3.6 KiB
Lottie player
Allows to use Lottie animations in LVGL. Taken from this base repository
LVGL provides the interface to Samsung/rlottie library's C API. That is the actual Lottie player is not part of LVGL, it needs to be built separately.
Build Rlottie
To build Samsung's Rlottie C++14-compatible compiler and optionally CMake 3.14 or higher is required.
To build on desktop you can follow the instructions from Rlottie's README. In the most basic case it looks like this:
mkdir rlottie_workdir
cd rlottie_workdir
git clone https://github.com/Samsung/rlottie.git
mkdir build
cd build
cmake ../rlottie
make -j
sudo make install
And finally add the -lrlottie
flag to your linker.
On embedded systems you need to take care of integrating Rlottie to the given build system.
Usage
You can use animation from files or raw data (text). In either case first you need to enable LV_USE_RLOTTIE
in lv_conf.h
.
The width
and height
of the object be set in the create function and the animation will be scaled accordingly.
Use Rlottie from file
To create a Lottie animation from file use:
lv_obj_t * lottie = lv_rlottie_create_from_file(parent, width, height, "path/to/lottie.json");
Note that, Rlottie uses the standard STDIO C file API, so you can use the path "normally" and no LVGL specific driver letter is required.
Use Rlottie from raw string data
lv_example_rlottie_approve.c
contains an example animation in raw format. Instead storing the JSON string a hex array is stored for the following reasons:
- avoid escaping
"
in the JSON file - some compilers don't support very long strings
lvgl/scripts/filetohex.py
can be used to convert a Lottie file a hex array. E.g.:
./filetohex.py path/to/lottie.json > out.txt
To create an animation from raw data:
extern const uint8_t lottie_data[];
lv_obj_t* lottie = lv_rlottie_create_from_raw(parent, width, height, (const char *)lottie_data);
Getting animations
Lottie is standard and popular format so you can find many animation files on the web. For example: https://lottiefiles.com/
You can also create your own animations with Adobe After Effects or similar software.
Controlling animations
LVGL provides two functions to control the animation mode: lv_rlottie_set_play_mode
and lv_rlottie_set_current_frame
.
You'll combine your intentions when calling the first method, like in these examples:
lv_obj_t * lottie = lv_rlottie_create_from_file(scr, 128, 128, "test.json");
lv_obj_center(lottie);
// Pause to a specific frame
lv_rlottie_set_current_frame(lottie, 50);
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PAUSE); // The specified frame will be displayed and then the animation will pause
// Play backward and loop
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_BACKWARD | LV_RLOTTIE_CTRL_LOOP);
// Play forward once (no looping)
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_FORWARD);
The default animation mode is play forward with loop.
If you don't enable looping, a LV_EVENT_READY
is sent when the animation can not make more progress without looping.
To get the number of frames in an animation or the current frame index, you can cast the lv_obj_t
instance to a lv_rlottie_t
instance and inspect the current_frame
and total_frames
members.
Example
.. include:: ../../examples/libs/rlottie/index.rst
API
.. doxygenfile:: lv_rlottie.h
:project: lvgl