涉及到的類有
- Animation
- AnimationController
- _ListenerMixin
- AnimationEagerListenerMixin
- AnimationLocalListenersMixin
- AnimationLocalStatusListenersMixin
- Simulation
- SpringSimulation
- _InterpolationSimulation
- _RepeatingSimulation
1. 簡介
界面中,當(dāng)點擊一個按鈕,或者切換一個頁面,使用動畫進行過渡是再普通不過了,而今天,我們來學(xué)習(xí)一下Flutter的Animation吧!
2. AnimationController
繼承關(guān)系
Animation > AnimationController
在介紹Animation之前,首先我們看一下AnimationController
// 實現(xiàn)了三個Mixin 分別是eager渴望監(jiān)聽,local本地監(jiān)聽,localStatus本地狀態(tài)監(jiān)聽
class AnimationController extends Animation<double>
with AnimationEagerListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
// value就是當(dāng)前動畫的值
// duration就是持續(xù)的時間
// debuglabel 就是用于識別該動畫的一個標(biāo)簽
// lowerBound 跟 upperBound就是動畫的值最大跟最小值
// vsync 可以理解為提供玩這個動畫的門票
AnimationController({
double value,
this.duration,
this.debugLabel,
this.lowerBound = 0.0,
this.upperBound = 1.0,
@required TickerProvider vsync,
}) : assert(lowerBound != null),
assert(upperBound != null),
assert(upperBound >= lowerBound),
assert(vsync != null),
_direction = _AnimationDirection.forward {
_ticker = vsync.createTicker(_tick);
_internalSetValue(value ?? lowerBound);
}
//該構(gòu)造方法沒有最大最小值,所以是無限范圍
AnimationController.unbounded({
double value = 0.0,
this.duration,
this.debugLabel,
@required TickerProvider vsync,
}) : assert(value != null),
assert(vsync != null),
lowerBound = double.negativeInfinity,//極小
upperBound = double.infinity,//極大
_direction = _AnimationDirection.forward {
_ticker = vsync.createTicker(_tick);
_internalSetValue(value);
}
//最小值
final double lowerBound;
//最大值
final double upperBound;
//識別該動畫的一個標(biāo)簽
final String debugLabel;
//獲取當(dāng)前對象
Animation<double> get view => this;
//持續(xù)時間
Duration duration;
//ticket門票
Ticker _ticker;
//這里用于重新綁定門票
void resync(TickerProvider vsync) {
final Ticker oldTicker = _ticker;
_ticker = vsync.createTicker(_tick);
_ticker.absorbTicker(oldTicker);
}
//模擬,這里解釋暫定
Simulation _simulation;
@override
double get value => _value;
double _value;
//這里設(shè)置值,設(shè)置值的時候會暫停動畫
set value(double newValue) {
assert(newValue != null);
stop();
_internalSetValue(newValue);
notifyListeners();
_checkStatusChanged();
}
//重置為最小值
void reset() {
value = lowerBound;
}
//獲取當(dāng)前動畫的速度,如果該動畫不是進行中,會返回0.0
double get velocity {
if (!isAnimating)
return 0.0;
return _simulation.dx(lastElapsedDuration.inMicroseconds.toDouble() / Duration.microsecondsPerSecond);
}
//設(shè)置新的值后重新設(shè)置狀態(tài)
void _internalSetValue(double newValue) {
_value = newValue.clamp(lowerBound, upperBound);//判斷這個值,如果小于lower返回lower,大于upper返回upper
if (_value == lowerBound) {
_status = AnimationStatus.dismissed;
} else if (_value == upperBound) {
_status = AnimationStatus.completed;
} else {
_status = (_direction == _AnimationDirection.forward) ?
AnimationStatus.forward :
AnimationStatus.reverse;
}
}
//動畫經(jīng)過的時間,即是開始到現(xiàn)在,如果結(jié)束,返回null
Duration get lastElapsedDuration => _lastElapsedDuration;
Duration _lastElapsedDuration;
//動畫是否在運動
bool get isAnimating => _ticker != null && _ticker.isActive;
//動畫的方向,前進還是后退
_AnimationDirection _direction;
//當(dāng)前動畫的狀態(tài)
@override
AnimationStatus get status => _status;
AnimationStatus _status;
//從from開始向前運動
TickerFuture forward({ double from }) {
assert(() {
if (duration == null) {//如果持續(xù)時間為null會拋異常
throw new FlutterError(
'AnimationController.forward() called with no default Duration.\n'
'The "duration" property should be set, either in the constructor or later, before '
'calling the forward() function.'
