ShaderTransition class sealed

A shader-backed screen transition.

Create one with a named constructor — ShaderTransition.diamond(), .circle(), .wipe(), .clock(), .polygon(), .dissolve(), .fade(), or .bars():

ShaderPageRoute(
  page: const NextPage(),
  transition: const ShaderTransition.circle(origin: Alignment.bottomRight),
)

Each one returns the matching concrete subtype of this sealed hierarchy, which you can also construct directly:

Every transition shares duration, an optional cover, and an invert flag. Pass one to ShaderPageRoute, ShaderTransitions factories, ShaderTransitionBuilders.create, ShaderPageTransitionsBuilder, or ShaderTransitionSwitcher.

Implementers

Constructors

ShaderTransition.bars({int count, double softness, SweepDirection direction, Duration duration, TransitionCover? cover, bool invert})
A venetian-blind reveal. Same parameters and defaults as BarsTransition.new.
const
factory
ShaderTransition.circle({Alignment origin, double feather, Duration duration, TransitionCover? cover, bool invert})
A circular iris reveal. Same parameters and defaults as CircleTransition.new.
const
factory
ShaderTransition.clock({Alignment origin, int sectors, double rotation, double feather, Duration duration, TransitionCover? cover, bool invert})
A radial clock-hand sweep. Same parameters and defaults as ClockTransition.new.
const
factory
ShaderTransition.diamond({double cellSize, double feather, SweepDirection direction, Duration duration, TransitionCover? cover, bool invert})
A sweeping grid of diamond cells. Same parameters and defaults as DiamondTransition.new.
const
factory
ShaderTransition.dissolve({double grain, Duration duration, TransitionCover? cover, bool invert})
A noise-grain dissolve. Same parameters and defaults as DissolveTransition.new.
const
factory
ShaderTransition.fade({Duration duration, TransitionCover? cover, bool invert})
A uniform cross-fade. Same parameters and defaults as FadeShaderTransition.new.
const
factory
ShaderTransition.polygon({Alignment origin, int sides, double feather, double rotation, Duration duration, TransitionCover? cover, bool invert})
A regular-polygon iris. Same parameters and defaults as PolygonTransition.new.
const
factory
ShaderTransition.wipe({double softness, SweepDirection direction, double rotation, Duration duration, TransitionCover? cover, bool invert})
A straight feathered edge. Same parameters and defaults as WipeTransition.new.
const
factory

Properties

cover → TransitionCover?
Optional flat-color cover for a cinematic fade-through transition. null (default) lets the outgoing page show through — a classic mask reveal.
final
duration → Duration
Total animation time, used unchanged for both push and pop.
final
hashCode → int
The hash code for this object.
no setterinherited
invert → bool
Reverses the reveal direction of the effect. For CircleTransition this turns the expanding iris into a contracting one; for directional transitions it flips which side reveals first.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
shaderKey → String
The ShaderRegistry key (and .frag basename) backing this transition.
no setter

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited