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458 lines
14 KiB
458 lines
14 KiB
// Package simple_animations:
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// https://pub.dev/packages/simple_animations
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import 'dart:math';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/widgets.dart';
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/// Widget to easily create a continuous animation.
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///
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/// You need to specify a [builder] function that gets the build context passed
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/// along with the [timeElapsed] (as a [Duration]) since the rendering started.
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/// You can use this time to specify custom animations on it.
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///
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/// The [builder] rebuilds all sub-widgets every frame.
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///
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/// You define an [onTick] function that is called before builder to update
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/// you rendered scene. It's also utilized during fast-forwarding the animation.
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///
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/// Specify a [startTime] to fast-forward your animation in the beginning.
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/// The widget will interpolate the animation by calling the [onTick] function
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/// multiple times. (Default value is `20`. You can tune it by setting the
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/// [startTimeSimulationTicks] property.)
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class Rendering extends StatefulWidget {
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final Widget Function(BuildContext context, Duration timeElapsed) builder;
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final Function(Duration timeElapsed)? onTick;
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final Duration startTime;
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final int startTimeSimulationTicks;
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const Rendering(
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{required this.builder,
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this.onTick,
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this.startTime = Duration.zero,
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this.startTimeSimulationTicks = 20,
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Key? key})
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: super(key: key);
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@override
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_RenderingState createState() => _RenderingState();
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}
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class _RenderingState extends State<Rendering>
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with SingleTickerProviderStateMixin {
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late Ticker _ticker;
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Duration _timeElapsed = const Duration(milliseconds: 0);
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@override
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void initState() {
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if (widget.startTime > Duration.zero) {
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_simulateStartTimeTicks();
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}
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_ticker = createTicker((elapsed) {
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_onRender(elapsed + widget.startTime);
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});
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_ticker.start();
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super.initState();
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}
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void _onRender(Duration effectiveElapsed) {
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if (widget.onTick != null) {
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widget.onTick!(effectiveElapsed);
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}
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setState(() {
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_timeElapsed = effectiveElapsed;
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});
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}
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void _simulateStartTimeTicks() {
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if (widget.onTick != null) {
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for (var i in Iterable.generate(widget.startTimeSimulationTicks + 1)) {
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final simulatedTime = Duration(
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milliseconds: (widget.startTime.inMilliseconds *
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i /
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widget.startTimeSimulationTicks)
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.round());
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widget.onTick!(simulatedTime);
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}
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}
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}
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@override
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void dispose() {
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_ticker.stop(canceled: true);
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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return widget.builder(context, _timeElapsed);
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}
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}
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/// Animatable that tweens multiple parallel properties (called [Track]s).
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/// ---
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/// The constructor of [MultiTrackTween] expects a list of [Track] objects.
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/// You can fetch the specified total duration via [duration] getter.
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/// ---
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/// Example:
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///
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/// ```dart
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/// final tween = MultiTrackTween([
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/// Track("color")
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/// .add(Duration(seconds: 1), ColorTween(begin: Colors.red, end: Colors.blue))
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/// .add(Duration(seconds: 1), ColorTween(begin: Colors.blue, end: Colors.yellow)),
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/// Track("width")
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/// .add(Duration(milliseconds: 500), ConstantTween(200.0))
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/// .add(Duration(milliseconds: 1500), Tween(begin: 200.0, end: 400.0),
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/// curve: Curves.easeIn)
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/// ]);
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///
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/// return ControlledAnimation(
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/// duration: tween.duration,
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/// tween: tween,
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/// builder: (context, values) {
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/// ...
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/// }
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/// );
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/// ```
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class MultiTrackTween extends Animatable<Map<String, dynamic>> {
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final _tracksToTween = <String, _TweenData>{};
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var _maxDuration = 0;
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MultiTrackTween(List<Track> tracks)
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: assert(tracks.isNotEmpty, "Add a List<Track> to configure the tween."),
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assert(tracks.where((track) => track.items.isEmpty).isEmpty,
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"Each Track needs at least one added Tween by using the add()-method.") {
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_computeMaxDuration(tracks);
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_computeTrackTweens(tracks);
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}
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void _computeMaxDuration(List<Track> tracks) {
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for (var track in tracks) {
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final trackDuration = track.items
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.map((item) => item.duration.inMilliseconds)
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.reduce((sum, item) => sum + item);
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_maxDuration = max(_maxDuration, trackDuration);
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}
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}
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void _computeTrackTweens(List<Track> tracks) {
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for (var track in tracks) {
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final trackDuration = track.items
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.map((item) => item.duration.inMilliseconds)
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.reduce((sum, item) => sum + item);
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final sequenceItems = track.items
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.map((item) => TweenSequenceItem(
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tween: item.tween,
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weight: item.duration.inMilliseconds / _maxDuration))
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.toList();
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if (trackDuration < _maxDuration) {
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sequenceItems.add(TweenSequenceItem(
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tween: ConstantTween(null),
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weight: (_maxDuration - trackDuration) / _maxDuration));
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}
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final sequence = TweenSequence(sequenceItems);
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_tracksToTween[track.name] =
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_TweenData(tween: sequence, maxTime: trackDuration / _maxDuration);
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}
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}
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/// Returns the highest duration specified by [Track]s.
