「App:Library:LVGL:docs:Overview:Animations」の版間の差分

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= Animations =
 +
You can automatically change the value of a variable between a start and an end value using animations. 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 property ''set'' functions in LVGL. For example <code>lv_obj_set_x(obj, value)</code> or <code>lv_obj_set_width(obj, value)</code>
 +
 +
== Create an animation ==
 +
To create an animation an <code>lv_anim_t</code> variable has to be initialized and configured with <code>lv_anim_set_...()</code> 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 target of the animation*/
 +
lv_anim_set_var(&a, obj);
 +
 +
/*Length of the animation [ms]*/
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lv_anim_set_time(&a, duration);
 +
 +
/*Set start and end values. E.g. 0, 150*/
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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*/
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lv_anim_set_path(&a, lv_anim_path_ease_in);
 +
 +
/*Set a callback to indicate when the animation is ready (idle).*/
 +
lv_anim_set_ready_cb(&a, ready_cb);
 +
 +
/*Set a callback to indicate when the animation is started (after delay).*/
 +
lv_anim_set_start_cb(&a, start_cb);
 +
 +
/*When ready, play the animation backward with this duration. Default is 0 (disabled) [ms]*/
 +
lv_anim_set_playback_time(&a, time);
 +
 +
/*Delay before playback. Default is 0 (disabled) [ms]*/
 +
lv_anim_set_playback_delay(&a, delay);
 +
 +
/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition*/
 +
lv_anim_set_repeat_count(&a, cnt);
 +
 +
/*Delay before repeat. Default is 0 (disabled) [ms]*/
 +
lv_anim_set_repeat_delay(&a, delay);
 +
 +
/*true (default): apply the start value immediately, false: apply start value after delay when the 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 <code>lv_obj_set_x</code> and <code>lv_obj_set_y</code>. However, only one animation can exist with a given variable and function pair and <code>lv_anim_start()</code> will remove any existing animations for such a pair.
 +
 +
== Animation path ==
 +
You 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. 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 path functions:
 +
 +
* <code>lv_anim_path_linear</code> linear animation
 +
* <code>lv_anim_path_step</code> change in one step at the end
 +
* <code>lv_anim_path_ease_in</code> slow at the beginning
 +
* <code>lv_anim_path_ease_out</code> slow at the end
 +
* <code>lv_anim_path_ease_in_out</code> slow at the beginning and end
 +
* <code>lv_anim_path_overshoot</code> overshoot the end value
 +
* <code>lv_anim_path_bounce</code> bounce back a little from the end value (like hitting a wall)
 +
 +
== Speed vs time ==
 +
By default, you set the animation time directly. But in some cases, setting the animation speed is more practical.
 +
 +
The <code>lv_anim_speed_to_time(speed, start, end)</code> 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, <code>lv_anim_speed_to_time(20,0,100)</code> will yield 5000 milliseconds. For example, in the case of <code>lv_obj_set_x</code> ''unit'' is pixels so ''20'' means ''20 px/sec'' speed.
 +
 +
== Delete animations ==
 +
You can delete an animation with <code>lv_anim_del(var, func)</code> if you provide the animated variable and its animator function.
 +
 +
== Timeline ==
 +
A timeline is a collection of multiple animations which makes it easy to create complex composite animations.
 +
 +
Firstly, create an animation element but don’t call <code>lv_anim_start()</code>.
 +
 +
Secondly, create an animation timeline object by calling <code>lv_anim_timeline_create()</code>.
 +
 +
Thirdly, add animation elements to the animation timeline by calling <code>lv_anim_timeline_add(at, start_time, &a)</code>. <code>start_time</code> is the start time of the animation on the timeline. Note that <code>start_time</code> will override the value of <code>delay</code>.
 +
 +
Finally, call <code>lv_anim_timeline_start(at)</code> to start the animation timeline.
 +
 +
It supports forward and backward playback of the entire animation group, using <code>lv_anim_timeline_set_reverse(at, reverse)</code>.
 +
 +
Call <code>lv_anim_timeline_stop(at)</code> to stop the animation timeline.
 +
 +
Call <code>lv_anim_timeline_set_progress(at, progress)</code> function to set the state of the object corresponding to the progress of the timeline.
 +
 +
Call <code>lv_anim_timeline_get_playtime(at)</code> function to get the total duration of the entire animation timeline.
 +
 +
Call <code>lv_anim_timeline_get_reverse(at)</code> function to get whether to reverse the animation timeline.
 +
 +
Call <code>lv_anim_timeline_del(at)</code> function to delete the animation timeline.
  
  

2022年6月27日 (月) 10:45時点における版

https://docs.lvgl.io/8.2/overview/style.html

英文 自動翻訳

Animations

You can automatically change the value of a variable between a start and an end value using animations. 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 property set functions in 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 target of the animation*/
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 indicate when the animation is ready (idle).*/
lv_anim_set_ready_cb(&a, ready_cb);

/*Set a callback to indicate when the animation is started (after delay).*/
lv_anim_set_start_cb(&a, start_cb);

/*When ready, play the animation backward with this duration. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_time(&a, time);

/*Delay before playback. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_delay(&a, delay);

/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINITE for infinite repetition*/
lv_anim_set_repeat_count(&a, cnt);

/*Delay before repeat. Default is 0 (disabled) [ms]*/
lv_anim_set_repeat_delay(&a, delay);

/*true (default): apply the start value immediately, false: apply start value after delay when the 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 and lv_anim_start() will remove any existing animations for such a pair.

Animation path

You 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. 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 path functions:

  • lv_anim_path_linear linear animation
  • lv_anim_path_step change in one step at the end
  • lv_anim_path_ease_in slow at the beginning
  • lv_anim_path_ease_out slow at the end
  • lv_anim_path_ease_in_out slow at the beginning and end
  • lv_anim_path_overshoot overshoot the end value
  • lv_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 directly. 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 the 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.

Timeline

A timeline is a collection of multiple animations which makes it easy to create complex composite animations.

Firstly, create an animation element but don’t call lv_anim_start().

Secondly, create an animation timeline object by calling lv_anim_timeline_create().

Thirdly, 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.

Finally, call lv_anim_timeline_start(at) to start the animation timeline.

It supports forward and backward playback of the entire animation group, using lv_anim_timeline_set_reverse(at, reverse).

Call lv_anim_timeline_stop(at) to stop the animation timeline.

Call lv_anim_timeline_set_progress(at, progress) function to set the state of the object corresponding to the progress of the timeline.

Call lv_anim_timeline_get_playtime(at) function to get the total duration of the entire animation timeline.

Call lv_anim_timeline_get_reverse(at) function to get whether to reverse the animation timeline.

Call lv_anim_timeline_del(at) function to delete the animation timeline.






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