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// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:math' as math;
import 'package:flutter/foundation.dart';
import 'animation.dart';
import 'curves.dart';
import 'listener_helpers.dart';
// Examples can assume:
// AnimationController controller;
class _AlwaysCompleteAnimation extends Animation<double> {
const _AlwaysCompleteAnimation();
@override
void addListener(VoidCallback listener) { }
@override
void removeListener(VoidCallback listener) { }
@override
void addStatusListener(AnimationStatusListener listener) { }
@override
void removeStatusListener(AnimationStatusListener listener) { }
@override
AnimationStatus get status => AnimationStatus.completed;
@override
double get value => 1.0;
@override
String toString() => 'kAlwaysCompleteAnimation';
}
/// An animation that is always complete.
///
/// Using this constant involves less overhead than building an
/// [AnimationController] with an initial value of 1.0. This is useful when an
/// API expects an animation but you don't actually want to animate anything.
const Animation<double> kAlwaysCompleteAnimation = _AlwaysCompleteAnimation();
class _AlwaysDismissedAnimation extends Animation<double> {
const _AlwaysDismissedAnimation();
@override
void addListener(VoidCallback listener) { }
@override
void removeListener(VoidCallback listener) { }
@override
void addStatusListener(AnimationStatusListener listener) { }
@override
void removeStatusListener(AnimationStatusListener listener) { }
@override
AnimationStatus get status => AnimationStatus.dismissed;
@override
double get value => 0.0;
@override
String toString() => 'kAlwaysDismissedAnimation';
}
/// An animation that is always dismissed.
///
/// Using this constant involves less overhead than building an
/// [AnimationController] with an initial value of 0.0. This is useful when an
/// API expects an animation but you don't actually want to animate anything.
const Animation<double> kAlwaysDismissedAnimation = _AlwaysDismissedAnimation();
/// An animation that is always stopped at a given value.
///
/// The [status] is always [AnimationStatus.forward].
class AlwaysStoppedAnimation<T> extends Animation<T> {
/// Creates an [AlwaysStoppedAnimation] with the given value.
///
/// Since the [value] and [status] of an [AlwaysStoppedAnimation] can never
/// change, the listeners can never be called. It is therefore safe to reuse
/// an [AlwaysStoppedAnimation] instance in multiple places. If the [value] to
/// be used is known at compile time, the constructor should be called as a
/// `const` constructor.
const AlwaysStoppedAnimation(this.value);
@override
final T value;
@override
void addListener(VoidCallback listener) { }
@override
void removeListener(VoidCallback listener) { }
@override
void addStatusListener(AnimationStatusListener listener) { }
@override
void removeStatusListener(AnimationStatusListener listener) { }
@override
AnimationStatus get status => AnimationStatus.forward;
@override
String toStringDetails() {
return '${super.toStringDetails()} $value; paused';
}
}
/// Implements most of the [Animation] interface by deferring its behavior to a
/// given [parent] Animation.
///
/// To implement an [Animation] that is driven by a parent, it is only necessary
/// to mix in this class, implement [parent], and implement `T get value`.
///
/// To define a mapping from values in the range 0..1, consider subclassing
/// [Tween] instead.
mixin AnimationWithParentMixin<T> {
/// The animation whose value this animation will proxy.
///
/// This animation must remain the same for the lifetime of this object. If
/// you wish to proxy a different animation at different times, consider using
/// [ProxyAnimation].
Animation<T> get parent;
// keep these next five dartdocs in sync with the dartdocs in Animation<T>
/// Calls the listener every time the value of the animation changes.
///
/// Listeners can be removed with [removeListener].
void addListener(VoidCallback listener) => parent.addListener(listener);
/// Stop calling the listener every time the value of the animation changes.
///
/// Listeners can be added with [addListener].
void removeListener(VoidCallback listener) => parent.removeListener(listener);
/// Calls listener every time the status of the animation changes.
///
/// Listeners can be removed with [removeStatusListener].
void addStatusListener(AnimationStatusListener listener) => parent.addStatusListener(listener);
/// Stops calling the listener every time the status of the animation changes.
///
/// Listeners can be added with [addStatusListener].
void removeStatusListener(AnimationStatusListener listener) => parent.removeStatusListener(listener);
/// The current status of this animation.
