Animation Library for Rust.
- Lightweight: Zero dependencies by default.
- Ergonomic: Macro-driven API with minimal boilerplate.
- Extensible: Many built-in types with support for custom interpolators.
- Animation modes:
#[once],#[cycle], and#[alternate]. - Easing: Built-in and custom easing functions.
- Ratatui-friendly: Interpolators for ratatui types, gated behind the
ratatuifeature flag.
cargo add animateAdd #[animate] to a struct and mark the fields you want to animate:
#[animate]
pub struct MyWidget {
#[once(duration = 300)]
progress: f64,
#[cycle(duration = 400, easing = cubic_in)]
color: Color,
#[alternate(duration = 500, easing = quad_in_out)]
status: String,
}By default the macro generates an update method named animate. It must be called at the top of your struct's render method.
#[animate]
pub struct MyWidget { ... }
impl MyWidget {
pub fn draw(&mut self, frame: &mut Frame) {
self.animate();
// rest of your code
}
}If the name conflicts with an existing method, rename it:
#[animate(update = "update_animations")]
pub struct MyWidget { ... }Next, place animate::tick() before your struct's update call at the start of each frame:
let mut widget = MyWidget::new(...);
loop {
animate::tick(tickrate);
terminal.draw(|frame| {
widget.draw(frame);
})?;
}Use get() to read and set() to write animated fields.
use animate::animate;
use std::{io::{stdout, Write}, thread, time::Duration};
#[animate]
struct Counter {
#[once(duration = 400)]
value: u32,
}
fn main() -> std::io::Result<()> {
let mut c = Counter::new(0);
loop {
animate::tick(8); // advance global frame time by frame delta (ms)
c.animate(); // update all animated fields
let v = *c.value;
if v == 0 {
c.value.set(100);
}
print!("\rCounter value: {v}");
stdout().flush()?;
if v == 100 {
break;
}
thread::sleep(Duration::from_millis(8));
}
Ok(())
}| Attribute | Behaviour |
|---|---|
#[once] |
Animates to target once, then holds. |
#[cycle] |
Loops continuously from start to target. |
#[alternate] |
Ping-pongs back and forth between start and target. |
All mode attributes accept the same options:
#[once(duration = 300, easing = quad_in_out, interp = my_interp_fn)]| Option | Type | Default | Description |
|---|---|---|---|
duration |
u64 (ms) |
0 |
Animation duration in milliseconds. |
easing |
path | linear |
Easing function (fn(f64) -> f64). |
interp |
path | <T as Lerp>::lerp |
Interpolation function (fn(&T, &T, f64) -> T). |
linear, quad_in, quad_out, quad_in_out,
cubic_in, cubic_out, cubic_in_out
Implement Lerp for any type:
impl animate::Lerp for MyColor {
fn lerp(start: &Self, end: &Self, t: f64) -> Self {
MyColor {
r: u8::lerp(&start.r, &end.r, t),
g: u8::lerp(&start.g, &end.g, t),
b: u8::lerp(&start.b, &end.b, t),
}
}
}