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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
101 lines
2.5 KiB
Dart
101 lines
2.5 KiB
Dart
import 'package:flutter/material.dart';
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import 'package:rive/rive.dart';
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/// An example showing how to drive a StateMachine via one numeric input.
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class AnimationCarousel extends StatefulWidget {
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const AnimationCarousel({Key? key}) : super(key: key);
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@override
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_AnimationCarouselState createState() => _AnimationCarouselState();
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}
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class _AnimationCarouselState extends State<AnimationCarousel> {
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final riveAnimations = [
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const RiveCustomAnimationData(
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name: 'assets/liquid_download.riv',
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),
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const RiveCustomAnimationData(
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name: 'assets/little_machine.riv',
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stateMachines: ['State Machine 1'],
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),
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const RiveCustomAnimationData(
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name: 'assets/off_road_car.riv',
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),
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const RiveCustomAnimationData(
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name: 'assets/rocket.riv',
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stateMachines: ['Button'],
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animations: ['Roll_over'],
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),
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const RiveCustomAnimationData(
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name: 'assets/skills.riv',
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stateMachines: ['Designer\'s Test'],
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),
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// not a pretty out of the box example
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const RiveCustomAnimationData(
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name: 'assets/light_switch.riv',
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stateMachines: ['Switch'],
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),
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// v6.0 file,
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// 'assets/teeny_tiny.riv',
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// const RiveCustomAnimationData(name: 'assets/teeny_tiny.riv'),
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];
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var _index = 0;
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void next() {
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setState(() {
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_index += 1;
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});
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}
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void previous() {
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setState(() {
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_index -= 1;
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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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final _indexToShow = _index % riveAnimations.length;
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return Scaffold(
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backgroundColor: Colors.grey,
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appBar: AppBar(
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title: const Text('Animation Carousel'),
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),
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body: Center(
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child: Row(
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children: [
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GestureDetector(
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onTap: previous,
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child: const Icon(Icons.arrow_back),
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),
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Expanded(
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child: RiveAnimation.asset(
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riveAnimations[_indexToShow].name,
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animations: riveAnimations[_indexToShow].animations,
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stateMachines: riveAnimations[_indexToShow].stateMachines,
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),
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),
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GestureDetector(
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onTap: next,
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child: const Icon(Icons.arrow_forward),
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),
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],
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),
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),
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);
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}
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}
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@immutable
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class RiveCustomAnimationData {
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final String name;
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final List<String> animations;
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final List<String> stateMachines;
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const RiveCustomAnimationData({
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required this.name,
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this.animations = const [],
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this.stateMachines = const [],
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});
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}
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