Animations(动画)
显示原文
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:
您可以使用动画自动更改变量的值,该值在开始值和结束值之间变化。动画将通过定期调用具有相应值参数的“animator”函数来完成。
animator 函数具有以下原型:
void func(void * var, lv_anim_var_t value);
显示原文
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)
该原型与LVGL中的大多数属性 set 函数兼容。例如 lv_obj_set_x(obj, value) or lv_obj_set_width(obj, value)
Create an animation(创建动画)
显示原文
To create an animation an lv_anim_t
variable has to be initialized
and configured with lv_anim_set_...()
functions.
要创建动画,必须初始化一个 lv_anim_t
变量,并使用 lv_anim_set_()
函数进行配置。
/* 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_duration(&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_cb(&a, lv_anim_path_ease_in);
/*Set a callback to indicate when the animation is completed.*/
lv_anim_set_completed_cb(&a, completed_cb);
/*Set a callback to indicate when the animation is deleted (idle).*/
lv_anim_set_deleted_cb(&a, deleted_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_duration(&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*/
显示原文
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.
你可以同时对同一个变量应用多种不同的动画。例如,使用 lv_obj_set_x()
和 lv_obj_set_y()
来同时设置 x 和 y 坐标的动画。然而,同一个变量和函数对只能存在一个动画,lv_anim_start()
会移除任何给定变量和函数对的现有动画。
Animation path(动画轨迹)
显示原文
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 animationlv_anim_path_step()
: change in one step at the endlv_anim_path_ease_in()
: slow at the beginninglv_anim_path_ease_out()
: slow at the endlv_anim_path_ease_in_out()
: slow at the beginning and endlv_anim_path_overshoot()
: overshoot the end valuelv_anim_path_bounce()
: bounce back a little from the end value (like hitting a wall)
你可以控制动画的路径。最简单的情况是线性的,意味着在 start 和 end 之间的当前值会以固定步长改变。 path 是一个函数,根据动画的当前状态 计算下一个要设置的值。当前内置的路径函数有以下几种:
lv_anim_path_linear()
: 线性动画lv_anim_path_step()
: 在最后一步时进行变化lv_anim_path_ease_in()
: 开始时较慢lv_anim_path_ease_out()
: 结束时较慢lv_anim_path_ease_in_out()
: 开始和结束时较慢lv_anim_path_overshoot()
: 超过结束值lv_anim_path_bounce()
: 从结束值弹回一点(比如撞到墙壁)
Speed vs time(速度与时间)
显示原文
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.
默认情况下,您直接设置了动画时间。但在某些情况下,设置动画速度更实用。
lv_anim_speed_to_time(speed, start, end) 函数计算以给定
速度从起始值达到终止值所需的时间(以毫秒为单位)。速度的单位是 单位/秒 。
例如,lv_anim_speed_to_time(20, 0, 100) 将得到5000毫秒。
例如,在 lv_obj_set_x()
的情况下, 单位 是像素,所以 20 表示 20 像素/秒 的速度。
Delete animations(删除动画)
显示原文
You can delete an animation with lv_anim_delete(var, func) if you provide the animated variable and its animator function.
如果您提供动画变量及其动画器函数,您可以使用 lv_anim_delete(var, func) 删除动画。
Timeline(时间线)
显示原文
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.
时间线是多个动画的集合,使得创建复杂的复合动画变得容易。
首先,创建一个动画元素,但不要调用 lv_anim_start()
。
其次,通过调用 lv_anim_timeline_create()
创建一个动画时间线对象。
第三,通过调用 lv_anim_timeline_add(at, start_time, &a).将动画元素添加到动画时间线中。 start_time
是动画在时间线上的开始时间。请注意, start_time
将覆盖 delay
的值。
最后,调用 lv_anim_timeline_start(at) 来启动动画时间线。
显示原文
It supports forward and backward playback of the entire animation group, using lv_anim_timeline_set_reverse(at, reverse). Note that if you want to play in reverse from the end of the timeline, you need to call lv_anim_timeline_set_progress(at, LV_ANIM_TIMELINE_PROGRESS_MAX) after adding all animations and before starting to play.
