gpui-ce-motion 0.2.0

Declarative, interruptible animations, transitions, and text motion for GPUI CE
Documentation

gpui-ce-motion

Declarative animation for native Rust apps on GPUI CE.

Describe the next state. Keep the motion state in your view. The library handles transitions, springs, and interruptions using stock GPUI CE—no React or renderer fork.

Crates.io · API examples · API reference · Demos · Kit examples · Changelog

Version 0.2.0 adds text and number animations: animate labels, words, letters, wrapped lines, and counters with the same interruption and playback controls. See text motion for the complete API and runnable galleries.

Install

cargo add gpui-ce-motion@0.2 --features gpui

Or add it to an existing GPUI CE application:

[dependencies]
gpui-ce-motion = { version = "0.2", features = ["gpui"] }

Requires Rust 1.95+. Native adapters use registry gpui-ce =0.2.2. Use the same CE source and version throughout your app so its element types match.

Feature Use it for
Default (none) Portable animation math, explicit clocks, no third-party dependencies
text Portable Unicode text lifecycle and prepared text sampling
gpui Native adapters, text, input bindings, and automatic frame scheduling
demo Running this repository's examples; adds the platform backends
native-tests Development checks using CE's TestPlatform

Quick start

This is a GPUI component for an existing app. Click the card to change its width. Changing a target during animation continues from the displayed position; springs preserve velocity too.

use gpui::{Context, Render, Window, div, prelude::*, rgb};
use gpui_ce_motion::{Motion, MotionState, Target};

#[derive(Default)]
struct Card {
    expanded: bool,
    motion: MotionState,
}

impl Render for Card {
    fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        let width = if self.expanded { 320.0 } else { 180.0 };

        let target = Target::default()
            .width(width)
            .height(100.0)
            .border_radius(16.0);

        let animation = Motion::new(target).initial(Target::default().y(12.0).opacity(0.0));

        let frame = self.motion.frame(animation, window, cx);

        let card = div()
            .id("card")
            .bg(rgb(0xd4f580))
            .text_color(rgb(0x101310))
            .p_4()
            .child("Click to resize");

        frame.apply(card).on_click(cx.listener(|this, _, _, cx| {
            this.expanded = !this.expanded;
            cx.notify();
        }))
    }
}

Motion is a declaration you can recreate every render. MotionState is its retained history. Keep one state per logical object; key list items by stable IDs. Native adapters request frames while active. Notify the view after input changes. See a complete runnable app or try the showcase:

git clone https://github.com/1bye/gpui-motion.git
cd gpui-motion
cargo run --release --features demo --example motion_showcase

API

The examples below cover every public API family. Each example stands on its own. Native elements require the gpui feature and an existing GPUI view.

Keep states, groups, clips, and timelines in your view between renders. Build new targets as the UI changes. The native helpers below receive that retained state as a function argument; the portable examples use an explicit clock.

With portable sampling, sample(..., now, reduced_motion) takes elapsed time and the user's reduced-motion preference. In a GPUI view, frame(..., window, cx) handles the clock, frame requests, and that preference for you.

Targets and transitions

Target supports x, y, opacity, width, height, and border_radius. Offsets and sizes are logical pixels. A changed destination interrupts from the current presentation; springs retain velocity. Ordinary motion defaults to a spring.

use gpui_ce_motion::{Motion, MotionState, Target};
use std::time::Duration;

let mut state = MotionState::default();

let start = Target::default()
    .x(0.0)
    .width(120.0)
    .height(100.0);

let destination = Target::default()
    .x(120.0)
    .width(240.0)
    .height(100.0);

let motion = Motion::new(destination).initial(start);

// Use one clock for every sample. Keep state between calls.
state.sample(motion, Duration::ZERO, false);

let frame = state.sample(motion, Duration::from_millis(100), false);

let current_width = frame.target().width_px();

In a GPUI view, use state.frame(motion, window, cx), then frame.apply(element). Position uses relative left/top offsets. Width and height affect layout, so text and siblings can reflow as they change. Use an outer wrapper if the element also needs absolute positioning.

Give dimensions an initial numeric value to animate them on first mount. Otherwise, the first value is applied immediately. Border radius does not clip children automatically. Target::overlay combines partial targets, and the getters on frame.target() let you read the current values.

Timing

Use a tween when you want an exact duration, or a spring when you want movement that responds naturally to interruption. Transition::Instant skips animation.

Tweens

use gpui_ce_motion::{Easing, Motion, Target, Transition};
use std::time::Duration;

let slide = Transition::Tween(Duration::from_millis(200), Easing::EaseOut);

let motion = Motion::new(Target::default().x(100.0))
    .transition(slide)
    .delay(Duration::from_millis(50));

Built-in easing includes Linear, EaseIn, EaseOut, EaseInOut, CircIn / CircOut / CircInOut, BackIn / BackOut / BackInOut, and Anticipate. An interrupted tween keeps its current position; its velocity can change.

