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title Animations tutorial
shortTitle Tutorial
description A tutorial showing how to build explicit animations in Flutter.

:::secondary What you'll learn

  • How to use the fundamental classes from the animation library to add animation to a widget.
  • When to use AnimatedWidget vs. AnimatedBuilder. :::

This tutorial shows you how to build explicit animations in Flutter. The examples build on each other, introducing you to different aspects of the animation library. The tutorial is built on essential concepts, classes, and methods in the animation library that you can learn about in Introduction to animations.

The Flutter SDK also provides built-in explicit animations, such as FadeTransition, SizeTransition, and SlideTransition. These simple animations are triggered by setting a beginning and ending point. They are simpler to implement than custom explicit animations, which are described here.

The following sections walks you through several animation examples. Each section provides a link to the source code for that example.

Rendering animations

:::secondary What's the point?

  • How to add basic animation to a widget using addListener() and setState().
  • Every time the Animation generates a new number, the addListener() function calls setState().
  • How to define an AnimationController with the required vsync parameter.
  • Understanding the ".." syntax in "..addListener", also known as Dart's cascade notation.
  • To make a class private, start its name with an underscore (_). :::

So far you've learned how to generate a sequence of numbers over time. Nothing has been rendered to the screen. To render with an Animation object, store the Animation object as a member of your widget, then use its value to decide how to draw.

Consider the following app that draws the Flutter logo without animation:

import 'package:flutter/material.dart';

void main() => runApp(const LogoApp());

class LogoApp extends StatefulWidget {
  const LogoApp({super.key});

  @override
  State<LogoApp> createState() => _LogoAppState();
}

class _LogoAppState extends State<LogoApp> {
  @override
  Widget build(BuildContext context) {
    return Center(
      child: Container(
        margin: const EdgeInsets.symmetric(vertical: 10),
        height: 300,
        width: 300,
        child: const FlutterLogo(),
      ),
    );
  }
}

App source: animate0

The following shows the same code modified to animate the logo to grow from nothing to full size. When defining an AnimationController, you must pass in a vsync object. The vsync parameter is described in the AnimationController section.

The changes from the non-animated example are highlighted:

- class _LogoAppState extends State<LogoApp> {
+ class _LogoAppState extends State<LogoApp> with SingleTickerProviderStateMixin {
+   late Animation<double> animation;
+   late AnimationController controller;
+
+   @override
+   void initState() {
+     super.initState();
+     controller =
+         AnimationController(duration: const Duration(seconds: 2), vsync: this);
+     animation = Tween<double>(begin: 0, end: 300).animate(controller)
+       ..addListener(() {
+         setState(() {
+           // The state that has changed here is the animation object's value.
+         });
+       });
+     controller.forward();
+   }
+
    @override
    Widget build(BuildContext context) {
      return Center(
        child: Container(
          margin: const EdgeInsets.symmetric(vertical: 10),
-         height: 300,
-         width: 300,
+         height: animation.value,
+         width: animation.value,
          child: const FlutterLogo(),
        ),
      );
    }
+
+   @override
+   void dispose() {
+     controller.dispose();
+     super.dispose();
+   }
  }

App source: animate1

The addListener() function calls setState(), so every time the Animation generates a new number, the current frame is marked dirty, which forces build() to be called again. In build(), the container changes size because its height and width now use animation.value instead of a hardcoded value. Dispose of the controller when the State object is discarded to prevent memory leaks.

With these few changes, you've created your first animation in Flutter!

:::tip Dart language trick You might not be familiar with Dart's cascade notation—the two dots in ..addListener(). This syntax means that the addListener() method is called with the return value from animate(). Consider the following example:

animation = Tween<double>(begin: 0, end: 300).animate(controller)
  ..addListener(() {
    // ···
  });

This code is equivalent to:

animation = Tween<double>(begin: 0, end: 300).animate(controller);
animation.addListener(() {
    // ···
  });

To learn more about cascades, check out Cascade notation in the Dart language documentation. :::

Simplifying with AnimatedWidget

:::secondary What's the point?

