To get started, there are a few things that need to happen.
Set an initial style in your model.
import Animation exposing (px)
init : Model
init =
{ style =
Animation.style
[ Animation.left (px 0.0)
, Animation.opacity 1.0
]
}
Subscribe to Animation's subscription. This will animate using AnimationFrame when something is running, and stop giving updates when there is no animation.
subscriptions : Model -> Sub Msg
subscriptions model =
Animation.subscription Animate [ model.style ]
Set up an update Msg
in your update function.
Animate animMsg ->
{ model
| style = Animation.update animMsg model.style
}
Render our animation at the necessary element in your view. Not all animated properties are style properties(such as the svg.d property and polygon.points property), so Animation.render
actually returns a list of Html.Attributes
. Fortunately, you can add your own style because Html.Attributes.style
stacks!
div
(List.concat
[ Animation.render model.style
, [ style
[ ( "position", "absolute" )
, ( "border-style", "dotted" )
]
]
]
)
[ text "This is being Animated!" ]
Start an animation in your update statement.
case msg of
Show ->
let
newStyle =
Animation.interrupt
[ Animation.to
[ Animation.left (px 0.0)
, Animation.opacity 1.0
]
]
model.style
in
{ model
| style = newStyle
}
Here's generally how we compose animations.
Animation.queue
or Animation.interrupt
, both of which take a list of steps and your animation model. This describes what the strategy should be if the thing you're trying to animate is already in the process of being animated. You either want to interrupt what its doing and do this new animation. Or you want to queue up this new animation to run after the current animation is finished. 90% of the time you want Animation.interrupt
Animation.to
- Animate to a target styleAnimation.set
- Set a animation to a style immediately.Animation.wait (5 * second)
- wait for some amount of timeAnimation.repeat x [..list of steps to repeat]
- Repeat a list of steps x times.Animation.loop [..list of steps to repeat]
- Loop a list of steps forever/until interrupted.Simple FadeIn/FadeOut - Code
The compiler is going to refer to your animation model as Animation.Model.Animation msg
. Animation.State
is just a synonym for that.
First, import Animation.Messenger
Change your Animation.State
to Animation.Messenger.State MyMsgType
.
You can now use Animation.Messenger.send MyCustomMessage
as a step in composing your animation.
You need to update this new animation state using Animation.Messenger.update
, which will return (newAnimState, messagesSentinCmdForm)
. So you need to change your animation update section to something like the following.
case msg of
Animate animMsg ->
let
(newStyle, cmds) =
Animation.Messenger.update
animMsg
model.style
in
( { model
| style = newStyle
},
cmds
)
Note! Make sure you're sending the cmds in the above code. If you're note, then the animation will run, but the messages won't be sent.
Also, if you're running this in a child component, make sure you're Cmd.map
ing the child's commands back to the child or else the messages will be lost!
You can construct custom properties if you don't find them in the library using Animation.custom
. These will be rendered in the style property.
Animation.to
[ Animation.custom "my-custom-prop" 5 "px"
]
There is also customColor
for color based properties.
Behind the curtain elm-style-animation mostly uses springs to animate values from A to B. However you can specify custom values for a spring, or a duration and easing if you want. There are two basic ways to do this.
Use Animation.styleWith
or Animation.styleWithEach
to set your initial style instead of Animation.style
.
Animation.styleWith
(Animation.spring
{ stiffness = 400
, damping = 23 }
)
[ Animation.opacity 0
, Animation.left (px 20)
]
This will set the spring used for these properties. Alternatively Animation.styleWithEach
is a way to set a custom interpolation for each individual property.
You can also use Animation.toWith
and Animation.toWithEach
. These can be substituted for Animation.to
and allow you to specify a spring or duration+easing that lasts for exactly one step. After that step, whatever default spring or duration/easing there is (either the auto default or via being specified in Animation.styleWith
) is then used.
Animation.interrupt
[ Animation.toWith
(Animation.easing
{ duration = 2*second
, ease = (\x -> x^2)
}
)
[ Animation.left (px 0.0)
, Animation.opacity 1.0
]
]
model.style