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Plays SVGs that declare their own animation, in SMIL or CSS keyframes, on top of the vector_graphics renderer that flutter_svg uses.

svg_animate #

pub package pub points license Flutter platform

Live demo — the example app, built for the web and running the package rather than describing it.

Plays SVGs that declare their own animation — SMIL (<animate>, <animateTransform>, <animateMotion>, <set>), CSS @keyframes, and CSS motion paths — using the same vector_graphics renderer that flutter_svg draws still SVGs with.

Four animated SVGs: a rotating spinner, a pulsing ring, a progress bar, and a marker following a path

The image above is a single SVG file, animating in your browser exactly as it does in Flutter through this package. Its source is doc/demo.svg.

AnimatedSvgPicture is a drop-in companion to SvgPicture: it takes the same arguments for sizing, alignment, theming, color filtering, semantics and error handling, and reuses flutter_svg's SvgTheme, ColorMapper and DefaultSvgTheme. An SVG with no animation renders exactly as SvgPicture renders it, and starts no ticker.

AnimatedSvgPicture.asset('assets/spinner.svg', width: 48, height: 48)

Files exported by animation editors work as they come. SVGator, the most common of them, expresses every movement as a CSS motion path and places repeated artwork through <use>; both are handled, including exports that embed their artwork as raster images. See what is not supported for the parts of such files that do not survive.

Getting started #

dependencies:
  svg_animate: ^0.3.2

There are constructors for every source flutter_svg supports:

AnimatedSvgPicture.asset('assets/spinner.svg');
AnimatedSvgPicture.network('https://example.com/spinner.svg');
AnimatedSvgPicture.file(File(path));
AnimatedSvgPicture.memory(bytes);
AnimatedSvgPicture.string(markup);

Playback #

By default the animation starts as soon as it loads, and the SVG decides whether it repeats: markup that asks to loop forever does, and markup whose animations all end plays once and holds its final frame. Pass repeat to override that.

AnimatedSvgPicture.asset(
  'assets/progress.svg',
  repeat: false,
  onCompleted: () => debugPrint('done'),
);

For play/pause/seek, pass an AnimatedSvgController. It can be used before the picture has loaded — requests are remembered and applied once it is ready.

final controller = AnimatedSvgController();

AnimatedSvgPicture.asset(
  'assets/spinner.svg',
  controller: controller,
  autoPlay: false,
);

controller.play();
controller.pause();
controller.seek(0.5);                                  // 0.0 to 1.0
controller.seekTo(const Duration(milliseconds: 500));

controller.progress is a stable Animation<double>, so it can be handed to an AnimatedBuilder to follow playback frame by frame, even before loading finishes.

Supported SVG features #

Animation #

<animate> values / keyTimes / keySplines, from / to / by
<animateTransform> translate, scale, rotate, skewX, skewY
<animateMotion> path and <mpath>, rotate="auto" / auto-reverse
<set> yes
calcMode linear, discrete, paced, spline
Timing begin (offsets), dur, end, repeatCount, repeatDur, fill
Composition additive="sum", accumulate="sum"
Targeting href / xlink:href, or the parent element
CSS @keyframes animation shorthand and every longhand, per-keyframe animation-timing-function
animation-direction normal, reverse, alternate, alternate-reverse
animation-fill-mode forwards and both hold the last frame
CSS motion paths offset-path: path(...), offset-distance, offset-rotate
transform-origin resolved against the view box
Animated value types numbers, lengths, percentages, colors (hex, rgb(), hsl(), SVG keywords), number lists, transform lists

Drawing #

Everything is drawn by vector_graphics, so an animated SVG supports exactly what a still one does through flutter_svg: paths and shapes, linear and radial gradients, patterns, clipPath, mask, text, embedded raster images, and the fifteen CSS blend modes.

Two things that a still SVG does not get are handled here, because the renderer cannot do them on its own:

  • CSS in a <style> element is resolved into presentation attributes. The vector_graphics compiler implements no CSS selectors, so without this a stylesheet-driven SVG renders unstyled. SvgPicture ignores <style> entirely.
  • A <use> pointing at an <image> is expanded into the image. The renderer loses an image's size through a reference and then fails the whole picture rather than that one element.

What is not supported #

why
<filter> and everything in it vector_graphics drops filters; the element still draws, without the effect
mix-blend-mode: plus-lighter not among the fifteen modes the renderer knows; editors reach for it to make a glow
Morphing the d attribute those animations switch between values instead of interpolating
begin on an event or another animation there is no interactive document to fire it
CSS pseudo-classes such as :hover same
CSS custom properties and var() left alone, so the element keeps the presentation attribute it already had
<script> not run
@media, @supports skipped rather than guessed at

When nothing moves #

An SVG that will not animate looks exactly like one that has not started yet: a still picture and no error at all. Every compiled animation carries a list of what it asked for that will not happen, and in debug builds an AnimatedSvgPicture prints it the first time the SVG is compiled.