  • How to use the AnimatedWidget helper class (instead of addListener() and setState()) to create a widget that animates.
  • Use AnimatedWidget to create a widget that performs a reusable animation. To separate the transition from the widget, use an AnimatedBuilder, as shown in the Refactoring with AnimatedBuilder section.
  • Examples of AnimatedWidgets in the Flutter API: AnimatedBuilder, AnimatedModalBarrier, DecoratedBoxTransition, FadeTransition, PositionedTransition, RelativePositionedTransition, RotationTransition, ScaleTransition, SizeTransition, SlideTransition. :::

The AnimatedWidget base class allows you to separate out the core widget code from the animation code. AnimatedWidget doesn't need to maintain a State object to hold the animation. Add the following AnimatedLogo class:

class AnimatedLogo extends AnimatedWidget {
  const AnimatedLogo({super.key, required Animation<double> animation})
    : super(listenable: animation);

  @override
  Widget build(BuildContext context) {
    final animation = listenable as Animation<double>;
    return Center(
      child: Container(
        margin: const EdgeInsets.symmetric(vertical: 10),
        height: animation.value,
        width: animation.value,
        child: const FlutterLogo(),
      ),
    );
  }
}

AnimatedLogo uses the current value of the animation when drawing itself.

The LogoApp still manages the AnimationController and the Tween, and it passes the Animation object to AnimatedLogo:

  void main() => runApp(const LogoApp());

+ class AnimatedLogo extends AnimatedWidget {
+   const AnimatedLogo({super.key, required Animation<double> animation})
+       : super(listenable: animation);
+
+   @override
+   Widget build(BuildContext context) {
+     final animation = listenable as Animation<double>;
+     return Center(
+       child: Container(
+         margin: const EdgeInsets.symmetric(vertical: 10),
+         height: animation.value,
+         width: animation.value,
+         child: const FlutterLogo(),
+       ),
+     );
+   }
+ }
+
  class LogoApp extends StatefulWidget {
    // ...

    @override
    void initState() {
      super.initState();
      controller =
          AnimationController(duration: const Duration(seconds: 2), vsync: this);
-     animation = Tween<double>(begin: 0, end: 300).animate(controller)
-       ..addListener(() {
-         setState(() {
-           // The state that has changed here is the animation object's value.
-         });
-       });
+     animation = Tween<double>(begin: 0, end: 300).animate(controller);
      controller.forward();
    }

    @override
-   Widget build(BuildContext context) {
-     return Center(
-       child: Container(
-         margin: const EdgeInsets.symmetric(vertical: 10),
-         height: animation.value,
-         width: animation.value,
-         child: const FlutterLogo(),
-       ),
-     );
-   }
+   Widget build(BuildContext context) => AnimatedLogo(animation: animation);

    // ...
  }

App source: animate2

Monitoring the progress of the animation

:::secondary What's the point?

  • Use addStatusListener() for notifications of changes to the animation's state, such as starting, stopping, or reversing direction.
  • Run an animation in an infinite loop by reversing direction when the animation has either completed or returned to its starting state. :::

It's often helpful to know when an animation changes state, such as finishing, moving forward, or reversing. You can get notifications for this with addStatusListener(). The following code modifies the previous example so that it listens for a state change and prints an update. The highlighted line shows the change:

class _LogoAppState extends State<LogoApp> with SingleTickerProviderStateMixin {
  late Animation<double> animation;
  late AnimationController controller;

  @override
  void initState() {
    super.initState();
    controller = AnimationController(
      duration: const Duration(seconds: 2),
      vsync: this,
    );
    animation = Tween<double>(begin: 0, end: 300).animate(controller)
      ..addStatusListener((status) => print('$status'));
    controller.forward();
  }
  // ...
}

Running this code produces this output:

AnimationStatus.forward
AnimationStatus.completed

Next, use addStatusListener() to reverse the animation at the beginning or the end. This creates a "breathing" effect:

  void initState() {
    super.initState();
    controller =
        AnimationController(duration: const Duration(seconds: 2), vsync: this);
-   animation = Tween<double>(begin: 0, end: 300).animate(controller);
+   animation = Tween<double>(begin: 0, end: 300).animate(controller)
+     ..addStatusListener((status) {
+       if (status == AnimationStatus.completed) {
+         controller.reverse();
+       } else if (status == AnimationStatus.dismissed) {
+         controller.forward();
+       }
+     })
+     ..addStatusListener((status) => print('$status'));
    controller.forward();
  }

App source: animate3

Refactoring with AnimatedBuilder

:::secondary What's the point?

