A core linear gradient. Can be added as a child to a Shape's Fill or
Stroke to paint that Fill or Stroke with a gradient. This is the
foundation for the RadialGradient which is very similar but also has a
radius value.
High level widget that plays an animation from a Rive file. If artboard or
animation are not specified, the default artboard and first animation fonund
within it are used.
This artboard type is purely for use by the runtime system and should not be
directly referenced. Use the Artboard type for any direct interactions with
an artboard, and use extension methods to add functionality to Artboard.
A simple RiveAnimationController that plays back a LinearAnimation defined
by an artist. All playback parameters (looping, speed, keyframes) are artist
defined in the Rive editor. This takes a declaritive approach of using an
animationName as the only requirement for resolving the animation. When
the controller is added to an artboard (note that due to widget lifecycles
it could get re-initialized on another artboard later) it'll look for the
animation. Not finding the animation is a condition this example deals with
by simply nulling the AnimationInstance _instance which means it won't be
applied during advance cycles. Another approach would be let this throw, but
this one is a little more forgiving which can be desireable with files
dynamically loaded (downloaded even) at runtime.
A boolean StateMachine input instance. Use the value property to change
the input which will automatically re-activate the StateMachineController
if necessary.
A numeric StateMachine input instance. Use the value property to change
the input which will automatically re-activate the StateMachineController
if necessary.
A trigger StateMachine input instance. Use the fire method to change the
input which will automatically re-activate the StateMachineController if
necessary.
StateMachines supports three input types. The StateMachine mostly
abstracts types by allowing the programmer to query for an input of a
specific Dart backing type, mapping it to the correct StateMachine type.
This is the most flexible API to use to check if a type with a given name
exists. However, if you need to iterate inputs and query their types, this
enum is exposed for convenience.