- How to Install
- Simple Example
- Basic Animation Concept
- Variant Animations
- Property Animations
- How to Register Animations
- Graphics Animations
- Composite Animations
In its current development state, the Morphic implementation of Squeak does not support an extensible mechanism that allows visually appealing transitions whenever a morph's state changes, e.g., positon, rotation, color.
This project provides such an extension to Morphic with the following key-features:
- respect timeliness no matter how high the cpu load is
- support any property of a morph that has an accessor such as
#position:
- allow graphic transitions even without the need to change the state of a morph
- Get Squeak 4.5 or later with a recent CogVM for your operating system.
- If not already integrated, load Metacello. Learn how it works.
- Finally, load Animations into your Squeak image by executing the following snippet in a workspace:
Metacello new
baseline: 'Animations';
repository: 'github://hpi-swa/animations/repository';
load.
(Smalltalk classNamed: 'AnimMorphicProject') new enter.
You have to enter an AnimMorphicProject
so that animations will actually run. A regular Morphic project will skip animations automatically.
Open a workspace and create a new morph:
| myMorph |
myMorph := Morph new topLeft: 100@100; extent: 400@400; openInWorld.
Now let this morph disappear. Try the close all unnecessary morphs for performance reasons:
myMorph fadeOut.
It's gone! Now get it back:
myMorph fadeIn.
This animation is about 200 milliseconds. If your Squeak image is quite busy it will be not that smooth.
In principle, an animation is a timer that has a duration and can run several times to produce loops.
AnimAnimation new
duration: 500; "milliseconds"
start.
You may inspect this animation and look at currentTime
but nothing will change. There are no extra processes involved to keep the animation running. You need to call updateCurrentTime:
with an increasing time value frequently to achieve this.
Animations were designed to be used in the Squeak UI process. Therefore, the best reference time to be used is:
WorldState lastCycleTime.
One possibility (there is a better one) could be to use morph's stepping or a custom process:
"Using morph stepping."
MyMorph>>stepTime
^ 16 "60 steps per second"
MyMorph>>step
myAnimations do: [:anim | anim updateCurrentTime: WorldState lastCycleTime].
"Using an extra process."
[
myAnimations do: [:anim | anim updateCurrentTime: WorldState lastCycleTime].
(Delay forMilliseconds: 16) wait. "Avoid high load. Get 60 cycles per second."
] fork.
Having this, the animation AnimAnimation
handles just simple time interpretation. You can control the animation with start
, stop
, pause
, resume
. Here are some other examples:
AnimAnimation
duration: 500; "Always needed!"
loopCount: 5;
direction: #backward; "Not used in base class."
start.
AnimAnimation
duration: 1000;
loopCount: -1; "Infinite."
start: #keepWhenFinished. "Memory management. Not needed for infinite animations.
Not used in base class."
You can perform an action after the animation is finished using a block:
AnimAnimation
duration: 500;
finishBlock: [Transcript cr; show: 'Animation finished!'];
start.
Variant animations add value interpolation behaviour to animations. There is a start and an end value. During one animation loop currentValue
changes in this range including the start and the end value itself.
AnimVariantAnimation new
duration: 500;
startValue: 1;
endValue: 10;
start.
Having updateCurrentTime:
called frequently somehow, updateCurrentValue
can be called frequently too to trigger a callback that allows variant animations to change their internal state or perform other operations:
MyVariantAnimation>>updateCurrentValue: newValue
Transcript cr; show: newValue asString.
The value interpolation uses an easing curve that maps a value between 0.0 and 1.0 to another value between 0.0 and 1.0 or maybe more. This can be used to modify the normal linear interpolation and get some more pleasing effects. Overshooting is possible but 1.0 should map to 1.0 because the loop ends there. Here is an example for a custom easing curve:
MyEasingCurve>>valueForProgress: aFloat
^ aFloat * aFloat
AnimVariantAnimation new
duration: 500;
startValue: 1;
endValue: 10;
easingCurve: MyEasingCurve new;
start.
