تضمين أصول Rive ووحدات التحكم
حمّل ملفات .riv وتحكّم في التشغيل عبر لوحات Rive الفنية ووحدات تحكم الرسوم المتحركة
تضمين أصول Rive ووحدات التحكم درس مجاني في Flutter Mobile Development على CoddyKit. هذا هو الدرس 1 من أصل 4. يمكنك قراءة الدرس كاملاً أدناه مجاناً — ثم تمرن عليه مباشرة في المتصفح باستخدام محرر أكواد مدمج ومدرس ذكاء اصطناعي متاح 24/7. هذا الدرس جزء من مسار التعلم في Flutter Mobile Development، وتقدمك يتزامن عبر الويب وتطبيق CoddyKit. تتضمن دورة Flutter Mobile Development 4 دروس في المجموع.
بعض أجزاء هذا الدرس لم تُترجم بعد وتظهر باللغة الإنجليزية.
What Rive Brings to Flutter
Rive is a real-time interactive design tool. Its runtime exports a compact binary file with the .riv extension that contains vector art, bones, timelines, and state machines.
- The
riveDart package renders these files natively on the GPU, so animations stay crisp at any resolution. - Unlike Lottie, Rive can run state machines driven by runtime inputs, making animations interactive rather than just playback-only.
In this lesson you will load a .riv asset, pick an artboard, and drive playback with an animation controller.
Adding the Dependency and Asset
First declare the package in pubspec.yaml and register the binary file under assets so Flutter bundles it.
- The version constraint targets Rive 0.13.x, which exposes the
RiveAnimationwidget and the controller APIs used below. - The asset path is relative to the project root; any file inside a declared folder is included.
dependencies:
flutter:
sdk: flutter
rive: ^0.13.1
flutter:
assets:
- assets/rive/vehicles.rivThe Simplest Embed
The fastest way to render a .riv file is the RiveAnimation.asset constructor. It loads, decodes, and plays the file's default animation automatically.
fitcontrols how the artboard scales inside the widget bounds, just likeBoxFitfor images.- This convenience widget is great for fire-and-forget visuals but gives you no handle to control playback.
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
class SplashLogo extends StatelessWidget {
const SplashLogo({super.key});
@override
Widget build(BuildContext context) {
return const RiveAnimation.asset(
'assets/rive/vehicles.riv',
fit: BoxFit.contain,
);
}
}Artboards: The Drawing Surface
A single .riv file can contain multiple artboards — independent canvases, each with its own art and animations. Think of them as separate scenes packed in one file.
- If you omit the name, Rive uses the file's default artboard.
- Pass
artboard:toRiveAnimation.assetto select a specific one by name.
Choosing the right artboard matters when a designer ships a shared library file with many components.
RiveAnimation.asset(
'assets/rive/vehicles.riv',
artboard: 'Truck',
fit: BoxFit.cover,
)Why You Need a Controller
To start, stop, or switch animations at runtime you must attach a controller. Rive offers two main kinds:
SimpleAnimation— plays one named timeline; toggle itsisActiveflag to pause/resume.StateMachineController— drives a state machine through typed inputs (booleans, numbers, triggers).
You create the controller in initState, pass it to the widget via the controllers: list, and dispose it when the widget is torn down.
Driving a SimpleAnimation
A SimpleAnimation targets one timeline by name. Setting isActive = false pauses it; setting it back to true resumes from where it stopped.
- Always keep the controller in a field so you can mutate it later.
- Pass it inside the
controllerslist; the widget wires it to the loaded artboard for you.
class DrivingCar extends StatefulWidget {
const DrivingCar({super.key});
@override
State<DrivingCar> createState() => _DrivingCarState();
}
class _DrivingCarState extends State<DrivingCar> {
late final SimpleAnimation _controller =
SimpleAnimation('idle', autoplay: true);
void _toggle() => _controller.isActive = !_controller.isActive;
@override
Widget build(BuildContext context) {
return GestureDetector(
onTap: _toggle,
child: RiveAnimation.asset(
'assets/rive/vehicles.riv',
controllers: [_controller],
),
);
}
}State Machines and Inputs
State machines are where Rive shines. A StateMachineController exposes named inputs that you read off the controller after attaching it:
findInput<bool>('Hover')returns anSMIBoolyou flip with.value.findInput<double>('Speed')returns anSMINumber.findSMI('Tap')asSMITriggerfires a one-shot transition via.fire().
The factory StateMachineController.fromArtboard binds to a named state machine inside the artboard.
StateMachineController? _machine;
SMIBool? _pressed;
void _onRiveInit(Artboard artboard) {
final controller = StateMachineController.fromArtboard(
artboard,
'ButtonMachine',
);
if (controller != null) {
artboard.addController(controller);
_machine = controller;
_pressed = controller.findSMI('Pressed') as SMIBool?;
}
}Wiring the onInit Callback
When you need access to the Artboard instance — for example to attach a state machine — use the onInit callback of RiveAnimation.asset.
onInitfires once after the file is decoded and the artboard is ready.- This is the correct place to build a
StateMachineController, since the artboard does not exist before load completes.
