How can I implement instagram's story progress bar on the top. Multiple bars if multiple stories exist, and if there's only one then only one bar. A timer of 10 seconds. What I have so far kinda worked, but it doesn't work when there are 2 or more snaps.
Code
Container(
height: 30,
margin: EdgeInsets.only(top: 50.0),
child: CustomPaint(
foregroundPainter: ProgressPainter(value: (this._totalTime) / 10.0 / widget.posts.length),
),
)
I tried putting it into a listview but it kinda doesn't work.
Update:
I figured a "Row.builder" hack but how can I animate the progress? I'm using countdown as a timer solution and I can get the snaps to change at the end of the timer but the progress bar updating properly is the issue.
Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: List.generate(widget.posts.length, (index) {
if (this._index == index) {
return Expanded(
child: Container(
padding: EdgeInsets.symmetric(horizontal: 10.0),
height: 30,
child: CustomPaint(
foregroundPainter: ProgressPainter(value: this._countDown.remainingTime.inSeconds / 10.0),
),
),
);
} else {
return Expanded(
child: Container(
padding: EdgeInsets.symmetric(horizontal: 10.0),
height: 30,
child: CustomPaint(
foregroundPainter: ProgressPainter(value: 0.0),
),
),
);
}
}).reversed.toList(),
)
Notes: I have the effect of the progress bar working but only for one. I have 2 posts, but only one progres bar works, the other remaains 0.
Solved it.
The Countdown:
int _index = 0;
CountDown _countDown;
StreamSubscription _countDownSubscription;
@override
void initState() {
super.initState();
this._initTimer();
}
_initTimer() {
if (mounted)
setState(() {
this._countDown = CountDown(Duration(seconds: widget.posts[this._index].timer));
this._countDown.remainingTime = Duration(seconds: widget.posts[this._index].timer);
this._countDownSubscription = this._countDown.stream.listen(null);
});
this._countDownSubscription.onData((d) {
setState(() {}); // Updates the UI to animate the progress bar
});
this._countDownSubscription.onDone(() {
if (widget.posts.length == this._index + 1) {
Navigator.of(context).pop();
} else {
if (mounted)
setState(() {
this._index++;
this._initTimer();
});
}
});
}
The Progress Bar:
class ProgressPainter extends CustomPainter {
final double value;
ProgressPainter({this.value});
Paint backgroundPaint = Paint()
..color = Colors.white
..style = PaintingStyle.stroke
..strokeCap = StrokeCap.round
..strokeWidth = 10;
Paint valuePaint = Paint()
..color = Colors.deepPurple
..style = PaintingStyle.stroke
..strokeCap = StrokeCap.round
..strokeWidth = 10;
@override
void paint(Canvas canvas, Size size) {
Path backgroundPath = Path();
Path valuePath = Path();
backgroundPath.moveTo(0, size.height / 2);
backgroundPath.lineTo(size.width, size.height / 2);
valuePath.moveTo(0, size.height / 2);
valuePath.lineTo(size.width * this.value, size.height / 2);
canvas.drawPath(backgroundPath, backgroundPaint);
canvas.drawPath(valuePath, valuePaint);
}
@override
bool shouldRepaint(CustomPainter oldDelegate) {
return true;
}
}
Dynamic Number of Progress Bars:
Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: List.generate(widget.posts.length, (index) {
if (this._index == index) { // Current active post
return Expanded(
child: Container(
padding: EdgeInsets.symmetric(horizontal: 10.0),
child: CustomPaint(
foregroundPainter: ProgressPainter(value: this._countDown.remainingTime.inSeconds / 10.0),
),
),
);
} else if (this._index > index) { // when it's done
return Expanded(
child: Container(
padding: EdgeInsets.symmetric(horizontal: 10.0),
child: CustomPaint(
foregroundPainter: ProgressPainter(value: 0.0),
),
),
);
} else { // When it's next
return Expanded(
child: Container(
padding: EdgeInsets.symmetric(horizontal: 10.0),
child: CustomPaint(
foregroundPainter: ProgressPainter(value: 1.0),
),
),
);
}
}).reversed.toList(),
)
If y'all got a better and simpler solution I'm all for it.
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