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kivy.animation のソースコード

'''
Animation
=========

:class:`Animation` and :class:`AnimationTransition` are used to animate
:class:`~kivy.uix.widget.Widget` properties. You must specify at least a
property name and target value. To use an Animation, follow these steps:

    * Setup an Animation object
    * Use the Animation object on a Widget

Simple animation
----------------

To animate a Widget's x or y position, simply specify the target x/y values
where you want the widget positioned at the end of the animation::

    anim = Animation(x=100, y=100)
    anim.start(widget)

The animation will last for 1 second unless :attr:`duration` is specified.
When anim.start() is called, the Widget will move smoothly from the current
x/y position to (100, 100).

Multiple properties and transitions
-----------------------------------

You can animate multiple properties and use built-in or custom transition
functions using :attr:`transition` (or the `t=` shortcut). For example,
to animate the position and size using the 'in_quad' transition::

    anim = Animation(x=50, size=(80, 80), t='in_quad')
    anim.start(widget)

Note that the `t=` parameter can be the string name of a method in the
:class:`AnimationTransition` class or your own animation function.

Sequential animation
--------------------

To join animations sequentially, use the '+' operator. The following example
will animate to x=50 over 1 second, then animate the size to (80, 80) over the
next two seconds::

    anim = Animation(x=50) + Animation(size=(80, 80), duration=2.)
    anim.start(widget)

Parallel animation
------------------

To join animations in parallel, use the '&' operator. The following example
will animate the position to (80, 10) over 1 second, whilst in parallel
animating the size to (800, 800)::

    anim = Animation(pos=(80, 10))
    anim &= Animation(size=(800, 800), duration=2.)
    anim.start(widget)

Keep in mind that creating overlapping animations on the same property may have
unexpected results. If you want to apply multiple animations to the same
property, you should either schedule them sequentially (via the '+' operator or
using the *on_complete* callback) or cancel previous animations using the
:attr:`~Animation.cancel_all` method.

Repeating animation
-------------------

.. versionadded:: 1.8.0

.. note::
    This is currently only implemented for 'Sequence' animations.

To set an animation to repeat, simply set the :attr:`Sequence.repeat`
property to `True`::

    anim = Animation(...) + Animation(...)
    anim.repeat = True
    anim.start(widget)

For flow control of animations such as stopping and cancelling, use the methods
already in place in the animation module.
'''

__all__ = ('Animation', 'AnimationTransition')

from math import sqrt, cos, sin, pi
from kivy.event import EventDispatcher
from kivy.clock import Clock
from kivy.compat import string_types, iterkeys
from kivy.weakproxy import WeakProxy