Springs

Set stiffness, damping, and mass directly:

use gpui_ce_motion::{Motion, Spring, Target, Transition};

let spring = Spring::new(240.0, 26.0, 1.0).expect("positive stiffness, damping, and mass");

let motion = Motion::new(Target::default().x(100.0)).transition(Transition::Spring(spring));

Or describe the spring with a visual duration and bounce. Prepare it once and reuse it in your view:

use gpui_ce_motion::{Motion, Spring, Target, Transition};
use std::time::Duration;

let spring = Spring::visual(Duration::from_millis(320), 0.2)
    .expect("positive duration and bounce between -1 and 1");

let spring = spring
    .rest(0.01, 0.01)
    .expect("positive distance and velocity thresholds");

let motion = Motion::new(Target::default().x(100.0)).transition(Transition::Spring(spring));

The visual duration is the time to reach 90% of a resting step. The spring can continue settling afterward. Springs preserve both position and velocity when you change their target.

Timing per property

A card can move with a spring and fade with a short tween:

use gpui_ce_motion::{Easing, Motion, Property, Target, Transition};
use std::time::Duration;

let fade = Transition::Tween(Duration::from_millis(120), Easing::EaseOut);

let motion = Motion::new(Target::default().x(100.0).opacity(1.0))
    .initial(Target::default().opacity(0.0))
    .transition(Transition::default())
    .transition_for(Property::Opacity, fade, Duration::ZERO);

Property selects X, Y, Opacity, Width, Height, or BorderRadius. The last argument to transition_for is that property's delay.

Custom easing

Use a cubic Bézier curve for a familiar easing editor workflow:

use gpui_ce_motion::{Bezier, Easing, Transition};
use std::time::Duration;

let curve = Bezier::new(0.2, 0.0, 0.2, 1.0).expect("valid Bézier control points");

let transition = Transition::Tween(Duration::from_millis(200), Easing::Bezier(curve));

A custom function returns the easing value and its derivative. Prepare the CustomEasing once; creating it again gives it a new identity.

use gpui_ce_motion::{CustomEasing, Easing, Transition};
use std::time::Duration;

let ease_in = CustomEasing::new(|progress| {
    let value = progress * progress;
    let derivative = 2.0 * progress;

    (value, derivative)
})
.expect("finite easing with endpoints at 0 and 1");

let transition = Transition::Tween(Duration::from_millis(200), Easing::Custom(ease_in));

Enter and exit

Keep declaring the element while present(false) so its exit can finish. Frame::render returns an empty element after the exit completes. Re-entry during exit continues from the current presentation, using the same retained state.

use gpui::{AnyElement, App, Window, div, prelude::*};
use gpui_ce_motion::{Motion, MotionState, Target};

fn panel(state: &mut MotionState, open: bool, window: &mut Window, cx: &App) -> AnyElement {
    let motion = Motion::new(Target::default())
        .initial(Target::default().y(12.0).opacity(0.0))
        .exit(Target::default().y(-8.0).opacity(0.0))
        .present(open);

    let frame = state.frame(motion, window, cx);

    frame.render(|frame| {
        let content = div().id("panel").child("Hello");

        frame.apply(content)
    })
}

Use frame.presence() to inspect Entering, Present, Exiting, or Absent. Before removing a focused control, restore focus elsewhere. Guard outgoing event handlers with frame.is_present(); rendering an exit does not disable its input.

Keyed presence

PresenceGroup<K> retains removed keys until you acknowledge their completed exits. Use Sync to enter/exit together or Wait to delay new keys until exits finish.

use gpui_ce_motion::{PresenceGroup, PresenceMode};

let mut notifications = PresenceGroup::new(PresenceMode::Wait);

notifications
    .update([1_u32, 2])
    .expect("unique notification IDs");

// Notification 1 stays mounted for its exit. Notification 3 waits.
notifications
    .update([2, 3])
    .expect("unique notification IDs");

let outgoing = notifications
    .children()
    .iter()
    .find(|child| *child.key() == 1)
    .expect("outgoing notification is retained");

assert!(!outgoing.is_present());

// Call this only after notification 1's motion reaches Presence::Absent.
notifications.finish_exit(&1);

Keep each child's motion state in a map keyed by its domain ID. Iterate children(), pass child.is_present() into Motion::present, and remove the state only after finish_exit. See the native gallery.

Clips and playback

Prepare the clip once. Its clones share keyframes; constructing a new clip means a replacement trajectory. Keyframe times increase strictly from 0 to 1. Keyframe::current(0.) captures the displayed start; a later current holds the previous target. Segment easing belongs to the keyframe ending that segment.

use gpui_ce_motion::{Animation, AnimationState, Easing, Keyframe, Repeat, RepeatMode, Target};
use std::time::Duration;

let keyframes = [
    Keyframe::current(0.0),
    Keyframe::new(0.5, Target::default().x(100.0)).easing(Easing::EaseOut),
    Keyframe::new(1.0, Target::default().x(0.0)),
];

let clip = Animation::keyframes(Duration::from_millis(800), keyframes)
    .expect("valid keyframe times")
    .delay(Duration::from_millis(100))
    .repeat(
        Repeat::Forever,
        RepeatMode::Mirror,
        Duration::from_millis(80),
    )
    .expect("positive repeat period");

let mut player = AnimationState::new(Target::default());

player.sample(&clip, Duration::ZERO, false);

// In an input handler, pause and scrub using the same clock.
let now = Duration::from_millis(200);

player.pause(now);
player.seek(Duration::from_millis(400), now);
player.set_speed(0.5, now).expect("finite playback speed");
player.play(now);

let frame = player.sample(&clip, now, false);

Also available: Animation::to for a two-endpoint tween, Animation::spring for a physical spring with an explicit deadline, Repeat::Count(n) for n extra cycles, and Loop/Reverse/Mirror repeat modes. Loop can jump at its boundary.

