| name | cue-animations |
| description | Flutter animation using the Cue package. Use for: adding animations, transitions, motion, enter/exit effects, hover effects, scroll animations, toggle animations, page transitions, draggable scrubbing, modal transitions, animated widgets, keyframe animations, spring physics, fade, slide, scale, rotate, blur, clip, decorate, parallax, stagger, delay, CueMotion presets. DO NOT USE FOR: non-animation UI work, state management, or layout without motion. |
Cue Animation Skill
Core Mental Model
Cue separates animation into four concerns:
| Piece | Role |
|---|
Cue | When to animate (the trigger) |
Actor | What is animated (wraps the child) |
Act | Which property changes (fade, slide, scale, etc.) |
CueMotion | How it moves (spring preset or timed curve) |
General Flutter Conventions (Always Apply)
- Always create
Widget classes, never helper functions that return widgets. Use StatelessWidget or StatefulWidget for any reusable or extracted UI — not Widget _buildFoo() methods or top-level functions.
- Use shorthand constructors everywhere, not fully qualified class constructors:
// Padding / EdgeInsets
.all(16) not EdgeInsets.all(16)
.only(top: 8) not EdgeInsets.only(top: 8)
.symmetric(h: 16) not EdgeInsets.symmetric(horizontal: 16)
.fromLTRB(...) not EdgeInsets.fromLTRB(...)
// BorderRadius
.circular(12) not BorderRadius.circular(12)
.vertical(top: .circular(16)) not BorderRadius.vertical(...)
// Alignment
.topLeft / .center / .bottomRight not Alignment.topLeft
// MainAxisAlignment / CrossAxisAlignment / MainAxisSize
.center / .spaceBetween / .min not MainAxisAlignment.center
// BoxFit / Clip / TextOverflow
.cover / .antiAlias / .fade not BoxFit.cover
// Colors
Colors.transparent / Colors.white (unchanged — no shorthand available)
Step-by-Step Procedure
- Pick the trigger — choose the right
Cue factory for the use case.
- Set the motion — always provide
motion: on Cue (or on Actor/Act for overrides).
- Wrap children in
Actor — or use Cue(acts: [...]) for a single child.
- Choose acts — use shorthand factories (
.fadeIn(), .slideY(), .scale(), etc.).
- Add stagger if needed — use
delay: on Actor to offset multiple children.
Trigger Reference
// One-shot entrance when widget mounts
// Supports: repeat, reverseOnRepeat, repeatCount, onEnd
Cue.onMount(
motion: .smooth(),
repeat: false, // loop the animation
reverseOnRepeat: false, // ping-pong when looping
repeatCount: 3, // finite loop count (null = infinite)
onEnd: (forward) { ... }, // fires on completion in either direction
acts: [...],
child: child,
)
// Toggled by a boolean — forward on true, reverse on false
Cue.onToggle(toggled: isExpanded, motion: .smooth(), child: child)
// Restarts forward every time value changes
Cue.onChange(value: currentTab, motion: .smooth(), fromCurrentValue: true, child: child)
// Driven by pointer hover
Cue.onHover(motion: .interactive(), child: child)
// Driven by focus
Cue.onFocus(motion: .smooth(), child: child)
// Scrubbed continuously as the widget travels through the viewport (parallax-style).
// Progress = 0 when leading edge enters bottom of viewport, 1 when it reaches the top.
// Prefer non-overshoot motions (.smooth, .linear, .easeOut) — springs with bounce
// look jarring when scrubbed.
Cue.onScroll(child: child)
// Plays once when widget scrolls into view; stays complete. Does NOT reverse on scroll-out.
// Until revealed it scrubs like onScroll; once visible it plays forward with its motion.
// Use enabled: false to skip the animation and jump to completed state.
