*mini.animate* Animate common Neovim actions *MiniAnimate* MIT License Copyright (c) 2022 Evgeni Chasnovski ============================================================================== Features: - Works out of the box with a single `require('mini.animate').setup()`. No extra mappings or commands needed. - Animate cursor movement inside same buffer by showing customizable path. See |MiniAnimate.config.cursor| for more details. - Animate scrolling with a series of subscrolls ("smooth scrolling"). See |MiniAnimate.config.scroll| for more details. - Animate window resize by gradually changing sizes of all windows. See |MiniAnimate.config.resize| for more details. - Animate window open/close with visually updating floating window. See |MiniAnimate.config.open| and |MiniAnimate.config.close| for more details. - Timings for all actions can be customized independently. See |MiniAnimate-timing| for more details. - Action animations can be enabled/disabled independently. - All animations are asynchronous/non-blocking and trigger a targeted event which can be used to perform actions after animation is done. - |MiniAnimate.animate()| function which can be used to perform own animations. Notes: - Cursor movement is animated inside same window and buffer, not as cursor moves across the screen. - Scroll and resize animations are done with "side effects": they actually change the state of what is animated (window view and sizes respectively). This has a downside of possibly needing extra work to account for asynchronous nature of animation (like adjusting certain mappings, etc.). See |MiniAnimate.config.scroll| and |MiniAnimate.config.resize| for more details. - Although all animations work in all supported versions of Neovim, scroll and resize animations have best experience with Neovim>=0.9. This is due to updated implementation of |WinScrolled| event. # Setup ~ This module needs a setup with `require('mini.animate').setup({})` (replace `{}` with your `config` table). It will create global Lua table `MiniAnimate` which you can use for scripting or manually (with `:lua MiniAnimate.*`). See |MiniAnimate.config| for available config settings. You can override runtime config settings (like `config.modifiers`) locally to buffer inside `vim.b.minianimate_config` which should have same structure as `MiniAnimate.config`. See |mini.nvim-buffer-local-config| for more details. # Comparisons ~ - Neovide: - Neovide is a standalone GUI which has more control over its animations. While 'mini.animate' works inside terminal emulator (with all its limitations, like lack of pixel-size control over animations). - Neovide animates cursor movement across screen, while 'mini.animate' - as it moves across same buffer. - Neovide has fixed number of animation effects per action, while 'mini.animate' is fully customizable. - 'mini.animate' implements animations for window open/close, while Neovide does not. - 'edluffy/specs.nvim': - 'mini.animate' approaches cursor movement visualization via customizable path function (uses extmarks), while 'specs.nvim' can customize within its own visual effects (shading and floating window resizing). - 'karb94/neoscroll.nvim': - Scroll animation is triggered only inside dedicated mappings. 'mini.animate' animates scroll resulting from any window view change. - 'anuvyklack/windows.nvim': - Resize animation is done only within custom commands and mappings, while 'mini.animate' animates any resize out of the box (works similarly to 'windows.nvim' in Neovim>=0.9 with appropriate 'winheight' / 'winwidth' and 'winminheight' / 'winminwidth'). # Highlight groups ~ * `MiniAnimateCursor` - highlight of cursor during its animated movement. * `MiniAnimateNormalFloat` - highlight of floating window for `open` and `close` animations. To change any highlight group, modify it directly with |:highlight|. # Disabling ~ To disable, set `vim.g.minianimate_disable` (globally) or `vim.b.minianimate_disable` (for a buffer) to `true`. Considering high number of different scenarios and customization intentions, writing exact rules for disabling module's functionality is left to user. See |mini.nvim-disabling-recipes| for common recipes. ------------------------------------------------------------------------------ *MiniAnimate.setup()* `MiniAnimate.setup`({config}) Module setup Parameters ~ {config} `(table|nil)` Module config table. See |MiniAnimate.config|. Usage ~ >lua require('mini.animate').setup() -- use default config -- OR require('mini.animate').setup({}) -- replace {} with your config table < ------------------------------------------------------------------------------ *MiniAnimate.config* `MiniAnimate.config` Module config Default values: >lua MiniAnimate.config = { -- Cursor path cursor = { -- Whether to enable this animation enable = true, -- Timing of animation (how steps will progress in time) timing = --, -- Path generator for visualized cursor movement path = --, }, -- Vertical scroll scroll = { -- Whether to enable this animation enable = true, -- Timing of animation (how steps will progress in time) timing = --, -- Subscroll generator based on total scroll subscroll = --, }, -- Window resize resize = { -- Whether to enable this animation enable = true, -- Timing of animation (how steps will