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:
- DiamondTransition — a sweeping grid of diamond cells.
- CircleTransition — a circular iris reveal from CircleTransition.origin.
- WipeTransition — a straight feathered edge in a SweepDirection.
- ClockTransition — a radial sweep, optionally multi-sector.
- PolygonTransition — a regular-polygon iris.
- DissolveTransition — a noise-grain dissolve.
- FadeShaderTransition — a uniform cross-fade.
- BarsTransition — a venetian-blind reveal.
Every transition shares duration, an optional cover, and an invert flag. Pass one to ShaderPageRoute, ShaderTransitions factories, ShaderTransitionBuilders.create, ShaderPageTransitionsBuilder, or ShaderTransitionSwitcher.
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.
constfactory
- ShaderTransition.circle({Alignment origin, double feather, Duration duration, TransitionCover? cover, bool invert})
-
A circular iris reveal. Same parameters and defaults as
CircleTransition.new.
constfactory
- 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.
constfactory
- 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.
constfactory
- ShaderTransition.dissolve({double grain, Duration duration, TransitionCover? cover, bool invert})
-
A noise-grain dissolve. Same parameters and defaults as
DissolveTransition.new.
constfactory
- ShaderTransition.fade({Duration duration, TransitionCover? cover, bool invert})
-
A uniform cross-fade. Same parameters and defaults as
FadeShaderTransition.new.
constfactory
- 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.
constfactory
- 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.
constfactory
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
.fragbasename) 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