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:
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.
/* 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 animationlv_anim_path_step
change in one step at the endlv_anim_path_ease_in
slow at the beginninglv_anim_path_ease_out
slow at the endlv_anim_path_ease_in_out
slow at the beginning and at the endlv_anim_path_overshoot
overshoot the end valuelv_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.
Examples¶
C¶
Start animation on an event¶
code view on GitHub
#include "../lv_examples.h"
#if LV_BUILD_EXAMPLES && LV_USE_SWITCH
static void anim_x_cb(void * var, int32_t v)
{
lv_obj_set_x(var, v);
}
static void sw_event_cb(lv_event_t * e)
{
lv_obj_t * sw = lv_event_get_target(e);
lv_obj_t * label = lv_event_get_user_data(e);
if(lv_obj_has_state(sw, LV_STATE_CHECKED)) {
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, label);
lv_anim_set_values(&a, lv_obj_get_x(label), 100);
lv_anim_set_time(&a, 500);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_path_cb(&a, lv_anim_path_overshoot);
lv_anim_start(&a);
} else {
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, label);
lv_anim_set_values(&a, lv_obj_get_x(label), -lv_obj_get_width(label));
lv_anim_set_time(&a, 500);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_path_cb(&a, lv_anim_path_ease_in);
lv_anim_start(&a);
}
}
/**
* Start animation on an event
*/
void lv_example_anim_1(void)
{
lv_obj_t * label = lv_label_create(lv_scr_act());
lv_label_set_text(label, "Hello animations!");
lv_obj_set_pos(label, 100, 10);
lv_obj_t * sw = lv_switch_create(lv_scr_act());
lv_obj_center(sw);
lv_obj_add_state(sw, LV_STATE_CHECKED);
lv_obj_add_event_cb(sw, sw_event_cb, LV_EVENT_VALUE_CHANGED, label);
}
#endif
Playback animation¶
code view on GitHub
#include "../lv_examples.h"
#if LV_BUILD_EXAMPLES && LV_USE_SWITCH
static void anim_x_cb(void * var, int32_t v)
{
lv_obj_set_x(var, v);
}
static void anim_size_cb(void * var, int32_t v)
{
lv_obj_set_size(var, v, v);
}
/**
* Create a playback animation
*/
void lv_example_anim_2(void)
{
lv_obj_t * obj = lv_obj_create(lv_scr_act());
lv_obj_set_style_bg_color(obj, lv_palette_main(LV_PALETTE_RED), 0);
lv_obj_set_style_radius(obj, LV_RADIUS_CIRCLE, 0);
lv_obj_align(obj, LV_ALIGN_LEFT_MID, 10, 0);
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, obj);
lv_anim_set_values(&a, 10, 50);
lv_anim_set_time(&a, 1000);
lv_anim_set_playback_delay(&a, 100);
lv_anim_set_playback_time(&a, 300);
lv_anim_set_repeat_delay(&a, 500);
lv_anim_set_repeat_count(&a, LV_ANIM_REPEAT_INFINITE);
lv_anim_set_path_cb(&a, lv_anim_path_ease_in_out);
lv_anim_set_exec_cb(&a, anim_size_cb);
lv_anim_start(&a);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_values(&a, 10, 240);
lv_anim_start(&a);
}
#endif
MicroPython¶
No examples yet.
API¶
Typedefs
-
typedef int32_t (*lv_anim_path_cb_t)(const struct _lv_anim_t*)¶
Get the current value during an animation
-
typedef void (*lv_anim_exec_xcb_t)(void*, int32_t)¶
Generic prototype of "animator" functions. First parameter is the variable to animate. Second parameter is the value to set. Compatible with
lv_xxx_set_yyy(obj, value)
functions Thex
in_xcb_t
means its not a fully generic prototype because it doesn't receivelv_anim_t *
as its first argument
-
typedef void (*lv_anim_custom_exec_cb_t)(struct _lv_anim_t*, int32_t)¶
Same as
lv_anim_exec_xcb_t
but receiveslv_anim_t *
as the first parameter. It's more consistent but less convenient. Might be used by binding generator functions.