Control/readout Meaning
pause(now) / stop(now) Hold the current playhead; stop is a pause alias
play(now) Resume
seek(playhead, now) Scrub, including backward seeks
set_speed(speed, now) Change rate; negative values play backward
restart(now) / finish() Start over / complete an AnimationState
iteration() / is_playing() Read cycle count / playback state
Playback A standalone clock with time, pause/play, seek, and speed controls

For native rendering, call player.frame(&clip, window, cx).apply(element). Use player.now() in its input handlers, rather than another epoch. Notify the view after controls change. Portable calls use one application epoch consistently.

Timelines and stagger

Use a timeline to start animations together, one after another, or relative to a named point. Each track returns an index you can use to read its current frame. Build the timeline once and keep it in your view.

use gpui_ce_motion::{Animation, Easing, Target, Timeline};
use std::time::Duration;

let slide = Animation::to(
    Target::default().x(100.0),
    Duration::from_millis(300),
    Easing::EaseOut,
);

let mut timeline = Timeline::default();

let first_card = timeline.at(Duration::ZERO, slide.clone());

// Place a label at the end of the first animation.
timeline.label("after-first").expect("unique label");

// The second card starts when the first finishes.
let second_card = timeline
    .then(slide.clone())
    .expect("finite first animation");

// The third card starts 80 ms after the label, overlapping the second.
let third_card = timeline
    .at_label("after-first", Duration::from_millis(80), slide.clone())
    .expect("known label");

timeline.restart(Duration::ZERO);

let frames = timeline.sample(Duration::from_millis(150), false);

let first_card_position = frames[first_card].target().x_px();

To stagger a group, calculate a delay for each item:

use gpui_ce_motion::{Animation, Easing, Keyframe, StaggerFrom, Target, Timeline, stagger};
use std::time::Duration;

let keyframes = [
    Keyframe::new(0.0, Target::default().opacity(0.0)),
    Keyframe::new(1.0, Target::default().opacity(1.0)).easing(Easing::EaseOut),
];

let fade_in =
    Animation::keyframes(Duration::from_millis(200), keyframes).expect("valid keyframe times");

let mut timeline = Timeline::default();

for index in 0..5 {
    let delay = stagger(Duration::from_millis(40), index, 5, StaggerFrom::Center)
        .expect("item index is within the group");

    timeline.at(delay, fade_in.clone());
}

StaggerFrom::Start, End, and Center choose where the stagger begins. Timeline controls include pause/play, seek, speed, and restart. In native rendering, apply each frame to its matching element and request another frame while timeline.is_animating().

Variants

Give reusable states names such as "idle" and "expanded". Each variant stores both a target and its timing. Keys can also be enums or another type you choose.

Here, the expanded variant determines the width, while hover changes the opacity. with_target keeps the variant's timing when applying the combined target.

use gpui_ce_motion::{GestureTargets, Interaction, Motion, Target, Variants};

let variants = Variants::new([
    ("idle", Motion::new(Target::default().width(180.0))),
    ("expanded", Motion::new(Target::default().width(320.0))),
])
.expect("unique variant names");

let expanded = variants.get(&"expanded").expect("known variant");

let mut interaction = Interaction::default();

interaction.hovered = true;

let gestures = GestureTargets::default()
    .while_hover(Target::default().opacity(0.8))
    .while_focus(Target::default().y(-2.0));

let target = gestures.resolve(expanded.target(), interaction);

let motion = expanded.with_target(target);

Native gestures

GestureState connects native input to animation targets. Store it in your view, then bind it to the element you want to animate:

use gpui::{Role, div, prelude::*};
use gpui_ce_motion::{GestureElement, GestureState, GestureTargets, Motion, Target};

fn button(state: &GestureState) -> GestureElement {
    let content = div()
        .id("action")
        .role(Role::Button)
        .aria_label("Run action")
        .child("Run");

    let gestures = GestureTargets::default()
        .while_hover(Target::default().opacity(0.8))
        .while_press(Target::default().y(2.0))
        .while_focus(Target::default().opacity(0.9));

    state.bind(
        "action-motion",
        content,
        Motion::new(Target::default()),
        gestures,
    )
}

You can also set while_drag and while_in_view targets. If several interactions set the same property, drag wins over press, hover, focus, and in-view, in that order.