);
}
return true;
}());
//設(shè)置狀態(tài)為向前運動
_direction = _AnimationDirection.forward;
if (from != null)
value = from;//讓值等于from
return _animateToInternal(upperBound);//開始運動到最大值
}
//同上,方向為返回
TickerFuture reverse({ double from }) {
assert(() {
if (duration == null) {
throw new FlutterError(
'AnimationController.reverse() called with no default Duration.\n'
'The "duration" property should be set, either in the constructor or later, before '
'calling the reverse() function.'
);
}
return true;
}());
_direction = _AnimationDirection.reverse;
if (from != null)
value = from;
return _animateToInternal(lowerBound);
}
//動畫從當(dāng)前值運行到target目標(biāo)值
TickerFuture animateTo(double target, { Duration duration, Curve curve = Curves.linear }) {
_direction = _AnimationDirection.forward;
return _animateToInternal(target, duration: duration, curve: curve);
}
// 插值動畫
TickerFuture _animateToInternal(double target, { Duration duration, Curve curve = Curves.linear }) {
Duration simulationDuration = duration;
if (simulationDuration == null) {
assert(() {
if (this.duration == null) {
throw new FlutterError(
'AnimationController.animateTo() called with no explicit Duration and no default Duration.\n'
'Either the "duration" argument to the animateTo() method should be provided, or the '
'"duration" property should be set, either in the constructor or later, before '
'calling the animateTo() function.'
);
}
return true;
}());
//獲取范圍
final double range = upperBound - lowerBound;
//當(dāng)前動畫還剩多少,百分比|range.isFinite 是否有限,即最大值或最小值是無窮就返回1.0,否則true
final double remainingFraction = range.isFinite ? (target - _value).abs() / range : 1.0;
//持續(xù)時間*百分比,等于剩下的時間,這里duration為null,所以需要計算
simulationDuration = this.duration * remainingFraction;
} else if (target == value) {//如果目標(biāo)值等于當(dāng)前值,不運動
// Already at target, don't animate.
simulationDuration = Duration.zero;
}
//先停止之前的動畫
stop();
if (simulationDuration == Duration.zero) {//如果時間為0
if (value != target) {//當(dāng)前值不等于目標(biāo)值
_value = target.clamp(lowerBound, upperBound);//判斷目標(biāo)值是否超過最大跟最小,然后賦值
notifyListeners();//刷新監(jiān)聽
}
//設(shè)置狀態(tài)
_status = (_direction == _AnimationDirection.forward) ?
AnimationStatus.completed ://完成upper
AnimationStatus.dismissed;//取消lower
_checkStatusChanged();//檢查值改變
return new TickerFuture.complete();//返回已經(jīng)完成
}
assert(simulationDuration > Duration.zero);//判斷時間是否大于0
assert(!isAnimating);//判斷是否不運動
return _startSimulation(new _InterpolationSimulation(_value, target, simulationDuration, curve));//這里開始了屏幕的運動
}
//重復(fù)動畫驅(qū)動,最大值,最小值,跟持續(xù)時間,可以實現(xiàn)永遠(yuǎn)不會完成的動畫
TickerFuture repeat({ double min, double max, Duration period }) {
min ??= lowerBound;
max ??= upperBound;
period ??= duration;
assert(() {
if (period == null) {
throw new FlutterError(
'AnimationController.repeat() called without an explicit period and with no default Duration.\n'
'Either the "period" argument to the repeat() method should be provided, or the '
'"duration" property should be set, either in the constructor or later, before '
'calling the repeat() function.'
);
}
return true;
}());
return animateWith(new _RepeatingSimulation(min, max, period));
}
//臨界阻尼動畫
//動畫速度默認(rèn)為1.0
TickerFuture fling({ double velocity = 1.0 }) {
//判斷方向
_direction = velocity < 0.0 ? _AnimationDirection.reverse : _AnimationDirection.forward;
//目標(biāo)值,當(dāng)速度小于0的時候,方向為后退,targer為lowerBound的誤差值,因為速度改變了,會出現(xiàn)誤差
final double target = velocity < 0.0 ? lowerBound - _kFlingTolerance.distance
: upperBound + _kFlingTolerance.distance;
//彈簧模擬|_kFlingSpringDescription為一個定制好的彈簧參數(shù)
final Simulation simulation = new SpringSimulation(_kFlingSpringDescription, value, target, velocity)
..tolerance = _kFlingTolerance;//這里設(shè)置誤差進去
return animateWith(simulation);
}
//設(shè)置模擬
TickerFuture animateWith(Simulation simulation) {
stop();
return _startSimulation(simulation);
}
//開始模擬動畫
TickerFuture _startSimulation(Simulation simulation) {
assert(simulation != null);
assert(!isAnimating);
//初始化值
_simulation = simulation;
_lastElapsedDuration = Duration.zero;
_value = simulation.x(0.0).clamp(lowerBound, upperBound);
//門票開始
final Future<Null> result = _ticker.start();
//根據(jù)方向設(shè)置狀態(tài)
_status = (_direction == _AnimationDirection.forward) ?
