Widget 的物理模拟动画效果
物理模拟能够让应用富有真实感和更好的交互性。例如,你可能会为一个 widget 添加动画,让它看起来就像安着弹簧,或是在随重力下落。
这个指南演示了如何将 widget 从拖动的点移回到中心,并使用弹簧模拟效果。
这个演示将进行下面几步:
-
创建一个动画控制器
-
使用手势移动 widget
-
对 widget 进行动画
-
计算速度以模拟弹跳运动
第一步:创建一个动画控制器
#首先,创建一个叫做 DraggableCard
的 stateful widget:
import 'package:flutter/material.dart';
void main() {
runApp(const MaterialApp(home: PhysicsCardDragDemo()));
}
class PhysicsCardDragDemo extends StatelessWidget {
const PhysicsCardDragDemo({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: const DraggableCard(
child: FlutterLogo(
size: 128,
),
),
);
}
}
class DraggableCard extends StatefulWidget {
const DraggableCard({required this.child, super.key});
final Widget child;
@override
State<DraggableCard> createState() => _DraggableCardState();
}
class _DraggableCardState extends State<DraggableCard> {
@override
void initState() {
super.initState();
}
@override
void dispose() {
super.dispose();
}
@override
Widget build(BuildContext context) {
return Align(
child: Card(
child: widget.child,
),
);
}
}
让 _DraggableCardState
类继承至 SingleTickerProviderStateMixin。然后在 initState
中构造一个 AnimationController,并将其 vsync
属性设为 this
。
class _DraggableCardState extends State<DraggableCard> {
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
第二步:使用手势移动 widget
#让 widget 可以被拖拽,并为 _DraggableCardState
类添加一个 Alignment 范围。
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
Alignment _dragAlignment = Alignment.center;
添加一个 GestureDetector 来捕获 onPanDown
、onPanUpdate
,以及 onPanEnd
回调。为了调整对齐方式,请使用 MediaQuery
来获得 widget 的大小,然后除以 2。(这会将「拖动的像素」单位转为 Align 使用的坐标。)然后,将 Align
widget 的 alignmnt
属性设为 _dragAlignment
。
@override
Widget build(BuildContext context) {
return Align(
child: Card(
child: widget.child,
var size = MediaQuery.of(context).size;
return GestureDetector(
onPanDown: (details) {},
onPanUpdate: (details) {
setState(() {
_dragAlignment += Alignment(
details.delta.dx / (size.width / 2),
details.delta.dy / (size.height / 2),
);
});
},
onPanEnd: (details) {},
child: Align(
alignment: _dragAlignment,
child: Card(
child: widget.child,
),
),
);
}
第三步:对 widget 进行动画
#当一个 widget 被释放,它应该就会弹回中心。
添加一个 Animation<Alignment>
,以及 _runAnimation
方法。此方法定义了一个 Tween
,它在 widget 被拖动到的点之间插入到中心点。
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
late Animation<Alignment> _animation;
Alignment _dragAlignment = Alignment.center;
void _runAnimation() {
_animation = _controller.drive(
AlignmentTween(
begin: _dragAlignment,
end: Alignment.center,
),
);
_controller.reset();
_controller.forward();
}
接下来,当 AnimationController
产生一个值时,更新 _dragAlignment
:
@override
void initState() {
super.initState();
_controller =
AnimationController(vsync: this, duration: const Duration(seconds: 1));
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
下一步,让 Align
widget 使用 _dragAlignment
字段:
child: Align(
alignment: _dragAlignment,
child: Card(
child: widget.child,
),
),
最后,更新 GestureDetector
来管理动画控制器:
return GestureDetector(
onPanDown: (details) {},
onPanDown: (details) {
_controller.stop();
},
onPanUpdate: (details) {
// ...
