mirror of
https://github.com/danbulant/cushy
synced 2026-05-19 20:28:42 +00:00
62 lines
2 KiB
Rust
62 lines
2 KiB
Rust
use std::time::Duration;
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use cushy::animation::{AnimationHandle, AnimationTarget, IntoAnimate, Spawn};
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use cushy::figures::units::Lp;
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use cushy::value::{Destination, Dynamic};
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use cushy::widget::MakeWidget;
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use cushy::widgets::button::ButtonClick;
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use cushy::widgets::progress::Progressable;
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use cushy::{Run, WithClone};
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fn main() -> cushy::Result {
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let animation = Dynamic::new(AnimationHandle::new());
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let value = Dynamic::new(50);
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// Cushy's animation system supports using a `Duration` as a step in
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// animation to create a delay. This can also be used to call a function
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// after a specified amount of time:
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Duration::from_secs(1)
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.on_complete(|| println!("Cushy animations are neat!"))
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.launch();
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"To 0"
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.into_button()
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.on_click(animate_to(&animation, &value, 0))
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.and(
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value
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.clone()
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.progress_bar_to(100)
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.width(Lp::inches(3))
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.centered(),
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)
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.and(
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"To 100"
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.into_button()
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.on_click(animate_to(&animation, &value, 100)),
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)
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.into_columns()
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.run()
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}
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fn animate_to(
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animation: &Dynamic<AnimationHandle>,
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value: &Dynamic<u8>,
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target: u8,
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) -> impl FnMut(Option<ButtonClick>) {
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(animation, value).with_clone(|(animation, value)| {
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move |_| {
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// Here we use spawn to schedule the animation, which returns an
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// `AnimationHandle`. When dropped, the animation associated with
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// the `AnimationHandle` will be cancelled. The effect is that this
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// line of code will ensure we only keep one animation running at
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// all times in this example, despite how many times the buttons are
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// pressed.
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animation.set(
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value
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.transition_to(target)
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.over(Duration::from_secs(1))
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.spawn(),
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)
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}
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})
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}
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