Máquinas de Estado e Movimento Orientado por Entradas
Conecte as entradas das máquinas de estado do Rive aos dados do aplicativo para criar animações reativas e ramificadas.
Máquinas de Estado e Movimento Orientado por Entradas é uma aula grátis de Flutter Mobile Development no CoddyKit. Esta é a aula 2 de 4. Você pode ler a aula completa abaixo gratuitamente — depois pratica ao vivo no navegador com um editor de código integrado e um tutor de IA 24/7. Faz parte do caminho de aprendizado de Flutter Mobile Development, e seu progresso é sincronizado entre a web e o app CoddyKit. O curso de Flutter Mobile Development inclui 4 aulas no total.
Partes desta aula ainda não foram traduzidas e aparecem em inglês.
Why State Machines Beat Linear Animations
Traditional Rive animations play a single timeline from start to finish. A state machine is a graph of animation states connected by transitions, and those transitions fire based on inputs you control from Dart.
- Reactive: the animation reflects live app data instead of a fixed sequence.
- Branching: the same artboard can idle, hover, succeed, or fail depending on input values.
- Blended: Rive interpolates between states, so you get smooth motion for free.
In this lesson you will wire a Rive state machine's inputs to your widget tree so motion follows user actions and model state.
The Three Input Types
A Rive state machine exposes exactly three input kinds, and choosing the right one is the core design decision.
- Boolean (
SMIBool): a held on/off value, e.g.isOpenorisLoading. - Number (
SMINumber): a continuous value that can drive blend states, e.g. a 0–100 progress or a scroll offset. - Trigger (
SMITrigger): a one-shot pulse that fires a transition once, e.g.tapSuccess. It has no persistent value.
Rule of thumb: use a Trigger for momentary events, a Boolean for state you hold, and a Number for anything continuous you want to blend.
Loading the Artboard and State Machine
To drive inputs you need a StateMachineController. The onInit callback of RiveAnimation.asset hands you the loaded Artboard. You build a controller from a named state machine and attach it.
Always grab references to the inputs you need right here, while you still have the artboard, and store them on your widget's state.
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
class LikeButton extends StatefulWidget {
const LikeButton({super.key});
@override
State<LikeButton> createState() => _LikeButtonState();
}
class _LikeButtonState extends State<LikeButton> {
StateMachineController? _controller;
SMIBool? _isLiked;
void _onRiveInit(Artboard artboard) {
final controller = StateMachineController.fromArtboard(
artboard,
'LikeMachine',
);
if (controller != null) {
artboard.addController(controller);
_controller = controller;
_isLiked = controller.findInput<bool>('isLiked') as SMIBool?;
}
}
@override
Widget build(BuildContext context) {
return RiveAnimation.asset(
'assets/like.riv',
stateMachines: const ['LikeMachine'],
onInit: _onRiveInit,
);
}
}Setting a Boolean Input from a Tap
Once you hold an SMIBool reference, driving it is just assigning to its value. Rive immediately evaluates transitions whose condition depends on that input.
Wrap the Rive widget in a GestureDetector and toggle the boolean. There is no need to call setState for the animation itself — Rive repaints internally — but you may want it to keep your own model in sync.
GestureDetector(
onTap: () {
final input = _isLiked;
if (input != null) {
input.value = !input.value; // flips the held state
}
},
child: RiveAnimation.asset(
'assets/like.riv',
stateMachines: const ['LikeMachine'],
onInit: _onRiveInit,
),
)Firing a Trigger for One-Shot Motion
A SMITrigger has no value. You call fire() to pulse it exactly once, which is perfect for confetti bursts, success checkmarks, or shake-on-error feedback.
Because triggers auto-reset, you never have to clear them. Firing again replays the transition.
class _SubmitButtonState extends State<SubmitButton> {
SMITrigger? _success;
SMITrigger? _error;
void _onInit(Artboard artboard) {
final c = StateMachineController.fromArtboard(artboard, 'SubmitMachine');
if (c != null) {
artboard.addController(c);
_success = c.findSMI('success') as SMITrigger?;
_error = c.findSMI('error') as SMITrigger?;
}
}
Future<void> _onSubmit() async {
final ok = await _saveForm();
if (ok) {
_success?.fire();
} else {
_error?.fire();
}
}
}Driving a Number Input for Blended States
Number inputs shine when motion must follow a continuous value. A blend state in Rive can morph an artboard across a 0–100 range, so feeding it live data produces fluid, data-driven motion.
Common sources: download progress, a scroll position, a slider, or a sensor reading. Clamp the value so it never exceeds the range the artist designed for.
class _ProgressGaugeState extends State<ProgressGauge> {
SMINumber? _progress;
void _onInit(Artboard artboard) {
final c = StateMachineController.fromArtboard(artboard, 'GaugeMachine');
if (c != null) {
artboard.addController(c);
_progress = c.findSMI('progress') as SMINumber?;
}
}
void updateProgress(double fraction) {
// fraction is 0.0..1.0 from a download stream
_progress?.value = (fraction * 100).clamp(0, 100);
}
}Connecting Inputs to a Stream of App Data
Input-driven motion becomes powerful when a data stream feeds it. Subscribe in initState, push each event into the matching input, and cancel the subscription in dispose to avoid leaks.
Notice you guard against a null input: the stream may emit before onInit has run, so a null-aware call keeps you safe.
late final StreamSubscription<double> _sub;
@override
void initState() {
super.initState();
_sub = downloadProgress$.listen((fraction) {
_progress?.value = (fraction * 100).clamp(0, 100);
});
}
@override
void dispose() {
_sub.cancel();
_controller?.dispose();
super.dispose();
}Modeling Branching Logic in Pure Dart
Before touching Rive, it helps to model the decision that selects a branch as plain Dart. Here is a self-contained mapper that turns an upload result into the kind of input event you would fire. Testing this logic in isolation keeps your widget thin.
