Flutter package to create organic motion transitions.
Why not? the basic difference with Tweens is that the change in value looks much cooler, it feels more "organic", while Tweens are more... "mechanical".
just.motion
is not based on Duration
and interpolated percentage values from 0-1; but rather on distance between the current value and the target value.
On the other hand, it doesn't need a Ticker provider, nor Implicit widgets to compensate the code boilerplate. Also, no need for AnimationController
.
There's a single internal Ticker, that manages it's own state based on the auto-subscribed MotionValues
.
When there're no active motions, it just stops.
Also, it has a very simple reactive support when MotionValue
s (base class for EaseValue
and SpringValue
) are consumed inside a Motion()
or MotionBuilder()
widgets.
Is a great option for your app's animations! as subscriptions and memory management are also automatic when using MotionValue
with the provided Motion
(s) widgets.
Here's how it works:
Basic easing is a well known technique in games for light computation of movements, is based on proportional velocity, and his cousin, spring, is based on proportional acceleration.
You set a target
value, MotionValue
calculates the distance, and the movement it applies is proportional to the distance: bigger distance, faster the motion.
So, as acceleration is proportional to the distance, the further the target, the faster the value moves, as it gets closer and closer to the target, it hardly changes the value... that's why you can configure minDistance
to tell the motion when is time to stop.
While on springs
, the acceleration is proportional to the distance, if target
is far away from value
, a lot of acceleration is provided, increasing the velocity very quickly. Unlike easing, as the value
approaches the target
, less and less acceleration is applied, but still has an ongoing acceleration, as it flies pass the target
, the acceleration pulls it back, while friction
helps the value
to settle down.
In MotionValues
you can listen to status changes:
height.addStatusListener((){
print(height.status);
});
Check MotionStatus.values
to see the current available status. (Might slightly change in the near future).
Currently available status:
enum MotionStatus {
idle, /// initial status, without target.
target, /// when value reaches target.
activate, /// when target != value, and object is added in the ticker.
deactivate, /// when a `delay()` is called while `target!=value` (moving status)
delayComplete, /// when a `delay()` ends, and moving starts.
moving, /// while `value` is moving towards `target`.
disposed /// when the `MotionValue` is disposed from memory (can't be used again).
}
When you create a MotionValue
in a StatelessWidget, or inside a build(BuildContext)
scope. You should notify just.motion to auto dispose the variable for hot-reload.
Use MotionValue.stateless
for that. It will assure the disposal of the instance from the running Ticker:
final height = 10.ease( target: 20, stateless: true);
stateless
only works when usingMotion
orMotionBuilder
widgets, not withAnimatedBuilder
.
Declare a var that you will use to animate some widget property:
NOTE: When using the
ease()
extension, (like10.ease()
),int
anddouble
nums will useEaseValue
which is based ondouble
. Is up to you to cast thevalue
toint
: (example:height().round()
, orheight().toInt()
).
final height = EaseValue( 30 );
///or the extension approach.
final height = 30.ease();
final bgColor = EaseColor( Colors.red );
final bgColor = Colors.red.ease();
You can configure the target
value, and other motion properties right away in both declarations.
To change the target
value after object initialization:
/// `MotionValue` is a callable instance. So can change target as if it was a method.
height(100);
/// If you need to change a motion property, you can use:
height.to( 100, ease: 30, minDistance: .1 );
/// or just modify the target property.
height.target = 100;
This is what makes just.motion shine. You can change the target
anytime, and it will smoothly transition value
towards it, without mechanic or abrupt visual cuts, like time based Tweens.
To read the current value:
print( height());
// or
print( height.value );
The motion objects detects when target
is modified, and runs the simulation accordingly.
A motion object is idle, when value
reaches target
, and will be unsubscribed from the ticker provider.
To stop the animation, set the motion.value = motion.target
, otherwise the ticker will keep running until the values are closed enough to hit the minDistance
threshold, and deactivate themselves.
You can set an absolute value to rebuild the widget, preventing the animation, with:
height.value = height.target = 10;
or better yet:
height.set( 10 );
Much like EaseValue
, SpringValue
is another type of motion, just play with the parameters.
