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https://github.com/vyfor/animate

🎞️ Animation Library for Rust
https://github.com/vyfor/animate

animate animation cli framework gui interpolation lerp library ratatui rust tui

Last synced: about 2 months ago
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🎞️ Animation Library for Rust

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README

          

# 🎞️ animate

Animation Library for Rust.

![Demo](./.github/assets/demo.gif)

## Features

- **Lightweight**: Zero dependencies by default.
- **Ergonomic**: Macro-driven API with minimal boilerplate.
- **Extensible**: Many built-in types with support for custom interpolators.
- **Animation modes**: `#[once]`, `#[cycle]`, and `#[alternate]`.
- **Easing**: Built-in and custom easing functions.
- **Ratatui-friendly**: Interpolators for ratatui types, gated behind the `ratatui` feature flag.

## Installation

```sh
cargo add animate
```

## Getting started

Add `#[animate]` to a struct and mark the fields you want to animate:

```rust
#[animate]
pub struct MyWidget {
#[once(duration = 300)]
progress: f64,

#[cycle(duration = 400, easing = cubic_in)]
color: Color,

#[alternate(duration = 500, easing = quad_in_out)]
status: String,
}
```

By default the macro generates an update method named `animate`. It must be called at the top of your struct's render method.

```rust
#[animate]
pub struct MyWidget { ... }

impl MyWidget {
pub fn draw(&mut self, frame: &mut Frame) {
self.animate();

// rest of your code
}
}
```

If the name conflicts with an existing method, rename it:

```rust
#[animate(update = "update_animations")]
pub struct MyWidget { ... }
```

Next, place `animate::tick()` **before** your struct's update call at the start of each frame:

```rust
let mut widget = MyWidget::new(...);

loop {
animate::tick(tickrate);
terminal.draw(|frame| {
widget.draw(frame);
})?;
}
```

Use `get()` to read and `set()` to write animated fields.

## Minimal example

```rust
use animate::animate;
use std::{io::{stdout, Write}, thread, time::Duration};

#[animate]
struct Counter {
#[once(duration = 400)]
value: u32,
}

fn main() -> std::io::Result<()> {
let mut c = Counter::new(0);

loop {
animate::tick(8); // advance global frame time by frame delta (ms)
c.animate(); // update all animated fields

let v = *c.value;
if v == 0 {
c.value.set(100);
}

print!("\rCounter value: {v}");
stdout().flush()?;

if v == 100 {
break;
}

thread::sleep(Duration::from_millis(8));
}

Ok(())
}
```

## Animation modes

| Attribute | Behaviour |
|----------------|-----------------------------------------------------|
| `#[once]` | Animates to target once, then holds. |
| `#[cycle]` | Loops continuously from start to target. |
| `#[alternate]` | Ping-pongs back and forth between start and target. |

## Fields

All mode attributes accept the same options:

```rust
#[once(duration = 300, easing = quad_in_out, interp = my_interp_fn)]
```

| Option | Type | Default | Description |
|------------|------------|---------------------|--------------------------------------------------|
| `duration` | `u64` (ms) | `0` | Animation duration in milliseconds. |
| `easing` | path | `linear` | Easing function (`fn(f64) -> f64`). |
| `interp` | path | `::lerp` | Interpolation function (`fn(&T, &T, f64) -> T`). |

## Built-in easing functions

`linear`, `quad_in`, `quad_out`, `quad_in_out`,
`cubic_in`, `cubic_out`, `cubic_in_out`

## Custom types

Implement `Lerp` for any type:

```rust
impl animate::Lerp for MyColor {
fn lerp(start: &Self, end: &Self, t: f64) -> Self {
MyColor {
r: u8::lerp(&start.r, &end.r, t),
g: u8::lerp(&start.g, &end.g, t),
b: u8::lerp(&start.b, &end.b, t),
}
}
}
```