Read interaction() for input state, presented() for the current position, and focus_handle() for focus management. Use cancel(cx) when switching contexts. .enabled(false) cancels input and removes tab stops; the app supplies disabled semantics and restores focus. Mouse and keyboard are supported. OS-wide capture, multi-touch, and automatic autoscroll require application support.

Dragging

Attach a Drag to your gesture state to make its element draggable. This example allows horizontal movement from 0 to 300 pixels, with a 20-pixel snap grid. Keeping the minimum and maximum Y coordinates equal locks vertical movement.

use gpui_ce_motion::{Drag, GestureState};

let start = [0.0, 0.0];
let min = [0.0, 0.0];
let max = [300.0, 0.0];

let drag = Drag::new(start, min, max)
    .elasticity(0.15)
    .snap_grid(20.0)
    .momentum(true);

let gestures = GestureState::default().with_drag(drag);

// Store gestures in the view, then use gestures.bind(...) when rendering.

The portable Drag exposes begin, move_to, end, cancel, move_by (keyboard movement), sample, and is_dragging. Its host must supply pointer timestamps, release/cancellation handling, focus, and frame requests. A still hold before release clears stale momentum. Re-grabbing starts at the displayed position.

Scroll and visibility

Use a retained native ScrollHandle for both the scroll container and its progress binding. Mapping is instant by default; .transition(...) adds smoothing.

use gpui::{ScrollHandle, div, prelude::*, rgb};
use gpui_ce_motion::{Axis, ScrollMotion, Target};

fn playlist(handle: &ScrollHandle) -> impl IntoElement {
    let progress_bar = div().h_1().bg(rgb(0xd4f580));

    let progress = ScrollMotion::new(
        "progress",
        handle.clone(),
        Axis::Y,
        Target::default().width(0.0),
        Target::default().width(220.0),
        progress_bar,
    );

    let tracks = (0..20).map(|index| div().h_8().child(format!("Track {index}")));

    let list = div()
        .id("playlist")
        .h_32()
        .overflow_y_scroll()
        .track_scroll(handle)
        .children(tracks);

    div().child(progress).child(list)
}

native_scroll_progress(handle, axis) exposes measured progress separately. Portable helpers accept measured metrics directly; visibility bounds are [x, y, width, height] in one coordinate space:

use gpui_ce_motion::{InView, scroll_progress, transform};

// The viewport is 400 px tall, with 1,000 px of scrollable content.
let progress = scroll_progress(150.0, 1000.0, 400.0);

let offset = transform(progress, [0.0, 1.0], [0.0, 200.0], true);

// Trigger at 50% visibility and stay triggered after the first entry.
let mut visibility = InView::new(0.5, true);

let viewport_bounds = [0.0, 0.0, 400.0, 300.0];
let item_bounds = [20.0, 20.0, 100.0, 100.0];

visibility.update(viewport_bounds, item_bounds);

let is_visible = visibility.is_visible();

For automatic native visibility, initialize GestureState::default().in_view(0.5, true) and bind GestureTargets::while_in_view(...). The native adapter measures clipped bounds. InView::is_visible reads the portable observer's latest result.

Reordering

Use a retained ReorderGroup for lists or draggable tabs. Render in order() and keep each item's IDs and key stable. Group items accept a Stateful<Div>.

use gpui::{div, prelude::*};
use gpui_ce_motion::{Axis, ReorderGroup};

fn tab_strip(group: &ReorderGroup<usize>) -> impl IntoElement {
    let tabs = group
        .order()
        .iter()
        .map(|&key| {
            let tab = div()
                .id(("tab", key))
                .w_32()
                .h_10()
                .child(format!("Tab {key}"));

            group.item(("motion-tab", key), key, tab)
        })
        .collect::<Vec<_>>();

    div().flex().children(tabs)
}

// Create this once and store it in your view.
let tabs = ReorderGroup::new(vec![0, 1, 2], Axis::X).expect("unique tab IDs");

Choose Axis::Y for a vertical list. The group animates measured reflow and handles pointer release outside the item, keyboard reorder, and Escape cancellation. On macOS, keyboard reorder is Option (⌥) + arrows; elsewhere it is Alt + arrows. A tab strip's active selection and panel content remain application state keyed by ID.

Use on_change(|keys, window, cx| ...) to persist a changed order; capture application entities weakly. Call set_order for external model changes, not every render. is_dragging reports pointer ownership. Removing focus and edge autoscroll belong to the host. For custom bindings, reorder_index finds the nearest measured center and move_item rearranges a slice while preserving identity.

Layout positions

Retain one LayoutGroup and wrap elements with stable IDs. Change order, wrapping, alignment, or parent layout normally; the group measures and animates positions.

use gpui::{div, prelude::*, px};
use gpui_ce_motion::LayoutGroup;

fn cards(group: &LayoutGroup, keys: &[usize]) -> impl IntoElement {
    let cards = keys
        .iter()
        .map(|&key| {
            let card = div()
                .id(("card", key))
                .w(px(128.0))
                .h(px(64.0))
                .child(format!("Card {key}"));

            group.position(("position", key), card)
        })
        .collect::<Vec<_>>();

    div().flex().flex_wrap().gap_3().children(cards)
}

.transition(...) changes timing; .enabled(false) snaps. Share the same group through nested animated elements to avoid double movement. First mounts and size changes are immediate; keyed history ends at unmount/reparenting. This translates paint, hitboxes, and accessibility bounds, with ordinary ancestor clipping. Avoid competing x/y motion on the same element. Portable LayoutPositionState accepts measured origins via sample/sample_axes; its frame reports layout origin, presented position, offset, velocity, activity, and completion. reset clears history.

