1# Animations 2 3You can automatically change the value of a variable between a start and an end value using animations. 4Animation will happen by periodically calling an "animator" function with the corresponding value parameter. 5 6The *animator* functions have the following prototype: 7```c 8void func(void * var, lv_anim_var_t value); 9``` 10This prototype is compatible with the majority of the property *set* functions in LVGL. For example `lv_obj_set_x(obj, value)` or `lv_obj_set_width(obj, value)` 11 12 13## Create an animation 14To create an animation an `lv_anim_t` variable has to be initialized and configured with `lv_anim_set_...()` functions. 15 16```c 17 18/* INITIALIZE AN ANIMATION 19 *-----------------------*/ 20 21lv_anim_t a; 22lv_anim_init(&a); 23 24/* MANDATORY SETTINGS 25 *------------------*/ 26 27/*Set the "animator" function*/ 28lv_anim_set_exec_cb(&a, (lv_anim_exec_xcb_t) lv_obj_set_x); 29 30/*Set target of the animation*/ 31lv_anim_set_var(&a, obj); 32 33/*Length of the animation [ms]*/ 34lv_anim_set_time(&a, duration); 35 36/*Set start and end values. E.g. 0, 150*/ 37lv_anim_set_values(&a, start, end); 38 39/* OPTIONAL SETTINGS 40 *------------------*/ 41 42/*Time to wait before starting the animation [ms]*/ 43lv_anim_set_delay(&a, delay); 44 45/*Set path (curve). Default is linear*/ 46lv_anim_set_path(&a, lv_anim_path_ease_in); 47 48/*Set a callback to indicate when the animation is ready (idle).*/ 49lv_anim_set_ready_cb(&a, ready_cb); 50 51/*Set a callback to indicate when the animation is deleted (idle).*/ 52lv_anim_set_deleted_cb(&a, deleted_cb); 53 54/*Set a callback to indicate when the animation is started (after delay).*/ 55lv_anim_set_start_cb(&a, start_cb); 56 57/*When ready, play the animation backward with this duration. Default is 0 (disabled) [ms]*/ 58lv_anim_set_playback_time(&a, time); 59 60/*Delay before playback. Default is 0 (disabled) [ms]*/ 61lv_anim_set_playback_delay(&a, delay); 62 63/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition*/ 64lv_anim_set_repeat_count(&a, cnt); 65 66/*Delay before repeat. Default is 0 (disabled) [ms]*/ 67lv_anim_set_repeat_delay(&a, delay); 68 69/*true (default): apply the start value immediately, false: apply start value after delay when the anim. really starts. */ 70lv_anim_set_early_apply(&a, true/false); 71 72/* START THE ANIMATION 73 *------------------*/ 74lv_anim_start(&a); /*Start the animation*/ 75``` 76 77 78You can apply multiple different animations on the same variable at the same time. 79For 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 and `lv_anim_start()` will remove any existing animations for such a pair. 80 81## Animation path 82 83You can control the path of an animation. The most simple case is linear, meaning the current value between *start* and *end* is changed with fixed steps. 84A *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 path functions: 85 86- `lv_anim_path_linear` linear animation 87- `lv_anim_path_step` change in one step at the end 88- `lv_anim_path_ease_in` slow at the beginning 89- `lv_anim_path_ease_out` slow at the end 90- `lv_anim_path_ease_in_out` slow at the beginning and end 91- `lv_anim_path_overshoot` overshoot the end value 92- `lv_anim_path_bounce` bounce back a little from the end value (like hitting a wall) 93 94 95## Speed vs time 96By default, you set the animation time directly. But in some cases, setting the animation speed is more practical. 97 98The `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. 99The speed is interpreted in _unit/sec_ dimension. For example, `lv_anim_speed_to_time(20,0,100)` will yield 5000 milliseconds. For example, in the case of `lv_obj_set_x` *unit* is pixels so *20* means *20 px/sec* speed. 100 101## Delete animations 102 103You can delete an animation with `lv_anim_del(var, func)` if you provide the animated variable and its animator function. 104 105## Timeline 106A timeline is a collection of multiple animations which makes it easy to create complex composite animations. 107 108Firstly, create an animation element but don’t call `lv_anim_start()`. 109 110Secondly, create an animation timeline object by calling `lv_anim_timeline_create()`. 111 112Thirdly, 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`. 113 114Finally, call `lv_anim_timeline_start(at)` to start the animation timeline. 115 116It supports forward and backward playback of the entire animation group, using `lv_anim_timeline_set_reverse(at, reverse)`. 117 118Call `lv_anim_timeline_stop(at)` to stop the animation timeline. 119 120Call `lv_anim_timeline_set_progress(at, progress)` function to set the state of the object corresponding to the progress of the timeline. 121 122Call `lv_anim_timeline_get_playtime(at)` function to get the total duration of the entire animation timeline. 123 124Call `lv_anim_timeline_get_reverse(at)` function to get whether to reverse the animation timeline. 125 126Call `lv_anim_timeline_del(at)` function to delete the animation timeline. 127 128![](/misc/anim-timeline.png "timeline diagram") 129 130## Examples 131 132```eval_rst 133 134.. include:: ../../examples/anim/index.rst 135 136``` 137## API 138 139```eval_rst 140 141.. doxygenfile:: lv_anim.h 142 :project: lvgl 143 144``` 145