Variant animations make use of the direction
attribute which means the value goes from endValue
to startValue
if backwards. An offset can be specified to allow relative value changes:
AnimVariantAnimation new
duration: 500;
startValue: 1@1;
endValue: 10@10;
offsetBlock: [ActiveHand position]; "or just #offset:"
start.
Property animations are variant animations that are bound to an object and a property. The updateCurrentValue:
callback will try to send a keyword message to the object with one argument using the property name:
AnimPropertyAnimation new
duration: 500;
target: myMorph;
property: #position; "There should be an accessor method #position:."
startValue: 10@10;
endValue: 100@100;
start.
Animations are meant to be used in the Squeak UI process. There is a reference time called WorldState class>>lastCycleTime
and some animations can use the world's main loop to keep themselves running. This is achieved by registering the animation in the AnimAnimationRegistry
:
AnimPropertyAnimation new
duration: 500;
target: myMorph;
property: #position;
startValue: 10@10;
endValue: 100@100;
start: #deleteWhenFinished; "Automatic registry clean-up. No need to unregister."
register. "Add to animation registry."
Only AnimPropertyAnimation
and AnimGraphicsAnimation
can be registered.
If you want to keep animations after they finished, you need to unregister them manually, for example, when it has stopped:
myAnimation isStopped
ifTrue: [myAnimation unregister].
The animation registry is thread-safe which means that register
and unregister
operations are secured and can be called from within any process. However, that process should have a higher priority than the Squeak UI process. Otherwise it could be problematic to acquire the mutex because every world cycle needs it too.
If you want to change the registry used for myAnimation register
, you have to set the dynamic scope:
AnimAnimationRegistry
value: myRegistry
during: [ "...some code with animations..." ]
Note that this will not work for composite animations that have to register and unregister their parts as time passes. Works good for tests, though.
Graphics animations are variant animations that modify the visual appearance of a morph and all its submorphs doing simple color mappings. Graphic animations need to be registered.
AnimAlphaBlendAnimation new
morph: myMorph;
duration: 500;
startValue: 0.0;
endValue: 1.0;
start;
register. "Always needed for graphics animations!"
There is no need to reimplement updateCurrentValue:
but transformedCanvas:
which returns a custom AnimColorMappingCanvas
to be used during the drawing routine of morphs:
MyAlphaBlendingAnimation>>transformedCanvas: aCanvas
^ (MyAlphaBlendingCanvas
on: aCanvas)
alpha: self currentValue "Interpolated alpha value."
Having this, a simple fade-out animation for morphs can be implemented as follows:
MyMorph>>fadeOut
AnimAlphaBlendAnimation new
morph: self;
startValue: 1.0; "totally visible"
endValue: 0.0; "invisible"
duration: 200;
finishBlock: [self hide]; "Executed when animation finished."
register;
start: #deleteWhenFinished.
Color mappings apply to all submorphs in a morph. To prevent a morph from being color-mapped by its owner use the property ignoresColorMappings
.
If you want to hold a certain color mapping state, you must not delete an animation when it has finished. Otherwise the color mapping will disappear. An example would be to gray-out or darken a morph using AnimBrightnessAnimation
or AnimGrayscaleAnimation
.
You can compose multiple animations into a sequence to be played one after another automatically:
AnimCompositeAnimation new
add: (AnimSaturationAnimation new
morph: myMorph;
startValue: 1.0;
endValue: 0.0;
duration: 250);
add: (AnimSaturationAnimation new
morph: myMorph;
startValue: 0.0;
endValue: 1.0;
duration: 250);
loopCount: 1;
register;
start.
Use plain animations to add a delay to the composition:
delay := AnimAnimation new
duration: 1000; "milliseconds"
yourself.
You can add composite animations to composite animations to create complex sequences. See Morph >> #pulse
for another example.
Considering infinite animations (i.e. loopCount == -1
), there is a simple check that tells you to
- avoid more than one infinite animation in a composition
- avoid a regular animation after an infinite animation in a composition
Note that we recommend the use of composite animations instead of finishBlocks if possible.