Animated
The Animated
library is designed to make animations fluid, powerful, and handy to build and maintain. Animated
focuses on declarative relationships between inputs and outputs, with configurable transforms in between, and basic start
/stop
methods to control time-based animation execution.
The general workflow for creating an animation is 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()
:
Animated.timing(
// Animate value over time
this.state.fadeAnim, // The value to drive
{
toValue: 1 // Animate to final value of 1
}
).start(); // Start the animation
Refer to the Animations guide to see additional examples of Animated
in action.
Overview
There are two value types you can use with Animated
:
Animated.Value()
for single valuesAnimated.ValueXY()
for vectors
Animated.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.
Configuring animations
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 basic 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.
Working with animations
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}
.
Using the native driver
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.
Animatable components
Only animatable components can be animated. These unique 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
Composing animations
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 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.
Combining animated values
You can combine two animated values via addition, multiplication, division, or modulo to make a new animated value:
Interpolation
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 linear interpolation by default but also supports easing functions.
Read more about interpolation in the Animation guide.
Handling gestures and other events
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
):
onScroll={Animated.event(
// scrollX = e.nativeEvent.contentOffset.x
[{ nativeEvent: {
contentOffset: {
x: scrollX
}
}
}]
)}
Methods
decay
timing
spring
add
divide
multiply
modulo
diffClamp
delay
sequence
parallel
stagger
loop
event
forkEvent
unforkEvent
Properties
Reference
Methods
decay()
static decay(value, config)
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.
timing()
static timing(value, config)
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 isEasing.inOut(Easing.ease)
.delay
: Start the animation after delay (milliseconds). Default 0.useNativeDriver
: Uses the native driver when true. Default false.
spring()
static spring(value, config)
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. Note that you can only define bounciness/speed or tension/friction but not both:
friction
: Controls "bounciness"/overshoot. Default 7.tension
: Controls speed. Default 40.speed
: Controls speed of the animation. Default 12.bounciness
: Controls bounciness. Default 8.useNativeDriver
: Uses the native driver when true. Default false.
add()
static add(a, b)
Creates a new Animated value composed from two Animated values added together.
divide()
static divide(a, b)
Creates a new Animated value composed by dividing the first Animated value by the second Animated value.
multiply()
static multiply(a, b)
Creates a new Animated value composed from two Animated values multiplied together.
modulo()
static modulo(a, modulus)
Creates a new Animated value that is the (non-negative) modulo of the provided Animated value
diffClamp()
static diffClamp(a, min, max)
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.
delay()
static delay(time)
Starts an animation after the given delay.
sequence()
static sequence(animations)
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.
parallel()
static parallel(animations, config?)
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.
stagger()
static stagger(time, animations)
Array of animations may run in parallel (overlap), but are started in sequence with successive delays. Nice for doing trailing effects.
loop()
static loop(animation, config?)
Loops a given animation continuously, so that each time it reaches the end, it resets and begins again from the start. Will loop without blocking the UI thread if the child animation is set to useNativeDriver: true
.
Config is an object that may have the following options:
iterations
: Number of times the animation should loop. Default-1
(infinite).
event()
static event(argMapping, config?)
Takes an array of mappings and extracts values from each arg accordingly, then calls setValue
on the mapped outputs. e.g.
onScroll={Animated.event(
[{nativeEvent: {contentOffset: {x: this._scrollX}}}],
{listener}, // Optional async listener
)}
...
onPanResponderMove: Animated.event([
null, // raw event arg ignored
{dx: this._panX}, // gestureState arg
]),
Config is an object that may have the following options:
listener
: Optional async listener.useNativeDriver
: Uses the native driver when true. Default false.
forkEvent()
static forkEvent(event, listener)
Advanced imperative API for snooping on animated events that are passed in through props. Use values directly where possible.
unforkEvent()
static unforkEvent(event, listener)