hyper_effects

Creator: coderz1093

Last updated:

Add to Cart

Description:

hyper effects

Hyper Effects #

Hyper Effects is a Flutter package
inspired from SwiftUI's syntax to create beautiful effects in Flutter. With just a few lines of code after your
widget, you can add any number of effects and transitions with ease.
Demo: hyper-effects-demo.web.app
Features #

📏 Compact Syntax: Write a single line of code for a whole suite of complex effects.
🔁 Animate Everything: No animation controllers or tweening needed. Animate any widget with a line of code.
🔁 Scroll Transitions: Control how your widgets look based on their position in a scroll view.
🔁 Pointer transitions: No gesture detectors or state management required. Control how your widgets look based on
pointer events.
🚀 Easy Integration: Missing an effect? The API is designed to be simple and easy to extend.

Examples #





Scroll Transition




Scroll Wheel




Scroll Blur




Shake






Windows Hover Effect




Scroll Color Filter




Spring Animation




Animation Chain








Rolling Text 2






Rolling Text 3






Rolling Text 4



Getting started #
Installation #
Add this package to your dependencies in your pubspec.yaml file:
dependencies:
hyper_effects: <latest_version>
copied to clipboard
or run following command in your project directory:
flutter pub add hyper_effects
copied to clipboard
Usage #
For any widget you have, you can append any number of effects and transitions to it using the extensions like so:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
).opacity(myCondition ? 0 : 1);
}
copied to clipboard
However, this will not animate the effect. This will only wrap the widget with the specific effect and use the value
provided.
List of Effects #



Effect Name
Description




Opacity
Changes the opacity of a widget.


Blur
Applies a blur effect to a widget.


Scale
Scales a widget.


TranslateX
Translates a widget along the X-axis.


TranslateY
Translates a widget along the Y-axis.


TranslateXY
Translates a widget along both the X and Y axes.


Rotate
Rotates a widget.


RotateX
Rotates a widget around the X-axis.


RotateY
Rotates a widget around the Y-axis.


RotateZ
Rotates a widget around the Z-axis.


SkewX
Skews a widget along the X-axis.


SkewY
Skews a widget along the Y-axis.


SkewXY
Skews a widget along both the X and Y axes.


ColorFilter
Applies a color filter to a widget.


Transform
Applies a transformation before painting the widget.


ClipRect
Clips its child using a rectangle.


ClipRRect
Clips its child using a rounded rectangle.


RollingText
Creates a rolling animation from one text to another.


Shake
Applies a shake effect to a widget.


Align
Changes the alignment of a widget.



For details about each effect, please visit the source code of the effect.
Link: hyper_effects/lib/src/effects
Animations #
To animate the effects, you need to call the animate method on the widget like so:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
)
.opacity(myCondition ? 0 : 1)
.animate(trigger: myCondition);
}
copied to clipboard
trigger is a parameter of type Object. It's inspired from SwiftUI's value parameter on its animation modifier.
Whenever the value of trigger changes, the effect will animate to the new value. In this case, myCondition is the
trigger value. You can use any object as a trigger value, but you will likely want to use the same object that you use
to control the condition of the effect as it is the point in which the effect should animate.
In simpler words, trigger takes any object. When the value of the object changes to anything else, the effect will
animate to the new value. The animation will never play if the value of the trigger is the same as the previous value.

Note: If you want the animation to trigger immediately when the widget is built and then allow it to be triggered
again later, you can use the startImmediately parameter in the animate method. This will start the animation
immediately without waiting for an initial change in the trigger object. Subsequent changes in the trigger object
will still trigger the animation as normal.

HyperEffects takes heavy inspiration from SwiftUI in that it attempts to provide Apple-like default values for
everything, that means that by default, animations are of 350ms duration and use Apple's custom easeInOut curve. The
result is a very smooth and natural feeling animation that is very reminiscent of Apple's style.
Despite having really nice default values, the API of course allows you to customize the animation to your liking. You
can do so by your own duration and curve.
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
)
.opacity(myCondition ? 0 : 1)
.animate(
trigger: myCondition,
duration: const Duration(milliseconds: 200),
curve: Curves.easeOutQuart,
startImmediately: true,
);
}
copied to clipboard
You can combine and chain any number of effects like so:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
)
.opacity(myCondition ? 0 : 1)
.blur(myCondition ? 10 : 0)
.scale(myCondition ? 0.5 : 1)
.translateX(myCondition ? 100 : 0)
.animate(trigger: myCondition);
}
copied to clipboard
Since these are convenient extensions, you can use the effects as Widgets using the apply method like so:
@override
Widget build(BuildContext context) {
return OpacityEffect(
opacity: myCondition ? 0 : 1,
).apply(
context,
BlurEffect(
blur: myCondition ? 10 : 0,
).apply(
context,
ScaleEffect(
scale: myCondition ? 0.5 : 1,
).apply(
context,
TranslateEffect(
offset: Offset(myCondition ? 100 : 0, 0),
).apply(
context,
Container(
color: Colors.blue,
),
),
),
),
);
}
copied to clipboard
Properties

