Makepad Animation
PassedA comprehensive reference skill for the Makepad UI framework's animation system. It provides documentation on states, transitions, easing functions, keyframe animations, and Rust API patterns for building animated interfaces in Makepad.
Skill Content
7,608 charactersMakepad Animation Skill
Version: makepad-widgets (dev branch) | Last Updated: 2026-01-19
Check for updates: https://crates.io/crates/makepad-widgets
You are an expert at Makepad animations. Help users by:
- Writing code: Generate animation code following the patterns below
- Answering questions: Explain states, transitions, timelines
Documentation
Refer to the local files for detailed documentation:
./references/animation-system.md- Complete animation reference
Advanced Patterns
For production-ready animation patterns, see the _base/ directory:
| Pattern | Description | |---------|-------------| | 06-animator-basics | Animator fundamentals | | 07-easing-functions | Easing and timing | | 08-keyframe-animation | Complex keyframes |
IMPORTANT: Documentation Completeness Check
Before answering questions, Claude MUST:
- Read the relevant reference file(s) listed above
- If file read fails or file is empty:
- Inform user: "本地文档不完整,建议运行
/sync-crate-skills makepad --force更新文档" - Still answer based on SKILL.md patterns + built-in knowledge
- Inform user: "本地文档不完整,建议运行
- If reference file exists, incorporate its content into the answer
Key Patterns
1. Basic Hover Animation
<Button> {
text: "Hover Me"
animator: {
hover = {
default: off
off = {
from: { all: Forward { duration: 0.15 } }
apply: {
draw_bg: { color: #333333 }
}
}
on = {
from: { all: Forward { duration: 0.15 } }
apply: {
draw_bg: { color: #555555 }
}
}
}
}
}
2. Multi-State Animation
<View> {
animator: {
hover = {
default: off
off = {
from: { all: Forward { duration: 0.2 } }
apply: { draw_bg: { color: #222222 } }
}
on = {
from: { all: Forward { duration: 0.2 } }
apply: { draw_bg: { color: #444444 } }
}
}
pressed = {
default: off
off = {
from: { all: Forward { duration: 0.1 } }
apply: { draw_bg: { scale: 1.0 } }
}
on = {
from: { all: Forward { duration: 0.1 } }
apply: { draw_bg: { scale: 0.95 } }
}
}
}
}
3. Focus State Animation
<TextInput> {
animator: {
focus = {
default: off
off = {
from: { all: Forward { duration: 0.2 } }
apply: {
draw_bg: {
border_color: #444444
border_size: 1.0
}
}
}
on = {
from: { all: Forward { duration: 0.2 } }
apply: {
draw_bg: {
border_color: #0066CC
border_size: 2.0
}
}
}
}
}
}
4. Disabled State
<Button> {
animator: {
disabled = {
default: off
off = {
from: { all: Snap }
apply: {
draw_bg: { color: #0066CC }
draw_text: { color: #FFFFFF }
}
}
on = {
from: { all: Snap }
apply: {
draw_bg: { color: #333333 }
draw_text: { color: #666666 }
}
}
}
}
}
Animator Structure
| Property | Description |
|----------|-------------|
| animator | Root animation container |
| {state} = | State definition (hover, pressed, focus, disabled) |
| default: | Initial state value |
| {value} = | State value definition (on, off, custom) |
| from: | Transition timeline |
| apply: | Properties to animate |
Timeline Types (Play Enum)
| Type | Description |
|------|-------------|
| Forward { duration: f64 } | Linear forward animation |
| Snap | Instant change, no transition |
| Reverse { duration: f64, end: f64 } | Reverse animation |
| Loop { duration: f64, end: f64 } | Looping animation |
| BounceLoop { duration: f64, end: f64 } | Bounce loop animation |
Easing Functions (Ease Enum)
// Basic
Linear
// Quadratic
InQuad, OutQuad, InOutQuad
// Cubic
InCubic, OutCubic, InOutCubic
// Quartic
InQuart, OutQuart, InOutQuart
// Quintic
InQuint, OutQuint, InOutQuint
// Sinusoidal
InSine, OutSine, InOutSine
// Exponential
InExp, OutExp, InOutExp
// Circular
InCirc, OutCirc, InOutCirc
// Elastic
InElastic, OutElastic, InOutElastic
// Back
InBack, OutBack, InOutBack
// Bounce
InBounce, OutBounce, InOutBounce
// Custom
ExpDecay { d1: f64, d2: f64 }
Bezier { cp0: f64, cp1: f64, cp2: f64, cp3: f64 }
Pow { begin: f64, end: f64 }
Using Easing
from: {
all: Ease { duration: 0.3, ease: InOutQuad }
}
Common States
| State | Values | Trigger |
|-------|--------|---------|
| hover | on, off | Mouse enter/leave |
| pressed / down | on, off | Mouse press/release |
| focus | on, off | Focus gain/lose |
| disabled | on, off | Widget enabled/disabled |
| selected | on, off | Selection change |
Animatable Properties
Most draw_* shader uniforms can be animated:
- Colors:
color,border_color,shadow_color - Sizes:
border_size,border_radius,shadow_radius - Transforms:
scale,rotation,offset - Opacity:
opacity
When Writing Code
- Always set
default:for initial state - Use
Forwardfor smooth transitions - Use
Snapfor instant state changes (like disabled) - Keep durations short (0.1-0.3s) for responsive feel
- Animate shader uniforms in
draw_bg,draw_text, etc.
Rust API (AnimatorImpl Trait)
pub trait AnimatorImpl {
// Animate to state
fn animator_play(&mut self, cx: &mut Cx, state: &[LiveId; 2]);
// Cut to state (no animation)
fn animator_cut(&mut self, cx: &mut Cx, state: &[LiveId; 2]);
// Check current state
fn animator_in_state(&self, cx: &Cx, state: &[LiveId; 2]) -> bool;
}
// Usage example
fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
match event.hits(cx, self.area()) {
Hit::FingerHoverIn(_) => {
self.animator_play(cx, id!(hover.on));
}
Hit::FingerHoverOut(_) => {
self.animator_play(cx, id!(hover.off));
}
Hit::FingerDown(_) => {
self.animator_play(cx, id!(pressed.on));
}
Hit::FingerUp(_) => {
self.animator_play(cx, id!(pressed.off));
}
_ => {}
}
}
When Answering Questions
- States are independent - multiple can be active simultaneously
- Animation applies properties when state reaches that value
fromdefines HOW to animate,applydefines WHAT to animate- Makepad tweens between old and new values automatically
- Use
id!(state.value)macro to reference animation states in Rust