},
onPanEnd: (details) {},
onPanEnd: (details) {
_runAnimation();
},
child: Align(
第四步:计算速度以模拟弹跳运动
#最后一步时做一些简单的数学计算,计算小部件被拖动完成之后的速度。这样小部件在被快速恢复之前实际上以该速度继续运动。(_runAnimation
方法已经通过设置动画的开始和结束对齐方式来设置方向。)
首先,引入 physics
这个 package:
import 'package:flutter/physics.dart';
onPanEnd
回调提供了一个 DragEndDetails 对象。此对象提供指针停止接触屏幕时的速度。速度以每秒像素为单位,但 Align
widget 不使用像素。它使用 [-1.0,-1.0] 和 [1.0,1.0] 之间的坐标值,其中 [0.0,0.0] 表示中心。在步骤 2 中计算的 size
用于将像素转换为该范围内的坐标值。
最后,AnimationController
有一个 animateWith()
方法可以产生 SpringSimulation:
/// Calculates and runs a [SpringSimulation].
void _runAnimation(Offset pixelsPerSecond, Size size) {
_animation = _controller.drive(
AlignmentTween(
begin: _dragAlignment,
end: Alignment.center,
),
);
// Calculate the velocity relative to the unit interval, [0,1],
// used by the animation controller.
final unitsPerSecondX = pixelsPerSecond.dx / size.width;
final unitsPerSecondY = pixelsPerSecond.dy / size.height;
final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
final unitVelocity = unitsPerSecond.distance;
const spring = SpringDescription(
mass: 30,
stiffness: 1,
damping: 1,
);
final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);
_controller.animateWith(simulation);
}
不要忘记调用 _runAnimation()
,并传入速度和大小:
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
交互式样例
#import 'package:flutter/material.dart';
import 'package:flutter/physics.dart';
void main() {
runApp(const MaterialApp(home: PhysicsCardDragDemo()));
}
class PhysicsCardDragDemo extends StatelessWidget {
const PhysicsCardDragDemo({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: const DraggableCard(
child: FlutterLogo(
size: 128,
),
),
);
}
}
/// A draggable card that moves back to [Alignment.center] when it's
/// released.
class DraggableCard extends StatefulWidget {
const DraggableCard({required this.child, super.key});
final Widget child;
@override
State<DraggableCard> createState() => _DraggableCardState();
}
class _DraggableCardState extends State<DraggableCard>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
/// The alignment of the card as it is dragged or being animated.
///
/// While the card is being dragged, this value is set to the values computed
/// in the GestureDetector onPanUpdate callback. If the animation is running,
/// this value is set to the value of the [_animation].
Alignment _dragAlignment = Alignment.center;
late Animation<Alignment> _animation;
/// Calculates and runs a [SpringSimulation].
void _runAnimation(Offset pixelsPerSecond, Size size) {
_animation = _controller.drive(
AlignmentTween(
begin: _dragAlignment,
end: Alignment.center,
),
);
// Calculate the velocity relative to the unit interval, [0,1],
// used by the animation controller.
final unitsPerSecondX = pixelsPerSecond.dx / size.width;
final unitsPerSecondY = pixelsPerSecond.dy / size.height;
final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
final unitVelocity = unitsPerSecond.distance;
const spring = SpringDescription(
mass: 30,
stiffness: 1,
damping: 1,
);
final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);
_controller.animateWith(simulation);
}
@override
void initState() {
super.initState();
_controller = AnimationController(vsync: this);
_controller.addListener(() {
setState(() {
_dragAlignment = _animation.value;
});
});
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
final size = MediaQuery.of(context).size;
return GestureDetector(
onPanDown: (details) {
_controller.stop();
},
onPanUpdate: (details) {
setState(() {
_dragAlignment += Alignment(
details.delta.dx / (size.width / 2),
details.delta.dy / (size.height / 2),
);
});
},
onPanEnd: (details) {
_runAnimation(details.velocity.pixelsPerSecond, size);
},
child: Align(
alignment: _dragAlignment,
child: Card(
child: widget.child,
),
),
);
}
}
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