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GIU Animations

This is a module for giu providing an animation system.

Contributors

     

@gucio321
Head Developer

@sirthunderek
Logo Designer

@Garnn
Editor

Documentation

How to use?

For complete code, please check out examples

important note

Please make sure that you’re using the same version of giu as this project (technically, you need to use giu version that uses the same imgui-go version as yours)

Defining an animation

At the moment, there are three implementations of animations:

  • Transition - a smooth transition between two windows/sets of windows e.t.c. NOTE applying this animation to single widgets is not implemented yet and may not work as expected.
  • Color Flow - you can apply this animation to any widget You can configure this animation to make your button hover smoothly or change it into a rainbow!
  • Movement - moves DrawCursor, emulating moving an object (aka giu.Widget).

Lets shortly discuss particular types of animations:

Transition

Lets look at the API:

func Transition(renderers ...func(starter func(mode PlayMode))) *TransitionAnimation {...}

renderers are just key frames of trasition. In each stage appropiate renderer is called. The argument to the renderers is a pointer to Animator.Start (see later) so that you can call it to play the animation.

Color flow

func ColorFlow(
        widget giu.Widget,
        applying []giu.StyleColorID,
        colors ...func() color.RGBA,
) *ColorFlowAnimation {...}
  • The first argument is a function producing a widget that the animation should apply to
  • next is the list of style-color identifiers. Color changes apply to all of them.
  • and the last list of arguments are key frames of color flow.

There is also a variant of the above method called ColorFlowStyle, which does not need colors list. These colors are obtained by function like this:

func() color.RGBA {
    return imgui.CurrentStyle().GetStyleColor(styleID)
}

Move

func Move(w func(starter StarterFunc) giu.Widget, steps ...*MoveStep) *MoveAnimation {...}

This will move w around the steps. Lets take a closer look on steps now:

  • You create a step with Step or StepVec methods.
  • You have two options of specifying position:
    • you can make it relative to the previous step. This way the system will take position and add it to the position of the previous step (and do it until it reaches first step or any step with absolute position)
    • After calling Absolute() method of the MoveStep, its position becomes absolute so that it does not rely on any previous step.
  • An additional feature of Steps is a Bezier Curve implementation. In order to enable it, simply call Bezier method and specify as many points as you wish.

One more important thing to mention is the first step. By default, position of the first step you specify will be treated absolute, even though it wasn’t set to be. To change this there are two additional methods of MoveAnimation.

  • the first one is called StartPos and takes one argument of the following type: func(startPos imgui.Vec2) *MoveStep. It is expected to return non-nil MoveStep. startPos argument is the position of drawing cursor at the moment of first call of Animator.
  • another method is tu simply call DefaultStartPos method. It takes no arguments and acts like most users would like to use StartPos - it returns Step(startPos).

Easing

These are some additional ways of controlling the flow of animation:

const (
	EasingAlgNone EasingAlgorithmType = iota

	EasingAlgInSine
	EasingAlgOutSine
	EasingAlgInOutSine

	EasingAlgInQuad
	EasingAlgOutQuad
	EasingAlgInOutQuad

	EasingAlgInCubic
	EasingAlgOutCubic
	EasingAlgInOutCubic

	EasingAlgInQuart
	EasingAlgOutQuart
	EasingAlgInOutQuart

	EasingAlgInQuint
	EasingAlgOutQuint
	EasingAlgInOutQuint

	EasingAlgInExpo
	EasingAlgOutExpo
	EasingAlgInOutExpo

	EasingAlgInCirc
	EasingAlgOutCirc
	EasingAlgInOutCirc

	EasingAlgInBack
	EasingAlgOutBack
	EasingAlgInOutBack

	EasingAlgInElastic
	EasingAlgOutElastic
	EasingAlgInOutElastic

	EasingAlgInBounce
	EasingAlgOutBounce
	EasingAlgInOutBounce

	EasingAlgMax
)

for further reference, see https://easings.net

Note about StarterFunc

This interface holds a reference to the part of AnimatorWidget responsible for starting animations. At the moment, there are three functions

  • Start(PlayMode) go to the next KeyFrame (forwards or backwards)
  • StartCycle(numberOfCycles int, mode PlayMode) - play animation numberOfCycles times starting and ending on this frame.
  • StartKF(base, destination KeyFrame, numberOfCycles int, mode PlayMode) go from base to destination in mode direction (frame by frame) making numberOfCycles cycles

Using animator

After constructing an animation, you need to create a special type of giu widget called AnimatorWidget.

You may want to store it in a temporary variable, but, as you’ll see later, animator’s api is designed so that you don’t need to do so every time.

As an argument to Animator(...) constuctor, you pass previously created animation.

Animator has some useful methods:

  • Duration allows you to specify animation’s duration (default is 0.25 s)
  • FPS sets Frames per second value for animation playback (default is 60) NOTE it is not real application’s FPS! It just describes how often animation’s status is updated.
  • Start - this method you can use to invoke animation play.
  • IsRunning returns true, if animation is being played right now.

ID

AnimatorWidget has a special ID method that allows you to specify your own giu-ID. This ID is used to store an internal animator’s state inside of giu context. Using this method is extremely important if you want to avoid confusing panics when using TransitionAnimation along with sub-animators inside that animation. It may happen, that one animator receives the same ID as the previous one. This may lead to unexpected behaviour or even panic! Its good practice to set unique ID everywhere!

Auto triggering

Animator provides a simple way of automated starting of animations. You can do this by using Trigger method. This method takes three arguments:

  • TriggerType (TriggerNever, TriggerOnChange, TriggerOnTrue) tells Animator when to start the animation.
  • play mode - tells how to start it
  • and the last argument is a trigger function func() bool (TIP you can use any of imgui functions like imgui.IsItemHovered)

Key Frame

Key frames are specific frames of an animation, other frames get interpolated according to them. All other states between them are calculated on the go. Key frames system in this module is not very advanced, but it should suit needs of most users. For more information about implementation of this system in particular animation types, see above.

Creating your own animation

You can use this API to create your own animation. To do soo, lets take a look at the Animation interface.

type Animation interface {
        Init()
        Reset()
        KeyFramesCount() int

        BuildNormal(currentKeyFrame KeyFrame, starter func())
        BuildAnimation(animationPercentage, animationPurePercentage float32, startKeyFrame, destinationKeyFrame KeyFrame, starter func())
}

This is a copy from animation.go, but I’ve removed comments for clarity

Init

init is called once, during first call of Animator.Build you can put some initialization here.

Reset

Reset is called along with (*Animator).Start

KeyFramesCount

Returns a number of key frames the animation implements. This number determines behaviour of Animator while calling Start*

BuildNormal

is called when !(*Animator).IsRunning() It takes a pointer to (*Animator).Start as an argument so you can easily start animation from there.

BuildAnimation

is called instead of BuildNormal when playing an animation. Along with pointer to (*Animator).Start, it also receives current animation progress in percents (0 >= currentPercentage <= 1) You can do some calculations there.

Contribution

If you implement something interesting, find any bugs, or improvements and if you would be so kind to open a PR, your contribution is welcome!

Motivation

For now, this system is used in one of The Greater Heptavirate’s projects. But (as I’m an author of that system) I’ve decided to share it for public - feel free to use if you can find any use case.

License

This project is shared under (attached) MIT License.