This page describes how to create value-based animations in Jetpack Compose, focusing on APIs that animate values based on their current and target states.
Animate a single value with animate*AsState
The animate*AsState
functions are straightforward animation APIs in
Compose for animating a single value. You provide only the target value
(or end value), and the API starts animation from the current value to the
specified value.
The following example animates alpha using this API. By wrapping the target
value in animateFloatAsState
, the alpha value is now an animation value
between the provided values (1f
or 0.5f
in this case).
var enabled by remember { mutableStateOf(true) } val animatedAlpha: Float by animateFloatAsState(if (enabled) 1f else 0.5f, label = "alpha") Box( Modifier .fillMaxSize() .graphicsLayer { alpha = animatedAlpha } .background(Color.Red) )
You don't need to create an instance of any animation class or handle
interruption. Under the hood, an animation object (namely, an Animatable
instance) will be created and remembered at the call site, with the first target
value as its initial value. From there on, any time you supply this composable a
different target value, an animation is automatically started towards that
value. If there's already an animation in flight, the animation starts from its
current value (and velocity) and animates toward the target value. During the
animation, this composable gets recomposed and returns an updated animation
value every frame.
By default, Compose provides animate*AsState
functions for Float
, Color
,
Dp
, Size
, Offset
, Rect
, Int
, IntOffset
, and IntSize
. You can add
support for other data types by providing a TwoWayConverter
to
animateValueAsState
that takes a generic type.
You can customize the animation specifications by providing an
AnimationSpec
. See AnimationSpec
for more information.
Animate multiple properties simultaneously with a transition
Transition
manages one or more animations as its children and runs them
simultaneously between multiple states.
The states can be any data type. In many cases, you can use a custom enum
type to verify type safety, as in this example:
enum class BoxState { Collapsed, Expanded }
updateTransition
creates and remembers an instance of Transition
and
updates its state.
var currentState by remember { mutableStateOf(BoxState.Collapsed) } val transition = updateTransition(currentState, label = "box state")
You can then use one of animate*
extension functions to define a child
animation in this transition. Specify the target values for each of the states.
These animate*
functions return an animation value that is updated every frame
during the animation when the transition state is updated with
updateTransition
.
val rect by transition.animateRect(label = "rectangle") { state -> when (state) { BoxState.Collapsed -> Rect(0f, 0f, 100f, 100f) BoxState.Expanded -> Rect(100f, 100f, 300f, 300f) } } val borderWidth by transition.animateDp(label = "border width") { state -> when (state) { BoxState.Collapsed -> 1.dp BoxState.Expanded -> 0.dp } }
Optionally, you can pass a transitionSpec
parameter to specify a different
AnimationSpec
for each of the combinations of transition state changes. See
AnimationSpec
for more information.
val color by transition.animateColor( transitionSpec = { when { BoxState.Expanded isTransitioningTo BoxState.Collapsed -> spring(stiffness = 50f) else -> tween(durationMillis = 500) } }, label = "color" ) { state -> when (state) { BoxState.Collapsed -> MaterialTheme.colorScheme.primary BoxState.Expanded -> MaterialTheme.colorScheme.background } }
Once a transition has arrived at the target state, Transition.currentState
is
the same as Transition.targetState
. You can use this as a signal for whether
the transition has finished.
Sometimes, you might want to have an initial state different from the first
target state. You can use updateTransition
with MutableTransitionState
to
achieve this. For example, it lets you start animation as soon as the code
enters composition.
// Start in collapsed state and immediately animate to expanded var currentState = remember { MutableTransitionState(BoxState.Collapsed) } currentState.targetState = BoxState.Expanded val transition = rememberTransition(currentState, label = "box state") // ……
For a more complex transition involving multiple composable functions, you can
use createChildTransition
to create a child transition. This technique is
useful for separating concerns among multiple subcomponents in a complex
composable. The parent transition is aware of all the animation values in the
child transitions.
