
This resolves a performance and usability issue where certain conditions would result in Rive needlessly reconfiguring/initializing the Rive artboard (as well as downloading/loading Rive files). If `onInit`, `animations`, `controllers`, or `stateMachines` were passed in as an argument to `RiveAnimation` the above issue is triggered on each widget rebuild. Under certain conditions this could result in an animation constantly restarting, bad performance, or Flutter ending up in a `setState` callback loop. This PR also clears the list of local controllers each time init is called. Resolves: https://github.com/rive-app/rive-flutter/issues/277 This also fixes bugs in our example app - Play/Pause not working - One shot animation behaving oddly Diffs= 9af05d044 docs: update changelog cb7fd6d14 test: add rive animation onInit tests 107ae16bc refactor: naming and call logic 6857aa691 docs: add additional code docs f3ba4f015 perf: fix didUpdateWidget configure loop 7d0aaaff3 Adjust RiveAnimation didUpdateWidget condition (https://github.com/rive-app/rive-flutter/issues/278) d4c6dd4ab Add more helper functions 6a8f9e249 Fix tess for C++11 and add to github action (#4571) c8b5fdadd More SIMD features 87f079a10 RawPath::Iter improvements
Rive
Runtime docs are available in Rive's help center.
Rive is a real-time interactive design and animation tool. Use our collaborative editor to create motion graphics that respond to different states and user inputs. Then load your animations into apps, games, and websites with our lightweight open-source runtimes.
Add dependency to pubspec.yaml
dependencies:
rive: ^0.9.0
Platform Considerations
Read some platform specific considerations with regards to the Rive Flutter package.
Quick Start
Play an animation from a Rive file over HTTP:
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
void main() {
runApp(MaterialApp(home: SimpleAnimation()));
}
class SimpleAnimation extends StatelessWidget {
const SimpleAnimation({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
return const Scaffold(
body: Center(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
),
),
);
}
}
To play an animation from an asset bundle, use:
RiveAnimation.asset('assets/truck.riv');
Control playing and pausing a looping animation:
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
void main() {
runApp(MaterialApp(home: PlayPauseAnimation()));
}
class PlayPauseAnimation extends StatefulWidget {
const PlayPauseAnimation({Key? key}) : super(key: key);
@override
_PlayPauseAnimationState createState() => _PlayPauseAnimationState();
}
class _PlayPauseAnimationState extends State<PlayPauseAnimation> {
// Controller for playback
late RiveAnimationController _controller;
// Toggles between play and pause animation states
void _togglePlay() =>
setState(() => _controller.isActive = !_controller.isActive);
/// Tracks if the animation is playing by whether controller is running
bool get isPlaying => _controller.isActive;
@override
void initState() {
super.initState();
_controller = SimpleAnimation('idle');
}
@override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
controllers: [_controller],
// Update the play state when the widget's initialized
onInit: (_) => setState(() {}),
),
),
floatingActionButton: FloatingActionButton(
onPressed: _togglePlay,
tooltip: isPlaying ? 'Pause' : 'Play',
child: Icon(
isPlaying ? Icons.pause : Icons.play_arrow,
),
),
);
}
}
Play a one-shot animation repeatedly on demand
/// Demonstrates playing a one-shot animation on demand
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
void main() {
runApp(MaterialApp(home: PlayOneShotAnimation()));
}
class PlayOneShotAnimation extends StatefulWidget {
const PlayOneShotAnimation({Key? key}) : super(key: key);
@override
_PlayOneShotAnimationState createState() => _PlayOneShotAnimationState();
}
class _PlayOneShotAnimationState extends State<PlayOneShotAnimation> {
/// Controller for playback
late RiveAnimationController _controller;
/// Is the animation currently playing?
bool _isPlaying = false;
@override
void initState() {
super.initState();
_controller = OneShotAnimation(
'bounce',
autoplay: false,
onStop: () => setState(() => _isPlaying = false),
onStart: () => setState(() => _isPlaying = true),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text('One-Shot Example'),
),
body: Center(
child: RiveAnimation.network(
'https://cdn.rive.app/animations/vehicles.riv',
animations: const ['idle', 'curves'],
controllers: [_controller],
),
),
floatingActionButton: FloatingActionButton(
// disable the button while playing the animation
onPressed: () => _isPlaying ? null : _controller.isActive = true,
tooltip: 'Play',
child: const Icon(Icons.arrow_upward),
),
);
}
}
Antialiasing
If you want to disable antialiasing (usually for performance reasons), you can set antialiasing
to false
on the Rive
and RiveAnimation
widgets.
API Documentation
Check out our more extensive API documentation on pub.dev: https://pub.dev/documentation/rive/latest/