-
typedef void (*lv_anim_ready_cb_t)(struct _lv_anim_t*)¶
Callback to call when the animation is ready
-
typedef void (*lv_anim_start_cb_t)(struct _lv_anim_t*)¶
Callback to call when the animation really stars (considering
delay
)
-
typedef int32_t (*lv_anim_get_value_cb_t)(struct _lv_anim_t*)¶
Callback used when the animation values are relative to get the current value
-
typedef struct _lv_anim_t lv_anim_t¶
Describes an animation
Enums
Functions
-
LV_EXPORT_CONST_INT(LV_ANIM_REPEAT_INFINITE)¶
-
void _lv_anim_core_init(void)¶
Init. the animation module
-
void lv_anim_init(lv_anim_t *a)¶
Initialize an animation variable. E.g.: lv_anim_t a; lv_anim_init(&a); lv_anim_set_...(&a); lv_anim_start(&a);
- Parameters
a -- pointer to an
lv_anim_t
variable to initialize
-
static inline void lv_anim_set_var(lv_anim_t *a, void *var)¶
Set a variable to animate
- Parameters
a -- pointer to an initialized
lv_anim_t
variablevar -- pointer to a variable to animate
-
static inline void lv_anim_set_exec_cb(lv_anim_t *a, lv_anim_exec_xcb_t exec_cb)¶
Set a function to animate
var
- Parameters
a -- pointer to an initialized
lv_anim_t
variableexec_cb -- a function to execute during animation LVGL's built-in functions can be used. E.g. lv_obj_set_x
-
static inline void lv_anim_set_time(lv_anim_t *a, uint32_t duration)¶
Set the duration of an animation
- Parameters
a -- pointer to an initialized
lv_anim_t
variableduration -- duration of the animation in milliseconds
-
static inline void lv_anim_set_delay(lv_anim_t *a, uint32_t delay)¶
Set a delay before starting the animation
- Parameters
a -- pointer to an initialized
lv_anim_t
variabledelay -- delay before the animation in milliseconds
-
static inline void lv_anim_set_values(lv_anim_t *a, int32_t start, int32_t end)¶
Set the start and end values of an animation
- Parameters
a -- pointer to an initialized
lv_anim_t
variablestart -- the start value
end -- the end value
-
static inline void lv_anim_set_custom_exec_cb(lv_anim_t *a, lv_anim_custom_exec_cb_t exec_cb)¶
Similar to
lv_anim_set_exec_cb
butlv_anim_custom_exec_cb_t
receiveslv_anim_t *
as its first parameter instead ofvoid *
. This function might be used when LVGL is binded to other languages because it's more consistent to havelv_anim_t *
as first parameter. The variable to animate can be stored in the animation'suser_sata
- Parameters
a -- pointer to an initialized
lv_anim_t
variableexec_cb -- a function to execute.
-
static inline void lv_anim_set_path_cb(lv_anim_t *a, lv_anim_path_cb_t path_cb)¶
Set the path (curve) of the animation.
- Parameters
a -- pointer to an initialized
lv_anim_t
variablepath_cb -- a function the get the current value of the animation.
-
static inline void lv_anim_set_start_cb(lv_anim_t *a, lv_anim_ready_cb_t start_cb)¶
Set a function call when the animation really starts (considering
delay
)- Parameters
a -- pointer to an initialized
lv_anim_t
variablestart_cb -- a function call when the animation starts
-
static inline void lv_anim_set_get_value_cb(lv_anim_t *a, lv_anim_get_value_cb_t get_value_cb)¶
Set a function to use the current value of the variable and make start and end value relative the the returned current value.
- Parameters
a -- pointer to an initialized
lv_anim_t
variableget_value_cb -- a function call when the animation starts
-
static inline void lv_anim_set_ready_cb(lv_anim_t *a, lv_anim_ready_cb_t ready_cb)¶
Set a function call when the animation is ready
- Parameters
a -- pointer to an initialized
lv_anim_t
variableready_cb -- a function call when the animation is ready
-
static inline void lv_anim_set_playback_time(lv_anim_t *a, uint32_t time)¶
Make the animation to play back to when the forward direction is ready
- Parameters
a -- pointer to an initialized
lv_anim_t
variabletime -- the duration of the playback animation in in milliseconds. 0: disable playback
-
static inline void lv_anim_set_playback_delay(lv_anim_t *a, uint32_t delay)¶
Make the animation to play back to when the forward direction is ready
- Parameters
a -- pointer to an initialized
lv_anim_t
variabledelay -- delay in milliseconds before starting the playback animation.
-
static inline void lv_anim_set_repeat_count(lv_anim_t *a, uint16_t cnt)¶
Make the animation repeat itself.
- Parameters
a -- pointer to an initialized
lv_anim_t
variablecnt -- repeat count or
LV_ANIM_REPEAT_INFINITE
for infinite repetition. 0: to disable repetition.
-
static inline void lv_anim_set_repeat_delay(lv_anim_t *a, uint32_t delay)¶
Set a delay before repeating the animation.
- Parameters
a -- pointer to an initialized
lv_anim_t
variabledelay -- delay in milliseconds before repeating the animation.
-
static inline void lv_anim_set_early_apply(lv_anim_t *a, bool en)¶
Set a whether the animation's should be applied immediately or only when the delay expired.
- Parameters
a -- pointer to an initialized
lv_anim_t
variableen -- true: apply the start value immediately in
lv_anim_start
; false: apply the start value only whendelay
ms is elapsed and the animations really starts
-
lv_anim_t *lv_anim_start(const lv_anim_t *a)¶
Create an animation
- Parameters
a -- an initialized 'anim_t' variable. Not required after call.
