Lines Matching refs:Animation
4 Animation (lv_anim)
15 For each Animation you create, it accomplishes the above by providing a generic
19 Animation is playing through.
25 The main callback called during an Animation (when it is playing) is called an
59 Thus, you can have a Button's width being changed by one Animation while having its
60 height being changed by another Animation.
66 Create an Animation
69 To create an Animation, start by creating an Animation *template* in an
90 /* Set target of the Animation */
93 /* Length of the Animation [ms] */
102 /* Time to wait before starting the Animation [ms] */
108 /* Set anim_template callback to indicate when the Animation is completed. */
111 /* Set anim_template callback to indicate when the Animation is deleted (idle). */
114 /* Set anim_template callback to indicate when the Animation is started (after delay). */
117 /* When ready, play the Animation backward with this duration. Default is 0 (disabled) [ms] */
134 running_anim = lv_anim_start(&anim_template); /* Start the Animation */
140 Animation Path
143 You can control the Path (curve) of an Animation. The simplest case is linear,
145 with fixed steps) over the duration of the Animation. A *Path* is a function which
146 calculates the next value to set based on the current state of the Animation.
149 - :cpp:func:`lv_anim_path_linear`: linear Animation (default)
177 Normally, you set the Animation duration directly using
179 the *rate* is known but the duration is not known. Given an Animation's ``start``
181 how quickly (units per second) the Animation's value needs to change between the
183 :cpp:func:`lv_anim_speed_to_time` you can use to compute the Animation's duration, so
200 Sometimes an Animation needs to play forward, and then play backwards, effectively
203 reverse portion of the Animation:
213 Starting an Animation
217 that what you have set up is a "template" for a live, running Animation that has
220 an internal object that is a *live, running* Animation. This function returns a
237 :cpp:expr:`lv_anim_start(&anim_template)` makes its own copy of the Animation
241 Once a *live running* Animation has been started, it runs until it has completed,
242 or until it is deleted (see below), whichever comes first. An Animation has
246 - if the Animation has a non-zero *reverse* duration value, then its value
248 - if a non-zero repeat count has been set, it has repeated the Animation
251 Once the *live, running* Animation reaches completion, it is automatically deleted
252 from the list of running Animations. This does not impact your Animation template.
259 Animation.
268 You should delete an Animation using :cpp:expr:`lv_anim_delete(var, func)` if one of
288 In the event that the Animation completes *after* you have determined it needs to be
315 Animation Timeline. A Timeline is a collection of multiple Animations which makes it
316 easy to create complex composite Animations. To create and use an Animation Timeline:
318 - Create an Animation template but do not call :cpp:func:`lv_anim_start` on it.
320 - Create an Animation Timeline object by calling :cpp:func:`lv_anim_timeline_create`.
322 - Add Animation templates to the Timeline by calling
324 ``start_time`` is the start time of the Animation on the Timeline. Note that
328 - Call :cpp:expr:`lv_anim_timeline_start(timeline)` to start the Animation Timeline.
333 own copy of the contents of the Animation template, so if you do not need it
336 It supports forward and reverse play of the entire Animation group, using
342 Call :cpp:expr:`lv_anim_timeline_pause(timeline)` to pause the Animation Timeline.
349 state of the Animation Timeline according to the ``progress`` value. ``progress`` is
356 duration (in milliseconds) of the entire Animation Timeline.
359 Animation Timeline is also played in reverse after its forward play completes.
361 Call :cpp:expr:`lv_anim_timeline_delete(timeline)` function to delete the Animation Timeline.
362 **Note**: If you need to delete a Widget during Animation, be sure to delete the
363 Animation Timeline before deleting the Widget. Otherwise, the program may crash or behave abnormall…