[ドキュメント]class Animation(EventDispatcher): '''Create an animation definition that can be used to animate a Widget. :Parameters: `duration` or `d`: float, defaults to 1. Duration of the animation, in seconds. `transition` or `t`: str or func Transition function for animate properties. It can be the name of a method from :class:`AnimationTransition`. `step` or `s`: float Step in milliseconds of the animation. Defaults to 0, which means the animation is updated for every frame. To update the animation less often, set the step value to a float. For example, if you want to animate at 30 FPS, use s=1/30. :Events: `on_start`: animation, widget Fired when the animation is started on a widget. `on_complete`: animation, widget Fired when the animation is completed or stopped on a widget. `on_progress`: animation, widget, progression Fired when the progression of the animation is changing. .. versionchanged:: 1.4.0 Added s/step parameter. .. versionchanged:: 1.10.0 The default value of the step parameter was changed from 1/60. to 0. ''' _update_ev = None _instances = set() __events__ = ('on_start', 'on_progress', 'on_complete') def __init__(self, **kw): super(Animation, self).__init__() # Initialize self._clock_installed = False self._duration = kw.pop('d', kw.pop('duration', 1.)) self._transition = kw.pop('t', kw.pop('transition', 'linear')) self._step = kw.pop('s', kw.pop('step', 0)) if isinstance(self._transition, string_types): self._transition = getattr(AnimationTransition, self._transition) self._animated_properties = kw self._widgets = {} @property def duration(self): '''Return the duration of the animation. ''' return self._duration @property def transition(self): '''Return the transition of the animation. ''' return self._transition @property def animated_properties(self): '''Return the properties used to animate. ''' return self._animated_properties @staticmethod
[ドキュメント] def stop_all(widget, *largs): '''Stop all animations that concern a specific widget / list of properties. Example:: anim = Animation(x=50) anim.start(widget) # and later Animation.stop_all(widget, 'x') ''' if len(largs): for animation in list(Animation._instances): for x in largs: animation.stop_property(widget, x) else: for animation in set(Animation._instances): animation.stop(widget)
@staticmethod
[ドキュメント] def cancel_all(widget, *largs): '''Cancel all animations that concern a specific widget / list of properties. See :attr:`cancel`. Example:: anim = Animation(x=50) anim.start(widget) # and later Animation.cancel_all(widget, 'x') .. versionadded:: 1.4.0 ''' if len(largs): for animation in list(Animation._instances): for x in largs: animation.cancel_property(widget, x) else: for animation in set(Animation._instances): animation.cancel(widget)
[ドキュメント] def start(self, widget): '''Start the animation on a widget. ''' self.stop(widget) self._initialize(widget) self._register() self.dispatch('on_start', widget)
[ドキュメント] def stop(self, widget): '''Stop the animation previously applied to a widget, triggering the `on_complete` event.''' props = self._widgets.pop(widget.uid, None) if props: self.dispatch('on_complete', widget) self.cancel(widget)
[ドキュメント] def cancel(self, widget): '''Cancel the animation previously applied to a widget. Same effect as :attr:`stop`, except the `on_complete` event will *not* be triggered! .. versionadded:: 1.4.0 ''' self._widgets.pop(widget.uid, None) self._clock_uninstall() if not self._widgets: self._unregister()
[ドキュメント] def stop_property(self, widget, prop): '''Even if an animation is running, remove a property. It will not be animated futher. If it was the only/last property being animated, the animation will be stopped (see :attr:`stop`). ''' props = self._widgets.get(widget.uid, None) if not props: return props['properties'].pop(prop, None) # no more properties to animation ? kill the animation. if not props['properties']: self.stop(widget)
[ドキュメント] def cancel_property(self, widget, prop): '''Even if an animation is running, remove a property. It will not be animated further. If it was the only/last property being animated, the animation will be canceled (see :attr:`cancel`) .. versionadded:: 1.4.0 ''' props = self._widgets.get(widget.uid, None) if not props: return props['properties'].pop(prop, None) # no more properties to animation ? kill the animation. if not props['properties']: self.cancel(widget)