AnimationStatus.forward :
AnimationStatus.reverse;
_checkStatusChanged();
return result;
}
//停止動畫
void stop({ bool canceled = true }) {
_simulation = null;
_lastElapsedDuration = null;
_ticker.stop(canceled: canceled);
}
//銷毀動畫
@override
void dispose() {
assert(() {
if (_ticker == null) {
throw new FlutterError(
'AnimationController.dispose() called more than once.\n'
'A given $runtimeType cannot be disposed more than once.\n'
'The following $runtimeType object was disposed multiple times:\n'
' $this'
);
}
return true;
}());
//門票撕掉
_ticker.dispose();
_ticker = null;
super.dispose();
}
//最后一次的狀態(tài)
AnimationStatus _lastReportedStatus = AnimationStatus.dismissed;
//更新最后一次狀態(tài)
void _checkStatusChanged() {
final AnimationStatus newStatus = status;
if (_lastReportedStatus != newStatus) {
_lastReportedStatus = newStatus;
notifyStatusListeners(newStatus);
}
}
//傳入經(jīng)過的時間,這里未使用,功效未名
void _tick(Duration elapsed) {
_lastElapsedDuration = elapsed;
//返回經(jīng)過多少秒
final double elapsedInSeconds = elapsed.inMicroseconds.toDouble() / Duration.microsecondsPerSecond;
assert(elapsedInSeconds >= 0.0);
//獲取動畫值
_value = _simulation.x(elapsedInSeconds).clamp(lowerBound, upperBound);
//模擬動畫是否完成
if (_simulation.isDone(elapsedInSeconds)) {
_status = (_direction == _AnimationDirection.forward) ?
AnimationStatus.completed :
AnimationStatus.dismissed;
stop(canceled: false);
}
notifyListeners();
_checkStatusChanged();
}
@override
String toStringDetails() {
final String paused = isAnimating ? '' : '; paused';
final String ticker = _ticker == null ? '; DISPOSED' : (_ticker.muted ? '; silenced' : '');
final String label = debugLabel == null ? '' : '; for $debugLabel';
final String more = '${super.toStringDetails()} ${value.toStringAsFixed(3)}';
return '$more$paused$ticker$label';
}
}
好了,有沒有人看完這段我加了注釋的AnimationController源碼呢?如果看完的話,大概對Animaiton這個類已經(jīng)了解了,現(xiàn)在讓我們試著去繼承Animation吧!
3. Animation
下面這段代碼繼承了Animation,可以發(fā)現(xiàn)需要重寫兩個監(jiān)聽的添加和移除,跟AnimationController有很大的出入,相同的只有 get status 跟 get value
class MyAnimationController extends Animation<double>{
@override
void addListener(listener) {
// TODO: 添加監(jiān)聽
}
@override
void addStatusListener(AnimationStatusListener listener) {
// TODO: 添加狀態(tài)監(jiān)聽
}
@override
void removeListener(listener) {
// TODO: 移除監(jiān)聽
}
@override
void removeStatusListener(AnimationStatusListener listener) {
// TODO: 移除狀態(tài)監(jiān)聽
}
// TODO: 當(dāng)前狀態(tài)
@override
AnimationStatus get status => null;
// TODO: 當(dāng)前值
@override
double get value => null;
}
4.揭開AnimationEagerListenerMixin, AnimationLocalListenersMixin,AnimationLocalStatusListenersMixin的面紗
1.AnimationEagerListenerMixin
繼承關(guān)系
_ListenerMixin > AnimationEagerListenerMixin
他實際上就是一個抽象類,在dart里面抽象類可繼承可實現(xiàn),看源碼知道,他主要的一個方法就是dispose,用于規(guī)定釋放資源的方法
///釋放此對象使用的資源。 該對象不再可用
///調(diào)用此方法后
@mustCallSuper //該注解表示一定要調(diào)用super.dispose();
void dispose() { }
2.AnimationLocalListenersMixin
繼承關(guān)系
_ListenerMixin > AnimationLocalListenersMixin
也是一個抽象類,但是該抽象類有自己的方法體,定義了一個_listeners,用于存放listener,該list是一個觀察者list
abstract class AnimationLocalListenersMixin extends _ListenerMixin {
factory AnimationLocalListenersMixin._() => null;
