T48g Docs · Motion: durations and easings, reduced motion, components that move; the motion example compiles

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ZacharyZhang-NY committed 2026-10-01 12:51:23 -04:00
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@@ -103,3 +103,7 @@ path = "examples/docs/theme.rs"
[[example]]
name = "docs_focus"
path = "examples/docs/focus.rs"
[[example]]
name = "docs_motion"
path = "examples/docs/motion.rs"
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@@ -0,0 +1,122 @@
use ely_gpui_component::{
Assets,
buttons::Button,
motion::{self, Entrance, Flash, Spinner, Transition},
primitives::FocusScope,
theme::{ActiveTheme, Radius, Theme},
};
use gpui::{
Animation, AnimationExt, App, AppContext, Context, FocusHandle, IntoElement, ParentElement,
Render, Styled, Window, WindowOptions, div,
};
struct Moves {
focus: FocusHandle,
shown: bool,
count: usize,
}
impl Render for Moves {
fn render(&mut self, _: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let theme = cx.theme();
let still = theme.reduced_motion;
let (toggle, add) = (cx.entity(), cx.entity());
let dot = div()
.size_4()
.rounded(theme.radius(Radius::Xl))
.bg(theme.colors.accent);
let dot = if still {
dot.into_any_element()
} else {
dot.with_animation(
"breath",
Animation::new(motion::duration(motion::SLOW * 4, cx))
.repeat()
.with_easing(motion::ease_in_out_cubic),
|dot, t| dot.opacity(0.4 + 0.6 * (1.0 - (2.0 * t - 1.0).abs())),
)
.into_any_element()
};
FocusScope::new(&self.focus)
.root()
.size_full()
.flex()
.flex_col()
.gap_4()
.p_8()
.bg(theme.colors.bg)
.text_color(theme.colors.fg)
.child(
div()
.flex()
.gap_2()
.child(
Button::new("show", if self.shown { "Hide" } else { "Show" }).on_click(
move |_, _, cx| {
toggle.update(cx, |moves, cx| {
moves.shown = !moves.shown;
cx.notify();
})
},
),
)
.child(Button::new("add", "Add one").on_click(move |_, _, cx| {
add.update(cx, |moves, cx| {
moves.count += 1;
cx.notify();
})
}))
.child(
Button::new(
"still",
if still {
"Allow motion"
} else {
"Reduce motion"
},
)
.on_click(move |_, _, cx| {
Theme::update(cx, |theme| theme.reduced_motion = !still)
}),
),
)
.child(
Transition::new("panel", self.shown)
.entrance(Entrance::Rise)
.child("A panel that rises in and fades out."),
)
.child(
Flash::new("count", self.count)
.p_2()
.child(format!("Count: {}", self.count)),
)
.child(
div()
.flex()
.gap_4()
.child(Spinner::new("spinner"))
.child(dot),
)
}
}
fn main() {
gpui_platform::application()
.with_assets(Assets)
.run(|cx: &mut App| {
ely_gpui_component::init(cx);
cx.open_window(WindowOptions::default(), |window, cx| {
cx.new(|cx| {
let focus = cx.focus_handle();
window.focus(&focus, cx);
Moves {
focus,
shown: true,
count: 0,
}
})
})
.expect("window failed to open");
cx.activate(true);
});
}
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@@ -6,7 +6,7 @@ import { Marked, type Tokens } from "marked";
const at = (relative: string) => fileURLToPath(new URL(relative, import.meta.url));
/** The guides in reading order, by file name. */
const ORDER = ["introduction", "installation", "getting-started", "theme", "focus"];
const ORDER = ["introduction", "installation", "getting-started", "theme", "focus", "motion"];
export interface Guide {
/** The path segment; the introduction has none. */
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@@ -0,0 +1,47 @@
# Motion
Ely's motion lives in `ely_gpui_component::motion`: four durations, a few easings, and components that move. Every one honors the theme's reduced motion.
## Durations and easings
| Item | Value |
| --- | --- |
| `FAST`, `BASE`, `SLOW` | 120, 200 and 320 ms. |
| `THEME` | 280 ms, the theme's cross-fade. |
| `NUDGE` | 4px, the travel of a small entrance. |
| `duration(base, cx)` | `base`, or 1 ms under reduced motion. Pass every duration through it. |
| `ease_out_cubic`, `ease_in_out_cubic`, `lerp` | Plain functions of `t` from 0 to 1. |
| `spring` | A damped spring. It overshoots past 1 before it settles. |
GPUI hands an easing's value to the animator unclamped. Use `spring` inside the animator, on what may overshoot, such as a thumb's travel; its colors keep a plain easing.
## Reduced motion
The theme's `reduced_motion` field starts off. Ely does not read the system's setting; the app sets it:
```rust
Theme::update(cx, |theme| theme.reduced_motion = true);
```
Under it, `duration` returns 1 ms, so a change lands at once. A motion that repeats, such as a spinner or a breathing dot, holds still instead: at 1 ms a turn it would flicker. Ely's spinner checks the flag itself; an app's own repeating animation checks it too, as the example's dot does.
## Components that move
| Component | Moves |
| --- | --- |
| `Transition::new(id, shown)` | Its children in and out as `shown` turns: `Entrance::Fade`, `Rise` or `Slide`. |
| `Stagger` | Rows in one after another. |
| `Flash::new(id, key)` | A tint each time `key` changes, fading out. |
| `Shake::new(id, key)` | A shake each time `key` changes; still under reduced motion. |
| `Spinner`, `ProgressBar`, `ProgressRing` | Progress, held still under reduced motion where they repeat. |
| `Skeleton`, `Shimmer` | Placeholders while content loads. |
| `Flip`, `AnimatePresence`, `Reorder` | Keyed rows that glide to new places, enter, leave, or drag. |
`Flash` and `Shake` read the time since `key` changed; they do not restart an animation, so what they hold keeps its focus and state.
## A window that moves
The example shows a panel that rises in, a count that flashes, a spinner, and a breathing dot, with a button that turns reduced motion on and off.
```rust example=motion
```