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libraries/lvgl/docs/overview/animations.rst
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193
libraries/lvgl/docs/overview/animations.rst
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.. _animations:
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==========
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Animations
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==========
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You can automatically change the value of a variable between a start and
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an end value using animations. Animation will happen by periodically
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calling an "animator" function with the corresponding value parameter.
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The *animator* functions have the following prototype:
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.. code:: c
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void func(void * var, lv_anim_var_t value);
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This prototype is compatible with the majority of the property *set*
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functions in LVGL. For example :cpp:expr:`lv_obj_set_x(obj, value)` or
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:cpp:expr:`lv_obj_set_width(obj, value)`
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.. _animations_create:
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Create an animation
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*******************
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To create an animation an :cpp:type:`lv_anim_t` variable has to be initialized
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and configured with ``lv_anim_set_...()`` functions.
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.. code:: c
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/* INITIALIZE AN ANIMATION
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*-----------------------*/
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lv_anim_t a;
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lv_anim_init(&a);
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/* MANDATORY SETTINGS
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*------------------*/
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/*Set the "animator" function*/
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lv_anim_set_exec_cb(&a, (lv_anim_exec_xcb_t) lv_obj_set_x);
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/*Set target of the animation*/
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lv_anim_set_var(&a, obj);
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/*Length of the animation [ms]*/
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lv_anim_set_duration(&a, duration);
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/*Set start and end values. E.g. 0, 150*/
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lv_anim_set_values(&a, start, end);
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/* OPTIONAL SETTINGS
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*------------------*/
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/*Time to wait before starting the animation [ms]*/
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lv_anim_set_delay(&a, delay);
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/*Set path (curve). Default is linear*/
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lv_anim_set_path_cb(&a, lv_anim_path_ease_in);
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/*Set a callback to indicate when the animation is completed.*/
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lv_anim_set_completed_cb(&a, completed_cb);
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/*Set a callback to indicate when the animation is deleted (idle).*/
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lv_anim_set_deleted_cb(&a, deleted_cb);
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/*Set a callback to indicate when the animation is started (after delay).*/
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lv_anim_set_start_cb(&a, start_cb);
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/*When ready, play the animation backward with this duration. Default is 0 (disabled) [ms]*/
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lv_anim_set_playback_duration(&a, time);
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/*Delay before playback. Default is 0 (disabled) [ms]*/
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lv_anim_set_playback_delay(&a, delay);
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/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition*/
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lv_anim_set_repeat_count(&a, cnt);
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/*Delay before repeat. Default is 0 (disabled) [ms]*/
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lv_anim_set_repeat_delay(&a, delay);
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/*true (default): apply the start value immediately, false: apply start value after delay when the anim. really starts. */
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lv_anim_set_early_apply(&a, true/false);
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/* START THE ANIMATION
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*------------------*/
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lv_anim_start(&a); /*Start the animation*/
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You can apply multiple different animations on the same variable at the
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same time. For example, animate the x and y coordinates with
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:cpp:func:`lv_obj_set_x` and :cpp:func:`lv_obj_set_y`. However, only one animation can
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exist with a given variable and function pair and :cpp:func:`lv_anim_start`
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will remove any existing animations for such a pair.
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.. _animations_path:
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Animation path
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**************
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You can control the path of an animation. The most simple case is
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linear, meaning the current value between *start* and *end* is changed
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with fixed steps. A *path* is a function which calculates the next value
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to set based on the current state of the animation. Currently, there are
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the following built-in path functions:
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- :cpp:func:`lv_anim_path_linear`: linear animation
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- :cpp:func:`lv_anim_path_step`: change in one step at the end
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- :cpp:func:`lv_anim_path_ease_in`: slow at the beginning
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- :cpp:func:`lv_anim_path_ease_out`: slow at the end
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- :cpp:func:`lv_anim_path_ease_in_out`: slow at the beginning and end
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- :cpp:func:`lv_anim_path_overshoot`: overshoot the end value
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- :cpp:func:`lv_anim_path_bounce`: bounce back a little from the end value (like
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hitting a wall)
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.. _animations_speed_vs_time:
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Speed vs time
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*************
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By default, you set the animation time directly. But in some cases,
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setting the animation speed is more practical.
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The :cpp:expr:`lv_anim_speed_to_time(speed, start, end)` function calculates the
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required time in milliseconds to reach the end value from a start value
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with the given speed. The speed is interpreted in *unit/sec* dimension.
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For example, :cpp:expr:`lv_anim_speed_to_time(20, 0, 100)` will yield 5000
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milliseconds. For example, in the case of :cpp:func:`lv_obj_set_x` *unit* is
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pixels so *20* means *20 px/sec* speed.
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.. _animations_delete:
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Delete animations
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*****************
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You can delete an animation with :cpp:expr:`lv_anim_delete(var, func)` if you
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provide the animated variable and its animator function.
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.. _animations_timeline:
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Timeline
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********
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A timeline is a collection of multiple animations which makes it easy to
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create complex composite animations.
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Firstly, create an animation element but don't call :cpp:func:`lv_anim_start`.
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Secondly, create an animation timeline object by calling
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:cpp:func:`lv_anim_timeline_create`.
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Thirdly, add animation elements to the animation timeline by calling
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:cpp:expr:`lv_anim_timeline_add(at, start_time, &a)`. ``start_time`` is the
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start time of the animation on the timeline. Note that ``start_time``
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will override the value of ``delay``.
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Finally, call :cpp:expr:`lv_anim_timeline_start(at)` to start the animation
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timeline.
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It supports forward and backward playback of the entire animation group,
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using :cpp:expr:`lv_anim_timeline_set_reverse(at, reverse)`.
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Note that if you want to play in reverse from the end of the timeline,
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you need to call :cpp:expr:`lv_anim_timeline_set_progress(at, LV_ANIM_TIMELINE_PROGRESS_MAX)`
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after adding all animations and before starting to play.
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Call :cpp:expr:`lv_anim_timeline_stop(at)` to stop the animation timeline.
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Call :cpp:expr:`lv_anim_timeline_set_progress(at, progress)` function to set the
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state of the object corresponding to the progress of the timeline.
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Call :cpp:expr:`lv_anim_timeline_get_playtime(at)` function to get the total
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duration of the entire animation timeline.
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Call :cpp:expr:`lv_anim_timeline_get_reverse(at)` function to get whether to
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reverse the animation timeline.
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Call :cpp:expr:`lv_anim_timeline_delete(at)` function to delete the animation timeline.
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**Note**: If you need to delete an object during animation, be sure to delete the
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anim timeline before deleting the object. Otherwise, the program may crash or behave abnormally.
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.. image:: /misc/anim-timeline.png
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.. _animations_example:
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Examples
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********
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.. include:: ../examples/anim/index.rst
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.. _animations_api:
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API
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***
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