[ドキュメント] def have_properties_to_animate(self, widget): '''Return True if a widget still has properties to animate. .. versionadded:: 1.8.0 ''' props = self._widgets.get(widget.uid, None) if props and props['properties']: return True
# # Private # def _register(self): Animation._instances.add(self) def _unregister(self): if self in Animation._instances: Animation._instances.remove(self) def _initialize(self, widget): d = self._widgets[widget.uid] = { 'widget': widget, 'properties': {}, 'time': None} # get current values p = d['properties'] for key, value in self._animated_properties.items(): original_value = getattr(widget, key) if isinstance(original_value, (tuple, list)): original_value = original_value[:] elif isinstance(original_value, dict): original_value = original_value.copy() p[key] = (original_value, value) # install clock self._clock_install() def _clock_install(self): if self._clock_installed: return self._update_ev = Clock.schedule_interval(self._update, self._step) self._clock_installed = True def _clock_uninstall(self): if self._widgets or not self._clock_installed: return self._clock_installed = False if self._update_ev is not None: self._update_ev.cancel() self._update_ev = None def _update(self, dt): widgets = self._widgets transition = self._transition calculate = self._calculate for uid in list(widgets.keys())[:]: anim = widgets[uid] widget = anim['widget'] if isinstance(widget, WeakProxy) and not len(dir(widget)): # empty proxy, widget is gone. ref: #2458 self._widgets.pop(uid, None) self._clock_uninstall() if not self._widgets: self._unregister() continue if anim['time'] is None: anim['time'] = 0. else: anim['time'] += dt # calculate progression if self._duration: progress = min(1., anim['time'] / self._duration) else: progress = 1 t = transition(progress) # apply progression on widget for key, values in anim['properties'].items(): a, b = values value = calculate(a, b, t) setattr(widget, key, value) self.dispatch('on_progress', widget, progress) # time to stop ? if progress >= 1.: self.stop(widget) def _calculate(self, a, b, t): _calculate = self._calculate if isinstance(a, list) or isinstance(a, tuple): if isinstance(a, list): tp = list else: tp = tuple return tp([_calculate(a[x], b[x], t) for x in range(len(a))]) elif isinstance(a, dict): d = {} for x in iterkeys(a): if x not in b: # User requested to animate only part of the dict. # Copy the rest d[x] = a[x] else: d[x] = _calculate(a[x], b[x], t) return d else: return (a * (1. - t)) + (b * t) # # Default handlers # def on_start(self, widget): pass def on_progress(self, widget, progress): pass def on_complete(self, widget): pass def __add__(self, animation): return Sequence(self, animation) def __and__(self, animation): return Parallel(self, animation)
class Sequence(Animation): def __init__(self, anim1, anim2): super(Sequence, self).__init__() #: Repeat the sequence. See 'Repeating animation' in the header #: documentation. self.repeat = False self.anim1 = anim1 self.anim2 = anim2 self.anim1.bind(on_start=self.on_anim1_start, on_progress=self.on_anim1_progress) self.anim2.bind(on_complete=self.on_anim2_complete, on_progress=self.on_anim2_progress) @property def duration(self): return self.anim1.duration + self.anim2.duration def start(self, widget): self.stop(widget) self._widgets[widget.uid] = True self._register() self.anim1.start(widget) self.anim1.bind(on_complete=self.on_anim1_complete) def stop(self, widget): self.anim1.stop(widget) self.anim2.stop(widget) props = self._widgets.pop(widget.uid, None) if props: self.dispatch('on_complete', widget) super(Sequence, self).cancel(widget) def stop_property(self, widget, prop): self.anim1.stop_property(widget, prop) self.anim2.stop_property(widget, prop) if (not self.anim1.have_properties_to_animate(widget) and not self.anim2.have_properties_to_animate(widget)): self.stop(widget) def cancel(self, widget): self.anim1.cancel(widget) self.anim2.cancel(widget) super(Sequence, self).cancel(widget) def cancel_property(self, widget, prop): '''Even if an animation is running, remove