========== Animations ========== You can automatically change the value of a variable between a start and an end value using animations. Animation will happen by periodically calling an "animator" function with the corresponding value parameter. The *animator* functions have the following prototype: .. code:: c void func(void * var, lv_anim_var_t value); This prototype is compatible with the majority of the property *set* functions in LVGL. For example :cpp:expr:`lv_obj_set_x(obj, value)` or :cpp:expr:`lv_obj_set_width(obj, value)` Create an animation ******************* To create an animation an :cpp:type:`lv_anim_t` variable has to be initialized and configured with ``lv_anim_set_...()`` functions. .. code:: c /* INITIALIZE AN ANIMATION *-----------------------*/ lv_anim_t a; lv_anim_init(&a); /* MANDATORY SETTINGS *------------------*/ /*Set the "animator" function*/ lv_anim_set_exec_cb(&a, (lv_anim_exec_xcb_t) lv_obj_set_x); /*Set target of the animation*/ lv_anim_set_var(&a, obj); /*Length of the animation [ms]*/ lv_anim_set_time(&a, duration); /*Set start and end values. E.g. 0, 150*/ lv_anim_set_values(&a, start, end); /* OPTIONAL SETTINGS *------------------*/ /*Time to wait before starting the animation [ms]*/ lv_anim_set_delay(&a, delay); /*Set path (curve). Default is linear*/ lv_anim_set_path(&a, lv_anim_path_ease_in); /*Set a callback to indicate when the animation is ready (idle).*/ lv_anim_set_ready_cb(&a, ready_cb); /*Set a callback to indicate when the animation is deleted (idle).*/ lv_anim_set_deleted_cb(&a, deleted_cb); /*Set a callback to indicate when the animation is started (after delay).*/ lv_anim_set_start_cb(&a, start_cb); /*When ready, play the animation backward with this duration. Default is 0 (disabled) [ms]*/ lv_anim_set_playback_time(&a, time); /*Delay before playback. Default is 0 (disabled) [ms]*/ lv_anim_set_playback_delay(&a, delay); /*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition*/ lv_anim_set_repeat_count(&a, cnt); /*Delay before repeat. Default is 0 (disabled) [ms]*/ lv_anim_set_repeat_delay(&a, delay); /*true (default): apply the start value immediately, false: apply start value after delay when the anim. really starts. */ lv_anim_set_early_apply(&a, true/false); /* START THE ANIMATION *------------------*/ lv_anim_start(&a); /*Start the animation*/ You can apply multiple different animations on the same variable at the same time. For example, animate the x and y coordinates with :cpp:func:`lv_obj_set_x` and :cpp:func:`lv_obj_set_y`. However, only one animation can exist with a given variable and function pair and :cpp:func:`lv_anim_start` will remove any existing animations for such a pair. Animation path ************** You can control the path of an animation. The most simple case is linear, meaning the current value between *start* and *end* is changed with fixed steps. A *path* is a function which calculates the next value to set based on the current state of the animation. Currently, there are the following built-in path functions: - :cpp:func:`lv_anim_path_linear`: linear animation - :cpp:func:`lv_anim_path_step`: change in one step at the end - :cpp:func:`lv_anim_path_ease_in`: slow at the beginning - :cpp:func:`lv_anim_path_ease_out`: slow at the end - :cpp:func:`lv_anim_path_ease_in_out`: slow at the beginning and end - :cpp:func:`lv_anim_path_overshoot`: overshoot the end value - :cpp:func:`lv_anim_path_bounce`: bounce back a little from the end value (like hitting a wall) Speed vs time ************* By default, you set the animation time directly. But in some cases, setting the animation speed is more practical. The :cpp:expr:`lv_anim_speed_to_time(speed, start, end)` function calculates the required time in milliseconds to reach the end value from a start value with the given speed. The speed is interpreted in *unit/sec* dimension. For example, :cpp:expr:`lv_anim_speed_to_time(20, 0, 100)` will yield 5000 milliseconds. For example, in the case of :cpp:func:`lv_obj_set_x` *unit* is pixels so *20* means *20 px/sec* speed. Delete animations ***************** You can delete an animation with :cpp:expr:`lv_anim_delete(var, func)` if you provide the animated variable and its animator function. Timeline ******** A timeline is a collection of multiple animations which makes it easy to create complex composite animations. Firstly, create an animation element but don't call :cpp:func:`lv_anim_start`. Secondly, create an animation timeline object by calling :cpp:func:`lv_anim_timeline_create`. Thirdly, add animation elements to the animation timeline by calling :cpp:expr:`lv_anim_timeline_add(at, start_time, &a)`. ``start_time`` is the start time of the animation on the timeline. Note that ``start_time`` will override the value of ``delay``. Finally, call :cpp:expr:`lv_anim_timeline_start(at)` to start the animation timeline. It supports forward and backward playback of the entire animation group, using :cpp:expr:`lv_anim_timeline_set_reverse(at, reverse)`. Call :cpp:expr:`lv_anim_timeline_stop(at)` to stop the animation timeline. Call :cpp:expr:`lv_anim_timeline_set_progress(at, progress)` function to set the state of the object corresponding to the progress of the timeline. Call :cpp:expr:`lv_anim_timeline_get_playtime(at)` function to get the total duration of the entire animation timeline. Call :cpp:expr:`lv_anim_timeline_get_reverse(at)` function to get whether to reverse the animation timeline. Call :cpp:expr:`lv_anim_timeline_delete(at)` function to delete the animation timeline. .. image:: /misc/anim-timeline.png Examples ******** .. include:: ../examples/anim/index.rst API ***