动画正常运行 但控制台有一堆输出信息,请老师帮忙看下!

来源:7-6 动画Animation开发指南-AnimatedWidget与AnimatedBuilder-1【跟着做】

月风

2019-07-09

源代码如下

import 'package:flutter/material.dart';
class Animated extends StatefulWidget {
  @override
  AppState createState()=> AppState();
}
class AppState extends State<Animated> with SingleTickerProviderStateMixin{
  Animation<double> animation;
  AnimationController controller;
  AnimationStatus animationStatus;
  double animationValue;
  @override
    void initState() {
      super.initState();
      controller =AnimationController(vsync: this,duration: Duration(seconds: 2));
      animation =Tween<double>(begin: 0,end: 300).animate(controller)
      ..addListener((){
        //动画监听
        setState(() {
           animationValue=  animation.value;    
        });
      })
      ..addStatusListener((AnimationStatus state){
        //state监听
        setState(() {
           animationStatus=  state;    
        });
      });
    }
  @override
    void dispose() {
      controller.dispose();
      super.dispose();
      
    }
  @override
    Widget build(BuildContext context) {
      return Container(
        child: Column(
          children: <Widget>[
            GestureDetector(
              onTap: (){
                controller.reset();
                controller.forward();
              },
              child: Text('data'),
            ),
           
            Container(
              height: animation.value,
              width: animation.value,
              child: FlutterLogo(),
            )
          ],
        ),
      );
    }
}

输出信息如下


D/skia    ( 5363): Errors:
D/skia    ( 5363): ERROR: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supported
D/skia    ( 5363): ERROR: 0:5: 'inout' : syntax error
D/skia    ( 5363):
D/skia    ( 5363): GLSL compilation error
D/skia    ( 5363): ----------------------
D/skia    ( 5363): GLSL:
D/skia    ( 5363):    1 #version 300 es
D/skia    ( 5363):    2
D/skia    ( 5363):    3 #extension GL_EXT_shader_framebuffer_fetch : require
D/skia    ( 5363):    4 precision mediump float;
D/skia    ( 5363):    5 inout mediump vec4 sk_FragColor;
D/skia    ( 5363):    6 uniform mediump vec4 uleftBorderColor_Stage1_c0;
D/skia    ( 5363):    7 uniform mediump vec4 urightBorderColor_Stage1_c0;
D/skia    ( 5363):    8 uniform sampler2D uTextureSampler_0_Stage1;
D/skia    ( 5363):    9 in mediump vec4 vQuadEdge_Stage0;
D/skia    ( 5363):   10 in mediump vec4 vinColor_Stage0;
D/skia    ( 5363):   11 in highp vec2 vTransformedCoords_0_Stage0;
D/skia    ( 5363):   12 void main() {
D/skia    ( 5363):   13     mediump vec4 outputCoverage_Stage0;
D/skia    ( 5363):   14     {
D/skia    ( 5363):   15         mediump float edgeAlpha;
D/skia    ( 5363):   16         mediump vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
D/skia    ( 5363):   17         mediump vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy);
D/skia    ( 5363):   18         if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
D/skia    ( 5363):   19             edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
D/skia    ( 5363):   20         } else {
D/skia    ( 5363):   21             mediump vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
D/skia    ( 5363):   22             edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
D/skia    ( 5363):   23             edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
D/skia    ( 5363):   24         }
D/skia    ( 5363):   25         outputCoverage_Stage0 = vec4(edgeAlpha);
D/skia    ( 5363):   26     }
D/skia    ( 5363):   27     mediump vec4 output_Stage1;
D/skia    ( 5363):   28     {
D/skia    ( 5363):   29         mediump vec4 _child0;
D/skia    ( 5363):   30         {
D/skia    ( 5363):   31             mediump vec4 _child1_c0;
D/skia    ( 5363):   32             {
D/skia    ( 5363):   33                 mediump float t = vTransformedCoords_0_Stage0.x + 1.0000000000000001e-05;
D/skia    ( 5363):   34                 _child1_c0 = vec4(t, 1.0, 0.0, 0.0);
D/skia    ( 5363):   35             }
D/skia    ( 5363):   36             mediump vec4 t = _child1_c0;
D/skia    ( 5363):   37             if (t.x < 0.0) {
D/skia    ( 5363):   38                 _child0 = uleftBorderColor_Stage1_c0;
D/skia    ( 5363):   39             } else if (t.x > 1.0) {
D/skia    ( 5363):   40                 _child0 = urightBorderColor_Stage1_c0;
D/skia    ( 5363):   41             } else {
D/skia    ( 5363):   42                 mediump vec4 _child0_c0;
D/skia    ( 5363):   43                 mediump vec4 _childInput_c0_c1 = t;
D/skia    ( 5363):   44                 {
D/skia    ( 5363):   45                     mediump vec2 coord = vec2(_childInput_c0_c1.x, 0.5);
D/skia    ( 5363):   46                     _child0_c0 = texture(uTextureSampler_0_Stage1, coord).xyzw;
D/skia    ( 5363):   47                 }
D/skia    ( 5363):   48                 _child0 = _child0_c0;
D/skia    ( 5363):   49             }
D/skia    ( 5363):   50             {
D/skia    ( 5363):   51                 _child0.xyz *= _child0.w;
D/skia    ( 5363):   52             }
D/skia    ( 5363):   53         }
D/skia    ( 5363):   54         output_Stage1 = _child0;
D/skia    ( 5363):   55     }
D/skia    ( 5363):   56     {
D/skia    ( 5363):   57         mediump vec4 _dstColor = sk_FragColor;
D/skia    ( 5363):   58         sk_FragColor.w = output_Stage1.w + (1.0 - output_Stage1.w) * _dstColor.w;
D/skia    ( 5363):   59         sk_FragColor.xyz = ((1.0 - output_Stage1.w) * _dstColor.xyz + (1.0 - _dstColor.w) * output_Stage1.xyz) + output_Stage1.xyz * _dstColor.xyz;
D/skia    ( 5363):   60         sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
D/skia    ( 5363):   61     }
D/skia    ( 5363):   62 }
D/skia    ( 5363):   63
写回答

1回答

CrazyCodeBoy

2019-07-11

Flutter的log信息,不影响,可忽略

0
0

Flutter从入门到进阶 实战携程网App 一网打尽核心技术

解锁Flutter开发新姿势,,系统掌握Flutter开发核心技术。

4788 学习 · 3270 问题

查看课程