  • An AnimatedBuilder understands how to render the transition.
  • An AnimatedBuilder doesn't know how to render the widget, nor does it manage the Animation object.
  • Use AnimatedBuilder to describe an animation as part of a build method for another widget. If you simply want to define a widget with a reusable animation, use an AnimatedWidget, as shown in the Simplifying with AnimatedWidget section.
  • Examples of AnimatedBuilders in the Flutter API: BottomSheet, ExpansionTile, PopupMenu, ProgressIndicator, RefreshIndicator, Scaffold, SnackBar, TabBar, TextField. :::

One problem with the code in the animate3 example, is that changing the animation required changing the widget that renders the logo. A better solution is to separate responsibilities into different classes:

  • Render the logo
  • Define the Animation object
  • Render the transition

You can accomplish this separation with the help of the AnimatedBuilder class. An AnimatedBuilder is a separate class in the render tree. Like AnimatedWidget, AnimatedBuilder automatically listens to notifications from the Animation object, and marks the widget tree dirty as necessary, so you don't need to call addListener().

The widget tree for the animate4 example looks like this:

Starting from the bottom of the widget tree, the code for rendering the logo is straightforward:

class LogoWidget extends StatelessWidget {
  const LogoWidget({super.key});

  // Leave out the height and width so it fills the animating parent.
  @override
  Widget build(BuildContext context) {
    return Container(
      margin: const EdgeInsets.symmetric(vertical: 10),
      child: const FlutterLogo(),
    );
  }
}

The middle three blocks in the diagram are all created in the build() method in GrowTransition, shown below. The GrowTransition widget itself is stateless and holds the set of final variables necessary to define the transition animation. The build() function creates and returns the AnimatedBuilder, which takes the (Anonymous builder) method and the LogoWidget object as parameters. The work of rendering the transition actually happens in the (Anonymous builder) method, which creates a Container of the appropriate size to force the LogoWidget to shrink to fit.

One tricky point in the code below is that the child looks like it's specified twice. What's happening is that the outer reference of child is passed to AnimatedBuilder, which passes it to the anonymous closure, which then uses that object as its child. The net result is that the AnimatedBuilder is inserted in between the two widgets in the render tree.

class GrowTransition extends StatelessWidget {
  const GrowTransition({
    required this.child,
    required this.animation,
    super.key,
  });

  final Widget child;
  final Animation<double> animation;

  @override
  Widget build(BuildContext context) {
    return Center(
      child: AnimatedBuilder(
        animation: animation,
        builder: (context, child) {
          return SizedBox(
            height: animation.value,
            width: animation.value,
            child: child,
          );
        },
        child: child,
      ),
    );
  }
}

Finally, the code to initialize the animation looks very similar to the animate2 example. The initState() method creates an AnimationController and a Tween, then binds them with animate(). The magic happens in the build() method, which returns a GrowTransition object with a LogoWidget as a child, and an animation object to drive the transition. These are the three elements listed in the bullet points above.

  void main() => runApp(const LogoApp());

+ class LogoWidget extends StatelessWidget {
+   const LogoWidget({super.key});
+
+   // Leave out the height and width so it fills the animating parent.
+   @override
+   Widget build(BuildContext context) {
+     return Container(
+       margin: const EdgeInsets.symmetric(vertical: 10),
+       child: const FlutterLogo(),
+     );
+   }
+ }
+
+ class GrowTransition extends StatelessWidget {
+   const GrowTransition({
+     required this.child,
+     required this.animation,
+     super.key,
+   });
+
+   final Widget child;
+   final Animation<double> animation;
+
+   @override
+   Widget build(BuildContext context) {
+     return Center(
+       child: AnimatedBuilder(
+         animation: animation,
+         builder: (context, child) {
+           return SizedBox(
+             height: animation.value,
+             width: animation.value,
+             child: child,
+           );
+         },
+         child: child,
+       ),
+     );
+   }
+ }

  class LogoApp extends StatefulWidget {
    // ...

