A linear interpolation between a beginning and ending value.

Tween is useful if you want to interpolate across a range.

To use a Tween object with an animation, call the Tween object's animate() method and pass it the Animation object that you want to modify.

You can chain Tween objects together using the chain() method, so that a single Animation object is configured by multiple Tween objects called in succession. This is different than calling the animate() method twice, which results in two Animation separate objects, each configured with a single Tween.

Inheritance

Constructors

Tween({T begin, T end })

Creates a tween.

Properties

begin → T

The value this variable has at the beginning of the animation.

read / write
end → T

The value this variable has at the end of the animation.

read / write
hashCode int

Get a hash code for this object.

read-only, inherited
runtimeType Type

A representation of the runtime type of the object.

read-only, inherited

Operators

operator ==(other) bool

The equality operator.

inherited

Methods

evaluate(Animation<double> animation) → T

Returns the interpolated value for the current value of the given animation.

lerp(double t) → T

Returns the value this variable has at the given animation clock value.

toString() String

Returns a string representation of this object.

animate(Animation<double> parent) Animation<T>

Returns a new Animation that is driven by the given animation but that takes on values determined by this object.

inherited
chain(Animatable<double> parent) Animatable<T>

Returns a new Animatable whose value is determined by first evaluating the given parent and then evaluating this object.

inherited
noSuchMethod(Invocation invocation) → dynamic

Invoked when a non-existent method or property is accessed.

inherited