Cue.onScrollVisible(enabled: true, child: child)
// Scrubbed by external progress (e.g. drag)
Cue.onProgress(progress: dragNotifier, child: child)
// Index-based (page carousels, staggered lists)
// Works with CuePageController, CueTabController, CueIndexController
Cue.indexed(controller: cuePageController, index: index, child: child)
// Fully imperative
Cue(controller: myController, child: child)
debugLabel — add a label to any Cue to identify it in the DevTools scrubber:
Cue.onMount(motion: .smooth(), debugLabel: 'HeroCard', child: child)
Actor and Acts
// Multiple acts, same child — compose freely
Actor(
delay: 60.ms,
acts: [
.fadeIn(),
.slideY(from: 0.15),
.scale(from: 0.96),
],
child: child,
)
// Extension shorthand for single child — skips explicit Actor
child.act([.fadeIn(), .slideUp()])
// Inline inside Cue (single animated child)
Cue.onMount(
motion: .smooth(),
acts: [.fadeIn(), .slideY(from: 0.2)],
child: child,
)
Act defaults — only set what differs from identity:
Every act defaults both from and to to the resting/identity value for that property. You only provide the parameter that deviates. Common identity defaults:
| Act | from default | to default |
|---|
scale | 1.0 | 1.0 |
opacity | 1.0 | 1.0 |
slideX/Y/Up/Down | 0.0 | 0.0 |
blur | 0.0 | 0.0 |
padding | EdgeInsets.zero | EdgeInsets.zero |
rotate | 0.0 | 0.0 |
translate | Offset.zero | Offset.zero |
.scale(from: 0.9) // → 1.0 (identity)
.scale(to: 1.05) // from 1.0 (identity) →
.slideY(from: 0.15) // → 0.0 (identity)
.blur(from: 8) // → 0.0 (identity, i.e. sharp)
.padding(to: .symmetric(vertical: 12)) // from zero →
Actor rules:
Actor without an ancestor Cue throws.
- Only one act per act key per
Actor (no two slide variants in the same Actor).
motion on an act > Actor.motion > Cue motion.
delay is additive: Actor.delay + Act.delay stack — setting both does not override, it accumulates.
One Cue per scene: A single trigger should be covered by a single Cue. For a page entrance, use one Cue.onMount placed above all the Actors — do not nest multiple Cue.onMount wrappers around individual children. Stagger via Actor.delay, not by multiplying triggers.
// CORRECT — one Cue coordinates the whole entrance
Cue.onMount(
motion: .smooth(),
child: Column(
children: [
Actor(acts: [.fadeIn(), .slideY(from: 0.12)], child: title),
Actor(delay: 60.ms, acts: [.fadeIn(), .slideY(from: 0.12)], child: subtitle),
Actor(delay: 120.ms, acts: [.fadeIn(), .slideY(from: 0.12)], child: button),
],
),
)
// WRONG — three separate triggers for the same scene
Cue.onMount(acts: [.fadeIn()], child: title)
Cue.onMount(acts: [.fadeIn()], child: subtitle) // ✗
Cue.onMount(acts: [.fadeIn()], child: button) // ✗
Motion Hierarchy
Motion cascades down and can be overridden at each level:
Cue(motion: .smooth()) ← default for all Actors below
Actor(motion: .gentle()) ← default for all acts on this Actor
Act(motion: .snappy()) ← overrides for this specific act only
Cue.motion is the scene-wide default.
Actor.motion overrides Cue.motion for all acts on that Actor.
- An act-level
motion overrides everything for that single property.
- You only need to set
motion where behavior should differ from the parent.
- Setting
motion implicitly sets reverseMotion to the same value. To make reverse feel different, set reverseMotion explicitly. This applies at both Cue and Actor level.
// reverse uses the same .smooth() motion — implicit
Cue.onToggle(toggled: isOpen, motion: .smooth(), child: child)
// reverse uses a different motion — explicit override
Cue.onToggle(toggled: isOpen, motion: .smooth(), reverseMotion: .snappy(), child: child)
// same rule on Actor
Actor(motion: .bouncy(), reverseMotion: .linear(160.ms), acts: [...], child: child)
Cue.onMount(
motion: .smooth(), // scene default
child: Column(children: [
Actor(
acts: [.fadeIn(), .slideY(from: 0.15)], // both use .smooth()
child: title,
),
Actor(
motion: .gentle(), // overrides .smooth() for this Actor
acts: [
.scale(from: 0.95), // uses .gentle()
.fadeIn(motion: .snappy()), // overrides .gentle() for fadeIn only
],
child: card,
),
]),
)
Delay is Additive
Actor.delay and per-act delay stack — they do not override each other.
Actor(
delay: 80.ms, // Actor-level delay
acts: [
.fadeIn(), // starts at 80 ms
.slideY(from: 0.15, delay: 40.ms), // starts at 80 + 40 = 120 ms
],
child: child,
)
Use Actor.delay for gross stagger between children, and act-level delay for fine-grained sequencing within a single Actor.
