Lines Matching refs:is
8 let LVGL do the heavy lifting of making it happen. What makes it so powerful is that
9 the thing being changed can be virtually anything in your system. It is very
11 appearance, size or location over time. But because it is --- at its core --- a
18 "variable"), which is available in the callback functions that are called as the
19 Animation is playing through.
22 you specify, and there is even a variety of commonly-used non-linear effects that can
25 The main callback called during an Animation (when it is playing) is called an
50 Animations is really limited only by your imagination.
53 a given *animator* callback is one (1). However, the number of Animations that can
54 be playing at the same time is limited only by available RAM and CPU time for:
105 /* Set path (curve). Default is linear */
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] */
120 /* Delay before reverse play. Default is 0 (disabled) [ms] */
123 /* Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition */
126 /* Delay before repeat. Default is 0 (disabled) [ms] */
143 You can control the Path (curve) of an Animation. The simplest case is linear,
144 meaning the current value between *start* and *end* is changed at the same rate (i.e.
145 with fixed steps) over the duration of the Animation. A *Path* is a function which
164 If you provide your own custom Path function, its prototype is:
179 the *rate* is known but the duration is not known. Given an Animation's ``start``
182 ``start`` and ``end`` value. For such cases there is a utility function
216 After you have set up your :cpp:type:`lv_anim_t` object, it is important to realize
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
242 or until it is deleted (see below), whichever comes first. An Animation has
251 Once the *live, running* Animation reaches completion, it is automatically deleted
271 - the object (variable) being animated is deleted (and it is not a Widget) or
272 - a running animation needs to be stopped before it is completed.
276 If the object (variable) being deleted is a type of Widget, the housekeeping code
279 object being deleted is *not* one of the Widgets.
289 deleted, and before the call to :cpp:func:`lv_anim_delete` is made, it does no harm
306 is also available if you wish for the animation to resume automatically after.
315 Animation Timeline. A Timeline is a collection of multiple Animations which makes it
324 ``start_time`` is the start time of the Animation on the Timeline. Note that
343 Note: this does not preserve its state. The only way to start it again is to call
349 state of the Animation Timeline according to the ``progress`` value. ``progress`` is
359 Animation Timeline is also played in reverse after its forward play completes.