Watch out the minDistance
, probably for drastic bouncing, you will need to provide a very small
number (like .0001)... use at discretion, and experiment with the values.
final height = SpringValue(10);
final height = 10.spring()
Here's an example of a bouncing button.
class SpringyButton extends StatelessWidget {
final Widget child;
final double pressScale;
SpringyButton({
Key? key,
required this.child,
this.pressScale = 0.75,
}) : super(key: key);
@override
Widget build(BuildContext context) {
final scaleValue = 1.spring(minDistance: .00025, spring: .1, stateless:true);
return GestureDetector(
onTapDown: (e) => scaleValue.to(pressScale, friction: .85),
onTapUp: (e) => scaleValue.to(1, friction: .92),
onTapCancel: () => scaleValue.to(1, friction: .92),
child: MotionBuilder(
builder: (BuildContext context, Widget? child) => Transform.scale(
transformHitTests: false,
scale: scaleValue(),
child: child,
),
child: child,
),
);
}
}
MotionValue
is a ChangeNotifier, so you can use AnimationBuilder
:
@override
Widget build(BuildContext context) {
/// Warning: you will not be able to dispose these variables on hot-reload.
final height = 24.0.ease(target: 120, ease: 23);
final bgColor = Colors.black12.ease(ease: 45);
bgColor.to(Colors.red);
/// delay() is defined in seconds, will deactivate the ticker call until it hits the timeout.
height.delay(1);
return Center(
child: Material(
child: AnimatedBuilder(
animation: Listenable.merge([height, bgColor]),
builder: (context, child) {
return Container(
height: height(),
color: bgColor(),
child: Center(
child: Text('height: ${height().toStringAsFixed(2)}'),
),
);
},
),
),
);
}
But motion provides a simpler Widget to repaint your animation.
If you just need to paint a "leaf" widget, so have no need to use the child
optimization of AnimatedBuilder
, nor context
, you can't got simpler than Motion
:
return Motion(
() => Container(
height: height(),
color: bgColor(),
child: Center(
child: Text('height: ${height().ringAsFixed(2)}'),
),
),
);
When you need to cache the child
rebuild, like AnimatedBuilder
, you can use MotionBuilder
:
return MotionBuilder(
builder: (context, child) => Container(
height: height(),
color: bgColor(),
child: Center(
child: child,
),
),
child: Text('animating height'),
);
Both widgets will dispose the motion values when they are removed from the widget, if the object isn't consumed by another Listener.
As there's a single ticker provider running for all MotionValue
instances, the lifecycle of this Ticker is persistent through the lifetime of your app. Is not tied up to a Widget's State
, meaning that is totally possible to have lots of concurrent and actives MotionValue
, even when nothing is consuming those values (you can inspect that in the Flutter Performance tab in your IDE).
When you initialize a motion object, and set a target different than the value
... the Ticker
will start processing the object, no matter if you are consuming the value to repaint a Widget or not. This is not a big penalty on performance by any means, as Flutter does it all the time, but be sure to orchestrate properly the target
assignment, when you actually will consume the value.
If you are using a StatefulWidget
, or some other state management solution that provides you with Widget lifecycles, you can manually call motion.dispose()
. Although memory is managed internally, didn't find any leaks so far.
If you are composing nested Animations, or reusable Widgets based on just.motion, is better to avoid child rebuilds in your tree. Prefer the usage of MotionBuilder()
for those scenarios. And yes, you can deeply nest motion objects into Motion()
and MotionBuilder()
and they will take the appropiate values
in their builder function scope.
Remember, you can help the Flutter Engine to decide where to cache some part of the Widget tree, that will rebuild independently from the rest of the screen with RepaintBoundry()
, as setState() can propagate repainting up and down the tree. Which can lead to a percieved lost frames. Apparently this is more notorious on desktop targets, but is always cool to pay attention to those details... if you have a "big" area of your app that's animated somehow, and you see the performance isn't so great, try to enclose the widget with RepaintBoundry().
just_motion is in active developing and testing stages. In a couple of days it will be available in pub.dev
In the meantime, if you wanna use it and help me improve it, you should be using dart >= 2.12
dependencies:
just_motion:
git: https://github.com/roipeker/just_motion.git
To use a specific version, check the commits at the top of the page, and use the specific commit hash. For example, for v0.0.6+23
dependencies:
just_motion:
git:
url: https://github.com/roipeker/just_motion.git
ref: c6ee99cbffce216e0c4587c1005f4104057d44a3
Run flutter pub get
Then import just_motion in your code:
import 'package:just_motion/just_motion.dart';
Now go, and make your apps comes to life.
Happy coding!
just.motion is open for contributions:
Any contribution is welcome!
This project is a starting point for a Dart package, a library module containing code that can be shared easily across multiple Flutter or Dart projects.
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