trigger: The value used to trigger the animation. As long as the value of trigger is the same, the animation will not
be triggered again.
duration: The duration of the animation.
curve: The curve of the animation.
onEnd: A callback that is called when the animation ends.
repeat: Determines how many times the animation should be repeated.
reverse: A boolean property that determines whether the animation should be reversed after each repetition.
delay: A delay before the animation starts.
playIf: A callback that returns whether the animation should be played or skipped. If the callback returns false, the
animation will be skipped, even when it is explicitly triggered.
startImmediately: A boolean property that determines whether the animation should start immediately without waiting for
an initial change in the trigger object.

One Shot Animations #
If you want to trigger an animation immediately, you can use the oneShot function which triggers a chain of effects
immediately without a trigger parameter.
This function is useful when you want to start an animation as soon as the widget is built, without waiting for a
specific trigger to change. The animation will never play again after it ends.
Here's an example of how to use the oneShot function:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
).slideInFromBottom()
.oneShot(
// All the normal parameters inside of .animate() but without the trigger parameter.
);
}
copied to clipboard
Animate After Animations #
The animateAfter function triggers the animation after the last animation in the chain ends.
It's useful when you want to create a sequence of animations where one animation starts after the previous one ends.
Here's an example of how to use the animateAfter function:
@override
Widget build(BuildContext context) {
return Center(
child: GestureDetector(
onTap: () {
setState(() {
trigger = !trigger;
});
},
child: Image.asset('assets/pin_ball_256x.png', width: 150, height: 150)
.shake()
.oneShot(
delay: const Duration(seconds: 1),
repeat: -1,
playIf: () => !trigger,
)
.translateY(300, from: 0)
.animate(
trigger: trigger,
curve: Curves.easeOutQuart,
duration: const Duration(milliseconds: 2000),
playIf: () => trigger,
)
.slideOut(const Offset(0, -300))
.animateAfter(
curve: Curves.elasticOut,
duration: const Duration(milliseconds: 450),
onEnd: () => setState(() => trigger = false),
)
.resetAll(),
),
);
}
copied to clipboard
See this example in action in the demo app: hyper-effects-demo.web.app
Reset Animations #
Using resetAll at the end of the chain of animations will reset all the effects in the chain to their original values.
When the animation is triggered again, all the effects will animate from their original values to the new values.
Delayed Animations #
The delay parameter is used in the animate, animateAfter and oneShot methods. This parameter allows you to
specify a delay
before the animation starts.
The delay is specified as a Duration. Here's an example of how to use the delay parameter:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
)
.opacity(myCondition ? 0 : 1)
.animate(
trigger: myCondition,
delay: const Duration(seconds: 1), // 1 second delay before the animation starts after the trigger changes.
);
}
copied to clipboard
In this example, the opacity animation will start 1 second after the myCondition trigger changes.
Repeat Animations #
The repeat parameter is used in the animate, animateAfter, and oneShot functions.
This parameter allows you to specify how many times the animation will be repeated.
The repeat parameter is an integer, where 0 (default) means the animation will only play once and not repeat.
Any positive integer specifies the number of times the animation will repeat.
If the repeat parameter is set to -1, the animation will repeat indefinitely.
Here's an example of how to use the repeat parameter:
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
)
.opacity(myCondition ? 0 : 1)
.animate(
trigger: myCondition,
repeat: 3, // The animation will repeat 3 times
);
}
copied to clipboard
Note that if the reverse parameter is set to true, the repetition counter will count for each animation direction.
For example, if the repeat parameter is set to 3 and the reverse parameter is set to true, the animation will
play only 3 times, one of which is the reverse animation.
forwards -> backwards -> forwards -> done.
Rolling Text #
The Rolling Text feature in Hyper Effects allows you to create a rolling animation from one text to another. Each
character rolls individually to form the new text. This feature provides a visually appealing way to transition between
different text states in your application.
Usage
To use the Rolling Text feature, you can use the roll extension on any Text widget. Here's an example:
@override
Widget build(BuildContext context) {
return Text('Hello').roll('World');
}
copied to clipboard
In this example, the text will roll from 'Hello' to 'World'. Each character in 'Hello' will roll until it changes to the
corresponding character in 'World'.
Customization
The Rolling Text feature provides several options for customization:

padding: This option allows you to set the internal padding between the row of symbol tapes and the clipping mask.
tapeStrategy: This option determines the string of characters to create and roll through for each character index
between the old and new text.
tapeCurve: This option determines the curve each roll of symbol tape uses to slide up and down through its characters.
tapeSlideDirection: This option determines the direction each roll of symbol tape slides through its characters.
staggerTapes: This option determines whether the tapes should be staggered or not.
staggerSoftness: This option determines how harsh the stagger effect is.
reverseStaggerDirection: This option determines whether the stagger effect should be reversed or not.