This snippet has no Flutter or Rive dependency, so it runs anywhere.
enum MotionEvent { idle, loading, success, error }
MotionEvent selectMotion({
required bool inFlight,
required bool? succeeded,
}) {
if (inFlight) return MotionEvent.loading;
if (succeeded == null) return MotionEvent.idle;
return succeeded ? MotionEvent.success : MotionEvent.error;
}
void main() {
print(selectMotion(inFlight: true, succeeded: null)); // loading
print(selectMotion(inFlight: false, succeeded: true)); // success
print(selectMotion(inFlight: false, succeeded: false)); // error
print(selectMotion(inFlight: false, succeeded: null)); // idle
}Applying a Branch Decision to Inputs
Now bind that pure decision to the state machine. A single method translates a MotionEvent into the correct combination of boolean holds and trigger pulses.
- Booleans hold state, so set both the new value and clear the opposite where needed.
- Triggers fire once for transient feedback.
Centralizing this in one method keeps your input wiring consistent and easy to audit.
void applyMotion(MotionEvent event) {
switch (event) {
case MotionEvent.loading:
_isLoading?.value = true;
break;
case MotionEvent.idle:
_isLoading?.value = false;
break;
case MotionEvent.success:
_isLoading?.value = false;
_success?.fire();
break;
case MotionEvent.error:
_isLoading?.value = false;
_error?.fire();
break;
}
}Reading Input State Back via Listeners
Sometimes motion is driven by Rive itself (e.g. a draggable knob the user moves on the artboard) and you need the current value back in Dart. Inputs expose their value, and you can poll or react to it inside the state machine's change callback.
The StateMachineController also accepts an onStateChange callback so you can run Dart whenever the active state transitions, useful for analytics or chaining side effects.
void _onInit(Artboard artboard) {
final c = StateMachineController.fromArtboard(
artboard,
'KnobMachine',
onStateChange: (machineName, stateName) {
debugPrint('Entered $stateName in $machineName');
if (stateName == 'Snapped') {
HapticFeedback.lightImpact();
}
},
);
if (c != null) {
artboard.addController(c);
_angle = c.findSMI('angle') as SMINumber?;
}
}Lifecycle, Disposal, and Common Pitfalls
State machines are stateful resources. Treat them with the same discipline as controllers and subscriptions.
- Always dispose the
StateMachineControllerindispose()to release the artboard binding. - Null-check inputs:
findSMI/findInputreturn null if the name is misspelled or the artboard lacks that input — a silent no-op otherwise. - Match names exactly: input and state-machine names are case-sensitive and must match the
.rivfile. - Do not over-call setState: Rive repaints itself; rebuilding the whole subtree on every stream tick wastes frames.
Get these right and your input-driven motion stays smooth and leak-free.
Quick Check: Choosing the Right Input
You are wiring a Rive state machine to a form submit button. Tapping submit should play a one-time success checkmark animation that then returns to idle. Which input type and call is correct?
Recap: Reactive, Branching Motion
You now know how to make Rive animations follow your app instead of a fixed timeline.
- Three inputs: Boolean for held state, Number for continuous/blended values, Trigger for one-shot events.
- Wiring: build a
StateMachineControllerinonInit, attach it to the artboard, and cache input references. - Driving: assign to
valuefor booleans/numbers, callfire()for triggers, and feed continuous data from streams with clamping. - Architecture: model the branch decision in pure, testable Dart, then translate it to inputs in one central method.
- Hygiene: dispose the controller, cancel subscriptions, null-check inputs, and match names exactly.
With these patterns your animations become a live reflection of user input and model state.
Perguntas Frequentes
A aula “Máquinas de Estado e Movimento Orientado por Entradas” é grátis?
Sim — o texto completo de “Máquinas de Estado e Movimento Orientado por Entradas” é grátis para ler aqui na web. Para praticá-la interativamente (um editor de código integrado e um tutor de IA 24/7) e desbloquear o restante do curso de Flutter Mobile Development, atualize para CoddyKit PRO. O curso de Flutter Mobile Development inclui 4 aulas no total.
O que vou aprender em “Máquinas de Estado e Movimento Orientado por Entradas”?
Conecte as entradas das máquinas de estado do Rive aos dados do aplicativo para criar animações reativas e ramificadas. Você pratica Flutter Mobile Development com código prático que executa diretamente no navegador, e um tutor de IA 24/7 responde suas dúvidas enquanto trabalha na aula.
Preciso ter experiência prévia para começar Flutter Mobile Development?
Nenhuma experiência prévia é necessária. Flutter Mobile Development no CoddyKit é estruturado para alunos iniciantes até avançados, então você pode começar aqui ou desde o início e aprender no seu ritmo. Esta é a aula 2 de 4.
Quanto tempo leva a aula “Máquinas de Estado e Movimento Orientado por Entradas”?
A maioria das aulas CoddyKit leva cerca de 5–10 minutos. Cada uma é compacta e interativa, então você faz progresso constante e retoma exatamente de onde parou entre web e app.
Posso escrever e executar código nesta aula de Flutter Mobile Development?
Sim. Cada aula de Flutter Mobile Development inclui um editor de código integrado, então você escreve e executa código real direto no navegador e recebe feedback de IA instantaneamente — nenhuma configuração local necessária.
Todas as aulas deste curso
- Incorporação de Recursos e Controladores do Rive
- Máquinas de Estado e Movimento Orientado por Entradas
- Transições Hero e Movimento de Elementos Compartilhados
- AnimationControllers Escalonados e Coreografados