enum class DialerState { DialerMinimized, NumberPad } @Composable fun DialerButton(isVisibleTransition: Transition<Boolean>) { // `isVisibleTransition` spares the need for the content to know // about other DialerStates. Instead, the content can focus on // animating the state change between visible and not visible. } @Composable fun NumberPad(isVisibleTransition: Transition<Boolean>) { // `isVisibleTransition` spares the need for the content to know // about other DialerStates. Instead, the content can focus on // animating the state change between visible and not visible. } @Composable fun Dialer(dialerState: DialerState) { val transition = updateTransition(dialerState, label = "dialer state") Box { // Creates separate child transitions of Boolean type for NumberPad // and DialerButton for any content animation between visible and // not visible NumberPad( transition.createChildTransition { it == DialerState.NumberPad } ) DialerButton( transition.createChildTransition { it == DialerState.DialerMinimized } ) } }
Use transition with AnimatedVisibility
and AnimatedContent
AnimatedVisibility
and AnimatedContent
are available as extension
functions of Transition
. The targetState
for Transition.AnimatedVisibility
and Transition.AnimatedContent
is derived from the Transition
, and trigger
enter, exit, and sizeTransform
animations as needed when the Transition
's
targetState
changes. These extension functions let you hoist all enter, exit,
and sizeTransform
animations that would otherwise be internal to
AnimatedVisibility
/AnimatedContent
into the Transition
. With these
extension functions, you can observe AnimatedVisibility
/AnimatedContent
's
state change from outside. Instead of a boolean visible
parameter, this
version of AnimatedVisibility
takes a lambda that converts the parent
transition's target state into a boolean.
See AnimatedVisibility
and AnimatedContent
for the details.
var selected by remember { mutableStateOf(false) } // Animates changes when `selected` is changed. val transition = updateTransition(selected, label = "selected state") val borderColor by transition.animateColor(label = "border color") { isSelected -> if (isSelected) Color.Magenta else Color.White } val elevation by transition.animateDp(label = "elevation") { isSelected -> if (isSelected) 10.dp else 2.dp } Surface( onClick = { selected = !selected }, shape = RoundedCornerShape(8.dp), border = BorderStroke(2.dp, borderColor), shadowElevation = elevation ) { Column( modifier = Modifier .fillMaxWidth() .padding(16.dp) ) { Text(text = "Hello, world!") // AnimatedVisibility as a part of the transition. transition.AnimatedVisibility( visible = { targetSelected -> targetSelected }, enter = expandVertically(), exit = shrinkVertically() ) { Text(text = "It is fine today.") } // AnimatedContent as a part of the transition. transition.AnimatedContent { targetState -> if (targetState) { Text(text = "Selected") } else { Icon(imageVector = Icons.Default.Phone, contentDescription = "Phone") } } } }
Encapsulate a transition and make it reusable
For straightforward use cases, defining transition animations in the same composable as your UI is a valid option. When working on a complex component with a number of animated values, however, you might want to separate the animation implementation from the composable UI.
You can do so by creating a class that holds all the animation values and an
update
function that returns an instance of that class. You can extract the
transition implementation into the new separate function. This pattern is useful
when you need to centralize the animation logic or make complex animations
reusable.
enum class BoxState { Collapsed, Expanded } @Composable fun AnimatingBox(boxState: BoxState) { val transitionData = updateTransitionData(boxState) // UI tree Box( modifier = Modifier .background(transitionData.color) .size(transitionData.size) ) } // Holds the animation values. private class TransitionData( color: State<Color>, size: State<Dp> ) { val color by color val size by size } // Create a Transition and return its animation values. @Composable private fun updateTransitionData(boxState: BoxState): TransitionData { val transition = updateTransition(boxState, label = "box state") val color = transition.animateColor(label = "color") { state -> when (state) { BoxState.Collapsed -> Color.Gray BoxState.Expanded -> Color.Red } } val size = transition.animateDp(label = "size") { state -> when (state) { BoxState.Collapsed -> 64.dp BoxState.Expanded -> 128.dp } } return remember(transition) { TransitionData(color, size) } }
Create an infinitely repeating animation with rememberInfiniteTransition
InfiniteTransition
holds one or more child animations like Transition
,
but the animations start running as soon as they enter the composition and don't
stop unless they're removed. You can create an instance of InfiniteTransition
with rememberInfiniteTransition
, and add child animations with animateColor
,
animatedFloat
, or animatedValue
. You also need to specify an
infiniteRepeatable
to specify the animation specifications.
val infiniteTransition = rememberInfiniteTransition(label = "infinite") val color by infiniteTransition.animateColor( initialValue = Color.Red, targetValue = Color.Green, animationSpec = infiniteRepeatable( animation = tween(1000, easing = LinearEasing), repeatMode = RepeatMode.Reverse ), label = "color" ) Box( Modifier .fillMaxSize() .background(color) )
Low-level animation APIs
All the high-level animation APIs mentioned in the preceding section build on the low-level animation APIs.
The animate*AsState
functions are straightforward APIs that render an instant
value change as an animation value. This functionality is backed by
Animatable
, a coroutine-based API for animating a single value.
updateTransition
creates a transition object that can manage multiple
animating values and run them when a state changes. rememberInfiniteTransition
is similar, but it creates an infinite transition that can manage multiple
animations that continue indefinitely. All of these APIs are composables except
for Animatable
, which means you can create these animations outside of
composition.
All these APIs are based on the more fundamental Animation
API. Though most
apps won't interact directly with Animation
, you can access some of its
customization capabilities through higher-level APIs. See Customize
animations for more information on AnimationVector
and AnimationSpec
.
Animatable
: Coroutine-based single value animation
Animatable
is a value holder that can animate the value as it is changed
using animateTo
. This is the API backing up the implementation of
animate*AsState
. It ensures consistent continuation and mutual exclusiveness,
which means the value change is always continuous and Compose cancels any
ongoing animation.
Many features of Animatable
, including animateTo
, are suspend functions.
This means you must wrap them in an appropriate coroutine scope. For example,
you can use the LaunchedEffect
composable to create a scope just for the
duration of the specified key value.
// Start out gray and animate to green/red based on `ok` val color = remember { Animatable(Color.Gray) } LaunchedEffect(ok) { color.animateTo(if (ok) Color.Green else Color.Red) } Box( Modifier .fillMaxSize() .background(color.value) )
In the preceding example, you create and remember an instance of Animatable
with the initial value of Color.Gray
. Depending on the value of the boolean
flag ok
, the color animates to either Color.Green
or Color.Red
. Any
subsequent change to the boolean value starts an animation to the other color.
If an animation is in progress when the value changes, Compose cancels the
animation, and the new animation starts from the current snapshot value with the
current velocity.
This Animatable
API is the underlying implementation for animate*AsState
mentioned in the previous section. Using Animatable
directly offers
finer-grained control in several ways:
- First,
Animatable
can have an initial value different from its first target value. For example, the preceding code example shows a gray box at first, which immediately animates to either green or red. - Second,
Animatable
provides more operations on the content value, specificallysnapTo
andanimateDecay
.snapTo
sets the current value to the target value immediately. This is useful when the animation is not the only source of truth and must synchronize with other states, such as touch events.animateDecay
starts an animation that slows down from the given velocity. This is useful for implementing fling behavior.
See Gesture and animation for more information.
By default, Animatable
supports Float
and Color
, but you can use any data
type by providing a TwoWayConverter
. See AnimationVector for more
information.
You can customize the animation specifications by providing an AnimationSpec
.
See AnimationSpec
for more information.
Animation
: Manually controlled animation
Animation
is the lowest-level Animation API available. Many of the
animations we've seen so far build on Animation
. There are two Animation
subtypes: TargetBasedAnimation
and DecayAnimation
.
Use Animation
only to manually control the animation's time. Animation
is
stateless, and it doesn't have any concept of lifecycle. It serves as an
animation calculation engine for higher-level APIs.
TargetBasedAnimation
Other APIs cover most use cases, but using TargetBasedAnimation
directly lets
you control the animation's play time. In the following example, you manually
control the TargetAnimation
's play time based on the frame time provided by
withFrameNanos
.
val anim = remember { TargetBasedAnimation( animationSpec = tween(200), typeConverter = Float.VectorConverter, initialValue = 200f, targetValue = 1000f ) } var playTime by remember { mutableLongStateOf(0L) } LaunchedEffect(anim) { val startTime = withFrameNanos { it } do { playTime = withFrameNanos { it } - startTime val animationValue = anim.getValueFromNanos(playTime) } while (someCustomCondition()) }
DecayAnimation
Unlike TargetBasedAnimation
, DecayAnimation
doesn't require a
targetValue
to be provided. Instead, it calculates its targetValue
based on
the starting conditions, set by initialVelocity
and initialValue
and the
supplied DecayAnimationSpec
.
Decay animations are often used after a fling gesture to slow elements to a
stop. The animation velocity starts at the value that initialVelocityVector
sets and slows down over time.
Recommended for you
- Note: link text is displayed when JavaScript is off
- Customize animations
- Animations in Compose
- Animation modifiers and composables