AnimationStatus get status => parent.status;
}
/// An animation that is a proxy for another animation.
///
/// A proxy animation is useful because the parent animation can be mutated. For
/// example, one object can create a proxy animation, hand the proxy to another
/// object, and then later change the animation from which the proxy receives
/// its value.
class ProxyAnimation extends Animation<double>
with AnimationLazyListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
/// Creates a proxy animation.
///
/// If the animation argument is omitted, the proxy animation will have the
/// status [AnimationStatus.dismissed] and a value of 0.0.
ProxyAnimation([Animation<double> animation]) {
_parent = animation;
if (_parent == null) {
_status = AnimationStatus.dismissed;
_value = 0.0;
}
}
AnimationStatus _status;
double _value;
/// The animation whose value this animation will proxy.
///
/// This value is mutable. When mutated, the listeners on the proxy animation
/// will be transparently updated to be listening to the new parent animation.
Animation<double> get parent => _parent;
Animation<double> _parent;
set parent(Animation<double> value) {
if (value == _parent)
return;
if (_parent != null) {
_status = _parent.status;
_value = _parent.value;
if (isListening)
didStopListening();
}
_parent = value;
if (_parent != null) {
if (isListening)
didStartListening();
if (_value != _parent.value)
notifyListeners();
if (_status != _parent.status)
notifyStatusListeners(_parent.status);
_status = null;
_value = null;
}
}
@override
void didStartListening() {
if (_parent != null) {
_parent.addListener(notifyListeners);
_parent.addStatusListener(notifyStatusListeners);
}
}
@override
void didStopListening() {
if (_parent != null) {
_parent.removeListener(notifyListeners);
_parent.removeStatusListener(notifyStatusListeners);
}
}
@override
AnimationStatus get status => _parent != null ? _parent.status : _status;
@override
double get value => _parent != null ? _parent.value : _value;
@override
String toString() {
if (parent == null)
return '${objectRuntimeType(this, 'ProxyAnimation')}(null; ${super.toStringDetails()} ${value.toStringAsFixed(3)})';
return '$parent\u27A9${objectRuntimeType(this, 'ProxyAnimation')}';
}
}
/// An animation that is the reverse of another animation.
///
/// If the parent animation is running forward from 0.0 to 1.0, this animation
/// is running in reverse from 1.0 to 0.0.
///
/// Using a [ReverseAnimation] is different from simply using a [Tween] with a
/// begin of 1.0 and an end of 0.0 because the tween does not change the status
/// or direction of the animation.
///
/// See also:
///
/// * [Curve.flipped] and [FlippedCurve], which provide a similar effect but on
/// [Curve]s.
/// * [CurvedAnimation], which can take separate curves for when the animation
/// is going forward than for when it is going in reverse.
class ReverseAnimation extends Animation<double>
with AnimationLazyListenerMixin, AnimationLocalStatusListenersMixin {
/// Creates a reverse animation.
///
/// The parent argument must not be null.
ReverseAnimation(this.parent)
: assert(parent != null);
/// The animation whose value and direction this animation is reversing.
final Animation<double> parent;
@override
void addListener(VoidCallback listener) {
didRegisterListener();
parent.addListener(listener);
}
@override
void removeListener(VoidCallback listener) {
parent.removeListener(listener);
didUnregisterListener();
}
@override
void didStartListening() {
parent.addStatusListener(_statusChangeHandler);
}
@override
void didStopListening() {
parent.removeStatusListener(_statusChangeHandler);
}
void _statusChangeHandler(AnimationStatus status) {
notifyStatusListeners(_reverseStatus(status));
}
@override
AnimationStatus get status => _reverseStatus(parent.status);
@override
double get value => 1.0 - parent.value;
AnimationStatus _reverseStatus(AnimationStatus status) {
assert(status != null);
switch (status) {
case AnimationStatus.forward: return AnimationStatus.reverse;
case AnimationStatus.reverse: return AnimationStatus.forward;
case AnimationStatus.completed: return AnimationStatus.dismissed;
case AnimationStatus.dismissed: return AnimationStatus.completed;
}
return null;
}
@override
String toString() {
return '$parent\u27AA${objectRuntimeType(this, 'ReverseAnimation')}';
}
}
/// An animation that applies a curve to another animation.