    @override
-   Widget build(BuildContext context) => AnimatedLogo(animation: animation);
+   Widget build(BuildContext context) {
+     return GrowTransition(
+       animation: animation,
+       child: const LogoWidget(),
+     );
+   }

    // ...
  }

App source: animate4

Simultaneous animations

:::secondary What's the point?

In this section, you'll build on the example from monitoring the progress of the animation (animate3), which used AnimatedWidget to animate in and out continuously. Consider the case where you want to animate in and out while the opacity animates from transparent to opaque.

:::note This example shows how to use multiple tweens on the same animation controller, where each tween manages a different effect in the animation. It is for illustrative purposes only. If you were tweening opacity and size in production code, you'd probably use FadeTransition and SizeTransition instead. :::

Each tween manages an aspect of the animation. For example:

controller = AnimationController(
  duration: const Duration(seconds: 2),
  vsync: this,
);
sizeAnimation = Tween<double>(begin: 0, end: 300).animate(controller);
opacityAnimation = Tween<double>(begin: 0.1, end: 1).animate(controller);

You can get the size with sizeAnimation.value and the opacity with opacityAnimation.value, but the constructor for AnimatedWidget only takes a single Animation object. To solve this problem, the example creates its own Tween objects and explicitly calculates the values.

Change AnimatedLogo to encapsulate its own Tween objects, and its build() method calls Tween.evaluate() on the parent's animation object to calculate the required size and opacity values. The following code shows the changes with highlights:

class AnimatedLogo extends AnimatedWidget {
  const AnimatedLogo({super.key, required Animation<double> animation})
    : super(listenable: animation);

  // Make the Tweens static because they don't change.
  [!static final _opacityTween = Tween<double>(begin: 0.1, end: 1);!]
  [!static final _sizeTween = Tween<double>(begin: 0, end: 300);!]

  @override
  Widget build(BuildContext context) {
    final animation = listenable as Animation<double>;
    return Center(
      [!child: Opacity(!]
        [!opacity: _opacityTween.evaluate(animation),!]
        child: Container(
          margin: const EdgeInsets.symmetric(vertical: 10),
          height: [!_sizeTween.evaluate(animation),!]
          width: [!_sizeTween.evaluate(animation),!]
          child: const FlutterLogo(),
        ),
      ),
    );
  }
}

class LogoApp extends StatefulWidget {
  const LogoApp({super.key});

  @override
  State<LogoApp> createState() => _LogoAppState();
}

class _LogoAppState extends State<LogoApp> with SingleTickerProviderStateMixin {
  late Animation<double> animation;
  late AnimationController controller;

  @override
  void initState() {
    super.initState();
    controller = AnimationController(
      duration: const Duration(seconds: 2),
      vsync: this,
    );
    animation = [!CurvedAnimation(parent: controller, curve: Curves.easeIn)!]
      ..addStatusListener((status) {
        if (status == AnimationStatus.completed) {
          controller.reverse();
        } else if (status == AnimationStatus.dismissed) {
          controller.forward();
        }
      });
    controller.forward();
  }

  @override
  Widget build(BuildContext context) => AnimatedLogo(animation: animation);

  @override
  void dispose() {
    controller.dispose();
    super.dispose();
  }
}

App source: animate5 object knows the current state of an animation (for example, whether it's started, stopped, or moving forward or in reverse), but doesn't know anything about what appears onscreen.

  • An AnimationController manages the Animation.
  • A CurvedAnimation defines progression as a non-linear curve.
  • A Tween interpolates between a beginning and ending value for a property being animated.

Next steps

This tutorial gives you a foundation for creating animations in Flutter using Tweens, but there are many other classes to explore. You might investigate the specialized Tween classes, animations specific to your design system type, ReverseAnimation, shared element transitions (also known as Hero animations), physics simulations and fling() methods.