Skip to content
This repository was archived by the owner on Feb 2, 2021. It is now read-only.
Max Narvaez edited this page Jan 18, 2020 · 5 revisions

pub package

Creating an AnimationSender

An AnimationSender is constructed with two arguments:

  • host: The IP address of the server (as a string)
  • port: The port that the client should connect to (as an integer)
var sender = AnimationSender("10.0.0.254", 5);

Starting the AnimationSender

An AnimationSender is started by calling the start() method on the instance.

await sender.start();    // Note that this requires your 
                         // method to have the async keyword

Stopping the AnimationSender

To stop the AnimationSender, call its end() method.

sender.end();

Sending Data

An animation can be sent to the server by creating an AnimationData instance, then calling sendAnimation with the instance as the argument.

var cc = ColorContainer()
  ..addColor(0xFF)
  ..addColor(0xFF00);

var data = AnimationData()
  ..addColor(cc);

sender.sendAnimation(data);

AnimationData type notes

The Dart library uses the following values for animation, continuous and direction:

  • animation: Animation.COLOR, Animation.ALTERNATE, Animation.RIPPLE, etc.
  • continuous: null, true, false
  • direction: Direction.FORWARD, Direction.BACKWARD

Receiving Data

Received animations are saved to running_animations, which is a RunningAnimationMap (which is a thread-safe map).

To retrieve an animation, use

var anim = await sender.running_animations.get(ID);

where ID is the string ID of the animation.

To get a list of all animation IDs, use

var ids = await sender.running_animations.ids();

Currently, animations are not removed when an ENDANIMATION signal is received. This will be added in a future update.

Clone this wiki locally