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/// ---
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/// Use it to pass it into an [ControlledAnimation].
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///
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/// You can also scale it by multiplying a double value.
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///
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/// Example:
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/// ```dart
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/// final tween = MultiTrackTween(listOfTracks);
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///
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/// return ControlledAnimation(
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/// duration: tween.duration * 1.25, // stretch animation by 25%
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/// tween: tween,
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/// builder: (context, values) {
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/// ...
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/// }
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/// );
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/// ```
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Duration get duration {
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return Duration(milliseconds: _maxDuration);
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}
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@override
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Map<String, dynamic> transform(double t) {
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final Map<String, dynamic> result = {};
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_tracksToTween.forEach((name, tweenData) {
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final double tTween = max(0, min(t, tweenData.maxTime! - 0.0001));
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result[name] = tweenData.tween!.transform(tTween);
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});
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return result;
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}
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}
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/// Single property to tween. Used by [MultiTrackTween].
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class Track<T> {
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final String name;
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final List<_TrackItem> items = [];
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Track(this.name);
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/// Adds a "piece of animation" to a [Track].
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///
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/// You need to pass a [duration] and a [tween]. It will return the track, so
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/// you can specify a track in a builder's style.
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///
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/// Optionally you can set a named parameter [curve] that applies an easing
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/// curve to the tween.
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Track<T> add(Duration duration, Animatable<T> tween, {Curve? curve}) {
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items.add(_TrackItem(duration, tween, curve: curve));
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return this;
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}
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}
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class _TrackItem<T> {
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final Duration duration;
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late Animatable<T> tween;
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_TrackItem(this.duration, Animatable<T> _tween, {Curve? curve}) {
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if (curve != null) {
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tween = _tween.chain(CurveTween(curve: curve));
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} else {
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tween = _tween;
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}
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}
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}
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class _TweenData<T> {
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final Animatable<T>? tween;
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final double? maxTime;
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_TweenData({this.tween, this.maxTime});
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}
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/// Playback tell the controller of the animation what to do.
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enum Playback {
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/// Animation stands still.
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PAUSE,
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/// Animation plays forwards and stops at the end.
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PLAY_FORWARD,
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/// Animation plays backwards and stops at the beginning.
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PLAY_REVERSE,
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/// Animation will reset to the beginning and start playing forward.
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START_OVER_FORWARD,
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/// Animation will reset to the end and start play backward.
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START_OVER_REVERSE,
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/// Animation will play forwards and start over at the beginning when it
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/// reaches the end.
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LOOP,
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/// Animation will play forward until the end and will reverse playing until
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/// it reaches the beginning. Then it starts over playing forward. And so on.
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MIRROR
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}
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/// Widget to create custom, managed, tween-based animations in a very simple way.
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///
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/// ---
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///
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/// An internal [AnimationController] will do everything you tell him by
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/// dynamically assigning the one [Playback] to [playback] property.
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/// By default the animation will start playing forward and stops at the end.
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///
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/// A minimum set of properties are [duration] (time span of the animation),
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/// [tween] (values to interpolate among the animation) and a [builder] function
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/// (defines the animated scene).
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///
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/// Instead of using [builder] as building function you can use for performance
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/// critical scenarios [builderWithChild] along with a prebuild [child].
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///
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/// ---
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///
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/// The following properties are optional:
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///
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/// - You can apply a [delay] that forces the animation to pause a
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/// specified time before the animation will perform the defined [playback]
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/// instruction.
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///
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/// - You can specify a [curve] that modifies the [tween] by applying a
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/// non-linear animation function. You can find curves in [Curves], for
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/// example [Curves.easeOut] or [Curves.easeIn].
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///
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/// - You can track the animation by setting an [AnimationStatusListener] to
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/// the property [animationControllerStatusListener]. The internal [AnimationController] then
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/// will route out any events that occur. [ControlledAnimation] doesn't filter
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/// or modifies these events. These events are currently only reliable for the
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/// [playback]-types [Playback.PLAY_FORWARD] and [Playback.PLAY_REVERSE].
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///
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/// - You can set the start position of animation by specifying [startPosition]
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/// with a value between *0.0* and *1.0*. The [startPosition] is only
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/// evaluated once during the initialization of the widget.
