App:Library:LVGL:docs:Overview:Animations

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2022年7月1日 (金) 11:33時点におけるTakashi (トーク | 投稿記録)による版
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https://docs.lvgl.io/8.2/overview/animation.html

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. LVGL docs overview animation 01.png


Examples

Start animation on an event

LVGL docs example 018.png


Playback animation

LVGL docs example 019.png


Animation timeline

LVGL docs example 020.png


API

Typedefs

typedef int32_t (*lv_anim_path_cb_t)(const struct _lv_anim_t*)[1]
Get the current value during an animation
typedef voi[2]d (*lv_anim_exec_xcb_t)(void*, int32_t)[3]
Generic prototype of "animator" functions. Fir[4]st parameter is the variable to animate. Second parameter is the value to set. Compatible with lv_xxx_set_yyy(obj, value) functions The x in _xcb_t means it's not a fully generic prototype because it doesn't receive lv_anim_t * as its first argument
typedef void (*lv_anim_custom_exec_cb_t)(struct _lv_anim_t*, int32_t)[5]
Same as lv_anim_exec_xcb_t but receives lv_anim_t * as the first [6]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*)[7]
Callback to call when the animation is ready
[8]typedef void (*lv_anim_start_cb_t)(struct _lv_anim_t*)[9]
Callback to call when the animation really stars ([10]considering delay)
typedef int32_t (*lv_anim_get_value_cb_t)(struct _lv_anim_t*)[11]
Callback used when the animation values are relative to g[12]et the current value
typedef struct _lv_anim_t lv_anim_t[13]
Describes an animation

Enums[14]

enum lv_anim_enable_t[15]
Can be used to in[16]dicate if animations are enabled or disabled in a case Values:
enumerator LV_ANIM_OFF[17]
enumerator L[18]V_ANIM_ON[19]

Functions

[20]