///
/// [CurvedAnimation] is useful when you want to apply a non-linear [Curve] to
/// an animation object, especially if you want different curves when the
/// animation is going forward vs when it is going backward.
///
/// Depending on the given curve, the output of the [CurvedAnimation] could have
/// a wider range than its input. For example, elastic curves such as
/// [Curves.elasticIn] will significantly overshoot or undershoot the default
/// range of 0.0 to 1.0.
///
/// If you want to apply a [Curve] to a [Tween], consider using [CurveTween].
///
/// {@tool snippet}
///
/// The following code snippet shows how you can apply a curve to a linear
/// animation produced by an [AnimationController] `controller`.
///
/// ```dart
/// final Animation<double> animation = CurvedAnimation(
/// parent: controller,
/// curve: Curves.ease,
/// );
/// ```
/// {@end-tool}
/// {@tool snippet}
///
/// This second code snippet shows how to apply a different curve in the forward
/// direction than in the reverse direction. This can't be done using a
/// [CurveTween] (since [Tween]s are not aware of the animation direction when
/// they are applied).
///
/// ```dart
/// final Animation<double> animation = CurvedAnimation(
/// parent: controller,
/// curve: Curves.easeIn,
/// reverseCurve: Curves.easeOut,
/// );
/// ```
/// {@end-tool}
///
/// By default, the [reverseCurve] matches the forward [curve].
///
/// See also:
///
/// * [CurveTween], for an alternative way of expressing the first sample
/// above.
/// * [AnimationController], for examples of creating and disposing of an
/// [AnimationController].
/// * [Curve.flipped] and [FlippedCurve], which provide the reverse of a
/// [Curve].
class CurvedAnimation extends Animation<double> with AnimationWithParentMixin<double> {
/// Creates a curved animation.
///
/// The parent and curve arguments must not be null.
CurvedAnimation({
@required this.parent,
@required this.curve,
this.reverseCurve,
}) : assert(parent != null),
assert(curve != null) {
_updateCurveDirection(parent.status);
parent.addStatusListener(_updateCurveDirection);
}
/// The animation to which this animation applies a curve.
@override
final Animation<double> parent;
/// The curve to use in the forward direction.
Curve curve;
/// The curve to use in the reverse direction.
///
/// If the parent animation changes direction without first reaching the
/// [AnimationStatus.completed] or [AnimationStatus.dismissed] status, the
/// [CurvedAnimation] stays on the same curve (albeit in the opposite
/// direction) to avoid visual discontinuities.
///
/// If you use a non-null [reverseCurve], you might want to hold this object
/// in a [State] object rather than recreating it each time your widget builds
/// in order to take advantage of the state in this object that avoids visual
/// discontinuities.
///
/// If this field is null, uses [curve] in both directions.
Curve reverseCurve;
/// The direction used to select the current curve.
///
/// The curve direction is only reset when we hit the beginning or the end of
/// the timeline to avoid discontinuities in the value of any variables this
/// animation is used to animate.
AnimationStatus _curveDirection;
void _updateCurveDirection(AnimationStatus status) {
switch (status) {
case AnimationStatus.dismissed:
case AnimationStatus.completed:
_curveDirection = null;
break;
case AnimationStatus.forward:
_curveDirection ??= AnimationStatus.forward;
break;
case AnimationStatus.reverse:
_curveDirection ??= AnimationStatus.reverse;
break;
}
}
bool get _useForwardCurve {
return reverseCurve == null || (_curveDirection ?? parent.status) != AnimationStatus.reverse;
}
@override
double get value {
final Curve activeCurve = _useForwardCurve ? curve : reverseCurve;
final double t = parent.value;
if (activeCurve == null)
return t;
if (t == 0.0 || t == 1.0) {
assert(() {
final double transformedValue = activeCurve.transform(t);
final double roundedTransformedValue = transformedValue.round().toDouble();
if (roundedTransformedValue != t) {
throw FlutterError(
'Invalid curve endpoint at $t.\n'
'Curves must map 0.0 to near zero and 1.0 to near one but '
'${activeCurve.runtimeType} mapped $t to $transformedValue, which '
'is near $roundedTransformedValue.'