final AnimatedSvgFrames frames = await compileAnimatedSvg(markup);
for (final SvgAnimateDiagnostic diagnostic in frames.diagnostics) {
  debugPrint('${diagnostic.kind}: ${diagnostic.message}');
}
kind what it means
noAnimation nothing to play. If the file also has a <script>, it was exported for an editor's own JavaScript player and the markup holds only the first frame; re-export it as CSS or SMIL animation
neverChanges an animation was declared, and every frame of it drew the same picture — something is animated that the renderer cannot express, a morphing d most often
unreachableImage an <image> points somewhere other than a data: URI; the compiler fetches nothing, so the image is left out of every frame
droppedFilter a <filter> is used, and filters are not drawn
reducedFrameRate the animation is longer than maxFrames allows at frameRate, so it was sampled over its whole length at a lower rate

Set svgAnimateReportDiagnostics to false to keep the printing out of a test that loads such a file deliberately.

How it compares #

This package deliberately covers less of SVG than the alternatives, and carries much less with it.

  • It renders through vector_graphics, the same renderer flutter_svg uses, so animated and still SVGs in one app are drawn by the same code and share SvgTheme and ColorMapper.
  • It adds two pure Dart packages, xml and path_parsing, both already in flutter_svg's own dependency tree. No JavaScript runtime, no native engine, no FFI.
  • A frame costs what a still SVG costs to draw, because frames are compiled ahead of time rather than evaluated as they are shown.

Which to reach for:

svg_animate Spinners, loaders, animated icons, exports from animation editors. You already use flutter_svg and want to keep the dependency list short.
full_svg_flutter You need filters, d morphing, or SVGs that carry <script>. It covers considerably more of the format, and bundles a QuickJS runtime and woff2 to do it.
anim_svg You would rather transpile to Lottie and render through the native thorvg engine.
flutter_svg The SVG does not animate.
lottie, rive The animation is authored in those formats to begin with. Both are far more capable than any SVG animation runtime, if you can choose the format.

What is written above about other packages comes from their descriptions and dependency lists, not from benchmarking them.

How it works, and what it costs #

When the picture loads, the animations the document declares are resolved, and the document is sampled to a static SVG at each frame time. Each sample is compiled by vector_graphics_compiler — the same compiler flutter_svg uses — in a background isolate. Playback then swaps between those pre-compiled frames, so drawing one costs the same as drawing a still SVG.

The trade-off is loading: compiling N frames takes roughly N times as long as loading a still SVG, and the frames stay in memory while they are cached.

The awkward case is an SVG that embeds raster images, because the image data appears in every compiled frame and is far larger than the drawing around it. Two things keep that affordable. The run of bytes every frame begins with, which is where the encoder puts whatever a picture embeds, is stored once instead of per frame. And an embedded image is decoded once for the whole animation instead of on every frame change. For a 450×450 banner carrying five embedded bitmaps that is 5.1 MB rather than 27.5 MB, and 1.5 ms rather than 6.8 ms to change frame — the same cost as an SVG that embeds nothing at all.

Frames that come out of the compiler identical are also stored once. A document holds still more often than it looks: a <set>, a discrete calcMode, a CSS steps() timing function or a long gap between keyframes all sample to the same picture repeatedly, so a one-second blink at the default frame rate holds two pictures rather than sixty. An animation that never changes what it draws is not played at all, since a ticker would have nothing to do but repaint it.

An animation can say what it costs rather than being guessed at:

final AnimatedSvgFrames frames = await compileAnimatedSvg(markup);
debugPrint('${frames.frameCount} frames, ${frames.distinctFrameCount} distinct, '
    '${frames.compiledByteSize} bytes');
  • frameRate (default 60) — frames compiled per second of animation.
  • maxFrames (default 300) — ceiling; longer animations are sampled at a lower rate rather than growing without bound.
  • placeholderBuilder — shown until there is a picture. The first frame is compiled ahead of the rest, so it appears well before the animation is ready to move.
  • svgAnimateCache — the shared cache of compiled animations. It is bounded by maximumSizeBytes (default 20 MiB) as well as by maximumSize (default 10 entries), because a spinner and a banner carrying embedded bitmaps differ in size by three orders of magnitude and a count alone says very little about memory. currentSizeBytes reports what is held.

On the web there are no isolates, so compilation runs on the main thread; prefer a lower frameRate for long animations there.

Contributing #

Development setup and the release process are in CONTRIBUTING.md. Releases are cut by pushing a v0.0.0 tag; GitHub Actions verifies the tagged commit and publishes it.

License #

BSD 3-Clause. Portions are derived from the Flutter project, which is distributed under the same license.

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Documentation

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Publisher

verified publishertreamz.me

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Plays SVGs that declare their own animation, in SMIL or CSS keyframes, on top of the vector_graphics renderer that flutter_svg uses.

Repository (GitHub)
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Contributing

Topics

#svg #animation #vector-graphics #smil

License

BSD-3-Clause (license)

Dependencies

flutter, flutter_svg, http, path_parsing, vector_graphics, vector_graphics_compiler, xml

More

Packages that depend on svg_animate