Motion Presets (CueMotion)
Prefer spring-based presets for natural interruption handling.
.smooth() // fast, clean, no overshoot — best default
.snappy() // near-instant micro-interactions
.bouncy() // visible overshoot for emphasis
.gentle() // slower, softer
.wobbly() // exaggerated, playful
.interactive() // responsive drag/hover feel
.spatial() // layout movement
.effect() // decorative property changes
// Fixed-duration timing when physics isn't appropriate
.linear(250.ms)
.easeIn(300.ms)
.easeOut(300.ms)
.easeInOut(300.ms)
.curved(400.ms, curve: Curves.easeInOut)
// Special variants
CueMotion.none // zero-duration, resolves instantly — use when a CueMotion
// is required by the API but no animation is wanted
.threshold(200.ms, breakpoint: 0.5)
// stays at the start value, then snaps instantly to the end
// when progress crosses breakpoint (0→1 fraction).
// no interpolation — useful for visibility toggles that must
// align precisely with another ongoing animation.
Act Families — Quick Reference
Transform
.scale(from: 0.9) // uniform scale
.zoomIn() / .zoomOut()
.rotate(to: 180) // visual-only rotation in degrees (transform, no layout impact — prefer this)
.rotateLayout(to: 1, unit: .quarterTurns) // rotates AND recomputes layout — use only when layout must shift
.rotate3D(to: Rotation3D(x: 15), perspective: 0.001)
.flipX() / .flipY()
.translate(to: Offset(0, 24)) // pixel translation
.translateX(from: -20) / .translateY(from: 20)
.translateFromGlobal(offset: rect.topLeft) // translate from a global screen position
.translateFromGlobalRect(rect) // translate from the center of a global rect
.translateFromGlobalKey(key) // translate from a widget identified by GlobalKey
.slide(from: Offset(0, 2)) // fractional offset (relative to widget size)
.slideX() / .slideY() / .slideUp() / .slideDown()
.slideFromLeading() / .slideFromTrailing()
.stretch(to: Stretch(x: 1.2, y: 0.8)) // scale axes independently
.skew(to: Skew(x: 0.3)) // skew transformation
.transform(to: Matrix4.rotationZ(0.3)) // raw Matrix4 (from defaults to identity)
.parallax(slide: 0.3, axis: .horizontal) // scrub-linked parallax slide
Visual
.opacity(from: 0, to: 1)
.fadeIn() / .fadeOut()
.blur(from: 8) / .focus() / .unfocus()
.backdropBlur(to: 8)
.colorTint(from: Colors.white60, to: Colors.black)
Layout & Clipping
// NSize constructors used by sizedClip and sizedBox:
// NSize(w: 200, h: 100) — explicit width and height
// NSize.width(200) — fixed width, height follows child
// NSize.height(100) — fixed height, width follows child
// NSize.square(48) — equal width and height
// NSize.size(Size(...)) — from a Size object
// NSize.childSize — both axes follow child (no constraint)
// double.infinity → resolves to parent's max constraint
.sizedBox(width: .tween(40, double.infinity), height: .tween(40, 56))
.sizedClip(from: NSize.square(24), to: NSize.height(68))
.sizedClip(from: NSize.size(rect.size), to: NSize.width(240))
.fractionalSize(widthFactor: .tween(0.2, 1.0), heightFactor: .fixed(0.5))
.padding(to: .symmetric(vertical: 12))
.align(from: .bottomCenter, to: .bottomLeft)
.clipHeight(fromFactor: 0.3) / .clipWidth() / .clip() / .circularClip()
Multi-Property Acts — AnimatableValue
Some acts animate multiple independent properties on the same widget. Each property accepts an AnimatableValue:
.tween(from, to) — interpolates between two values
.fixed(value) — constant, not animated (still required if the act needs to know the value)
Omitting a property entirely means that property is ignored/left at its natural value.
.sizedBox — animate width and/or height independently:
.sizedBox(
width: .tween(80, double.infinity), // expands to fill
height: .fixed(40), // height stays constant
)
.sizedBox(width: .tween(100, 300)) // only width animates
.fractionalSize — size as a fraction of the parent (0.0–1.0):
.fractionalSize(
widthFactor: .tween(0.2, 1.0),
heightFactor: .fixed(0.5),
alignment: .fixed(.center),
)
.decorate — animate box decoration properties individually.