Here's an example of how to use these options:
@override
Widget build(BuildContext context) {
return Text('Hello').roll(
'World',
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
tapeStrategy: TapeStrategy.random,
tapeCurve: Curves.easeInOutQuart,
tapeSlideDirection: TapeSlideDirection.down,
staggerTapes: true,
staggerSoftness: 0.5,
reverseStaggerDirection: true,
);
}
copied to clipboard
To trigger the rolling text effect, you need to call the animate or oneShot functions as normal:
@override
Widget build(BuildContext context) {
return Text('Hello').roll('World').animate(trigger: myTrigger);
}
copied to clipboard
When myTrigger changes, the text will roll from 'Hello' to 'World' or vice versa.
The animate method also accepts duration and curve parameters that allow you to customize the animation's duration
and easing curve.
Please note that if you specify a curve that goes outside the bounds of 0 and 1 like Curves.elasticIn/Out or
Curves.easeIn/OutBack, the UI will crash with a warning that the width cannot be negative. To resolve this,
simply specify a custom curve for the width. You can do so like this:
@override
Widget build(BuildContext context) {
return Text('Hello').roll('World').animate(
trigger: myTrigger,
curve: Curves.easeInOutQuart,
duration: const Duration(milliseconds: 500),
widthCurve: Curves.easeInOutQuart,
);
}
copied to clipboard
Transitions #
Transitions are a special type of effect that allows you to control how your widgets look based on some continuous
value. For example, you can control the opacity of a widget based on its position in a scroll view or based on the
pointer position.
Transitions use a builder pattern to provide you with an event property that gives you active information about the
state of a transition for your widget. You can use this information to control how your widget looks, and it will
animate automatically based on the effects you use inside.
Scroll Transitions
Scroll transitions are transitions that are based on the position of a widget in a scroll view. You can use the
scrollTransition extension on any widget to add a scroll transition to it.
@override
Widget build(BuildContext context) {
return ListView.builder(
itemBuilder: (context, index) {
return Container(
width: 350,
height: 100,
margin: const EdgeInsets.symmetric(horizontal: 16, vertical: 8),
alignment: Alignment.center,
decoration: BoxDecoration(
color: randomColor(index),
borderRadius: BorderRadius.circular(16),
),
child: Text(
'Item $index',
style: const TextStyle(
fontSize: 24,
color: Colors.white,
),
),
).scrollTransition(
(context, widget, event) => widget
.blur(
switch (event.phase) {
ScrollPhase.identity => 0,
ScrollPhase.topLeading => 10,
ScrollPhase.bottomTrailing => 10,
},
)
.scale(
switch (event.phase) {
ScrollPhase.identity => 1,
ScrollPhase.topLeading => 0.9,
ScrollPhase.bottomTrailing => 0.9,
},
),
);
},
);
}
copied to clipboard
In a scroll transition, the phase is a ScrollPhase enum that determines the view-state of a widget in a scroll view.

ScrollPhase.identity is when the widget is fully viewable in the scroll view.
ScrollPhase.topLeading is when the widget is partially viewable from the top/left, IE: It's leaving the top or left
of the scroll view.
ScrollPhase.bottomTrailing is when the widget is partially viewable from the bottom/right, IE: It's leaving the
bottom or right of the scroll view.

In addition to the ScrollPhase, the event also provides screenOffsetFraction which is a double value between -1, 0
and 1 that represents the progress the scroll view is moving away from the center of the scroll view.

If the widget is near the center of the scroll view, the value tends towards 0.
As the widget moves towards the ceiling of the scroll view, the value tends towards 1. It clamps to 1 when the item is
fully out of the scroll view.
As the item moves towards the floor of the scroll view, the value tends towards -1. It clamps to -1 when the item is
fully out of the scroll view.

