feat(examples) add aniamtion examples

This commit is contained in:
Gabor Kiss-Vamosi
2021-05-26 21:33:40 +02:00
parent 0a70280177
commit 71189b46e9
6 changed files with 177 additions and 25 deletions

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@@ -47,7 +47,7 @@ lv_anim_set_values(&a, start, end);
lv_anim_set_delay(&a, delay);
/*Set path (curve). Default is linear*/
lv_anim_set_path(&a, &path);
lv_anim_set_path(&a, lv_anim_path_ease_in);
/*Set a callback to call when animation is ready.*/
lv_anim_set_ready_cb(&a, ready_cb);
@@ -76,48 +76,44 @@ lv_anim_start(&a); /*Start the animation*/
```
You can apply **multiple different animations** on the same variable at the same time.
You can apply multiple different animations on the same variable at the same time.
For example, animate the x and y coordinates with `lv_obj_set_x` and `lv_obj_set_y`. However, only one animation can exist with a given variable and function pair.
Therefore `lv_anim_start()` will delete the already existing variable-function animations.
## Animation path
You can determinate the **path of animation**. In the most simple case, it is linear, which means the current value between *start* and *end* is changed linearly.
A *path* is mainly a function which calculates the next value to set based on the current state of the animation. Currently, there are the following built-in paths functions:
You can determinate the path of animation. In the most simple case, it is linear, which means the current value between *start* and *end* is changed linearly.
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 paths functions:
- **lv_anim_path_linear** linear animation
- **lv_anim_path_step** change in one step at the end
- **lv_anim_path_ease_in** slow at the beginning
- **lv_anim_path_ease_out** slow at the end
- **lv_anim_path_ease_in_out** slow at the beginning and end too
- **lv_anim_path_overshoot** overshoot the end value
- **lv_anim_path_bounce** bounce back a little from the end value (like hitting a wall)
- `lv_anim_path_linear` linear animation
- `lv_anim_path_step` change in one step at the end
- `lv_anim_path_ease_in` slow at the beginning
- `lv_anim_path_ease_out` slow at the end
- `lv_anim_path_ease_in_out` slow at the beginning and end too
- `lv_anim_path_overshoot` overshoot the end value
- `lv_anim_path_bounce` bounce back a little from the end value (like hitting a wall)
A path can be initialized like this:
```c
lv_anim_path_t path;
lv_anim_path_init(&path);
lv_anim_path_set_cb(&path, lv_anim_path_overshoot);
lv_anim_path_set_user_data(&path, &foo); /*Optional for custom functions*/
/*Set the path in an animation*/
lv_anim_set_path(&a, &path);
```
## Speed vs time
By default, you can set the animation time. But, in some cases, the **animation speed** is more practical.
By default, you can set the animation time. But, in some cases, the animation speed is more practical.
The `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, `lv_anim_speed_to_time(20,0,100)` will give 5000 milliseconds. For example, in case of `lv_obj_set_x` *unit* is pixels so *20* means *20 px/sec* speed.
## Delete animations
You can **delete an animation** by `lv_anim_del(var, func)` by providing the animated variable and its animator function.
You can delete an animation by `lv_anim_del(var, func)` by providing the animated variable and its animator function.
## Examples
```eval_rst
.. include:: ../../examples/anim/index.rst
```
## API
### Input device
```eval_rst
.. doxygenfile:: lv_anim.h