Prefer DecoratedBoxActor for standalone use; use .decorate when composing with other acts inside an Actor:
.decorate(
color: .tween(Colors.transparent, Colors.white),
borderRadius: .tween(.circular(0), .circular(16)),
border: .fixed(Border.all(color: Colors.blue)),
boxShadow: .tween(
[BoxShadow(blurRadius: 0)],
[BoxShadow(blurRadius: 8, offset: Offset(0, 4))],
),
gradient: .tween(fromGradient, toGradient),
)
CardAct / CardActor — animate card surface properties.
Prefer CardActor for standalone card animations; use CardAct inside Actor(acts:[...]) when combining with other acts:
// Preferred for card-only animations
CardActor(
elevation: .tween(1, 8),
color: .tween(Colors.white, Colors.blue.shade50),
borderRadius: .tween(.circular(8), .circular(24)),
shadowColor: .fixed(Colors.black),
margin: .tween(.zero, .all(8)),
child: child,
)
// Inside an Actor alongside other acts
Actor(
acts: [
CardAct(elevation: .fixed(2), borderRadius: .tween(.circular(8), .circular(24))),
.scale(from: 0.95),
],
child: child,
)
PositionAct / PositionedActor — animate stack positioning.
Prefer PositionedActor — it reads naturally inside a Stack:
Stack(
children: [
PositionedActor(
from: .fill(), // fills the stack
to: .fromSTEB(20, 250, 20, 24), // shrinks to specific insets
child: myWidget,
),
PositionedActor.keyframed(
frames: .fractional([...]),
relativeTo: stackSize,
child: myWidget,
),
],
)
DecoratedBoxActor — standalone animated decoration, no Actor/Cue nesting needed:
DecoratedBoxActor(
color: .tween(Colors.grey.shade100, Colors.blue.shade50),
borderRadius: .tween(.circular(8), .circular(32)),
shape: .circle,
child: SizedBox.square(dimension: 48),
)
PaintActor — custom painting driven by animation progress:
PaintActor(
painter: myCustomPainter, // receives CueAnimation<double> to drive paint
child: child,
)
Specialized
// Animate along a custom Path — optional autoRotate to face direction of travel
PathMotionAct(
path: myPath, // a Path() with a single continuous metric
autoRotate: true, // rotate widget to face path direction
alignment: .center, // pivot/anchor point
)
Style & Decoration
// textStyle — animates between two complete TextStyle values
.textStyle(
from: TextStyle(fontSize: 14, color: Colors.grey),
to: TextStyle(fontSize: 22, color: Colors.black, fontWeight: .bold),
)
// iconTheme — animates icon properties
.iconTheme(from: IconThemeData(size: 24), to: IconThemeData(size: 20))
Positional (Stack)
See Multi-Property Acts section above for full PositionedActor coverage.
PositionedActor(from: .fill(), to: .fromSTEB(20, 250, 20, 24), child: child)
PositionedActor.keyframed(frames: .fractional([...]), relativeTo: size, child: child)
Custom Value
// TweenActor — animate any value with a builder (does not need to be inside Actor)
TweenActor<double>(
from: 0,
to: 1,
motion: .smooth(),
builder: (context, animation) {
return FadeTransition(opacity: animation, child: child);
},
)
Keyframes
Motion-based (spring between values)
ScaleAct.keyframed(
frames: Keyframes([
.key(0.92),
.key(1.06, motion: .bouncy()),
.key(1.0),
], motion: .smooth()),
)
Fractional (time-based at specific progress points)
TranslateAct.keyframed(
frames: .fractional([
.key(const Offset(0, 24), at: 0.0),
.key(const Offset(0, -8), at: 0.7),
.key(Offset.zero, at: 1.0),
], duration: 450.ms),
)
// ScaleAct with fractional keyframes (used for custom switch squish)
ScaleAct.keyframed(
frames: .fractional([
.key(1.1, at: 0.4),
.key(1.1, at: 0.6),
.key(1.0, at: 1.0),
]),
)
Reverse Behavior
// Mirror: same animation plays in reverse
.fadeIn(reverse: .mirror(delay: 40.ms))
// To: reverse targets a different value
.scale(to: 1.06, reverse: .to(0.98))
// None: reverse does nothing
.zoomIn(reverse: .none())
// Different motion for forward vs reverse on Cue/Actor
Cue.onToggle(
toggled: isOpen,
motion: .smooth(),
reverseMotion: .snappy(),
child: child,
)
Actor(
motion: .smooth(),
reverseMotion: .linear(160.ms),
delay: 80.ms,
reverseDelay: 20.ms,
acts: [...],
child: child,
)
Modal Transitions
CueModalTransition
Morphs any trigger widget into a full modal. Captures the trigger's screen-space Rect and passes it to the builder so you can animate directly from the trigger's position and size.
