skills/makepad-animation/SKILL.md
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
npx skillsauth add ZhangHanDong/makepad-skills makepad-animationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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:
Refer to the local files for detailed documentation:
./references/animation-system.md - Complete animation referenceFor production-ready animation patterns, see the _base/ directory:
| Pattern | Description | |---------|-------------| | 06-animator-basics | Animator fundamentals | | 07-easing-functions | Easing and timing | | 08-keyframe-animation | Complex keyframes |
Before answering questions, Claude MUST:
/sync-crate-skills makepad --force 更新文档"<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 }
}
}
}
}
}
<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 } }
}
}
}
}
<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
}
}
}
}
}
}
<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 }
}
}
}
}
}
| Property | Description |
|----------|-------------|
| animator | Root 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 |
| Type | Description |
|------|-------------|
| Forward { duration: f64 } | Linear forward animation |
| Snap | Instant 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 |
// 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 }
from: {
all: Ease { duration: 0.3, ease: InOutQuad }
}
| State | Values | Trigger |
|-------|--------|---------|
| hover | on, off | Mouse enter/leave |
| pressed / down | on, off | Mouse press/release |
| focus | on, off | Focus gain/lose |
| disabled | on, off | Widget enabled/disabled |
| selected | on, off | Selection change |
Most draw_* shader uniforms can be animated:
color, border_color, shadow_colorborder_size, border_radius, shadow_radiusscale, rotation, offsetopacitydefault: for initial stateForward for smooth transitionsSnap for instant state changes (like disabled)draw_bg, draw_text, etc.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));
}
_ => {}
}
}
from defines HOW to animate, apply defines WHAT to animateid!(state.value) macro to reference animation states in Rustdata-ai
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data-ai
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tools
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tools
CRITICAL: Use for Robius event and action patterns. Triggers on: custom action, MatchEvent, post_action, cx.widget_action, handle_actions, DefaultNone, widget action, event handling, 事件处理, 自定义动作