Custom animations and transitions.
- Out/in
egui::Uielement or variable transitioning. - Out animations for hiding
egui::Uielements or variables. - In animations for presenting
egui::Uielements or variables. - Individual durations for out/in animation segments.
- Direct access to a scoped
&mut egui::Uifor custom animations.
egui_animate offers simple, customizable animations based on state variables.
Define transitioning or individual out/in animations for entire ui interfaces,
and/or individual variables. Animations can be customized by providing your own
fn(&mut egui::Ui, f32) definitions that mutate a scoped egui::Ui. See the
example project for common animations/transitions.
Animations define function(s) that mutate the egui::Ui given the normalized
progression of the animation (segment) between 0.0 and 1.0 (named normal in
examples). Calling [animate] will scope all egui::Ui mutations within. Animations
are triggered by mutations of the value passed to the animate function. Any variable
implementing Default, PartialEq and Clone is supported.
In the example below, an egui::Label is displayed by linearly mutating opacity
from 0.0 to 1.0 over a duration of 0.5 seconds. Animation begins when show_ui
is set to true.
// Animation definition
const FADE_IN: Animation = Animation::new_in(0.5, |ui, normal| ui.set_opacity(normal));
// Ui state.
let mut show_ui = false;
if ui.button("Click to show").clicked() {
show_ui = true;
}
animate(
ui, // The `egui::Ui`.
"anim", // A *unique* name assigned to the animation layer.
show_ui, // The variable that will trigger animation on change.
FADE_IN, // The animation (for the current frame).
|ui, show_ui| { // The scoped `egui::Ui` that all mutations are applied to.
if show_ui {
// Show our label.
ui.label("I am in scope");
} else {
// Show nothing.
}
},
);The following animation transitions between interfaces, dynamically setting the animation on input.
// Left and right slide animations. See the example project for definitions.
// const SLIDE_FADE_LEFT: Animation = ..;
// const SLIDE_FADE_RIGHT: Animation = ..;
#[derive(Default, Clone, Copy, PartialEq)]
enum MyMenu {
#[default]
MainMenu,
Options,
}
// Store the menu state and the animation to dynamically change it on input.
let mut menu_state = MyMenu::MainMenu;
let mut menu_anim_state = SLIDE_FADE_LEFT;
animate(
ui,
"menu_anim",
menu_state,
menu_anim_state,
|ui, menu| match menu {
// Display the `MainMenu` interface.
MyMenu::MainMenu => {
if ui.button("Options").clicked() {
// Slide left on click.
menu_anim_state = SLIDE_FADE_LEFT;
menu_state = MyMenu::Options;
}
}
// Display the `Options` interface.
MyMenu::Options => {
ui.button("Option 1");
ui.button("Option 2");
if ui.button("Back").clicked() {
// Slide right on click.
menu_anim_state = SLIDE_FADE_RIGHT;
menu_state = MyMenu::MainMenu;
}
}
},
);The animation [RunState] provides insight into the current animation segment and
normal. Calling run_state will retrieve the state outside of the animations scoped
context. In the example below, RunState is used to disable an egui::Button for
the duration of an animation.
let button = egui::Button::new("Increment u32");
// Get the `RunState` of "my_anim".
if run_state(ui, "my_anim", MY_ANIM).is_running() {
// Render a disabled button during animation.
ui.add_enabled(false, button);
} else {
// Render an enabled button when not animating.
if ui.add(button).clicked() {
my_state += 1;
}
}
// Animate "my_anim".
animate(
ui,
"my_anim",
my_state,
MY_ANIM,
|ui, show_ui| {
// ...
},
);| Name | Description |
|---|---|
showcase |
Various example animations. |
menu |
A minimal dynamic "Main Menu" example. |
variable |
Dynamic increment/decrement animations. |
cargo run --example [EXAMPLE]License: MIT OR Apache-2.0