- Returns
pointer to the created animation (different from the
a
parameter)
-
static inline uint32_t lv_anim_get_delay(lv_anim_t *a)¶
Get a delay before starting the animation
- Parameters
a -- pointer to an initialized
lv_anim_t
variable- Returns
delay before the animation in milliseconds
-
bool lv_anim_del(void *var, lv_anim_exec_xcb_t exec_cb)¶
Delete an animation of a variable with a given animator function
- Parameters
var -- pointer to variable
exec_cb -- a function pointer which is animating 'var', or NULL to ignore it and delete all the animations of 'var
- Returns
true: at least 1 animation is deleted, false: no animation is deleted
-
void lv_anim_del_all(void)¶
Delete all the animations animation
-
lv_anim_t *lv_anim_get(void *var, lv_anim_exec_xcb_t exec_cb)¶
Get the animation of a variable and its
exec_cb
.- Parameters
var -- pointer to variable
exec_cb -- a function pointer which is animating 'var', or NULL to return first matching 'var'
- Returns
pointer to the animation.
-
static inline bool lv_anim_custom_del(lv_anim_t *a, lv_anim_custom_exec_cb_t exec_cb)¶
Delete an animation by getting the animated variable from
a
. Only animations withexec_cb
will be deleted. This function exists because it's logical that all anim. functions receives anlv_anim_t
as their first parameter. It's not practical in C but might make the API more consequent and makes easier to generate bindings.- Parameters
a -- pointer to an animation.
exec_cb -- a function pointer which is animating 'var', or NULL to ignore it and delete all the animations of 'var
- Returns
true: at least 1 animation is deleted, false: no animation is deleted
-
uint16_t lv_anim_count_running(void)¶
Get the number of currently running animations
- Returns
the number of running animations
-
uint32_t lv_anim_speed_to_time(uint32_t speed, int32_t start, int32_t end)¶
Calculate the time of an animation with a given speed and the start and end values
- Parameters
speed -- speed of animation in unit/sec
start -- start value of the animation
end -- end value of the animation
- Returns
the required time [ms] for the animation with the given parameters
-
void lv_anim_refr_now(void)¶
Manually refresh the state of the animations. Useful to make the animations running in a blocking process where
lv_timer_handler
can't run for a while. Shouldn't be used directly because it is called inlv_refr_now()
.
-
int32_t lv_anim_path_linear(const lv_anim_t *a)¶
Calculate the current value of an animation applying linear characteristic
- Parameters
a -- pointer to an animation
- Returns
the current value to set
-
int32_t lv_anim_path_ease_in(const lv_anim_t *a)¶
Calculate the current value of an animation slowing down the start phase
- Parameters
a -- pointer to an animation
- Returns
the current value to set
-
int32_t lv_anim_path_ease_out(const lv_anim_t *a)¶
Calculate the current value of an animation slowing down the end phase
- Parameters
a -- pointer to an animation
- Returns
the current value to set
-
int32_t lv_anim_path_ease_in_out(const lv_anim_t *a)¶
Calculate the current value of an animation applying an "S" characteristic (cosine)
- Parameters
a -- pointer to an animation
- Returns
the current value to set
-
int32_t lv_anim_path_overshoot(const lv_anim_t *a)¶
Calculate the current value of an animation with overshoot at the end
- Parameters
a -- pointer to an animation
- Returns
the current value to set
-
struct _lv_anim_t¶
- #include <lv_anim.h>
Describes an animation
Public Members
-
void *var¶
Variable to animate
-
lv_anim_exec_xcb_t exec_cb¶
Function to execute to animate
-
lv_anim_start_cb_t start_cb¶
Call it when the animation is starts (considering
delay
)
-
lv_anim_ready_cb_t ready_cb¶
Call it when the animation is ready
-
lv_anim_get_value_cb_t get_value_cb¶
Get the current value in relative mode
-
void *user_data¶
Custom user data
-
lv_anim_path_cb_t path_cb¶
Describe the path (curve) of animations
-
int32_t start_value¶
Start value
-
int32_t current_value¶
Current value
-
int32_t end_value¶
End value
-
int32_t time¶
Animation time in ms
-
int32_t act_time¶
Current time in animation. Set to negative to make delay.
-
uint32_t playback_delay¶
Wait before play back
-
uint32_t playback_time¶
Duration of playback animation
-
uint32_t repeat_delay¶
Wait before repeat
-
uint16_t repeat_cnt¶
Repeat count for the animation
-
uint8_t early_apply¶
1: Apply start value immediately even is there is
delay
-
uint8_t playback_now¶
Play back is in progress
-
uint8_t run_round¶
Indicates the animation has run in this round
-
uint8_t start_cb_called¶
Indicates that the
start_cb
was already called
-
uint32_t time_orig¶
-
void *var¶