LV_EXPORT_CONST_INT(LV_ANIM_REPEAT_INFINITE)[21]
LV_EXPORT_CONST_INT(LV_ANIM_PLAYTI[22]ME_INFINITE)[23]
void _lv_anim_core_init(void)[24]
I[25]nit. the animation modul[26]e
void lv_anim_init(lv_anim_t *a)[27]
Initialize an animation var[28]iable. 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)[29]
Set a variable to animate
Parameters
  • a -- point[30]er to an initialized lv_anim_t variable
  • var -- 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)[31]
Set a function to animate var
Parameters
  • a -- pointer to an initiali[32]zed lv_anim_t variable
  • exec_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)[33]
Set the duration of an animation
Parameters
  • a -- pointer[34] to an initialized lv_anim_t variable
  • duration -- duration of the animation in milliseconds
static inline void lv_anim_set_delay(lv_anim_t *a, uint32_t delay)[35]
Set a delay before starting the animation
Parameters
  • a[36] -- pointer to an initialized lv_anim_t variable
  • delay -- delay before the animation in milliseconds
static inline void lv_anim_set_values(lv_anim_t *a, int32_t start, int32_t end)[37]
Set the start and end values of an animation
Parameters
  • a -- pointe[38]r to an initialized lv_anim_t variable
  • start -- 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)[39]
Similar to lv_anim_set_exec_cb but lv_anim_custom_exec_cb_t receives lv_anim_t * as its f[40]irst parameter instead of void *. This function might be used when LVGL is bound to other languages because it's more consistent to have lv_anim_t * as first parameter. The variable to animate can be stored in the animation's user_data
Parameters
  • a -- pointer to an initialized lv_anim_t variable
  • exec_cb -- a function to execute.
static inline void lv_anim_set_path_cb(lv_anim_t *a, lv_anim_path_cb_t path_cb)[41]
Set the path (curve) of the animation.
Parameters
  • a -- pointer to a[42]n initialized lv_anim_t variable
  • path_cb -- a function to set the current value of the animation.
static inline void lv_anim_set_start_cb(lv_anim_t *a, lv_anim_start_cb_t start_cb)[43]
Set a function call when the animation really starts (considering delay)
Pa[44]rameters
  • a -- pointer to an initialized lv_anim_t variable
  • start_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)[45]
Set a function to use the current value of the variable and make start and end value relat[46]ive to the returned current value.
Parameters
  • a -- pointer to an initialized lv_anim_t variable
  • get_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)[47]
Set a function call when the animation is ready
Parameters
  • a -- pointe[48]r to an initialized lv_anim_t variable
  • ready_cb -- a function call when the animation is ready
static inline void lv_anim_set_playback_time(lv_anim_t *a, uint32_t time)[49]
Make the animation to play back to when the forward direction is read[50]y
Parameters
  • a -- pointer to an initialized lv_anim_t variable
  • time -- the duration of the playback animation in milliseconds. 0: disable playback
static inline void lv_anim_set_playback_delay(lv_anim_t *a, uint32_t delay)[51]
Make the animation to play back to when the forward direction is ready [52]
Parameters
  • a -- pointer to an initialized lv_anim_t variable
  • delay -- delay in milliseconds before starting the playback animation.
static inline void lv_anim_set_repeat_count(lv_anim_t *a, uint16_t cnt)[53]
Make the animation repeat itself.
Parameters
  • a -- pointer t[54]o an initialized lv_anim_t variable
  • cnt -- 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)[55]
Set a delay before repeating the animation.
Parameters
  • a -- p[56]ointer to an initialized lv_anim_t variable
  • delay -- delay in milliseconds before repeating the animation.
static inline void lv_anim_set_early_apply(lv_anim_t *a, bool en)[57]
Set a whether the animation's should be applied immediately o[58]r only when the delay expired.
Parameters
  • a -- pointer to an initialized lv_anim_t variable
  • en -- true: apply the start value immediately in lv_anim_start; false: apply the start value only when delay ms is elapsed and the animations really starts
static inline void lv_anim_set_user_data(lv_anim_t *a, void *user_data)[59]
Set the custom user data field of the animation.
Parameters
  • [60] a -- pointer to an initialized lv_anim_t variable
  • user_data -- pointer to the new user_data.
lv_anim_t *lv_anim_start(const lv_anim_t *a)[61]
Create an animation
Parameters
a -[62]- 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)[63]
Get a delay before starting the animation
Param[64]eters
a -- pointer to an initialized lv_anim_t variable
Returns
delay before the animation in milliseconds
uint32_t lv_anim_get_playtime(lv_anim_t *a)[65]
Get the time used to play the animation[66].
Parameters
a -- pointer to an animation.
Returns
the play time in milliseconds.
static inline void *lv_anim_get_user_data(lv_anim_t *a)[67]
Get the user_data field of the animation
Paramet[68]ers
a -- pointer to an initialized lv_anim_t variable
Returns
the pointer to the custom user_data of the animation
bool lv_anim_del(void *var, lv_anim_exec_xcb_t exec_cb)[69]
Delete an animation of a variable with a given anim[70]ator 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)[71]
Delete all the animati[72]ons
lv_anim_t *lv_anim_get(void *var, lv_anim_exec_xcb_t exec_cb)[73]
Get the animation of a variable and its exec_cb.
Param[74]eters
  • 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)[75]
Delete an animation by getting the animated variable from a. Only animations with[76] exec_cb will be deleted. This function exists because it's logical that all anim. functions receives an lv_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
static inline lv_anim_t *lv_anim_custom_get(lv_anim_t *a, lv_anim_custom_exec_cb_t exec_cb)[77]
Get the animation of a variable and its exec_cb. This function exists because it's logi[78]cal that all anim. functions receives an lv_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 return first matching 'var'
Returns
pointer to the animation.
uint16_t lv_anim_count_running(void)[79]
Get the number of currently runn[80]ing animations
Returns
the number of running animations
uint32_t lv_anim_speed_to_time(uint32_t speed, int32_t start, int32_t end)[81]
Calculate the time of an animation with a given speed and the start an[82]d 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)[83]
Manually refresh the st[84]ate 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 in lv_refr_now().
int32_t lv_anim_path_linear(const lv_anim_t *a)[85]
Calculate the current value of an animation[86] 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)[87]
Calculate the current value of an animation [88]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)[89]
Calculate the current value of an animation s[90]lowing 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)[91]
Calculate the current value of an animation appl[92]ying 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)[93]
Calculate the current value of an animation wi[94]th overshoot at the end
Parameters
a -- pointer to an animation
Returns
the current value to set
int32_t lv_anim_path_bounce(const lv_anim_t *a)[95]
Calculate the current value of an animation[96] with 3 bounces
Parameters
a -- pointer to an animation
Returns
the current value to set
int32_t lv_anim_path_step(const lv_anim_t *a)[97]
Calculate the current value of an animati[98]on applying step characteristic. (Set end value on the end of the animation)
Parameters
a -- pointer to an animation
Returns
the current value to set
struct _lv_anim_t[99]
#include <lv_[100]anim.h> Describes an animation Public Members
void *var[101]
Varia[102]ble to animate
lv_anim_exec_xcb_t exec_cb[103]
Function to execute to[104] animate
lv_anim_start_cb_t start_cb[105]
Call it when the animat[106]ion is starts (considering delay)
lv_anim_ready_cb_t ready_cb[107]
Call it when the animat[108]ion is ready
lv_anim_get_value_cb_t get_value_cb[109]
Get the current value in relati[110]ve mode
void *user_data[111]
Custom user[112] data
lv_anim_path_cb_t path_cb[113]
Describe the path (cu[114]rve) of animations
int32_t start_value[115]
Start value
[116]
int32_t current_value[117]
Current value
[118]
int32_t end_value[119]
End value
[120]
int32_t time[121]
Animatio[122]n time in ms
int32_t act_time[123]
Current time[124] in animation. Set to negative to make delay.
uint32_t playback_delay[125]
Wait before play ba[126]ck
uint32_t playback_time[127]
Duration of playba[128]ck animation
uint32_t repeat_delay[129]
Wait before repea[130]t
uint16_t repeat_cnt[131]
Repeat count fo[132]r the animation
uint8_t early_apply[133]
1: Apply start [134]value immediately even is there is delay
uint8_t playback_now[135]
Play back is in [136]progress
uint8_t run_round[137]
Indicates the[138] animation has run in this round
uint8_t start_cb_called[139]
Indicates that the [140]start_cb was already called





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