CueModalTransition(
motion: .smooth(),
reverseMotion: .snappy(), // defaults to motion if omitted
alignment: .bottomRight, // anchors modal's corner to trigger's same corner
// null = no positioning, builder must place itself
barrierColor: Colors.transparent, // use transparent for contextual menus
barrierDismissible: true,
hideTriggerOnTransition: true, // hides trigger while modal is open (seamless morph)
useRootNavigator: true, // false = scoped to a nested Navigator
backdrop: Actor( // optional: rendered behind modal, in front of barrier
acts: [.backdropBlur(to: 8)],
child: ColoredBox(color: Colors.transparent),
),
triggerBuilder: (context, open) {
return FloatingActionButton(onPressed: open, child: Icon(Icons.add));
},
builder: (context, rect) {
// rect = trigger's bounding box in global screen coordinates
return Actor(
acts: [
.sizedClip(from: NSize.size(rect.size), to: NSize.width(300)), // expand from trigger size
.translateFromGlobalRect(rect), // move FROM trigger's position
],
child: myModalContent,
);
},
)
alignment: controls which corner/point of the modal is anchored to the same point on the trigger.
.bottomRight — ideal for FABs and corner action buttons that expand in-place
.center — works well for inline buttons that expand in place
null — no automatic positioning; builder output goes into a full-screen Stack and must position itself
rect in builder — common act patterns using the trigger rect:
.sizedClip(from: NSize.size(rect.size)) // expand from trigger's exact size
.translateFromGlobalRect(rect) // translate an element from trigger's center
.translateFromGlobal(offset: rect.topLeft) // translate from trigger's top-left corner
.iconTheme(from: IconThemeData(size: rect.height * 0.5), to: IconThemeData(size: 20))
Nesting — bind different gestures to different modals from the same trigger:
CueModalTransition(
motion: .smooth(),
triggerBuilder: (_, openTap) {
return CueModalTransition(
motion: .smooth(),
triggerBuilder: (context, openLongPress) {
return GestureDetector(
onTap: openTap,
onLongPress: openLongPress,
child: myButton,
);
},
builder: (context, rect) => LongPressContent(rect: rect),
);
},
builder: (context, rect) => TapContent(rect: rect),
)
Close the modal from inside the builder with Navigator.of(context).pop().
showCueDialog / CueDialogRoute
For standard dialogs driven by Cue. All Actors inside automatically pick up the route controller via CueScope — no need to pass a controller explicitly.
showCueDialog(
context: context,
motion: .smooth(),
reverseMotion: .snappy(),
barrierColor: Colors.black54,
builder: (context) => Actor(
acts: [.fadeIn(), .slideY(from: 0.12)],
child: AlertDialog(title: Text('Hello')),
),
)
// Or push directly for full control:
Navigator.of(context).push(
CueDialogRoute(
motion: .smooth(),
reverseMotion: .snappy(),
pageBuilder: (context, _, _) => MyModalContent(),
),
);
CueDragScrubber
CueDragScrubber maps drag distance to animation progress. The controller is taken from the nearest CueScope ancestor automatically, or passed explicitly.
