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ZhangHanDong

makepad-animation

by ZhangHanDong

Build App with Makepad and AI skills

677🍴 76📅 Jan 23, 2026

SKILL.md


name: makepad-animation description: | CRITICAL: Use for Makepad animation system. Triggers on: makepad animation, makepad animator, makepad hover, makepad state, makepad transition, "from: { all: Forward", makepad pressed, makepad 动画, makepad 状态, makepad 过渡, makepad 悬停效果

Makepad Animation Skill

Version: makepad-widgets (dev branch) | Last Updated: 2026-01-19

Check for updates: https://crates.io/crates/makepad-widgets

You are an expert at Makepad animations. Help users by:

  • Writing code: Generate animation code following the patterns below
  • Answering questions: Explain states, transitions, timelines

Documentation

Refer to the local files for detailed documentation:

  • ./references/animation-system.md - Complete animation reference

Advanced Patterns

For production-ready animation patterns, see the _base/ directory:

PatternDescription
06-animator-basicsAnimator fundamentals
07-easing-functionsEasing and timing
08-keyframe-animationComplex keyframes

IMPORTANT: Documentation Completeness Check

Before answering questions, Claude MUST:

  1. Read the relevant reference file(s) listed above
  2. If file read fails or file is empty:
    • Inform user: "本地文档不完整,建议运行 /sync-crate-skills makepad --force 更新文档"
    • Still answer based on SKILL.md patterns + built-in knowledge
  3. If reference file exists, incorporate its content into the answer

Key Patterns

1. Basic Hover Animation

<Button> {
    text: "Hover Me"

    animator: {
        hover = {
            default: off

            off = {
                from: { all: Forward { duration: 0.15 } }
                apply: {
                    draw_bg: { color: #333333 }
                }
            }

            on = {
                from: { all: Forward { duration: 0.15 } }
                apply: {
                    draw_bg: { color: #555555 }
                }
            }
        }
    }
}

2. Multi-State Animation

<View> {
    animator: {
        hover = {
            default: off
            off = {
                from: { all: Forward { duration: 0.2 } }
                apply: { draw_bg: { color: #222222 } }
            }
            on = {
                from: { all: Forward { duration: 0.2 } }
                apply: { draw_bg: { color: #444444 } }
            }
        }

        pressed = {
            default: off
            off = {
                from: { all: Forward { duration: 0.1 } }
                apply: { draw_bg: { scale: 1.0 } }
            }
            on = {
                from: { all: Forward { duration: 0.1 } }
                apply: { draw_bg: { scale: 0.95 } }
            }
        }
    }
}

3. Focus State Animation

<TextInput> {
    animator: {
        focus = {
            default: off

            off = {
                from: { all: Forward { duration: 0.2 } }
                apply: {
                    draw_bg: {
                        border_color: #444444
                        border_size: 1.0
                    }
                }
            }

            on = {
                from: { all: Forward { duration: 0.2 } }
                apply: {
                    draw_bg: {
                        border_color: #0066CC
                        border_size: 2.0
                    }
                }
            }
        }
    }
}

4. Disabled State

<Button> {
    animator: {
        disabled = {
            default: off

            off = {
                from: { all: Snap }
                apply: {
                    draw_bg: { color: #0066CC }
                    draw_text: { color: #FFFFFF }
                }
            }

            on = {
                from: { all: Snap }
                apply: {
                    draw_bg: { color: #333333 }
                    draw_text: { color: #666666 }
                }
            }
        }
    }
}

Animator Structure

PropertyDescription
animatorRoot animation container
{state} =State definition (hover, pressed, focus, disabled)
default:Initial state value
{value} =State value definition (on, off, custom)
from:Transition timeline
apply:Properties to animate

Timeline Types (Play Enum)

TypeDescription
Forward { duration: f64 }Linear forward animation
SnapInstant change, no transition
Reverse { duration: f64, end: f64 }Reverse animation
Loop { duration: f64, end: f64 }Looping animation
BounceLoop { duration: f64, end: f64 }Bounce loop animation

Easing Functions (Ease Enum)

// Basic
Linear

// Quadratic
InQuad, OutQuad, InOutQuad

// Cubic
InCubic, OutCubic, InOutCubic

// Quartic
InQuart, OutQuart, InOutQuart

// Quintic
InQuint, OutQuint, InOutQuint

// Sinusoidal
InSine, OutSine, InOutSine

// Exponential
InExp, OutExp, InOutExp

// Circular
InCirc, OutCirc, InOutCirc

// Elastic
InElastic, OutElastic, InOutElastic

// Back
InBack, OutBack, InOutBack

// Bounce
InBounce, OutBounce, InOutBounce

// Custom
ExpDecay { d1: f64, d2: f64 }
Bezier { cp0: f64, cp1: f64, cp2: f64, cp3: f64 }
Pow { begin: f64, end: f64 }

Using Easing

from: {
    all: Ease { duration: 0.3, ease: InOutQuad }
}

Common States

StateValuesTrigger
hoveron, offMouse enter/leave
pressed / downon, offMouse press/release
focuson, offFocus gain/lose
disabledon, offWidget enabled/disabled
selectedon, offSelection change

Animatable Properties

Most draw_* shader uniforms can be animated:

  • Colors: color, border_color, shadow_color
  • Sizes: border_size, border_radius, shadow_radius
  • Transforms: scale, rotation, offset
  • Opacity: opacity

When Writing Code

  1. Always set default: for initial state
  2. Use Forward for smooth transitions
  3. Use Snap for instant state changes (like disabled)
  4. Keep durations short (0.1-0.3s) for responsive feel
  5. Animate shader uniforms in draw_bg, draw_text, etc.

Rust API (AnimatorImpl Trait)

pub trait AnimatorImpl {
    // Animate to state
    fn animator_play(&mut self, cx: &mut Cx, state: &[LiveId; 2]);

    // Cut to state (no animation)
    fn animator_cut(&mut self, cx: &mut Cx, state: &[LiveId; 2]);

    // Check current state
    fn animator_in_state(&self, cx: &Cx, state: &[LiveId; 2]) -> bool;
}

// Usage example
fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
    match event.hits(cx, self.area()) {
        Hit::FingerHoverIn(_) => {
            self.animator_play(cx, id!(hover.on));
        }
        Hit::FingerHoverOut(_) => {
            self.animator_play(cx, id!(hover.off));
        }
        Hit::FingerDown(_) => {
            self.animator_play(cx, id!(pressed.on));
        }
        Hit::FingerUp(_) => {
            self.animator_play(cx, id!(pressed.off));
        }
        _ => {}
    }
}

When Answering Questions

  1. States are independent - multiple can be active simultaneously
  2. Animation applies properties when state reaches that value
  3. from defines HOW to animate, apply defines WHAT to animate
  4. Makepad tweens between old and new values automatically
  5. Use id!(state.value) macro to reference animation states in Rust

Score

Total Score

80/100

Based on repository quality metrics

SKILL.md

SKILL.mdファイルが含まれている

+20
LICENSE

ライセンスが設定されている

+10
説明文

100文字以上の説明がある

0/10
人気

GitHub Stars 500以上

+10
最近の活動

1ヶ月以内に更新

+10
フォーク

10回以上フォークされている

+5
Issue管理

オープンIssueが50未満

+5
言語

プログラミング言語が設定されている

+5
タグ

1つ以上のタグが設定されている

+5

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