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Version: 4.16

AnimatedImage

An AnimatedImage is capable of running an animation from start to end using a range of images sharing a common identifier. It is capable doing a single animation or looping the animation until stopped or paused.

AnimatedImage running in the simulator

Widget Group#

The AnimatedImage can be found in the Images widget group in TouchGFX Designer.

AnimatedImage in TouchGFX Designer

Properties#

The properties for a AnimatedImage in TouchGFX Designer.

Property GroupProperty Descriptions
NameName of the widget. Name is the unique identifier used in TouchGFX Designer and code.
LocationX and Y specify the top left corner of the widget relative to its parent.

W and H specify the width and height of the widget.
The size of a AnimatedImage is taken from the size of the associated images and cannot be altered except by changing the images.

Lock specifies if the widget should be locked in its current X, Y, W and H.
Locking the widget also disables interacting with the widget through the screen.

Visible specifies the visibility of the widget. Making the widget invisible also disables interacting with the widget through the screen.
ImageFirst Image and Last Image specify the first and last images in the range of images used for the animation.
The images used must have an identifier e.g. img_01.png, img_02.png, img_03.png, img_04.png, img_05.png, img_06.png, img_07.png, etc.
AnimationStart on load specifies if the animation should start as soon as the screen is loaded.

Reverse Animation specifies if the images used for the animation should be run in reverse order.

Loop Animation specifies if the animation should run continuously.

Update Interval specifies the the amount of time that will pass between each image in the animation.
AppearanceAlpha specifies the transparency of the widget. The alpha value ranges between 0 and 255 for the widget. 0 is fully transparent and 255 is solid.
MixinsDraggable specifies if the widget is draggable at runtime.

ClickListener specifies if the widget emits a callback when clicked.

FadeAnimator specifies if the widget can animate changes to its Alpha value.

MoveAnimator specifies if the widget can animate changes to X and Y values.

Interactions#

The actions and triggers supported by the AnimatedImage are described in the following sections.

Actions#

Standard widget actionDescription
Move widgetMove a widget to a new position over time.
Fade widgetModify alpha value of widget over time.
Hide widgetHides a widget (sets visibility to false).
Show widgetMake a hidden widget visible (sets visibility to true).

Triggers#

TriggerDescription
Animation is doneAn AnimatedImage has completed its animation.

Performance#

An AnimatedImage is dependent on image drawing, and is considered a fast performing widget on most platforms.
An AnimatedImage draws images according to the Update Interval. Therefore, a lower Update Interval results in more image draws.

For more details on image drawing performance, read the General UI Component Performance section.

Examples#

Generated Code#

In the generated code for the View base class we can see how TouchGFX Designer sets up an AnimatedImage.

mainViewBase.cpp
#include <gui_generated/main_screen/mainViewBase.hpp>
#include "BitmapDatabase.hpp"
mainViewBase::mainViewBase()
{
image.setXY(0, 0);
image.setBitmap(touchgfx::Bitmap(BITMAP_BLUE_BACKGROUNDS_MAIN_BG_TEXTURE_480X272PX_ID));
animatedImage.setXY(0, -104);
animatedImage.setBitmaps(BITMAP_BUTTERFLY_01_ID, BITMAP_BUTTERFLY_72_ID);
animatedImage.setUpdateTicksInterval(2);
animatedImage.startAnimation(false, true, true);
add(image);
add(animatedImage);
}
void mainViewBase::setupScreen()
{
}
Tip
You can use these functions and the others available in the AnimatedImage class in user code. Remember to force a redraw by calling animatedImage.invalidate() if you change the appearance of the widget.

User Code#

The following code example shows how to set up the callback of an AnimatedImage when an animation is done:

mainView.hpp
#ifndef MAINVIEW_HPP
#define MAINVIEW_HPP
#include <gui_generated/main_screen/mainViewBase.hpp>
#include <gui/main_screen/mainPresenter.hpp>
class mainView : public mainViewBase
{
public:
mainView();
virtual ~mainView() {}
virtual void setupScreen();
virtual void tearDownScreen();
protected:
/*
* Callback Declarations
*/
touchgfx::Callback<mainView, const touchgfx::AnimatedImage&> animatedImageAnimationDoneCallback;
/*
* Callback Handler Declarations
*/
void animatedImageAnimationDoneCallbackHandler(const touchgfx::AnimatedImage& src);
};
#endif // MAINVIEW_HPP
mainView.cpp
#include <gui/main_screen/mainView.hpp>
mainView::mainView():
animatedImageAnimationDoneCallback(this, &mainView::animatedImageAnimationDoneCallbackHandler)
{
}
void mainView::setupScreen()
{
mainViewBase::setupScreen();
animatedImage.setDoneAction(animatedImageAnimationDoneCallback);
}
void mainView::tearDownScreen()
{
mainViewBase::tearDownScreen();
}
void mainView::animatedImageAnimationDoneCallbackHandler(const touchgfx::AnimatedImage& src)
{
if (&src == &animatedImage)
{
//execute code whenever the animation of animatedImage stops
}
}

TouchGFX Designer Examples#

To further explore the AnimatedImage, try creating a new application within TouchGFX Designer with one of the following UI templates:

AnimatedImage Example UI template in TouchGFX Designer

API Reference#