Caution
Be careful when using screenOffsetFraction as it can be a bit tricky to use. The way transitions work
internally is that they lerp to and from a specific internal value. That value for scroll transitions is the
ScrollPhase.
With that in mind, despite the fact that you can use phase to animte your widgets easily with the extensions, for
other properties likescreenOffsetFraction, you will need to use the manual Effects API to animate them.
@override
Widget build(BuildContext context) {
return ListView.builder(
itemBuilder: (context, index) {
return Container(
width: 350,
height: 100,
margin: const EdgeInsets.symmetric(horizontal: 16, vertical: 8),
alignment: Alignment.center,
decoration: BoxDecoration(
color: randomColor(index),
borderRadius: BorderRadius.circular(16),
),
child: Text(
'Item $index',
style: const TextStyle(
fontSize: 24,
color: Colors.white,
),
),
).scrollTransition((context, widget, event) => TransformEffect(
rotateX: -90 * event.screenOffsetFraction * pi / 180,
translateY: (event.screenOffsetFraction * -1) * 200,
translateZ: event.screenOffsetFraction.abs() * 100,
scaleX: 1 - (event.screenOffsetFraction.abs() / 2),
depth: 0.002,
).apply(context, widget));
},
);
}
copied to clipboard
When using the manual Effects API directly, you can use any parameter and manipulate their values as much as you like in the above example, whereas with the convenient extensions API, you may be limited to using the internally
animated value. In scroll transitions, the internally animated value is the phase property.
Pointer Transitions
Pointer transitions are transitions that provide events based on the pointer's position either locally or globally
depending on configuration. This transition has many configurable parameters that allow you to control how the
transition should output its values in its builder.
@override
Widget build(BuildContext context) {
return Container(
decoration: const BoxDecoration(
color: Colors.blue,
),
).pointerTransition(
(context, child, event) => child.translateXY(
event.valueOffset.dx / 2,
event.valueOffset.dy / 2,
fractional: true,
),
);
}
copied to clipboard
In the above example, the container will move half the distance of the pointer's movement in the x and y axis. The
fractional parameter is set to true, which means that the widget will move by multiplying its size by the value
provided. If fractional is set to false, the widget will move by the value provided directly in pixels.
value is a double parameter that represents the distance of the pointer device from the origin.
A value of zero is when the pointer device is at the origin.
A value of 1 or -1 is when the pointer device is at the farthest point from the origin.
This value is the average of the valueOffset's x and y values.
valueOffset is an Offset parameter very similar to value but provides more information about the individual x and
y axes. It's The distance of the pointer device from the origin as an offset.
A value offset of (0, 0) is when the pointer device is at the origin.
A value offset of (1, 1) is when the pointer device is at the farthest point from the origin.
isInsideBounds is a boolean parameter that decides whether the pointer is inside the bounds of the widget or not.
position is the raw position of the pointer. It's the position of the pointer device from the top left corner of the
target. The target depends on the configurations below.
Pointer Transition Properties
When using the pointer transition, you can provide multiple parameters to control its behavior, which is reflected back
in the event provided to the builder.
Widget pointerTransition(
PointerTransitionBuilder builder, {
Alignment origin = Alignment.center,
bool useGlobalPointer = false,
bool transitionBetweenBounds = true,
bool resetOnExitBounds = true,
Curve curve = appleEaseInOut,
Duration duration = const Duration(milliseconds: 125),
}) {
return PointerTransition(
builder: builder,
origin: origin,
useGlobalPointer: useGlobalPointer,
transitionBetweenBounds: transitionBetweenBounds,
resetOnExitBounds: resetOnExitBounds,
curve: curve,
duration: duration,
child: this,
);
}
copied to clipboard
origin is an Alignment parameter that determines the origin to transform the pointer position around.

If the origin is set to Alignment.center, as the pointer moves away from the center of the screen,
the value will increase.
If the origin is set to Alignment.topLeft, as the pointer moves away from the top left corner of the screen,
the value will increase.

useGlobalPointer is a boolean parameter that determines whether the pointer position should be calculated globally
or locally. If set to true, the pointer position will be calculated from the top left corner of the screen. If set to
false, the pointer position will be calculated from the top left corner of the widget.
transitionBetweenBounds is a boolean parameter that determines whether the transition should animate between the
bounds of the widget or not. If set to true, the transition will trigger the internal animation to reset when the
pointer moves in and out of the bounds of the widget. If set to false, the transition will snap instantly to
the new values when the pointer moves in and out of the bounds of the widget.
resetOnExitBounds is a boolean parameter that determines whether this transition should reset the position of the
child back to a value of zero when the pointer device is outside the bounds of the widget. transitionBetweenBounds
decides whether the transition should animate or not.
curve is a Curve parameter that determines the curve of the internal when transitioning between bounds animation.
duration is a Duration parameter that determines the duration of the internal when transitioning between bounds.
Caution
Like the scroll transition, be careful when using value and valueOffset as it can be a bit tricky to use. The
pointer transition internally uses the value property to internally lerp between values. This means that if you use
other properties and expect them to transition perfectly, you may get unexpected results sometimes.
Demo: hyper-effects-demo.web.app #
Contributing #
You are welcome to contribute on this package. See CONTRIBUTING.md for details.
Authors #


Birju Vachhani
Saad Ardati


Feel free to join our Discord server for any inquiries or support: https://discord.gg/yrahEhCqTJ
License #
BSD 3-Clause License

Copyright (c) 2023, Hyperdesigned

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.

2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.

3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

copied to clipboard

License

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

Customer Reviews

There are no reviews.