Popped exits

PopLayout removes outgoing items from flow immediately and retains their visible position while their opacity exit plays. It owns positional reflow too.

use gpui::{AnyElement, div, prelude::*};
use gpui_ce_motion::{Frame, PopLayout};

fn row(pop: &PopLayout, frame: Frame, present: bool) -> AnyElement {
    let card = frame.render(|frame| {
        let content = div().w_32().h_16().child("Card");

        pop.item("item", present, frame.apply(content))
    });

    let list = div().flex().gap_3().child(card);

    pop.container("row", list).into_any_element()
}

Get frame from the retained child's MotionState, with an opacity exit and present flag as in enter and exit. Keep the child until absent; then call PresenceGroup::finish_exit if using keyed presence. Do not add another LayoutGroup::position wrapper to the same item. For x/y exits, animate inner content in a fixed-size wrapper. Input suppression and focus restoration are yours.

Content sizing

AutoSize measures intrinsic content and animates its reserved size. Supply the available width for wrapping text. It defaults to height; SizeAxis::Width or Both selects other axes.

use gpui::{div, prelude::*};
use gpui_ce_motion::{AutoSize, SizeAxis};

let content = div().w_64().child("Content can change between renders.");

let panel = AutoSize::new("details", content)
    .width(256.0)
    .axis(SizeAxis::Height);

Keep the element ID stable. .height(...) supplies a height constraint, .transition(...) changes timing, and .initial([width, height]) opts into entrance. It clips paint/input while resizing. Paint an outer card around the reservation if its background should follow the animated bounds. This is real layout sizing, not subtree scaling or automatic ancestor constraint discovery.

Shared visuals

Retain a SharedLayout<K> and declare exactly one active destination per shared key in a common overlay. The outgoing position/crossfade belongs to that shared identity; content lifetime and input policy remain explicit.

use gpui::{div, prelude::*, px};
use gpui_ce_motion::SharedLayout;

let shared = SharedLayout::<u32>::default();

let previous = div().absolute().left(px(0.0)).child("Old");
let destination = div().absolute().left(px(200.0)).child("New");

// Both members represent the same key. Only the destination is active.
let outgoing = shared.member(1, "previous", false, previous);

let incoming = shared.member(1, "destination", true, destination);

let overlay = div().relative().child(outgoing).child(incoming);

Members accept .transition(...). Call remove(&key) when that identity is no longer needed; len/is_empty inspect retained entries. Sizes change immediately, normal clipping applies, and independent scrolling coordinate spaces are not reconciled. This is position/crossfade, not full shared-element size projection.

Style animation

Retain StyleMotionState for typed scalar/color tracks. Use StyleTarget for individual corners, borders, spacing, one shadow, blur, and backdrop blur. Colors are background, text, border, and shadow; they interpolate in linear light.

use gpui::{App, Window, div, prelude::*};

use gpui_ce_motion::{
    Color, ColorProperty, StyleMotion, StyleMotionState, StyleProperty, StyleTarget,
};

fn card(state: &mut StyleMotionState, window: &mut Window, cx: &App) -> impl IntoElement {
    let target = StyleTarget::default()
        .padding([12.0; 4])
        .margin([4.0; 4])
        .gap(8.0, 8.0)
        .radii([16.0, 4.0, 16.0, 4.0])
        .border_widths([1.0; 4])
        .color(ColorProperty::Background, Color::rgb(0x334466))
        .shadow([0.0, 4.0], 12.0, 0.0, Color::rgba(0.0, 0.0, 0.0, 0.2))
        .value(StyleProperty::Blur, 0.0);

    let motion = StyleMotion::new(target);

    let frame = state.frame(motion, window, cx);

    frame.apply(div().id("styled-card"))
}

Corners run top-left, top-right, bottom-right, bottom-left. Edge arrays run top, right, bottom, left. value addresses individual StyleProperty channels, including BackdropBlur. initial, transition, transition_for, and color_transition set timing. Portable sample returns a StyleFrame with target, activity, and completion. StyleTarget::get/get_color inspect declared channels.

Omitted styles remain unchanged until introduced, then retain their last target. Reset the state to release overrides. Shadow/filter declarations replace their lists. Spacing reflows layout; blur requires separate GPU profiling.