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_delete(at) function to delete the animation timeline. Note: If you need to delete an object during animation, be sure to delete the anim timeline before deleting the object. Otherwise, the program may crash or behave abnormally.
它支持整个动画组的正向和反向播放,使用 lv_anim_timeline_set_reverse(at, reverse)。 请注意,如果要从时间轴的末尾开始倒播,需要在添加所有动画之后、开始播放之前调用 lv_anim_timeline_set_progress(at, LV_ANIM_TIMELINE_PROGRESS_MAX)。
调用 lv_anim_timeline_stop(at) 来停止动画时间轴播放。
调用 lv_anim_timeline_set_progress(at, progress) 函数来设置与时间轴进度对应的对象的状态。
调用 lv_anim_timeline_get_playtime(at) 函数来获取整个动画时间轴的总持续时间。
调用 lv_anim_timeline_get_reverse(at) 函数来获取是否倒播动画时间轴。
调用 lv_anim_timeline_delete(at) 函数来删除动画时间轴。 注意: 如果在动画过程中需要删除对象,请确保在删除对象之前删除动画时间轴。否则,程序可能崩溃或表现异常。
Examples
Start animation on an event
C code
View on GitHub#include "../lv_examples.h"
#if LV_BUILD_EXAMPLES && LV_USE_SWITCH
static void anim_x_cb(void * var, int32_t v)
{
lv_obj_set_x(var, v);
}
static void sw_event_cb(lv_event_t * e)
{
lv_obj_t * sw = lv_event_get_target(e);
lv_obj_t * label = lv_event_get_user_data(e);
if(lv_obj_has_state(sw, LV_STATE_CHECKED)) {
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, label);
lv_anim_set_values(&a, lv_obj_get_x(label), 100);
lv_anim_set_duration(&a, 500);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_path_cb(&a, lv_anim_path_overshoot);
lv_anim_start(&a);
}
else {
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, label);
lv_anim_set_values(&a, lv_obj_get_x(label), -lv_obj_get_width(label));
lv_anim_set_duration(&a, 500);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_path_cb(&a, lv_anim_path_ease_in);
lv_anim_start(&a);
}
}
/**
* Start animation on an event
*/
void lv_example_anim_1(void)
{
lv_obj_t * label = lv_label_create(lv_screen_active());
lv_label_set_text(label, "Hello animations!");
lv_obj_set_pos(label, 100, 10);
lv_obj_t * sw = lv_switch_create(lv_screen_active());
lv_obj_center(sw);
lv_obj_add_state(sw, LV_STATE_CHECKED);
lv_obj_add_event_cb(sw, sw_event_cb, LV_EVENT_VALUE_CHANGED, label);
}
#endif
Playback animation
C code
View on GitHub#include "../lv_examples.h"
#if LV_BUILD_EXAMPLES && LV_USE_SWITCH
static void anim_x_cb(void * var, int32_t v)
{
lv_obj_set_x(var, v);
}
static void anim_size_cb(void * var, int32_t v)
{
lv_obj_set_size(var, v, v);
}
/**
* Create a playback animation
*/
void lv_example_anim_2(void)
{
lv_obj_t * obj = lv_obj_create(lv_screen_active());
lv_obj_set_style_bg_color(obj, lv_palette_main(LV_PALETTE_RED), 0);
lv_obj_set_style_radius(obj, LV_RADIUS_CIRCLE, 0);
lv_obj_align(obj, LV_ALIGN_LEFT_MID, 10, 0);
lv_anim_t a;
lv_anim_init(&a);
lv_anim_set_var(&a, obj);
lv_anim_set_values(&a, 10, 50);
lv_anim_set_duration(&a, 1000);
lv_anim_set_playback_delay(&a, 100);
lv_anim_set_playback_duration(&a, 300);
lv_anim_set_repeat_delay(&a, 500);
