Files
lvgl/docs/overview/animation.md
_VIFEXTech 690b3546d6 feat(anim) add anim timeline (#2309)
* add anim_timeline

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* add anim_timeline

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* add lv_anim_timeline.c to lv_misc.mk

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* LV_ANIM_TIMELINE_END uses global variables to replace macros, lv_anim_timeline_set_progress() adds user_data, act_time uses int32_t type

* solve the problem of uninitialized variable and act_time comparison

* add LV_ANIM_TIMELINE_CUSTOM_EXEC option

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* add LV_ANIM_TIMELINE_CUSTOM_EXEC in lv_conf_internal.h

* redesign lv_anim_timeline

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* add missing LV_USE_USER_DATA

* remove set_progress, update doc

* update workflow files

* Remove lv_example_anim_timeline_2.c and LV_ANIM_TIMELINE_CUSTOM_EXEC, update lv_anim_timeline_1.c example

Signed-off-by: FASTSHIFT <vifextech@foxmail.com>

* fix warning

Co-authored-by: Gabor Kiss-Vamosi <kisvegabor@gmail.com>
2021-07-19 13:58:58 +02:00

145 lines
5.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
```eval_rst
.. include:: /header.rst
:github_url: |github_link_base|/overview/animation.md
```
# Animations
You can automatically change the value of a variable between a start and an end value using animations.
The animation will happen by periodically calling an "animator" function with the corresponding value parameter.
The *animator* functions have the following prototype:
```c
void func(void * var, lv_anim_var_t value);
```
This prototype is compatible with the majority of the *set* functions of LVGL. For example `lv_obj_set_x(obj, value)` or `lv_obj_set_width(obj, value)`
## Create an animation
To create an animation an `lv_anim_t` variable has to be initialized and configured with `lv_anim_set_...()` functions.
```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 the "animator" function*/
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 call when animation is ready.*/
lv_anim_set_ready_cb(&a, ready_cb);
/*Set a callback to call when animation is started (after delay).*/
lv_anim_set_start_cb(&a, start_cb);
/*Play the animation backward too with this duration. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_time(&a, wait_time);
/*Delay before playback. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_delay(&a, wait_time);
/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINIT for infinite repetition*/
lv_anim_set_repeat_count(&a, wait_time);
/*Delay before repeat. Default is 0 (disabled) [ms]*/
lv_anim_set_repeat_delay(&a, wait_time);
/*true (default): apply the start vale immediately, false: apply start vale after delay when then 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 `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. 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 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 at the end
- `lv_anim_path_overshoot` overshoot the end value
- `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. But in some cases, setting 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 yield 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 with `lv_anim_del(var, func)` if you provide the animated variable and its animator function.
## Timeline
Timeline is a collection of multiple Animations, which makes it easy to create complex composite animations.
Firstly, create the animation element, but dont call `lv_anim_start()`.
Secondly, create an animation timeline object, by calling `lv_anim_timeline_create()`.
Thirdly, add animation elements to the animation timeline, by calling `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 `lv_anim_timeline_start(at)` to start the animation timeline.
It supports forward and backward playback of the entire animation group, using `lv_anim_timeline_set_reverse(at, reverse)`.
Call the `lv_anim_timeline_set_progress(at, progress)` function to set the state of the object corresponding to the progress of the timeline.
Call the `lv_anim_timeline_get_playtime(at)` function to get the total duration of the entire animation timeline.
Call the `lv_anim_timeline_get_reverse(at)` function to get whether to reverse the animation timeline.
Call the `lv_anim_timeline_del(at)` function to delete the animation timeline.
![](/misc/anim-timeline.png "timeline diagram")
## Examples
```eval_rst
.. include:: ../../examples/anim/index.rst
```
## API
```eval_rst
.. doxygenfile:: lv_anim.h
:project: lvgl
```