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///
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class ControlledAnimation<T> extends StatefulWidget {
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final Playback playback;
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final Animatable<T> tween;
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final Curve curve;
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final Duration duration;
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final Duration? delay;
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final Widget Function(BuildContext buildContext, T animatedValue)? builder;
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final Widget Function(BuildContext, Widget? child, T animatedValue)?
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builderWithChild;
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final Widget? child;
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final AnimationStatusListener? animationControllerStatusListener;
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final double startPosition;
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const ControlledAnimation(
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{this.playback = Playback.PLAY_FORWARD,
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required this.tween,
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this.curve = Curves.linear,
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required this.duration,
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this.delay,
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this.builder,
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this.builderWithChild,
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this.child,
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this.animationControllerStatusListener,
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this.startPosition = 0.0,
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Key? key})
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: assert(
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(builderWithChild != null && child != null && builder == null) ||
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(builder != null && builderWithChild == null && child == null),
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"Either use just builder and keep buildWithChild and child null. "
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"Or keep builder null and set a builderWithChild and a child."),
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assert(
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startPosition >= 0 && startPosition <= 1,
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"The property startPosition "
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"must have a value between 0.0 and 1.0."),
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super(key: key);
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@override
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_ControlledAnimationState<T> createState() => _ControlledAnimationState<T>();
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}
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class _ControlledAnimationState<T> extends State<ControlledAnimation>
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with SingleTickerProviderStateMixin {
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late AnimationController _controller;
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late Animation<T?> _animation;
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bool _isDisposed = false;
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bool _waitForDelay = true;
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bool _isCurrentlyMirroring = false;
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@override
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void initState() {
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_controller = AnimationController(vsync: this, duration: widget.duration)
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..addListener(() {
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setState(() {});
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})
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..value = widget.startPosition;
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_animation = widget.tween
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.chain(CurveTween(curve: widget.curve))
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.animate(_controller) as Animation<T?>;
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if (widget.animationControllerStatusListener != null) {
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_controller.addStatusListener(widget.animationControllerStatusListener!);
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}
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initialize();
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super.initState();
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}
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Future<void> initialize() async {
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if (widget.delay != null) {
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await Future.delayed(widget.delay!);
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}
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_waitForDelay = false;
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await executeInstruction();
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}
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@override
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void didUpdateWidget(ControlledAnimation oldWidget) {
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_controller.duration = widget.duration;
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executeInstruction();
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super.didUpdateWidget(oldWidget);
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}
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Future<void> executeInstruction() async {
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if (_isDisposed || _waitForDelay) {
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return;
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}
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if (widget.playback == Playback.PAUSE) {
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_controller.stop();
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}
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if (widget.playback == Playback.PLAY_FORWARD) {
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await _controller.forward();
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}
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if (widget.playback == Playback.PLAY_REVERSE) {
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await _controller.reverse();
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}
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if (widget.playback == Playback.START_OVER_FORWARD) {
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await _controller.forward(from: 0.0);
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}
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if (widget.playback == Playback.START_OVER_REVERSE) {
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await _controller.reverse(from: 1.0);
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}
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if (widget.playback == Playback.LOOP) {
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await _controller.repeat();
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}
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if (widget.playback == Playback.MIRROR && !_isCurrentlyMirroring) {
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_isCurrentlyMirroring = true;
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await _controller.repeat(reverse: true);
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}
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if (widget.playback != Playback.MIRROR) {
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_isCurrentlyMirroring = false;
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}
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}
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@override
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Widget build(BuildContext context) {
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if (widget.builder != null) {
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return widget.builder!(context, _animation.value);
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} else if (widget.builderWithChild != null && widget.child != null) {
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return widget.builderWithChild!(context, widget.child, _animation.value);
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}
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_controller.stop(canceled: true);
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throw FlutterError(
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"I don't know how to build the animation. Make sure to either specify "
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"a builder or a builderWithChild (along with a child).");
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}
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@override
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void dispose() {
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_isDisposed = true;
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_controller.dispose();
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super.dispose();
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}
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}
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/// Utility class to compute an animation progress between two points in time.
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///
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/// On creation you specify a [startTime] and a [duration].
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///
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/// You can query the progress value - a value between `0.0` and `11.0` - by
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/// calling [progress] and passing the current time.
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class AnimationProgress {
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final Duration duration;
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final Duration startTime;
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/// Creates an [AnimationProgress].
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AnimationProgress({required this.duration, required this.startTime});
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/// Queries the current progress value based on the specified [startTime] and
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/// [duration] as a value between `0.0` and `1.0`. It will automatically
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/// clamp values this interval to fit in.
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double progress(Duration time) => max(0.0,
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min((time - startTime).inMilliseconds / duration.inMilliseconds, 1.0));
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}
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