Text motion

Retain a TextMotionState per label. The element measures and shapes complete text, then coordinates its units, outgoing content, and interrupted transitions. The native gpui feature enables text automatically; portable consumers can enable text alone. Kit consumers import native states from gpui_motion_kit.

use gpui::prelude::*;
use gpui_ce_motion::{StaggerFrom, TextMotionState, TextPreset, TextUnit, Transition};
use std::time::Duration;

fn title(state: &TextMotionState, text: String) -> impl gpui::IntoElement {
    state
        .element("title", text)
        .units(TextUnit::Words)
        .preset(TextPreset::FadeUp)
        .stagger(Duration::from_millis(35), StaggerFrom::Start)
        .transition(Transition::default())
        .text_2xl()
}

Groupings are Whole, Words, Graphemes, and measured Lines. Presets are Fade, FadeUp, SlideUp, WipeRight, WipeLeft, and discrete Typewriter. animate_initial(false) skips the first entrance while preserving later changes.

Custom poses and matching compose independently:

use gpui_ce_motion::{
    PresenceMode, TextClip, TextMatch, TextMotionState, TextTarget, TextUnit, Transition,
};

let state = TextMotionState::default();

let text = state
    .element("status", "Ready when you are.")
    .units(TextUnit::Graphemes)
    .matching(TextMatch::Content)
    .reflow(Transition::default())
    .enter(TextTarget::default().y_relative(1.0).opacity(0.0))
    .exit(TextTarget::default().y_relative(-1.0).opacity(0.0))
    .opacity_transition(Transition::Tween(
        std::time::Duration::from_millis(100),
        gpui_ce_motion::Easing::EaseOut,
    ))
    .clip(TextClip::Unit)
    .presence_mode(PresenceMode::Sync);

TextTarget supplies x_em, y_em, measured-height y_relative, opacity, and horizontal reveal. SlideUp clears the entire measured unit; SlideUp and wipes fade outgoing text over 100 ms. opacity_transition(...) changes that opacity timing while transition(...) keeps control of movement and reveal. TextMatch::Content preserves matching occurrences; Replace replaces changed content and Position matches slots. PresenceMode::Wait waits for exits and keeps the latest pending text. Font metrics and sizes change immediately.

Prepare a scramble alphabet once, or calculate each unit's entrance:

use gpui_ce_motion::{Scramble, TextMotionState, TextTarget, TextUnit};
use std::time::Duration;

let state = TextMotionState::default();

let scramble = Scramble::new("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789")
    .duration(Duration::from_millis(500))
    .seed(42);

let scrambled = state
    .element("scrambled", "A new idea")
    .units(TextUnit::Graphemes)
    .scramble(scramble);

let another_state = TextMotionState::default();

let alternating = another_state
    .element("alternating", "Make room for the next idea")
    .units(TextUnit::Words)
    .enter_with(|unit| {
        let direction = if unit.index % 2 == 0 { -1.0 } else { 1.0 };

        TextTarget::default()
            .y_em(direction * 0.6)
            .opacity(0.0)
    });

TextUnitInfo provides index, count, and text. A retained prepared Animation can be passed to animation(&clip) for keyframes and repeating waves/pulses. Its x/y channels use logical pixels and opacity multiplies presence.

Playback controls work from ordinary event handlers:

use gpui_ce_motion::TextMotionState;

fn controls(state: &TextMotionState, window: &mut gpui::Window, cx: &gpui::App) {
    state.pause(window, cx);

    let accepted = state.seek(0.5, window, cx);

    state.play(window, cx);
    state.restart(window, cx);
}

seek holds a normalized finite entrance cursor and returns false for infinite clips. progress(value) declaratively scrubs entrances including stagger; it rejects infinite clips. Spring scrubbing uses a two-second horizon. presentation copies diagnostics, is_animating reports activity, and error reports native shaping/paint failures. Reduced motion settles without ongoing frame requests.

Counts have a separate retained state and place-value matching:

use gpui::prelude::*;
use gpui_ce_motion::{NumberEffect, NumberMotionState, Transition};

let counter = NumberMotionState::default();

let count = counter
    .element("download-count", 199)
    .effect(NumberEffect::Roll)
    .min_digits(3)
    .transition(Transition::default())
    .opacity_transition(Transition::Tween(
        std::time::Duration::from_millis(100),
        gpui_ce_motion::Easing::EaseOut,
    ))
    .text_2xl();

Number effects are Roll, Crossfade, Slide, and rounded numeric Interpolate. Counts accept i64, including exact endpoints at its limits. Intermediate numeric interpolation uses f64. text_state() exposes the digit layer's controls and diagnostics, independently of numeric interpolation.

The text contracts cover shaping, clipping, playback, accessibility, portable TextPlaybackState/TextOptions, errors, costs, and limits. This is single-style display text; editing, selection, and inline rich text stay with GPUI. Run the Kit text gallery or stock-CE cargo run --features demo --example text_motion for interactive examples.