a property. It will not be animated further. If it was the only/last property being animated, the animation will be canceled (see :attr:`cancel`) This method overrides `:class:kivy.animation.Animation`'s version, to cancel it on all animations of the Sequence. .. versionadded:: 1.10.0 ''' self.anim1.cancel_property(widget, prop) self.anim2.cancel_property(widget, prop) if (not self.anim1.have_properties_to_animate(widget) and not self.anim2.have_properties_to_animate(widget)): self.cancel(widget) def on_anim1_start(self, instance, widget): self.dispatch('on_start', widget) def on_anim1_complete(self, instance, widget): self.anim1.unbind(on_complete=self.on_anim1_complete) self.anim2.start(widget) def on_anim1_progress(self, instance, widget, progress): self.dispatch('on_progress', widget, progress / 2.) def on_anim2_complete(self, instance, widget): '''Repeating logic used with boolean variable "repeat". .. versionadded:: 1.7.1 ''' if self.repeat: self.anim1.start(widget) self.anim1.bind(on_complete=self.on_anim1_complete) else: self.dispatch('on_complete', widget) self.cancel(widget) def on_anim2_progress(self, instance, widget, progress): self.dispatch('on_progress', widget, .5 + progress / 2.) class Parallel(Animation): def __init__(self, anim1, anim2): super(Parallel, self).__init__() self.anim1 = anim1 self.anim2 = anim2 self.anim1.bind(on_complete=self.on_anim_complete) self.anim2.bind(on_complete=self.on_anim_complete) @property def duration(self): return max(self.anim1.duration, self.anim2.duration) def start(self, widget): self.stop(widget) self.anim1.start(widget) self.anim2.start(widget) self._widgets[widget.uid] = {'complete': 0} self._register() self.dispatch('on_start', widget) def stop(self, widget): self.anim1.stop(widget) self.anim2.stop(widget) props = self._widgets.pop(widget.uid, None) if props: self.dispatch('on_complete', widget) super(Parallel, self).cancel(widget) def stop_property(self, widget, prop): self.anim1.stop_property(widget, prop) self.anim2.stop_property(widget, prop) if (not self.anim1.have_properties_to_animate(widget) and not self.anim2.have_properties_to_animate(widget)): self.stop(widget) def cancel(self, widget): self.anim1.cancel(widget) self.anim2.cancel(widget) super(Parallel, self).cancel(widget) def on_anim_complete(self, instance, widget): self._widgets[widget.uid]['complete'] += 1 if self._widgets[widget.uid]['complete'] == 2: self.stop(widget)
[ドキュメント]class AnimationTransition(object): '''Collection of animation functions to be used with the Animation object. Easing Functions ported to Kivy from the Clutter Project https://developer.gnome.org/clutter/stable/ClutterAlpha.html The `progress` parameter in each animation function is in the range 0-1. ''' @staticmethod
[ドキュメント] def linear(progress): '''.. image:: images/anim_linear.png''' return progress
@staticmethod
[ドキュメント] def in_quad(progress): '''.. image:: images/anim_in_quad.png ''' return progress * progress
@staticmethod
[ドキュメント] def out_quad(progress): '''.. image:: images/anim_out_quad.png ''' return -1.0 * progress * (progress - 2.0)
@staticmethod
[ドキュメント] def in_out_quad(progress): '''.. image:: images/anim_in_out_quad.png ''' p = progress * 2 if p < 1: return 0.5 * p * p p -= 1.0 return -0.5 * (p * (p - 2.0) - 1.0)
@staticmethod
[ドキュメント] def in_cubic(progress): '''.. image:: images/anim_in_cubic.png ''' return progress * progress * progress
@staticmethod
[ドキュメント] def out_cubic(progress): '''.. image:: images/anim_out_cubic.png ''' p = progress - 1.0 return p * p * p + 1.0
@staticmethod
[ドキュメント] def in_out_cubic(progress): '''.. image:: images/anim_in_out_cubic.png ''' p = progress * 2 if p < 1: return 0.5 * p * p * p p -= 2 return 0.5 * (p * p * p + 2.0)
@staticmethod
[ドキュメント] def in_quart(progress): '''.. image:: images/anim_in_quart.png ''' return progress * progress * progress * progress
@staticmethod
[ドキュメント] def out_quart(progress): '''.. image:: images/anim_out_quart.png ''' p = progress - 1.0 return -1.0 * (p * p * p * p - 1.0)
@staticmethod
[ドキュメント] def in_out_quart(progress): '''.. image:: images/anim_in_out_quart.png ''' p = progress * 2 if p < 1: return 0.5 * p * p * p * p p -= 2 return -0.5 * (p * p * p * p - 2.0)
@staticmethod
