubic
easeIn
=
const
Cubic
(
0.42
,
0.0
,
1.0
,
1.0
);
/// A cubic animation cuve that starts quickly and ends slowly
const
Cubic
easeOut
=
const
Cubic
(
0.0
,
0.0
,
0.58
,
1.0
);
/// A cubic animation cuve that starts slowly, speeds up, and then and ends slowly
const
Cubic
easeInOut
=
const
Cubic
(
0.42
,
0.0
,
0.58
,
1.0
);
/// An oscillating curve that grows in magnitude
const
BounceInCurve
bounceIn
=
const
BounceInCurve
();
/// An oscillating curve that first grows and then shrink in magnitude
const
BounceOutCurve
bounceOut
=
const
BounceOutCurve
();
/// An oscillating curve that first grows and then shrink in magnitude
const
BounceInOutCurve
bounceInOut
=
const
BounceInOutCurve
();
/// An oscillating curve that grows in magnitude while overshootings its bounds
const
ElasticInCurve
elasticIn
=
const
ElasticInCurve
();
/// An oscillating curve that shrinks in magnitude while overshootings its bounds
const
ElasticOutCurve
elasticOut
=
const
ElasticOutCurve
();
/// An oscillating curve that grows and then shrinks in magnitude while overshootings its bounds
const
ElasticInOutCurve
elasticInOut
=
const
ElasticInOutCurve
();
packages/flutter/lib/src/animation/forces.dart
View file @
05c9ca91
...
...
@@ -4,26 +4,31 @@
import
'package:newton/newton.dart'
;
//
Base class for creating Simulations for the animation Timeline.
//
/ A factory for simulations
abstract
class
Force
{
const
Force
();
Simulation
release
(
double
position
,
double
velocity
);
}
/// A factory for spring-based physics simulations
class
SpringForce
extends
Force
{
const
SpringForce
(
this
.
spring
,
{
this
.
left
:
0.0
,
this
.
right
:
1.0
});
/// The description of the spring to be used in the created simulations
final
SpringDescription
spring
;
// Where to put the spring's resting point when releasing left or right,
// respectively.
/// Where to put the spring's resting point when releasing left
final
double
left
;
/// Where to put the spring's resting point when releasing right
final
double
right
;
// We overshoot the target by this distance, but stop the simulation when
// the spring gets within this distance (regardless of how fast it's moving).
// This causes the spring to settle a bit faster than it otherwise would.
/// How pricely to terminate the simulation
///
/// We overshoot the target by this distance, but stop the simulation when
/// the spring gets within this distance (regardless of how fast it's moving).
/// This causes the spring to settle a bit faster than it otherwise would.
static
const
Tolerance
tolerance
=
const
Tolerance
(
velocity:
double
.
INFINITY
,
distance:
0.01
...
...
@@ -43,4 +48,5 @@ final SpringDescription _kDefaultSpringDesc = new SpringDescription.withDampingR
ratio:
1.0
);
/// A spring force with reasonable default values
final
SpringForce
kDefaultSpringForce
=
new
SpringForce
(
_kDefaultSpringDesc
);
packages/flutter/lib/src/animation/scroll_behavior.dart
View file @
05c9ca91
...
...
@@ -9,24 +9,36 @@ import 'package:newton/newton.dart';
const
double
_kSecondsPerMillisecond
=
1000.0
;
const
double
_kScrollDrag
=
0.025
;
/// An interface for controlling the behavior of scrollable widgets
abstract
class
ScrollBehavior
{
/// A simulation to run to determine the scroll offset
///
/// Called when the user stops scrolling at a given position with a given
/// instantaneous velocity.
Simulation
release
(
double
position
,
double
velocity
)
=>
null
;
//
Returns the new scroll offset.
//
/ The new scroll offset to use when the user attempts to scroll from the given offset by the given delta
double
applyCurve
(
double
scrollOffset
,
double
scrollDelta
);
}
/// A scroll behavior for a scrollable widget with linear extent
abstract
class
ExtentScrollBehavior
extends
ScrollBehavior
{
ExtentScrollBehavior
({
double
contentExtent:
0.0
,
double
containerExtent:
0.0
})
:
_contentExtent
=
contentExtent
,
_containerExtent
=
containerExtent
;
double
_contentExtent
;
/// The linear extent of the content inside the scrollable widget
double
get
contentExtent
=>
_contentExtent
;
double
_contentExtent
;
double
_containerExtent
;
/// The linear extent of the exterior of the scrollable widget
double
get
containerExtent
=>
_containerExtent
;
double
_containerExtent
;
/// Returns the new scrollOffset.
/// Update either content or container extent (or both)
///
/// The scrollOffset parameter is the scroll offset of the widget before the
/// change in extent. Returns the new scroll offset of the widget after the
/// change in extent.
double
updateExtents
({
double
contentExtent
,
double
containerExtent
,
...
...
@@ -39,10 +51,14 @@ abstract class ExtentScrollBehavior extends ScrollBehavior {
return
scrollOffset
.
clamp
(
minScrollOffset
,
maxScrollOffset
);
}
/// The minimum value the scroll offset can obtain
double
get
minScrollOffset
;
/// The maximum value the scroll offset can obatin
double
get
maxScrollOffset
;
}
/// A scroll behavior that prevents the user from exeeding scroll bounds
class
BoundedBehavior
extends
ExtentScrollBehavior
{
BoundedBehavior
({
double
contentExtent:
0.0
,
double
containerExtent:
0.0
})
:
super
(
contentExtent:
contentExtent
,
containerExtent:
containerExtent
);
...