SVG transforms

Retain SvgMotionState; apply its frame to a normal GPUI SVG. Keep the asset path and base dimensions stable so CE can reuse its cached drawing.

use gpui::{App, Window, prelude::*, px, svg};
use gpui_ce_motion::{SvgMotion, SvgMotionState, SvgTarget};

fn icon(state: &mut SvgMotionState, window: &mut Window, cx: &App) -> impl IntoElement {
    let target = SvgTarget::default()
        .scale(1.2)
        .rotate_degrees(90.0)
        .translate(8.0, 0.0);

    let motion = SvgMotion::new(target).initial(SvgTarget::default());

    let frame = state.frame(motion, window, cx);

    let arrow = svg().path("icons/arrow.svg").size(px(24.0));

    frame.apply(arrow)
}

The app supplies the SVG asset through its normal AssetSource. scale sets both axes; signed scale_xy allows mirroring. Angles are absolute and unwrapped: 0 → 720 makes two turns, and 350 → 370 crosses zero by twenty degrees. transition/delay set timing. SvgFrame exposes target, scale/rotation velocity, translation velocity, activity, completion, and transformation(). transformation_about(size, pivot) accepts a logical-pixel pivot for Svg::with_transformation. Portable sample works without GPUI.

Only the SVG drawing transforms. Native children, layout, clipping, and hitboxes do not scale or rotate. Use a fixed, sufficiently padded native interaction parent. Large zooms can soften the cached raster drawing. Add outer ordinary motion for opacity/presence; arbitrary GPUI subtree transforms remain deferred.

Vector paths

Prepare absolute commands once. Move, Line, Quadratic, Cubic, and Close are supported. A morph needs the same command sequence and coordinate topology.

use gpui_ce_motion::{Color, PathCommand, PathShape, StrokeReveal, VectorState};

let horizontal = PathShape::new([
    PathCommand::Move([0.0, 40.0]),
    PathCommand::Line([100.0, 40.0]),
])
.expect("valid path coordinates");

let diagonal = PathShape::new([
    PathCommand::Move([0.0, 20.0]),
    PathCommand::Line([100.0, 60.0]),
])
.expect("valid path coordinates");

// Store this in the view so changes to the target path can animate.
let vector = VectorState::new(horizontal);

let reveal =
    StrokeReveal::new(0.7, 0.0, 1.0).expect("valid reveal length, offset, and spacing");

let drawing = vector
    .element("line", diagonal, [120.0, 80.0], Color::rgb(0xd4f580))
    .expect("compatible paths and valid drawing bounds")
    .stroke(3.0)
    .reveal(reveal);

Use .fill() for a filled path, .transition(...) for timing, and VectorState::error for the most recent tessellation error. Reveal affects strokes only. StrokeReveal specifies normalized length, offset in path lengths, and spacing; values() reads them. At most 4096 reveal periods are accepted. Stroke curves use 32 segments per curve; fills retain curve commands. SVG parsing, arcs, and unrelated-shape normalization are outside this API.

For portable/custom rendering, PathShape::commands/compatible inspect shapes. Retain PathMorphState, call validate/sample, then read the borrowed PathFrame's commands, length, activity, and completion. stroke_segments(reveal, callback) emits line segments. Invalid topology does not partially mutate the sampler.

Motion values

MotionValue handles a scalar in your own units. set records a directly driven value and velocity; jump resets velocity. animate/animate_delayed follow a target; coast applies bounded inertia. get/velocity read the latest sample.

use gpui_ce_motion::{Inertia, MotionValue, Transition, transform};
use std::time::Duration;

let mut progress = MotionValue::new(0.0);

progress.animate(100.0, Transition::default(), Duration::ZERO);

let now = Duration::from_millis(100);

let frame = progress.sample(now, false);

let opacity = transform(frame.value(), [0.0, 100.0], [0.0, 1.0], true);

// Continue from the current velocity, staying within these bounds.
let inertia = Inertia::new(Duration::from_millis(250)).bounds(0.0, 200.0);

progress.coast(inertia, now);

ValueFrame reports value, velocity, activity, and completion. Inertia::spring sets the boundary spring; project estimates its destination. Derive dependent values in ordinary Rust in a defined sampling order; no subscription graph is installed.

Colors

Colors are typed sRGB inputs with linear-light interpolation. Use rgb(0xRRGGBB), rgba(r, g, b, a) in 0..=1, channels() for sRGB values, and mix for a direct blend.

use gpui_ce_motion::{Color, ColorState, Transition};
use std::time::Duration;

let mut background = ColorState::new(Color::rgb(0x334466));

let destination = Color::rgb(0xd4f580);
let transition = Transition::default();

background.sample(destination, transition, Duration::ZERO, false);

let (current, is_animating) =
    background.sample(destination, transition, Duration::from_millis(100), false);

let native_color = current.to_rgba();

Retain the state for interruptible color springs/tweens. sample returns the sampled color and an activity flag. to_rgba() converts it to a GPUI color.

Lifecycle and accessibility

Frame, ValueFrame, SvgFrame, StyleFrame, LayoutPositionFrame, and PathFrame expose is_animating() and just_completed(). Completion is a sampled edge, not a replay of every missed repeat; read AnimationState::iteration() for cycles. Frame additionally reports ordinary/layout velocities and presence state.