final ObserverList<VoidCallback> _listeners = new ObserverList<VoidCallback>();
//添加監(jiān)聽到list
void addListener(VoidCallback listener) {
didRegisterListener();
_listeners.add(listener);
}
//在list中移除監(jiān)聽
void removeListener(VoidCallback listener) {
_listeners.remove(listener);
didUnregisterListener();
}
//通知所有的監(jiān)聽器
void notifyListeners() {
final List<VoidCallback> localListeners = new List<VoidCallback>.from(_listeners);
for (VoidCallback listener in localListeners) {
try {
if (_listeners.contains(listener))
listener();
} catch (exception, stack) {
FlutterError.reportError(new FlutterErrorDetails(
exception: exception,
stack: stack,
library: 'animation library',
context: 'while notifying listeners for $runtimeType',
informationCollector: (StringBuffer information) {
information.writeln('The $runtimeType notifying listeners was:');
information.write(' $this');
}
));
}
}
}
}
3.AnimationLocalStatusListenersMixin
繼承關(guān)系
_ListenerMixin > AnimationLocalListenersMixin
可以看出,這個抽象類跟AnimationLocalListenersMixin類似,只不過該抽象類負(fù)責(zé)跟status打交道,這里就不解析了
5. Simulation
該類主要定制動畫的運行過程,可以說相當(dāng)于Android中的動畫插值器
abstract class Simulation {
Simulation({ this.tolerance = Tolerance.defaultTolerance });
//當(dāng)前的位置
double x(double time);
//當(dāng)前的速度
double dx(double time);
//是否完成
bool isDone(double time);
//用于模糊的最大值跟最小值,接近某個值后算完成
Tolerance tolerance;
}
先來看一下_InterpolationSimulation這個類
1. _InterpolationSimulation
class _InterpolationSimulation extends Simulation {
_InterpolationSimulation(this._begin, this._end, Duration duration, this._curve)
: assert(_begin != null),
assert(_end != null),
assert(duration != null && duration.inMicroseconds > 0),
_durationInSeconds = duration.inMicroseconds / Duration.microsecondsPerSecond;
final double _durationInSeconds;
final double _begin;
final double _end;
final Curve _curve;
@override
double x(double timeInSeconds) {
//這里的動畫使用秒為單位,返回當(dāng)前進度
final double t = (timeInSeconds / _durationInSeconds).clamp(0.0, 1.0);
//如果為開始就返回開始位置
if (t == 0.0)
return _begin;
//如果為結(jié)束就返回結(jié)束位置
else if (t == 1.0)
return _end;
//返回當(dāng)前位置 (開始+(結(jié)束-開始)*變化速率(進度))
else
return _begin + (_end - _begin) * _curve.transform(t);
}
@override
double dx(double timeInSeconds) {
// 時間容差
final double epsilon = tolerance.time;
//獲取到速率,可以計算得到為x -_-!!
return (x(timeInSeconds + epsilon) - x(timeInSeconds - epsilon)) / (2 * epsilon);
}
@override//判斷當(dāng)前時間是否大于約定時間為完成
bool isDone(double timeInSeconds) => timeInSeconds > _durationInSeconds;
}
上面動畫從源碼得知,是一個勻加速的動畫效果
2._RepeatingSimulation
class _RepeatingSimulation extends Simulation {
_RepeatingSimulation(this.min, this.max, Duration period)
: _periodInSeconds = period.inMicroseconds / Duration.microsecondsPerSecond {
assert(_periodInSeconds > 0.0);
}
final double min;
final double max;
final double _periodInSeconds;//時間/秒
@override
double x(double timeInSeconds) {
assert(timeInSeconds >= 0.0);//時間需要大于0
final double t = (timeInSeconds / _periodInSeconds) % 1.0;
//在兩個數(shù)字之間進行線性插值
return ui.lerpDouble(min, max, t);
}
@override//線性運動
double dx(double timeInSeconds) => (max - min) / _periodInSeconds;
@override
bool isDone(double timeInSeconds) => false;
}
未完待續(xù)??!