You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Let me see if I understood correctly: You would like to have a callback which fires one frame before a specific part of a Path element is painted so that you can overlay something (e.g. a drawing hand which points to the end of the stroke).
As far as I understand it this is not possible:
Since the animation is controlled by an animation controller (possibly provided externally) I can't predict which element will be drawn beforehand (e.g. the animation controller can forward/reverse anytime). So if I would expose the callback as you described, then your overlay would always lag one frame behind.
But I will think about it a little bit more during the next days and possibly figure out a workaround. The first idea that comes to my mind is providing a callback which extends the current paint operation but still operating in the same frame. But this would mean that you need to manipulate the canvas directly (in your case probably something with drawImage). So your desired callback would be something like this:
Awesome work on the library.
I was wondering if it is possible to add a callback as a Path is rendered.
The onPaint callback is called after a entire path is completed.
I was trying to achieve results similar to this.
The text was updated successfully, but these errors were encountered: