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Makepad animation

Skill SageV1/makepad-skills/skills/makepad-animation

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From its SKILL.md

Install
npx -y skills add SageV1/makepad-skills --skill makepad-animation

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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SKILL.md

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Makepad Animation Skill

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:

  • Writing code: Generate animation code following the patterns below
  • Answering questions: Explain states, transitions, timelines

Documentation

Refer to the local files for detailed documentation:

  • ./references/animation-system.md - Complete animation reference

Advanced Patterns

For production-ready animation patterns, see the _base/ directory:

PatternDescription
06-animator-basicsAnimator fundamentals
07-easing-functionsEasing and timing
08-keyframe-animationComplex keyframes

IMPORTANT: Documentation Completeness Check

Before answering questions, Claude MUST:

  1. Read the relevant reference file(s) listed above
  2. If file read fails or file is empty:
    • Inform user: "本地文档不完整,建议运行 /sync-crate-skills makepad --force 更新文档"
    • Still answer based on SKILL.md patterns + built-in knowledge
  3. If reference file exists, incorporate its content into the answer

Key Patterns

1. Basic Hover Animation

<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 }
                }
            }
        }
    }
}

2. Multi-State Animation

<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 } }
            }
        }
    }
}

3. Focus State Animation

<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
                    }
                }
            }
        }
    }
}

4. Disabled State

<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 }
                }
            }
        }
    }
}

Animator Structure

PropertyDescription
animatorRoot 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

Timeline Types (Play Enum)

TypeDescription
Forward { duration: f64 }Linear forward animation
SnapInstant 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

Easing Functions (Ease Enum)

// 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 }

Using Easing

from: {
    all: Ease { duration: 0.3, ease: InOutQuad }
}

Common States

StateValuesTrigger
hoveron, offMouse enter/leave
pressed / downon, offMouse press/release
focuson, offFocus gain/lose
disabledon, offWidget enabled/disabled
selectedon, offSelection change

Animatable Properties

Most draw_* shader uniforms can be animated:

  • Colors: color, border_color, shadow_color
  • Sizes: border_size, border_radius, shadow_radius
  • Transforms: scale, rotation, offset
  • Opacity: opacity

When Writing Code

  1. Always set default: for initial state
  2. Use Forward for smooth transitions
  3. Use Snap for instant state changes (like disabled)
  4. Keep durations short (0.1-0.3s) for responsive feel
  5. Animate shader uniforms in draw_bg, draw_text, etc.

Rust API (AnimatorImpl Trait)

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));
        }
        _ => {}
    }
}

When Answering Questions

  1. States are independent - multiple can be active simultaneously
  2. Animation applies properties when state reaches that value
  3. from defines HOW to animate, apply defines WHAT to animate
  4. Makepad tweens between old and new values automatically
  5. Use id!(state.value) macro to reference animation states in Rust

What ships with it: 4 files

17.1 KB alongside SKILL.md

references/

Gives 0 of the 12 instructions most css styling skills give in ~1.9k tokens

Counted across 512 of the 512 authors here whose files we hold, read 2026-09-06

  • Animate only transform and opacityin 32 of 512, across 30 files
  • Respect prefers-reduced-motionin 21 of 512
  • Support reduced motion preferencesin 16 of 512, across 6 files
  • Use Tailwind CSS for stylingin 14 of 512, across 13 files
  • Specify AnimatePresence mode explicitlyin 12 of 512, across 2 files
  • Set initial states explicitlyin 12 of 512, across 2 files
  • Use semantic HTML elementsin 11 of 512, across 10 files
  • Use oklch for color valuesin 11 of 512, across 10 files
  • Honor prefers-reduced-motion in animationsin 10 of 512
  • Provide a reduced-motion fallback for animationsin 10 of 512, across 9 files
  • Use property names in camelCasein 9 of 512, across 4 files
  • Ensure UI animations stay under 300msin 9 of 512, across 6 files

Said here and by no other author read

  • Inform user if file read fails or is empty
  • Incorporate reference file content into the answer
  • Always set default for initial state
  • Use Forward for smooth transitions
  • Use Snap for instant state changes
  • Keep durations short for responsive feel

Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.

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