Native adapters honor App::reduce_motion() and stop requesting frames after settling. Portable APIs take a reduced_motion flag:

use gpui_ce_motion::{Motion, MotionState, Target};
use std::time::Duration;

let mut state = MotionState::default();

let motion = Motion::new(Target::default().x(100.0)).initial(Target::default());

let reduced_motion = true;

let frame = state.sample(motion, Duration::ZERO, reduced_motion);

// Reduced motion reaches the destination without playing the transition.
assert_eq!(frame.target().x_px(), 100.0);
assert!(!frame.is_animating());

Reduced motion completes even exits and infinite clips; a completed clip stays complete until restart/replacement. The app synchronizes OS preferences, notifies on input changes, restores focus on removal, and scopes keyboard shortcuts around text editing. No per-animation task, global registry, or platform bootstrap is added.

Validation

Error type Returned by
InvalidSpring Invalid physical parameters, visual timing, or settling tolerances
InvalidEasing Invalid Bézier controls or custom easing preparation
AnimationError Invalid keyframes/times, repeats, speed, labels, keys, or indices
PathError Invalid path geometry/topology, reveal, drawing bounds, or tessellation

All four implement std::error::Error. The examples use expect for fixed, valid inputs; propagate errors when values come from users. Builders such as Target::width assert their contracts: pass finite values, nonnegative dimensions, and opacity within 0..=1. See the linked source declarations for each constructor's details.

Public export index

Every public root export is listed below and links to the tagged 0.2.0 source. Methods live in the same modules. Native-only types require gpui. Element wrapper/frame types are usually returned by higher-level APIs.

For generated method-level docs, run cargo doc --no-deps --features gpui --open. Browse the 0.2.0 API reference for generated method and variant documentation.

Group Public exports Required feature
motion Frame, Motion, MotionState, Presence, Property, Target None
transition Bezier, CustomEasing, Easing, InvalidEasing, InvalidSpring, Spring, Transition None
value Inertia, MotionValue, ValueFrame None
animation Animation, AnimationError, AnimationState, Keyframe, Playback, Repeat, RepeatMode, StaggerFrom, Timeline, stagger None
color Color, ColorState None
interaction Drag, GestureTargets, InView, Interaction, Variants, move_item, reorder_index, scroll_progress, transform None
presence PresenceChild, PresenceGroup, PresenceMode None
svg SvgFrame, SvgMotion, SvgMotionState, SvgTarget None
layout LayoutPositionFrame, LayoutPositionState None
layout native LayoutGroup, LayoutPositionElement gpui
style motion ColorProperty, StyleFrame, StyleMotion, StyleMotionState, StyleProperty, StyleTarget None
measured size AutoSize, SizeAxis gpui
pop layout PopElement, PopLayout, PopRequest gpui
gesture native GestureElement, GestureState gpui
scroll native Axis, ScrollMotion, native_scroll_progress gpui
shared layout SharedElement, SharedLayout gpui
reorder native ReorderElement, ReorderGroup gpui
vector PathCommand, PathError, PathFrame, PathMorphState, PathShape, StrokeReveal None
vector native VectorElement, VectorState gpui
text options TextUnit, TextMatch, TextClip, TextPreset, TextTarget, TextUnitInfo, Scramble, NumberEffect, TextOptions, TextError, text_ranges text
text playback TextLayoutUnit, TextPresentation, TextPlaybackState text
text native TextMotionState, TextElement, NumberMotionState, NumberElement gpui

Ownership in four rules

  1. Retain state. Store motion states, groups, clips, and timelines in the view. Creating a new state resets its history; creating a new clip replaces playback.
  2. Declare the destination. Build targets during render. First mounts snap unless you provide initial; undeclared dimensions preserve existing styles.
  3. Keep exits mounted. Continue declaring present(false) until the exit is absent. Restore focus and guard outgoing input yourself.
  4. Use one clock. Portable sample and controls use one monotonic epoch. Native clip controls use state.now(). Native adapters honor cx.reduce_motion(); your app synchronizes the OS preference.

What stock GPUI CE can animate

Supported Boundary
Dimensions, spacing, and measured content sizing Real layout; text and siblings can reflow
Automatic position animation and shared position/crossfade Sizes change immediately; no size projection
SVG scale and rotation Drawing only; native hitboxes, clipping, and children stay untransformed
Native paths and stroke reveal Matching command topology; no arbitrary SVG parser or shape normalization
Blur and backdrop blur Need separate GPU profiling; CPU sampling timings do not measure these effects

Arbitrary element-tree scale/rotation/skew/perspective and full layout projection are deferred. This is a Motion-inspired Rust API, not JavaScript/React API parity. Read COVERAGE.md for exact contracts and exclusions.

GPUI Kit examples

The Motion / Kit showcase contains six product flows: inbox and undo, asset inspection, downloads, document search, a draggable planner, and an automation runner. It uses a separate Kit-native adapter over the same portable engine. GPUI Kit 0.7.3 uses a different GPUI backend from CE, so its native elements do not mix with the CE adapters above.

cargo run --manifest-path integrations/gpui-kit/Cargo.toml --features demo --example showcase

Explore and contribute

MIT OR Apache-2.0. The library and demos were extracted from 1keep at commit 0cb95d0; the original MIT and Apache-2.0 notices are retained.