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 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()
:
Refer to the Animations guide to see
additional examples of Animated
in action.
There are two value types you can use with Animated
:
Animated.Value()
for single valuesAnimated.ValueXY()
for vectorsAnimated.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.
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.
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}
.
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.
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
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.
You can combine two animated values via addition, multiplication, division, or modulo to make a new animated value:
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.
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
):
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.useNativeDriver
: Uses the native driver when true. Default false.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 is Easing.inOut(Easing.ease)
.delay
: Start the animation after delay (milliseconds). Default 0.useNativeDriver
: Uses the native driver when true. Default false.Spring animation based on Rebound and
Origami. 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:
friction
: Controls "bounciness"/overshoot. Default 7.tension
: Controls speed. Default 40.useNativeDriver
: Uses the native driver when true. Default false.Creates a new Animated value composed from two Animated values added together.
Creates a new Animated value composed by dividing the first Animated value by the second Animated value.
Creates a new Animated value composed from two Animated values multiplied together.
Creates a new Animated value that is the (non-negative) modulo of the provided Animated value
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.
Starts an animation after the given delay.
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.
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.
Array of animations may run in parallel (overlap), but are started in sequence with successive delays. Nice for doing trailing effects.
Takes an array of mappings and extracts values from each arg accordingly,
then calls setValue
on the mapped outputs. e.g.
Config is an object that may have the following options:
listener
: Optional async listener.useNativeDriver
: Uses the native driver when true. Default false.Make any React component Animatable. Used to create Animated.View
, etc.
Standard value class for driving animations. Typically initialized with
new Animated.Value(0);
See also AnimatedValue
.
2D value class for driving 2D animations, such as pan gestures.
See also AnimatedValueXY
.
exported to use the Interpolation type in flow
See also AnimatedInterpolation
.
Standard value for driving animations. One Animated.Value
can drive
multiple properties in a synchronized fashion, but can only be driven by one
mechanism at a time. Using a new mechanism (e.g. starting a new animation,
or calling setValue
) will stop any previous ones.
Directly set the value. This will stop any animations running on the value and update all the bound properties.
Sets an offset that is applied on top of whatever value is set, whether via
setValue
, an animation, or Animated.event
. Useful for compensating
things like the start of a pan gesture.
Merges the offset value into the base value and resets the offset to zero. The final output of the value is unchanged.
Sets the offset value to the base value, and resets the base value to zero. The final output of the value is unchanged.
Adds an asynchronous listener to the value so you can observe updates from animations. This is useful because there is no way to synchronously read the value because it might be driven natively.
Stops any running animation or tracking. callback
is invoked with the
final value after stopping the animation, which is useful for updating
state to match the animation position with layout.
Interpolates the value before updating the property, e.g. mapping 0-1 to 0-10.
Typically only used internally, but could be used by a custom Animation class.
Typically only used internally.
Typically only used internally.
2D Value for driving 2D animations, such as pan gestures. Almost identical
API to normal Animated.Value
, but multiplexed. Contains two regular
Animated.Value
s under the hood.
Converts {x, y}
into {left, top}
for use in style, e.g.
Converts {x, y}
into a useable translation transform, e.g.
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