
### Maintenance page * Add add tab color for mobile view * Add spellcheck off / autocorect off in input * Add disconnect button when authenticate enabled * Add Invalid user or password message when authentication failed ### Board support * Add ESP32 S2 support * Add ESP32 S3 support * Add ESP32 C3 support ### ESP commands * Add command 701 to control GCODE streaming * Remove command 901 as duplicate * Update command 420 to add more details * Use text as default output * All json on all commands for formated output ### Core * Add benchmak function to check transfer speed (for test only-not production) * Merge code for ESP3DLib support * Add better printer display support (M117 / Serial TFT) * Use ESP32 analogWrite instead of emulated one ### Modules * Display * Refactor code * Remove SPI ILI 9341 / 9488 support as not suitable * Add ST7789 support (135x240 / 240x240) * Filesystem * Bug fixes due to esp core updates * Better SD sharing mecanism * Better global FS management * FTP * Add SD sharing support * Better global FS management * GCODE Host * Add basic support for macro files * Add ESP command support * Use not blocking method to stream commands / handle response * Notifications * Add IFTTT notification service * Add WebUI notification * Add ESP3D display notification * WebDav * Add SD sharing support * Add bug fix from https://github.com/d-a-v/ESPWebDAV * Better global FS management * Websocket * Add function to handle zombies connections * WiFi * Fix connection to AP sometime fail * Fix low signal not diplayed in ESP420 even connected * Add AP Setup mode ### Libraries * Update SDFat-2.0.6 to 2.1.2 * Update ESP32SSDP 1.1.1 to 1.2.0 * Update TFT_eSPI-1.4.11 to 2.4.61 * Update arduinoWebSockets-2.3.5 to 2.3.6 * Update esp8266-oled-ssd1306-4.0.0 to 4.3.0 * Remove lvgl support ### Tools * Add I2C scanner script * Add python script to simulate/stress printer serial communication ### PlatformIO * Use latest 4.4.0 Espressif32 release (ESP32-arduino core 2.0.3) * Add fix for Flash more than 4MB * Add Esp32 S2/S3/C3 env * Add ESP32-ST7789 / esp32-TTGO_T_Display env
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.. include:: /header.rst
:github_url: |github_link_base|/overview/animation.md
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 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)
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.
Examples
.. include:: ../../examples/anim/index.rst
API
.. doxygenfile:: lv_anim.h
:project: lvgl