);
}
return true;
}());
return t;
}
return activeCurve.transform(t);
}
@override
String toString() {
if (reverseCurve == null)
return '$parent\u27A9$curve';
if (_useForwardCurve)
return '$parent\u27A9$curve\u2092\u2099/$reverseCurve';
return '$parent\u27A9$curve/$reverseCurve\u2092\u2099';
}
}
enum _TrainHoppingMode { minimize, maximize }
/// This animation starts by proxying one animation, but when the value of that
/// animation crosses the value of the second (either because the second is
/// going in the opposite direction, or because the one overtakes the other),
/// the animation hops over to proxying the second animation.
///
/// When the [TrainHoppingAnimation] starts proxying the second animation
/// instead of the first, the [onSwitchedTrain] callback is called.
///
/// If the two animations start at the same value, then the
/// [TrainHoppingAnimation] immediately hops to the second animation, and the
/// [onSwitchedTrain] callback is not called. If only one animation is provided
/// (i.e. if the second is null), then the [TrainHoppingAnimation] just proxies
/// the first animation.
///
/// Since this object must track the two animations even when it has no
/// listeners of its own, instead of shutting down when all its listeners are
/// removed, it exposes a [dispose()] method. Call this method to shut this
/// object down.
class TrainHoppingAnimation extends Animation<double>
with AnimationEagerListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
/// Creates a train-hopping animation.
///
/// The current train argument must not be null but the next train argument
/// can be null. If the next train is null, then this object will just proxy
/// the first animation and never hop.
TrainHoppingAnimation(this._currentTrain, this._nextTrain, { this.onSwitchedTrain })
: assert(_currentTrain != null) {
if (_nextTrain != null) {
if (_currentTrain.value == _nextTrain.value) {
_currentTrain = _nextTrain;
_nextTrain = null;
} else if (_currentTrain.value > _nextTrain.value) {
_mode = _TrainHoppingMode.maximize;
} else {
assert(_currentTrain.value < _nextTrain.value);
_mode = _TrainHoppingMode.minimize;
}
}
_currentTrain.addStatusListener(_statusChangeHandler);
_currentTrain.addListener(_valueChangeHandler);
_nextTrain?.addListener(_valueChangeHandler);
assert(_mode != null || _nextTrain == null);
}
/// The animation that is currently driving this animation.
///
/// The identity of this object will change from the first animation to the
/// second animation when [onSwitchedTrain] is called.
Animation<double> get currentTrain => _currentTrain;
Animation<double> _currentTrain;
Animation<double> _nextTrain;
_TrainHoppingMode _mode;
/// Called when this animation switches to be driven by the second animation.
///
/// This is not called if the two animations provided to the constructor have
/// the same value at the time of the call to the constructor. In that case,
/// the second animation is used from the start, and the first is ignored.
VoidCallback onSwitchedTrain;
AnimationStatus _lastStatus;
void _statusChangeHandler(AnimationStatus status) {
assert(_currentTrain != null);
if (status != _lastStatus) {
notifyListeners();
_lastStatus = status;
}
assert(_lastStatus != null);
}
@override
AnimationStatus get status => _currentTrain.status;
double _lastValue;
void _valueChangeHandler() {
assert(_currentTrain != null);
bool hop = false;
if (_nextTrain != null) {
assert(_mode != null);
switch (_mode) {
case _TrainHoppingMode.minimize:
hop = _nextTrain.value <= _currentTrain.value;
break;
case _TrainHoppingMode.maximize:
hop = _nextTrain.value >= _currentTrain.value;
break;
}
if (hop) {
_currentTrain
..removeStatusListener(_statusChangeHandler)
..removeListener(_valueChangeHandler);
_currentTrain = _nextTrain;
_nextTrain = null;
_currentTrain.addStatusListener(_statusChangeHandler);
_statusChangeHandler(_currentTrain.status);
}
}
final double newValue = value;
if (newValue != _lastValue) {
notifyListeners();
_lastValue = newValue;
}
assert(_lastValue != null);
if (hop && onSwitchedTrain != null)
onSwitchedTrain();
}
@override
double get value => _currentTrain.value;
/// Frees all the resources used by this performance.
/// After this is called, this object is no longer usable.