...
@@ -55,6 +71,7 @@ class BoundedBehavior extends ExtentScrollBehavior {
}
}
/// A scroll behavior that does not prevent the user from exeeding scroll bounds
class
UnboundedBehavior
extends
ExtentScrollBehavior
{
UnboundedBehavior
({
double
contentExtent:
0.0
,
double
containerExtent:
0.0
})
:
super
(
contentExtent:
contentExtent
,
containerExtent:
containerExtent
);
...
...
@@ -74,19 +91,20 @@ class UnboundedBehavior extends ExtentScrollBehavior {
}
}
Simulation
createDefaultScrollSimulation
(
double
position
,
double
velocity
,
double
minScrollOffset
,
double
maxScrollOffset
)
{
Simulation
_
createDefaultScrollSimulation
(
double
position
,
double
velocity
,
double
minScrollOffset
,
double
maxScrollOffset
)
{
double
velocityPerSecond
=
velocity
*
_kSecondsPerMillisecond
;
SpringDescription
spring
=
new
SpringDescription
.
withDampingRatio
(
mass:
1.0
,
springConstant:
170.0
,
ratio:
1.1
);
return
new
ScrollSimulation
(
position
,
velocityPerSecond
,
minScrollOffset
,
maxScrollOffset
,
spring
,
_kScrollDrag
);
}
/// A scroll behavior that lets the user scroll beyond the scroll bounds with some resistance
class
OverscrollBehavior
extends
BoundedBehavior
{
OverscrollBehavior
({
double
contentExtent:
0.0
,
double
containerExtent:
0.0
})
:
super
(
contentExtent:
contentExtent
,
containerExtent:
containerExtent
);
Simulation
release
(
double
position
,
double
velocity
)
{
return
createDefaultScrollSimulation
(
position
,
velocity
,
minScrollOffset
,
maxScrollOffset
);
return
_
createDefaultScrollSimulation
(
position
,
velocity
,
minScrollOffset
,
maxScrollOffset
);
}
double
applyCurve
(
double
scrollOffset
,
double
scrollDelta
)
{
...
...
@@ -106,6 +124,7 @@ class OverscrollBehavior extends BoundedBehavior {
}
}
/// A scroll behavior that lets the user scroll beyond the scroll bounds only when the bounds are disjoint
class
OverscrollWhenScrollableBehavior
extends
OverscrollBehavior
{
bool
get
isScrollable
=>
contentExtent
>
containerExtent
;
...
...
packages/flutter/lib/src/animation/timeline.dart
View file @
05c9ca91
...
...
@@ -8,10 +8,14 @@ import 'package:newton/newton.dart';
import
'package:sky/src/animation/animated_simulation.dart'
;
//
Simple simulation that linearly varies from |begin| to |end| over |duration|.
//
/ A simulation that linearly varies from [begin] to [end] over [duration]
class
TweenSimulation
extends
Simulation
{
final
double
_durationInSeconds
;
/// The initial value of the simulation
final
double
begin
;
/// The terminal value of the simulation
final
double
end
;
TweenSimulation
(
Duration
duration
,
this
.
begin
,
this
.
end
)
:
...
...
@@ -32,14 +36,15 @@ class TweenSimulation extends Simulation {
bool
isDone
(
double
timeInSeconds
)
=>
timeInSeconds
>
_durationInSeconds
;
}
/// A timeline for an animation
class
Timeline
{
Timeline
(
Function
onTick
)
:
_onTick
=
onTick
{
_animation
=
new
AnimatedSimulation
(
_t
ick
);
Timeline
(
Function
onTick
)
{
_animation
=
new
AnimatedSimulation
(
onT
ick
);
}
final
Function
_onTick
;
AnimatedSimulation
_animation
;
/// The current value of the timeline
double
get
value
=>
_animation
.
value
.
clamp
(
0.0
,
1.0
);
void
set
value
(
double
newValue
)
{
assert
(
newValue
!=
null
&&
newValue
>=
0.0
&&
newValue
<=
1.0
);
...
...
@@ -47,6 +52,7 @@ class Timeline {
_animation
.
value
=
newValue
;
}
/// Whether the timeline is currently animating
bool
get
isAnimating
=>
_animation
.
isAnimating
;
Future
_start
({
...
...
@@ -59,22 +65,23 @@ class Timeline {
return
_animation
.
start
(
new
TweenSimulation
(
duration
,
begin
,
end
));
}
/// Animate value of the timeline to the given target over the given duration
///
/// Returns a future that resolves when the timeline stops animating,
/// typically when the timeline arives at the target value.
Future
animateTo
(
double
target
,
{
Duration
duration
})
{
assert
(
duration
>
Duration
.
ZERO
);
return
_start
(
duration:
duration
,
begin:
value
,
end:
target
);
}
/// Stop animating the timeline
void
stop
()
{
_animation
.
stop
();
}
// Give
|simulation| control over the timeline.
// Give
s the given simulation control over the timeline
Future
fling
(
Simulation
simulation
)
{
stop
();
return
_animation
.
start
(
simulation
);
}
void
_tick
(
double
newValue
)
{
_onTick
(
value
);
}
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment