Supporting material availability
This catalog copy contains the inline guidance below, but does not include the following supporting paths. They are external prerequisites, not bundled files:
./references/animation-system.md
Ask for the original supporting material or an existing installation before using a step that depends on these paths; this catalog does not identify a verified download source for them. Resolve each path relative to that installation, inspect its contents, and verify any applicable license and execution prerequisites. Do not run a command or claim a referenced procedure was followed until its required file exists. Do not fabricate the missing scripts or treat an unrelated file with the same name as equivalent. Independent steps fully documented here can proceed within the user’s authorized scope; report any dependent step as unavailable.
Makepad Animation SkillVersion: 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
When to Use
- You need to build or debug animations, transitions, hover states, or animator timelines in Makepad.
- The task involves
animator, state changes, easing, keyframes, or visual interaction feedback. - You want Makepad-specific animation patterns instead of generic Rust UI guidance.
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:
| Pattern | Description |
|---|---|
| 06-animator-basics | Animator fundamentals |
| 07-easing-functions | Easing and timing |
| 08-keyframe-animation | Complex keyframes |
IMPORTANT: Documentation Completeness Check
Before answering questions, Claude MUST:
- Read the relevant reference file(s) listed above
- If file read fails or file is empty:
- Inform user: "Local documentation is incomplete, it is recommended to run
/sync-crate-skills makepad --forceto update the documentation" - Still answer based on SKILL.md patterns + built-in knowledge
- Inform user: "Local documentation is incomplete, it is recommended to run
- 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
| 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 |
Timeline Types (Play Enum)
| 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 |
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
| 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 |
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
- Always set
default:for initial state - Use
Forwardfor smooth transitions - Use
Snapfor instant state changes (like disabled) - Keep durations short (0.1-0.3s) for responsive feel
- 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
- States are independent - multiple can be active simultaneously
- Animation applies properties when state reaches that value
fromdefines HOW to animate,applydefines WHAT to animate- Makepad tweens between old and new values automatically
- Use
id!(state.value)macro to reference animation states in Rust
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.