[ドキュメント] def in_quint(progress): '''.. image:: images/anim_in_quint.png ''' return progress * progress * progress * progress * progress
@staticmethod
[ドキュメント] def out_quint(progress): '''.. image:: images/anim_out_quint.png ''' p = progress - 1.0 return p * p * p * p * p + 1.0
@staticmethod
[ドキュメント] def in_out_quint(progress): '''.. image:: images/anim_in_out_quint.png ''' p = progress * 2 if p < 1: return 0.5 * p * p * p * p * p p -= 2.0 return 0.5 * (p * p * p * p * p + 2.0)
@staticmethod
[ドキュメント] def in_sine(progress): '''.. image:: images/anim_in_sine.png ''' return -1.0 * cos(progress * (pi / 2.0)) + 1.0
@staticmethod
[ドキュメント] def out_sine(progress): '''.. image:: images/anim_out_sine.png ''' return sin(progress * (pi / 2.0))
@staticmethod
[ドキュメント] def in_out_sine(progress): '''.. image:: images/anim_in_out_sine.png ''' return -0.5 * (cos(pi * progress) - 1.0)
@staticmethod
[ドキュメント] def in_expo(progress): '''.. image:: images/anim_in_expo.png ''' if progress == 0: return 0.0 return pow(2, 10 * (progress - 1.0))
@staticmethod
[ドキュメント] def out_expo(progress): '''.. image:: images/anim_out_expo.png ''' if progress == 1.0: return 1.0 return -pow(2, -10 * progress) + 1.0
@staticmethod
[ドキュメント] def in_out_expo(progress): '''.. image:: images/anim_in_out_expo.png ''' if progress == 0: return 0.0 if progress == 1.: return 1.0 p = progress * 2 if p < 1: return 0.5 * pow(2, 10 * (p - 1.0)) p -= 1.0 return 0.5 * (-pow(2, -10 * p) + 2.0)
@staticmethod
[ドキュメント] def in_circ(progress): '''.. image:: images/anim_in_circ.png ''' return -1.0 * (sqrt(1.0 - progress * progress) - 1.0)
@staticmethod
[ドキュメント] def out_circ(progress): '''.. image:: images/anim_out_circ.png ''' p = progress - 1.0 return sqrt(1.0 - p * p)
@staticmethod
[ドキュメント] def in_out_circ(progress): '''.. image:: images/anim_in_out_circ.png ''' p = progress * 2 if p < 1: return -0.5 * (sqrt(1.0 - p * p) - 1.0) p -= 2.0 return 0.5 * (sqrt(1.0 - p * p) + 1.0)
@staticmethod
[ドキュメント] def in_elastic(progress): '''.. image:: images/anim_in_elastic.png ''' p = .3 s = p / 4.0 q = progress if q == 1: return 1.0 q -= 1.0 return -(pow(2, 10 * q) * sin((q - s) * (2 * pi) / p))
@staticmethod
[ドキュメント] def out_elastic(progress): '''.. image:: images/anim_out_elastic.png ''' p = .3 s = p / 4.0 q = progress if q == 1: return 1.0 return pow(2, -10 * q) * sin((q - s) * (2 * pi) / p) + 1.0
@staticmethod
[ドキュメント] def in_out_elastic(progress): '''.. image:: images/anim_in_out_elastic.png ''' p = .3 * 1.5 s = p / 4.0 q = progress * 2 if q == 2: return 1.0 if q < 1: q -= 1.0 return -.5 * (pow(2, 10 * q) * sin((q - s) * (2.0 * pi) / p)) else: q -= 1.0 return pow(2, -10 * q) * sin((q - s) * (2.0 * pi) / p) * .5 + 1.0
@staticmethod
[ドキュメント] def in_back(progress): '''.. image:: images/anim_in_back.png ''' return progress * progress * ((1.70158 + 1.0) * progress - 1.70158)
@staticmethod
[ドキュメント] def out_back(progress): '''.. image:: images/anim_out_back.png ''' p = progress - 1.0 return p * p * ((1.70158 + 1) * p + 1.70158) + 1.0
@staticmethod
[ドキュメント] def in_out_back(progress): '''.. image:: images/anim_in_out_back.png ''' p = progress * 2. s = 1.70158 * 1.525 if p < 1: return 0.5 * (p * p * ((s + 1.0) * p - s)) p -= 2.0 return 0.5 * (p * p * ((s + 1.0) * p + s) + 2.0)
@staticmethod def _out_bounce_internal(t, d): p = t / d if p < (1.0 / 2.75): return 7.5625 * p * p elif p < (2.0 / 2.75): p -= (1.5 / 2.75) return 7.5625 * p * p + .75 elif p < (2.5 / 2.75): p -= (2.25 / 2.75) return 7.5625 * p * p + .9375 else: p -= (2.625 / 2.75) return 7.5625 * p * p + .984375 @staticmethod def _in_bounce_internal(t, d): return 1.0 - AnimationTransition._out_bounce_internal(d - t, d) @staticmethod
[ドキュメント] def in_bounce(progress): '''.. image:: images/anim_in_bounce.png ''' return AnimationTransition._in_bounce_internal(progress, 1.)
@staticmethod
[ドキュメント] def out_bounce(progress): '''.. image:: images/anim_out_bounce.png ''' return AnimationTransition._out_bounce_internal(progress, 1.)
@staticmethod
[ドキュメント] def in_out_bounce(progress): '''.. image:: images/anim_in_out_bounce.png ''' p = progress * 2. if p < 1.: return AnimationTransition._in_bounce_internal(p, 1.) * .5 return AnimationTransition._out_bounce_internal(p - 1., 1.) * .5 + .5