I've started playing with Flutter and now thinking about the best way how I can implement a card's flipping animation.
I found this flip_card package and I'm trying to adjust its source code to my needs.
Here is the app which I have now:
import 'dart:math';
import 'package:flutter/material.dart';
void main() => runApp(FlipAnimationApp());
class FlipAnimationApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(
title: Text("Flip animation"),
),
body: Center(
child: Container(
width: 200,
height: 200,
child: WidgetFlipper(
frontWidget: Container(
color: Colors.green[200],
child: Center(
child: Text(
"FRONT side.",
),
),
),
backWidget: Container(
color: Colors.yellow[200],
child: Center(
child: Text(
"BACK side.",
),
),
),
),
),
),
),
);
}
}
class WidgetFlipper extends StatefulWidget {
WidgetFlipper({
Key key,
this.frontWidget,
this.backWidget,
}) : super(key: key);
final Widget frontWidget;
final Widget backWidget;
@override
_WidgetFlipperState createState() => _WidgetFlipperState();
}
class _WidgetFlipperState extends State<WidgetFlipper> with SingleTickerProviderStateMixin {
AnimationController controller;
Animation<double> _frontRotation;
Animation<double> _backRotation;
bool isFrontVisible = true;
@override
void initState() {
super.initState();
controller = AnimationController(duration: Duration(milliseconds: 500), vsync: this);
_frontRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: Tween(begin: 0.0, end: pi / 2).chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: ConstantTween<double>(pi / 2),
weight: 50.0,
),
],
).animate(controller);
_backRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: ConstantTween<double>(pi / 2),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: Tween(begin: -pi / 2, end: 0.0).chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
],
).animate(controller);
}
@override
void dispose() {
controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return Stack(
fit: StackFit.expand,
children: [
AnimatedCard(
animation: _backRotation,
child: widget.backWidget,
),
AnimatedCard(
animation: _frontRotation,
child: widget.frontWidget,
),
_tapDetectionControls(),
],
);
}
Widget _tapDetectionControls() {
return Stack(
fit: StackFit.expand,
children: <Widget>[
GestureDetector(
onTap: _leftRotation,
child: FractionallySizedBox(
widthFactor: 0.5,
heightFactor: 1.0,
alignment: Alignment.topLeft,
child: Container(
color: Colors.transparent,
),
),
),
GestureDetector(
onTap: _rightRotation,
child: FractionallySizedBox(
widthFactor: 0.5,
heightFactor: 1.0,
alignment: Alignment.topRight,
child: Container(
color: Colors.transparent,
),
),
),
],
);
}
void _leftRotation() {
_toggleSide();
}
void _rightRotation() {
_toggleSide();
}
void _toggleSide() {
if (isFrontVisible) {
controller.forward();
isFrontVisible = false;
} else {
controller.reverse();
isFrontVisible = true;
}
}
}
class AnimatedCard extends StatelessWidget {
AnimatedCard({
this.child,
this.animation,
});
final Widget child;
final Animation<double> animation;
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: animation,
builder: (BuildContext context, Widget child) {
var transform = Matrix4.identity();
transform.setEntry(3, 2, 0.001);
transform.rotateY(animation.value);
return Transform(
transform: transform,
alignment: Alignment.center,
child: child,
);
},
child: child,
);
}
}
Here is how it looks like:
What I'd like to achieve is to make the card flip over its right side if it was tapped on its right half and over its left side if it was tapped on its left half. If it is tapped several times in a row on the same half it should flip over the same side (not back and forth as it is doing now).
So the desired animation should behave as the following one from Quizlet app.
You should know when you tap on the right or left to change the animations dynamically, for that you could use a flag isRightTap
. Then, you should invert the values of the Tweens
if it has to rotate to one side or to the other.
And the side you should rotate would be:
Here are the things I changed in _WidgetFlipperState
from the code in the question:
_updateRotations(bool isRightTap) {
setState(() {
bool rotateToLeft = (isFrontVisible && !isRightTap) || !isFrontVisible && isRightTap;
_frontRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: Tween(begin: 0.0, end: rotateToLeft ? (pi / 2) : (-pi / 2))
.chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: ConstantTween<double>(rotateToLeft ? (-pi / 2) : (pi / 2)),
weight: 50.0,
),
],
).animate(controller);
_backRotation = TweenSequence(
<TweenSequenceItem<double>>[
TweenSequenceItem<double>(
tween: ConstantTween<double>(rotateToLeft ? (pi / 2) : (-pi / 2)),
weight: 50.0,
),
TweenSequenceItem<double>(
tween: Tween(begin: rotateToLeft ? (-pi / 2) : (pi / 2), end: 0.0)
.chain(CurveTween(curve: Curves.linear)),
weight: 50.0,
),
],
).animate(controller);
});
}
@override
void initState() {
super.initState();
controller =
AnimationController(duration: Duration(milliseconds: 500), vsync: this);
_updateRotations(true);
}
void _leftRotation() {
_toggleSide(false);
}
void _rightRotation() {
_toggleSide(true);
}
void _toggleSide(bool isRightTap) {
_updateRotations(isRightTap);
if (isFrontVisible) {
controller.forward();
isFrontVisible = false;
} else {
controller.reverse();
isFrontVisible = true;
}
}