lv_anim_set_repeat_count(&a, LV_ANIM_REPEAT_INFINITE);
lv_anim_set_path_cb(&a, lv_anim_path_ease_in_out);
lv_anim_set_exec_cb(&a, anim_size_cb);
lv_anim_start(&a);
lv_anim_set_exec_cb(&a, anim_x_cb);
lv_anim_set_values(&a, 10, 240);
lv_anim_start(&a);
}
#endif
Animation timeline
C code
View on GitHub#include "../lv_examples.h"
#if LV_USE_FLEX && LV_BUILD_EXAMPLES
static const int32_t obj_width = 90;
static const int32_t obj_height = 70;
static void set_width(lv_anim_t * var, int32_t v)
{
lv_obj_set_width(var->var, v);
}
static void set_height(lv_anim_t * var, int32_t v)
{
lv_obj_set_height(var->var, v);
}
static void set_slider_value(lv_anim_t * var, int32_t v)
{
lv_slider_set_value(var->var, v, LV_ANIM_OFF);
}
static void btn_start_event_handler(lv_event_t * e)
{
lv_obj_t * btn = lv_event_get_current_target_obj(e);
lv_anim_timeline_t * anim_timeline = lv_event_get_user_data(e);
bool reverse = lv_obj_has_state(btn, LV_STATE_CHECKED);
lv_anim_timeline_set_reverse(anim_timeline, reverse);
lv_anim_timeline_start(anim_timeline);
}
static void btn_pause_event_handler(lv_event_t * e)
{
lv_anim_timeline_t * anim_timeline = lv_event_get_user_data(e);
lv_anim_timeline_pause(anim_timeline);
}
static void slider_prg_event_handler(lv_event_t * e)
{
lv_obj_t * slider = lv_event_get_current_target_obj(e);
lv_anim_timeline_t * anim_timeline = lv_event_get_user_data(e);
int32_t progress = lv_slider_get_value(slider);
lv_anim_timeline_set_progress(anim_timeline, progress);
}
/**
* Create an animation timeline
*/
void lv_example_anim_timeline_1(void)
{
/* Create anim timeline */
lv_anim_timeline_t * anim_timeline = lv_anim_timeline_create();
lv_obj_t * par = lv_screen_active();
lv_obj_set_flex_flow(par, LV_FLEX_FLOW_ROW);
lv_obj_set_flex_align(par, LV_FLEX_ALIGN_SPACE_AROUND, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
/* create btn_start */
lv_obj_t * btn_start = lv_button_create(par);
lv_obj_add_event_cb(btn_start, btn_start_event_handler, LV_EVENT_VALUE_CHANGED, anim_timeline);
lv_obj_add_flag(btn_start, LV_OBJ_FLAG_IGNORE_LAYOUT);
lv_obj_add_flag(btn_start, LV_OBJ_FLAG_CHECKABLE);
lv_obj_align(btn_start, LV_ALIGN_TOP_MID, -100, 20);
lv_obj_t * label_start = lv_label_create(btn_start);
lv_label_set_text(label_start, "Start");
lv_obj_center(label_start);
/* create btn_pause */
lv_obj_t * btn_pause = lv_button_create(par);
lv_obj_add_event_cb(btn_pause, btn_pause_event_handler, LV_EVENT_CLICKED, anim_timeline);
lv_obj_add_flag(btn_pause, LV_OBJ_FLAG_IGNORE_LAYOUT);
lv_obj_align(btn_pause, LV_ALIGN_TOP_MID, 100, 20);
lv_obj_t * label_pause = lv_label_create(btn_pause);
lv_label_set_text(label_pause, "Pause");
lv_obj_center(label_pause);
/* create slider_prg */
lv_obj_t * slider_prg = lv_slider_create(par);
lv_obj_add_event_cb(slider_prg, slider_prg_event_handler, LV_EVENT_VALUE_CHANGED, anim_timeline);
