Finish up Animator docs first pass

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Darren Burns
2022-10-06 14:11:08 +01:00
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# Animator
Textual ships with an easy-to-use system which lets you add animation to your application.
To get a feel for what animation looks like in Textual and try out different easing functions, run `textual easing` in your terminal.
To get a feel for what animation looks like in Textual, run `textual easing` from the command line.
!!! note
The easing preview requires the `dev` extras (using `pip install textual[dev]`).
The `textual easing` preview requires the `dev` extras to be installed (using `pip install textual[dev]`).
## Animating styles
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--8<-- "docs/examples/guide/animator/animation01.py"
```
Internally, the animator deals with updating the value of the `opacity` attribute on the `styles` object.
In a single line, we've achieved a fading animation:
Internally, the animator repeatedly updates the value of the `opacity` attribute on the `styles` object.
With a single line of code, we've achieved a fading animation:
=== "After 0s"
@@ -43,28 +42,56 @@ In a single line, we've achieved a fading animation:
```
Remember, when the value of a property on the `styles` object gets updated, Textual automatically updates the display.
This means there's no additional code required to trigger a display update.
This means there's no additional code required to trigger a display update - the animation just works.
In the example above we specified a `duration` of two seconds, but you can alternatively pass in a `speed` value.
## Animating other attributes
## The `Animatable` protocol
You can animate non-style attributes on widgets too.
This could be used to drive more complex animations involving styles, or to keep animations in sync with each other.
You can animate `float` values and any type which implements the `Animatable` protocol.
To implement the `Animatable` protocol, add a `def blend(self: T, destination: T, factor: float) -> T` method to the class.
The `blend` method should return a new object which represents `self` blended with `destination` by a factor of `factor`.
The animator will repeatedly call this method to retrieve the current value to display for the current.
An example of an object which implements this protocol is [Color][textual.color.Color].
It follows that you can use `animate` to animate from one `Color` to another.
## Animating widget attributes
You can animate non-`style` attributes on widgets too, assuming they implement `Animatable`.
Again, the animation system will take care of updating the attribute on the widget as time progresses.
If the attribute being animated is [reactive](./reactivity.md), Textual can handle the refreshing of the display each time the animator updates the value.
If the attribute being animated is [reactive](./reactivity.md), Textual can refresh the display each time the animator updates the value.
## Animating arbitrary values
The example below shows a simple incrementing timer that counts from 0 to 100 over 100 seconds.
Sometimes, you'll want to animate a value that isn't directly accessible as an attribute on a widget.
For example, perhaps the value to be animated is nested inside some object structure, and you don't want to restructure your code to make it a top-level attribute.
=== "animation04.py"
In these cases, you can make use of an "unbound" animator.
These are animators which aren't pre-emptively associated with an object.
They let you pass in an object, _and_ the name of the attribute you wish to animate on it.
```python
--8<-- "docs/examples/guide/animator/animation04.py"
```
=== "Output"
```{.textual path="docs/examples/guide/animator/animation04.py"}
```
Since `value` is reactive, the display is automatically updated each time the animator modifies it.
## Animating Python object attributes
Sometimes you'll want to animate a value that exists inside a plain old Python object.
In these cases, you can make use of the "unbound" animator.
An unbound animator is an animator which isn't pre-emptively associated with (bound to) an object.
Unbound animators let you pass the name of the attribute you wish to animate, _and_ the object that attribute exists on.
This is unlike the animators discussed above, which are already _bound_ to the object they were retrieved from.
You can retrieve the unbound animator from the `App` instance via `App.animator`, and call the `animate` method on it.
This method is the same as the one described earlier, except the first argument is the object containing the attribute.
## Easing functions
Easing functions control the "look and feel" of an animation.
@@ -72,6 +99,15 @@ The easing function determines the journey a value takes on its way to the targe
Perhaps the value will be transformed linearly, moving towards the target at a constant rate.
Or maybe it'll start off slow, then accelerate towards the final value as the animation progresses.
Easing functions take a single input representing the time, and output a "factor".
This factor is what gets passed to the `blend` method in the `Animatable` protocol.
!!! warning
The factor output by the easing function will usually remain between 0 and 1.
However, some easing functions (such as `in_out_elastic`) will produce values slightly below 0 and slightly above 1.
Because of this, any implementation of `blend` should support values outwith the range 0 to 1.
Textual supports the easing functions listed on this [very helpful page](https://easings.net/).
In order to use them, you'll need to write them as `snake_case` and remove the `ease` at the start.
To use `easeInOutSine`, for example, you'll write `in_out_sine`.