CueDragScrubber(
distance: 250.0, // pixels that map to full 0→1 progress travel
axis: .vertical, // .vertical (default) or .horizontal
scrubDirection: .auto, // .forward, .reverse, or .auto (infers from controller state)
releaseMode: .fling, // what happens on finger lift:
// .fling — flings with velocity, falls back to .snap
// .snap — snaps forward if progress > 0.5, else reverses
// .none — stays wherever drag stopped
forceLinearScrubbing: true, // ignore motion curves while scrubbing (default: true)
onAnimationEnd: (forward) { ... }, // fires when animation completes/dismisses
child: myDraggableWidget,
)
scrubDirection:
.forward — dragging in the positive axis direction increases progress (0→1)
.reverse — dragging in the positive axis direction decreases progress (1→0)
.auto — infers from controller state: completed/forward → reverse scrub; dismissed/reverse → forward scrub
Snap-to-final pattern — combine with Cue.onToggle(onEnd:) to let Cue own the snapping and state:
Cue.onToggle(
toggled: _isDraggedDown,
onEnd: (forward) => setState(() => _isDraggedDown = forward),
motion: .smooth(),
child: CueDragScrubber(
distance: 250.0,
releaseMode: .fling,
child: myCard,
),
)
Explicit controller — skip CueScope when the scrubber is far from the Cue in the tree:
CueDragScrubber(
controller: _myController,
distance: 200.0,
child: handle,
)
Page/Index Controllers
| Controller | Use case |
|---|
CuePageController | PageView — drop-in replacement for PageController |
CueTabController | TabBar / TabBarView — drop-in for TabController |
CueIndexController | Custom index-driven sequences (carousels, steppers) |
final controller = CuePageController(viewportFraction: 0.8);
PageView.builder(
controller: controller,
itemBuilder: (context, index) => Cue.indexed(
controller: controller,
index: index,
// During drag: scrub mode (progress mapped directly, motion shapes curve)
// After snap: play mode (motion + Actor delays produce staggered entrance)
child: Column(
children: [
Actor(acts: [.fadeIn(), .slideY(from: 0.12), .rotate(from: 4.5, reverse: .to(-4.5))], child: title),
Actor(delay: 60.ms, acts: [.scale(from: 0.96), .fadeIn()], child: card),
],
),
),
)
Imperative Controllers
Only reach for this when the trigger factories are insufficient.
late final CueController _controller;
@override
void initState() {
super.initState();
_controller = CueController(vsync: this, motion: .smooth());
}
@override
void dispose() {
_controller.dispose(); // releases timeline; no need to release tracks manually
super.dispose();
}
@override
Widget build(BuildContext context) {
return Cue(
controller: _controller,
acts: [.fadeIn(), .slideY(from: 0.2)],
child: child,
);
}
For typed imperative animations outside widgets:
final opacity = controller.tweenTrack<double>(from: 0, to: 1);
final scale = controller.keyframedTrack<double>(
frames: Keyframes([.key(0.92), .key(1.06), .key(1.0)], motion: .smooth()),
);
// Release when no longer needed (if controller stays alive):
opacity.release();
Debug Tools
Wrap in kDebugMode to get a scrubber overlay for completed animations:
MaterialApp(
builder: (context, child) {
if (kDebugMode) return CueDebugTools(child: child!);
return child!;
},
)
Style Rules (Always Follow)
- Use shorthand:
.smooth() not Spring.smooth(), .fadeIn() not Act.fadeIn()
- Prefer
Cue(acts: [...]) over wrapping a single child in an explicit Actor
- Use
.act([...]) extension for single-widget inline cases
- One
Cue per coordinated group — place it high enough to cover all related Actors
- Compose multiple acts in one
Actor; separate Actors for different delay/motion groups
- Never
Actor without a Cue ancestor
Common Patterns by Use Case
| Use Case | Pattern |
|---|
| Entrance animation | Cue.onMount + .fadeIn(), .slideY(), .scale() |
| Expand/collapse | Cue.onToggle + .clipHeight(), .fadeIn(), .rotate() |
| Tab/selection highlight | Cue.onToggle + .sizedClip(), .colorTint() |
| Hover feedback | Cue.onHover(motion: .interactive()) + .scale(to: 1.03) |
| Context menu | CueModalTransition + .sizedClip(), .translateFromGlobalRect() |
| Page carousel | Cue.indexed + CuePageController + .parallax(), .rotate() |
| Drag-to-dismiss | CueDragScrubber + Cue.onToggle(onEnd:...) |
| Scroll reveal | Cue.onScrollVisible + .fadeIn(), .slideY() |
| Loading → done morph | Cue.onChange + .sizedClip(), .fadeIn(), .zoomIn() |
| Custom value animation | TweenActor<T>(from:, to:, builder:) |