lv_obj_add_flag(slider_prg, LV_OBJ_FLAG_IGNORE_LAYOUT);
lv_obj_align(slider_prg, LV_ALIGN_BOTTOM_MID, 0, -20);
lv_slider_set_range(slider_prg, 0, LV_ANIM_TIMELINE_PROGRESS_MAX);
/* create 3 objects */
lv_obj_t * obj1 = lv_obj_create(par);
lv_obj_set_size(obj1, obj_width, obj_height);
lv_obj_set_scrollbar_mode(obj1, LV_SCROLLBAR_MODE_OFF);
lv_obj_t * obj2 = lv_obj_create(par);
lv_obj_set_size(obj2, obj_width, obj_height);
lv_obj_set_scrollbar_mode(obj2, LV_SCROLLBAR_MODE_OFF);
lv_obj_t * obj3 = lv_obj_create(par);
lv_obj_set_size(obj3, obj_width, obj_height);
lv_obj_set_scrollbar_mode(obj3, LV_SCROLLBAR_MODE_OFF);
/* anim-slider */
lv_anim_t a_slider;
lv_anim_init(&a_slider);
lv_anim_set_var(&a_slider, slider_prg);
lv_anim_set_values(&a_slider, 0, LV_ANIM_TIMELINE_PROGRESS_MAX);
lv_anim_set_custom_exec_cb(&a_slider, set_slider_value);
lv_anim_set_path_cb(&a_slider, lv_anim_path_linear);
lv_anim_set_duration(&a_slider, 700);
/* anim-obj1 */
lv_anim_t a1;
lv_anim_init(&a1);
lv_anim_set_var(&a1, obj1);
lv_anim_set_values(&a1, 0, obj_width);
lv_anim_set_custom_exec_cb(&a1, set_width);
lv_anim_set_path_cb(&a1, lv_anim_path_overshoot);
lv_anim_set_duration(&a1, 300);
lv_anim_t a2;
lv_anim_init(&a2);
lv_anim_set_var(&a2, obj1);
lv_anim_set_values(&a2, 0, obj_height);
lv_anim_set_custom_exec_cb(&a2, set_height);
lv_anim_set_path_cb(&a2, lv_anim_path_ease_out);
lv_anim_set_duration(&a2, 300);
/* anim-obj2 */
lv_anim_t a3;
lv_anim_init(&a3);
lv_anim_set_var(&a3, obj2);
lv_anim_set_values(&a3, 0, obj_width);
lv_anim_set_custom_exec_cb(&a3, set_width);
lv_anim_set_path_cb(&a3, lv_anim_path_overshoot);
lv_anim_set_duration(&a3, 300);
lv_anim_t a4;
lv_anim_init(&a4);
lv_anim_set_var(&a4, obj2);
lv_anim_set_values(&a4, 0, obj_height);
lv_anim_set_custom_exec_cb(&a4, set_height);
lv_anim_set_path_cb(&a4, lv_anim_path_ease_out);
lv_anim_set_duration(&a4, 300);
/* anim-obj3 */
lv_anim_t a5;
lv_anim_init(&a5);
lv_anim_set_var(&a5, obj3);
lv_anim_set_values(&a5, 0, obj_width);
lv_anim_set_custom_exec_cb(&a5, set_width);
lv_anim_set_path_cb(&a5, lv_anim_path_overshoot);
lv_anim_set_duration(&a5, 300);
lv_anim_t a6;
lv_anim_init(&a6);
lv_anim_set_var(&a6, obj3);
lv_anim_set_values(&a6, 0, obj_height);
lv_anim_set_custom_exec_cb(&a6, set_height);
lv_anim_set_path_cb(&a6, lv_anim_path_ease_out);
lv_anim_set_duration(&a6, 300);
/* add animations to timeline */
lv_anim_timeline_add(anim_timeline, 0, &a_slider);
lv_anim_timeline_add(anim_timeline, 0, &a1);
lv_anim_timeline_add(anim_timeline, 0, &a2);
lv_anim_timeline_add(anim_timeline, 200, &a3);
lv_anim_timeline_add(anim_timeline, 200, &a4);
lv_anim_timeline_add(anim_timeline, 400, &a5);
lv_anim_timeline_add(anim_timeline, 400, &a6);
lv_anim_timeline_set_progress(anim_timeline, LV_ANIM_TIMELINE_PROGRESS_MAX);
}
#endif