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The Animated
library is designed to make animations fluid, powerful, and
easy to build and maintain. Animated
focuses on declarative relationships
between inputs and outputs, with configurable transforms in between, and
simple start
/stop
methods to control time-based animation execution.
The simplest workflow for creating an animation is to create an
Animated.Value
, hook it up to one or more style attributes of an animated
component, and then drive updates via animations using Animated.timing()
:
Animated.timing( // Animate value over time
this.state.fadeAnim, // The value to drive
{
toValue: 1, // Animate to final value of 1
}
).start(); // Start the animation
Refer to the Animations guide to see
additional examples of Animated
in action.
Overview
There are two value types you can use with Animated
:
Animated.Value()
for single valuesAnimated.ValueXY()
for vectors
Animated.Value
can bind to style properties or other props, and can be
interpolated as well. A single Animated.Value
can drive any number of
properties.
Configuring animations
Animated
provides three types of animation types. Each animation type
provides a particular animation curve that controls how your values animate
from their initial value to the final value:
Animated.decay()
starts with an initial velocity and gradually slows to a stop.Animated.spring()
provides a simple spring physics model.Animated.timing()
animates a value over time using easing functions.
In most cases, you will be using timing()
. By default, it uses a symmetric
easeInOut curve that conveys the gradual acceleration of an object to full
speed and concludes by gradually decelerating to a stop.
Working with animations
Animations are started by calling start()
on your animation. start()
takes a completion callback that will be called when the animation is done.
If the animation finished running normally, the completion callback will be
invoked with {finished: true}
. If the animation is done because stop()
was called on it before it could finish (e.g. because it was interrupted by a
gesture or another animation), then it will receive {finished: false}
.
Using the native driver
By using the native driver, we send everything about the animation to native before starting the animation, allowing native code to perform the animation on the UI thread without having to go through the bridge on every frame. Once the animation has started, the JS thread can be blocked without affecting the animation.
You can use the native driver by specifying useNativeDriver: true
in your
animation configuration. See the
Animations guide to learn
more.
Animatable components
Only animatable components can be animated. These special components do the magic of binding the animated values to the properties, and do targeted native updates to avoid the cost of the react render and reconciliation process on every frame. They also handle cleanup on unmount so they are safe by default.
createAnimatedComponent()
can be used to make a component animatable.
Animated
exports the following animatable components using the above
wrapper:
Animated.Image
Animated.ScrollView
Animated.Text
Animated.View
Composing animations
Animations can also be combined in complex ways using composition functions:
Animated.delay()
starts an animation after a given delay.Animated.parallel()
starts a number of animations at the same time.Animated.sequence()
starts the animations in order, waiting for each to complete before starting the next.Animated.stagger()
starts animations in order and in parallel, but with successive delays.
Animations can also be chained together simply by setting the toValue
of
one animation to be another Animated.Value
. See
Tracking dynamic values in
the Animations guide.
By default, if one animation is stopped or interrupted, then all other animations in the group are also stopped.
Combining animated values
You can combine two animated values via addition, multiplication, division, or modulo to make a new animated value:
Interpolation
The interpolate()
function allows input ranges to map to different output
ranges. By default, it will extrapolate the curve beyond the ranges given,
but you can also have it clamp the output value. It uses lineal interpolation
by default but also supports easing functions.
Read more about interpolation in the Animation guide.
Handling gestures and other events
Gestures, like panning or scrolling, and other events can map directly to
animated values using Animated.event()
. This is done with a structured map
syntax so that values can be extracted from complex event objects. The first
level is an array to allow mapping across multiple args, and that array
contains nested objects.
For example, when working with horizontal scrolling gestures, you would do
the following in order to map event.nativeEvent.contentOffset.x
to
scrollX
(an Animated.Value
):
onScroll={Animated.event(
// scrollX = e.nativeEvent.contentOffset.x
[{ nativeEvent: {
contentOffset: {
x: scrollX
}
}
}]
)}
Methods
decay
timing
spring
add
divide
multiply
modulo
diffClamp
delay
sequence
parallel
stagger
loop
event
forkEvent
unforkEvent
Properties
Reference
Methods
decay()
static decay(value, config)
Animates a value from an initial velocity to zero based on a decay coefficient.
Config is an object that may have the following options:
velocity
: Initial velocity. Required.deceleration
: Rate of decay. Default 0.997.isInteraction
: Whether or not this animation creates an "interaction handle" on theInteractionManager
. Default true.useNativeDriver
: Uses the native driver when true. Default false.
timing()
static timing(value, config)
Animates a value along a timed easing curve. The
Easing
module has tons of predefined curves, or you
can use your own function.
Config is an object that may have the following options:
duration
: Length of animation (milliseconds). Default 500.easing
: Easing function to define curve. Default isEasing.inOut(Easing.ease)
.delay
: Start the animation after delay (milliseconds). Default 0.isInteraction
: Whether or not this animation creates an "interaction handle" on theInteractionManager
. Default true.useNativeDriver
: Uses the native driver when true. Default false.
spring()
static spring(value, config)
Animates a value according to an analytical spring model based on
damped harmonic oscillation.
