It would make so much more sense if the developer doesn't have to make the same check that you have already made to prevent the playing of the animation.
I'm using code from your tutorial:
ActiveArea(
area: Rect.fromLTWH(
animationWidthThirds * 2,
0,
animationWidthThirds,
halfAnimationHeight,
),
guardComingFrom: ['deactivate'], //this helps to control the animation itself
animationName: 'image_tapped',
onAreaTapped: () { //makes no sense to call this function
print('Picture!'); //if you don't play the animation
},
),
I hope my suggestion makes sense and the outcome improves this awesome library!
It would make so much more sense if the developer doesn't have to make the same check that you have already made to prevent the playing of the animation.
I'm using code from your tutorial:
ActiveArea(
area: Rect.fromLTWH(
animationWidthThirds * 2,
0,
animationWidthThirds,
halfAnimationHeight,
),
guardComingFrom: ['deactivate'], //this helps to control the animation itself
animationName: 'image_tapped',
onAreaTapped: () { //makes no sense to call this function
print('Picture!'); //if you don't play the animation
},
),
I hope my suggestion makes sense and the outcome improves this awesome library!