RiveAnimation.asset(
'assets/rive/vehicles.riv',
artboard: 'Button',
stateMachines: const ['ButtonMachine'],
onInit: _onRiveInit,
)Loading the File Manually
For full control — caching, preloading, or rendering with a custom Rive widget — decode the file yourself with RiveFile.asset and pull the artboard from mainArtboard.
RiveFile.initialize()must run once before manual decoding (the widget constructors handle this for you).artboard.instance()gives you an isolated copy so two widgets can animate independently.
Future<Artboard> loadTruck() async {
await RiveFile.initialize();
final file = await RiveFile.asset('assets/rive/vehicles.riv');
final artboard = file.mainArtboard.instance();
final controller = SimpleAnimation('drive');
artboard.addController(controller);
return artboard;
}Always Dispose Controllers
Controllers hold references to the artboard and keep advancing the animation clock. Leaking them wastes frames and memory.
- Dispose every controller you created in
State.dispose(). - For state machines, also clear input references so they can be garbage collected.
The Rive widget removes controllers it owns automatically, but controllers you attach manually with addController are your responsibility.
@override
void dispose() {
_controller.dispose();
_machine?.dispose();
super.dispose();
}A Pure-Dart Playback Model
The Flutter widgets need a GPU and a host app, so they cannot run on a plain console. The logic of a simple animation controller, however, is just Dart and is easy to model and test in isolation.
Below is a tiny standalone simulation of how a SimpleAnimation's isActive flag gates time advancement — runnable on any Dart judge.
class FakeSimpleAnimation {
FakeSimpleAnimation(this.name, {this.isActive = true});
final String name;
bool isActive;
double _time = 0;
void advance(double dt) {
if (isActive) _time += dt;
}
double get time => _time;
}
void main() {
final anim = FakeSimpleAnimation('idle');
anim.advance(0.5);
anim.isActive = false;
anim.advance(0.5); // ignored while paused
anim.isActive = true;
anim.advance(0.25);
print('Elapsed: ${anim.time}s');
}Quick Check
You need to flip a boolean input on a Rive state machine when the user taps a button. Which approach is correct?
Recap
You can now embed and drive Rive in Flutter:
- Add
rivetopubspec.yamland register the.rivasset. RiveAnimation.assetrenders quickly; select a canvas withartboard:.- Attach a controller to control playback:
SimpleAnimationfor a single timeline,StateMachineControllerfor interactive inputs (SMIBool,SMINumber,SMITrigger). - Use
onInitto reach theArtboard, or load manually withRiveFile.assetfor full control. - Always dispose controllers you create to avoid leaks.
الأسئلة الشائعة
هل درس «تضمين أصول Rive ووحدات التحكم» مجاني؟
نعم — نص درس «تضمين أصول Rive ووحدات التحكم» كامل متاح مجاناً هنا على الويب. لتمرينه بشكل تفاعلي (محرر أكواد مدمج ومدرس ذكاء اصطناعي متاح 24/7) وفتح باقي دورة Flutter Mobile Development، انتقل إلى CoddyKit PRO. تتضمن دورة Flutter Mobile Development 4 دروس في المجموع.
ماذا ستتعلم في «تضمين أصول Rive ووحدات التحكم»؟
حمّل ملفات .riv وتحكّم في التشغيل عبر لوحات Rive الفنية ووحدات تحكم الرسوم المتحركة تتمرن على Flutter Mobile Development مع أكواد عملية تشغلها مباشرة في المتصفح، ومدرس ذكاء اصطناعي متاح 24/7 يجيب على أسئلتك أثناء عملك.
هل أحتاج إلى خبرة سابقة لأبدأ Flutter Mobile Development؟
لا تُشترط خبرة سابقة. Flutter Mobile Development على CoddyKit منظم للمبتدئين حتى المتقدمين، لذا يمكنك البدء من هنا أو من البداية والتقدم بسرعتك الخاصة. هذا هو الدرس 1 من أصل 4.
كم من الوقت يستغرق درس «تضمين أصول Rive ووحدات التحكم»؟
معظم دروس CoddyKit تستغرق حوالي 5–10 دقائق. كل منها موجز وتفاعلي، لذا تحرز تقدماً مستمراً وتستأنف من حيث توقفت عبر الويب والتطبيق.
هل يمكنني كتابة وتشغيل أكواد في درس Flutter Mobile Development هذا؟
نعم. كل درس في Flutter Mobile Development يتضمن محرر أكواد مدمج، لذا تكتب وتشغل أكواداً حقيقية مباشرة في متصفحك وتحصل على تعليقات فورية من الذكاء الاصطناعي — بدون إعداد محلي.
جميع الدروس في هذه الدورة
- تضمين أصول Rive ووحدات التحكم
- آلات الحالات والحركة المدفوعة بالإدخال
- انتقالات Hero وحركة العناصر المشتركة
- وحدات AnimationController المتدرجة والمنسقة