Tracks velocity state to create fluid motions as the toValue
updates, and
can be chained together.
Config is an object that may have the following options.
Note that you can only define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one:
The friction/tension or bounciness/speed options match the spring model in Facebook Pop, Rebound, and Origami.
friction
: Controls "bounciness"/overshoot. Default 7.tension
: Controls speed. Default 40.speed
: Controls speed of the animation. Default 12.bounciness
: Controls bounciness. Default 8.
Specifying stiffness/damping/mass as parameters makes Animated.spring
use an
analytical spring model based on the motion equations of a damped harmonic
oscillator.
This behavior is slightly more precise and faithful to the physics behind
spring dynamics, and closely mimics the implementation in iOS's
CASpringAnimation primitive.
stiffness
: The spring stiffness coefficient. Default 100.damping
: Defines how the spring’s motion should be damped due to the forces of friction. Default 10.mass
: The mass of the object attached to the end of the spring. Default 1.
Other configuration options are as follows:
velocity
: The initial velocity of the object attached to the spring. Default 0 (object is at rest).overshootClamping
: Boolean indiciating whether the spring should be clamped and not bounce. Default false.restDisplacementThreshold
: The threshold of displacement from rest below which the spring should be considered at rest. Default 0.001.restSpeedThreshold
: The speed at which the spring should be considered at rest in pixels per second. Default 0.001.delay
: Start the animation after delay (milliseconds). Default 0.isInteraction
: Whether or not this animation creates an "interaction handle" on theInteractionManager
. Default true.useNativeDriver
: Uses the native driver when true. Default false.
add()
static add(a, b)
Creates a new Animated value composed from two Animated values added together.
divide()
static divide(a, b)
Creates a new Animated value composed by dividing the first Animated value by the second Animated value.
multiply()
static multiply(a, b)
Creates a new Animated value composed from two Animated values multiplied together.
modulo()
static modulo(a, modulus)
Creates a new Animated value that is the (non-negative) modulo of the provided Animated value
diffClamp()
static diffClamp(a, min, max)
Create a new Animated value that is limited between 2 values. It uses the
difference between the last value so even if the value is far from the bounds
it will start changing when the value starts getting closer again.
(value = clamp(value + diff, min, max)
).
This is useful with scroll events, for example, to show the navbar when scrolling up and to hide it when scrolling down.
delay()
static delay(time)
Starts an animation after the given delay.
sequence()
static sequence(animations)
Starts an array of animations in order, waiting for each to complete before starting the next. If the current running animation is stopped, no following animations will be started.
parallel()
static parallel(animations, config?)
Starts an array of animations all at the same time. By default, if one
of the animations is stopped, they will all be stopped. You can override
this with the stopTogether
flag.
stagger()
static stagger(time, animations)
Array of animations may run in parallel (overlap), but are started in sequence with successive delays. Nice for doing trailing effects.
loop()
static loop(animation)
Loops a given animation continuously, so that each time it reaches the
end, it resets and begins again from the start. Can specify number of
times to loop using the key iterations
in the config. Will loop without
blocking the UI thread if the child animation is set to useNativeDriver: true
.
In addition, loops can prevent VirtualizedList
-based components from rendering
more rows while the animation is running. You can pass isInteraction: false
in the
child animation config to fix this.
event()
static event(argMapping, config?)
Takes an array of mappings and extracts values from each arg accordingly,
then calls setValue
on the mapped outputs. e.g.
onScroll={Animated.event(
[{nativeEvent: {contentOffset: {x: this._scrollX}}}],
{listener: (event) => console.log(event)}, // Optional async listener
)}
...
onPanResponderMove: Animated.event([
null, // raw event arg ignored
{dx: this._panX}, // gestureState arg
{listener: (event, gestureState) => console.log(event, gestureState)}, // Optional async listener
]),
Config is an object that may have the following options:
listener
: Optional async listener.useNativeDriver
: Uses the native driver when true. Default false.
forkEvent()
static forkEvent(event, listener)
Advanced imperative API for snooping on animated events that are passed in through props. Use values directly where possible.
unforkEvent()
static unforkEvent(event, listener)
Properties
Value
Standard value class for driving animations. Typically initialized with new Animated.Value(0);
See also AnimatedValue.js
.
Type |
---|
AnimatedValue |
ValueXY
2D value class for driving 2D animations, such as pan gestures.
See also AnimatedValueXY.js
.
Type |
---|
AnimatedValueXY |
Interpolation
Exported to use the Interpolation type in flow
See also AnimatedInterpolation.js
.
Type |
---|
AnimatedInterpolation |
Node
Exported for ease of type checking. All animated values derive from this class.
Type |
---|
AnimatedNode |