# GPUI Animation
`gpui-animation` is a lightweight, fluent animation wrapper for the [GPUI](https://github.com/zed-industries/zed) framework. It aims to simplify the creation of smooth, state-driven transitions and animations on standard GPUI elements with minimal boilerplate.
> [!WARNING]
>
> This crate is currently in its **early development stage**. The API is subject to change.
## ✨ Features
- **Fluent API**: Transform any compatible GPUI element into an animated one using `.with_transition()`.
- **Zero-Copy Interpolation**: High-performance "in-place" style updates to minimize memory cloning during animation frames.
- **Smart Transitions**: Automatic shortest-path interpolation for HSLA colors (no more hue-jumping!) and support for complex types like Gradients and Sizes.
- **Composable**: `AnimatedWrapper` implements standard GPUI traits (`Styled`, `ParentElement`, etc.), so you can keep using the GPUI methods you already know.
- **Intelligent Rollback (Smart Fallback)**:
**Context-Aware Resumption**: If a high-priority animation (e.g., a Click) interrupts a persistent state (e.g., a Hover), the system "remembers" the background state and restores it seamlessly once the interruption finishes, preventing jarring jumps to the default style.
- **Resource Efficiency (Zero-Idle)**:
**Async Task Parking**: The background animation tick is strictly event-driven. When no animations are active, the task enters a dormant state using async channel synchronization (`recv().await`).
**Zero CPU Overhead**: The thread consumes zero CPU cycles while idle and only wakes up instantly when a new animation is registered, ensuring maximum performance for the rest of your application.
## 🚀 Getting Started
Any element that implements `IntoElement + StatefulInteractiveElement + ParentElement + FluentBuilder + Styled` can be wrapped.
### Basic Usage
```rust
fn render(cx: &mut WindowContext) -> impl IntoElement {
div()
.id("my-animated-box")
// Initialize the animation wrapper with a unique ID
.with_transition("my-animated-box")
.size_32()
.bg(rgb(0x2e2e2e))
// Define a hover transition
.transition_on_hover(
std::time::Duration::from_millis(300),
gpui_animation::transition::general::Linear,
|hovered, style| {
if *hovered {
style.bg(rgb(0xff0000)).size_64()
} else {
style.bg(rgb(0x2e2e2e)).size_32()
}
},
)
}
```
## 🛠 Supported Properties
| **Colors** | Background (`Solid`, `LinearGradient`), Border Color, Text Color |
| **Layout** | Size (Width, Height), Min/Max Size, Margin, Padding |
| **Visual** | Opacity, Corner Radii (Border Radius), Box Shadows |
| **Font** | FontSize, FontWeight |
## 📖 API Reference
### Initialization
- `.with_transition(id)`: Wraps the element. Requires a unique `ElementId` to track animation state across frames.
### Event-Driven Transitions
These methods automatically trigger the animation cycle when the event occurs:
- `.transition_on_click(duration, transition, modifier)`
- `.transition_on_hover(duration, transition, modifier)`
### Declarative Transitions
Used for reactive state changes:
- `.transition_when(condition, duration, transition, modifier)`
- `.transition_when_some(option, ...)` / `.transition_when_none(...)`
### Priority-Aware Transitions
These variants allow you to explicitly define the precedence of a transition to resolve state conflicts (e.g., ensuring a "Click" animation isn't overridden by a "Hover" state):
- `.transition_on_click_with_priority(duration, transition, priority, modifier)`
- `.transition_on_hover_with_priority(duration, transition, priority, modifier)`
- `.transition_when_with_priority(condition, duration, transition, priority, modifier)`
- `.transition_when_else_with_priority(condition, duration, transition, priority, then, else)`
- `.transition_when_some_with_priority(option, ..., priority, ...)`
- `.transition_when_none_with_priority(option, ..., priority, ...)`
> **AnimationPriority Levels**: `Lowest` , `Low`, `Medium`, `High`, `Realtime`. Transitions with higher priority will override active animations with lower or equal priority.
> [!IMPORTANT]
>
> **Note on Declarative Styling:** > Changes made via `.transition_when()` and its variants do not automatically proactive-propagate the `App` context. Unlike event-based listeners that manage the context internally, you may need to manually invoke a refresh (e.g., `cx.notify()` or `cx.refresh()`) to start the transition when external state changes.
## 🎨 Custom Animation Algorithms
You are not limited to built-in transitions. You can create your own animation curves (Easing functions) by implementing the `Transition` trait.
### 1. Implement the Trait
Only the `calculate` method is required. It maps the linear time progress ($t \in [0, 1]$) to your desired easing value.
```rust
use gpui_animation::transition::Transition;
pub struct MyCustomBounce;
impl Transition for MyCustomBounce {
fn calculate(&self, t: f32) -> f32 {
// Example: A simple square curve
t * t
}
}
```
### 2. Use it in your UI
Since `Transition` is implemented for `Arc<T>`, and we provide `IntoArcTransition` helpers, you can pass your struct directly:
```rust
div()
.id("box-1")
.with_transition("box-1")
.transition_on_hover(
Duration::from_millis(500),
MyCustomBounce, // Your custom algorithm
|hovered, style| {
if *hovered { style.mt_10() } else { style.mt_0() }
}
)
.mt_0()
```
## ⚡ Performance
This crate is optimized for high-frequency updates (60/120 FPS):
- **ShadowBackground**: Uses `#[repr(C)]` memory layouts to interpolate private GPUI fields without overhead.
- **FastInterpolatable**: Employs an in-place update strategy to avoid full `StyleRefinement` cloning on every frame.
## 🤝 Contributing
Contributions are welcome! If you find a bug or have a suggestion for new interpolation support (like more Layout properties), please feel free to open an issue or submit a pull request.