/usr/lib/python3/dist-packages/kivy/animation.py is in python3-kivy 1.9.0-3build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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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
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 1 / 60.
:Events:
`on_start`: widget
Fired when the animation is started on a widget.
`on_complete`: widget
Fired when the animation is completed or stopped on a widget.
`on_progress`: widget, progression
Fired when the progression of the animation is changing.
.. versionchanged:: 1.4.0
Added s/step parameter.
'''
_instances = set()
__events__ = ('on_start', 'on_progress', 'on_complete')
def __init__(self, **kw):
super(Animation, self).__init__(**kw)
# Initialize
self._clock_installed = False
self._duration = kw.get('d', kw.get('duration', 1.))
self._transition = kw.get('t', kw.get('transition', 'linear'))
self._step = kw.get('s', kw.get('step', 1. / 60.))
if isinstance(self._transition, string_types):
self._transition = getattr(AnimationTransition, self._transition)
for key in ('d', 't', 's', 'step', 'duration', 'transition'):
kw.pop(key, None)
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
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
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)
def start(self, widget):
'''Start the animation on a widget.
'''
self.stop(widget)
self._initialize(widget)
self._register()
self.dispatch('on_start', widget)
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)
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()
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)
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)
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
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
Clock.unschedule(self._update)
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
del widgets[uid]
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 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)
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)
class AnimationTransition(object):
'''Collection of animation functions to be used with the Animation object.
Easing Functions ported to Kivy from the Clutter Project
http://www.clutter-project.org/docs/clutter/stable/ClutterAlpha.html
The `progress` parameter in each animation function is in the range 0-1.
'''
@staticmethod
def linear(progress):
'''.. image:: images/anim_linear.png'''
return progress
@staticmethod
def in_quad(progress):
'''.. image:: images/anim_in_quad.png
'''
return progress * progress
@staticmethod
def out_quad(progress):
'''.. image:: images/anim_out_quad.png
'''
return -1.0 * progress * (progress - 2.0)
@staticmethod
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
def in_cubic(progress):
'''.. image:: images/anim_in_cubic.png
'''
return progress * progress * progress
@staticmethod
def out_cubic(progress):
'''.. image:: images/anim_out_cubic.png
'''
p = progress - 1.0
return p * p * p + 1.0
@staticmethod
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
def in_quart(progress):
'''.. image:: images/anim_in_quart.png
'''
return progress * progress * progress * progress
@staticmethod
def out_quart(progress):
'''.. image:: images/anim_out_quart.png
'''
p = progress - 1.0
return -1.0 * (p * p * p * p - 1.0)
@staticmethod
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
def in_quint(progress):
'''.. image:: images/anim_in_quint.png
'''
return progress * progress * progress * progress * progress
@staticmethod
def out_quint(progress):
'''.. image:: images/anim_out_quint.png
'''
p = progress - 1.0
return p * p * p * p * p + 1.0
@staticmethod
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
def in_sine(progress):
'''.. image:: images/anim_in_sine.png
'''
return -1.0 * cos(progress * (pi / 2.0)) + 1.0
@staticmethod
def out_sine(progress):
'''.. image:: images/anim_out_sine.png
'''
return sin(progress * (pi / 2.0))
@staticmethod
def in_out_sine(progress):
'''.. image:: images/anim_in_out_sine.png
'''
return -0.5 * (cos(pi * progress) - 1.0)
@staticmethod
def in_expo(progress):
'''.. image:: images/anim_in_expo.png
'''
if progress == 0:
return 0.0
return pow(2, 10 * (progress - 1.0))
@staticmethod
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
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
def in_circ(progress):
'''.. image:: images/anim_in_circ.png
'''
return -1.0 * (sqrt(1.0 - progress * progress) - 1.0)
@staticmethod
def out_circ(progress):
'''.. image:: images/anim_out_circ.png
'''
p = progress - 1.0
return sqrt(1.0 - p * p)
@staticmethod
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
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
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
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
def in_back(progress):
'''.. image:: images/anim_in_back.png
'''
return progress * progress * ((1.70158 + 1.0) * progress - 1.70158)
@staticmethod
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
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
def in_bounce(progress):
'''.. image:: images/anim_in_bounce.png
'''
return AnimationTransition._in_bounce_internal(progress, 1.)
@staticmethod
def out_bounce(progress):
'''.. image:: images/anim_out_bounce.png
'''
return AnimationTransition._out_bounce_internal(progress, 1.)
@staticmethod
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
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