@override
void dispose() {
assert(_currentTrain != null);
_currentTrain.removeStatusListener(_statusChangeHandler);
_currentTrain.removeListener(_valueChangeHandler);
_currentTrain = null;
_nextTrain?.removeListener(_valueChangeHandler);
_nextTrain = null;
super.dispose();
}
@override
String toString() {
if (_nextTrain != null)
return '$currentTrain\u27A9${objectRuntimeType(this, 'TrainHoppingAnimation')}(next: $_nextTrain)';
return '$currentTrain\u27A9${objectRuntimeType(this, 'TrainHoppingAnimation')}(no next)';
}
}
/// An interface for combining multiple Animations. Subclasses need only
/// implement the `value` getter to control how the child animations are
/// combined. Can be chained to combine more than 2 animations.
///
/// For example, to create an animation that is the sum of two others, subclass
/// this class and define `T get value = first.value + second.value;`
///
/// By default, the [status] of a [CompoundAnimation] is the status of the
/// [next] animation if [next] is moving, and the status of the [first]
/// animation otherwise.
abstract class CompoundAnimation<T> extends Animation<T>
with AnimationLazyListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
/// Creates a CompoundAnimation. Both arguments must be non-null. Either can
/// be a CompoundAnimation itself to combine multiple animations.
CompoundAnimation({
@required this.first,
@required this.next,
}) : assert(first != null),
assert(next != null);
/// The first sub-animation. Its status takes precedence if neither are
/// animating.
final Animation<T> first;
/// The second sub-animation.
final Animation<T> next;
@override
void didStartListening() {
first.addListener(_maybeNotifyListeners);
first.addStatusListener(_maybeNotifyStatusListeners);
next.addListener(_maybeNotifyListeners);
next.addStatusListener(_maybeNotifyStatusListeners);
}
@override
void didStopListening() {
first.removeListener(_maybeNotifyListeners);
first.removeStatusListener(_maybeNotifyStatusListeners);
next.removeListener(_maybeNotifyListeners);
next.removeStatusListener(_maybeNotifyStatusListeners);
}
/// Gets the status of this animation based on the [first] and [next] status.
///
/// The default is that if the [next] animation is moving, use its status.
/// Otherwise, default to [first].
@override
AnimationStatus get status {
if (next.status == AnimationStatus.forward || next.status == AnimationStatus.reverse)
return next.status;
return first.status;
}
@override
String toString() {
return '${objectRuntimeType(this, 'CompoundAnimation')}($first, $next)';
}
AnimationStatus _lastStatus;
void _maybeNotifyStatusListeners(AnimationStatus _) {
if (status != _lastStatus) {
_lastStatus = status;
notifyStatusListeners(status);
}
}
T _lastValue;
void _maybeNotifyListeners() {
if (value != _lastValue) {
_lastValue = value;
notifyListeners();
}
}
}
/// An animation of [double]s that tracks the mean of two other animations.
///
/// The [status] of this animation is the status of the `right` animation if it is
/// moving, and the `left` animation otherwise.
///
/// The [value] of this animation is the [double] that represents the mean value
/// of the values of the `left` and `right` animations.
class AnimationMean extends CompoundAnimation<double> {
/// Creates an animation that tracks the mean of two other animations.
AnimationMean({
Animation<double> left,
Animation<double> right,
}) : super(first: left, next: right);
@override
double get value => (first.value + next.value) / 2.0;
}
/// An animation that tracks the maximum of two other animations.
///
/// The [value] of this animation is the maximum of the values of
/// [first] and [next].
class AnimationMax<T extends num> extends CompoundAnimation<T> {
/// Creates an [AnimationMax].
///
/// Both arguments must be non-null. Either can be an [AnimationMax] itself
/// to combine multiple animations.
AnimationMax(Animation<T> first, Animation<T> next) : super(first: first, next: next);
@override
T get value => math.max(first.value, next.value);
}
/// An animation that tracks the minimum of two other animations.
///
/// The [value] of this animation is the maximum of the values of
/// [first] and [next].
class AnimationMin<T extends num> extends CompoundAnimation<T> {
/// Creates an [AnimationMin].
///
/// Both arguments must be non-null. Either can be an [AnimationMin] itself
/// to combine multiple animations.
AnimationMin(Animation<T> first, Animation<T> next) : super(first: first, next: next);
@override
T get value => math.min(first.value, next.value);
}