progress in time) timing = --, -- Subresize generator for all steps of resize animations subresize = --, }, -- Window open open = { -- Whether to enable this animation enable = true, -- Timing of animation (how steps will progress in time) timing = --, -- Floating window config generator visualizing specific window winconfig = --, -- 'winblend' (window transparency) generator for floating window winblend = --, }, -- Window close close = { -- Whether to enable this animation enable = true, -- Timing of animation (how steps will progress in time) timing = --, -- Floating window config generator visualizing specific window winconfig = --, -- 'winblend' (window transparency) generator for floating window winblend = --, }, } < # General ~ *MiniAnimate-timing* - Every animation is a non-blockingly scheduled series of specific actions. They are executed in a sequence of timed steps controlled by `timing` option. It is a callable which, given next and total step numbers, returns wait time (in ms). See |MiniAnimate.gen_timing| for builtin timing functions. See |MiniAnimate.animate()| for more details about animation process. - Every animation can be enabled/disabled independently by setting `enable` option to `true`/`false`. *MiniAnimate-done-event* - Every animation triggers custom |User| event when it is finished. It is named `MiniAnimateDoneXxx` with `Xxx` replaced by capitalized supported animation action name (like `MiniAnimateDoneCursor`). Use it to schedule some action after certain animation is completed. Alternatively, you can use |MiniAnimate.execute_after()| (usually preferred in mappings). - Each animation has its main step generator which defines how particular animation is done. They all are callables which take some input data and return an array of step data. Length of that array determines number of animation steps. Outputs `nil` and empty table result in no animation. *MiniAnimate.config.cursor* # Cursor ~ This animation is triggered for each movement of cursor inside same window and buffer. Its visualization step consists from placing single extmark (see |extmarks|) at certain position. This extmark contains single space and is highlighted with `MiniAnimateCursor` highlight group. Exact places of extmark and their number is controlled by `path` option. It is a callable which takes `destination` argument (2d integer point in `(line, col)` coordinates) and returns array of relative to `(0, 0)` places for extmark to be placed. Example: - Input `(2, -3)` means cursor jumped 2 lines forward and 3 columns backward. - Output `{ {0, 0 }, { 0, -1 }, { 0, -2 }, { 0, -3 }, { 1, -3 } }` means that path is first visualized along the initial line and then along final column. See |MiniAnimate.gen_path| for builtin path generators. Notes: - Input `destination` value is computed ignoring folds. This is by design as it helps better visualize distance between two cursor positions. - Outputs of path generator resulting in a place where extmark can't be placed are silently omitted during animation: this step won't show any visualization. Configuration example: >lua local animate = require('mini.animate') animate.setup({ cursor = { -- Animate for 200 milliseconds with linear easing timing = animate.gen_timing.linear({ duration = 200, unit = 'total' }), -- Animate with shortest line for any cursor move path = animate.gen_path.line({ predicate = function() return true end, }), } }) < After animation is done, `MiniAnimateDoneCursor` event is triggered. *MiniAnimate.config.scroll* # Scroll ~ This animation is triggered for each vertical scroll of current window. Its visualization step consists from performing a small subscroll which all in total will result into needed total scroll. Exact subscroll values and their number is controlled by `subscroll` option. It is a callable which takes `total_scroll` argument (single non-negative integer) and returns array of non-negative integers each representing the amount of lines needed to be scrolled inside corresponding step. All subscroll values should sum to input `total_scroll`. Example: - Input `5` means that total scroll consists from 5 lines (either up or down, which doesn't matter). - Output of `{ 1, 1, 1, 1, 1 }` means that there are 5 equal subscrolls. See |MiniAnimate.gen_subscroll| for builtin subscroll generators. Notes: - Input value of `total_scroll` is computed taking folds into account. - As scroll animation is essentially a precisely scheduled non-blocking subscrolls, this has two important interconnected consequences: - If another scroll is attempted during the animation, it is done based on the **currently visible** window view. Example: if user presses |CTRL-D| and then |CTRL-U| when animation is half done, window will not display the previous view half of 'scroll' above it. This especially affects mouse wheel scrolling, as each its turn results in a new scroll for number of lines defined by 'mousescroll'. Tweak it to your liking. - It breaks the use of several relative scrolling commands in the same command. Use |MiniAnimate.execute_after()| to schedule action after reaching target window view. Example: a useful `nnoremap n nzvzz` mapping (consecutive application of |n|, |zv|, and |zz|) should be expressed in the following way: >lua 'lua vim.cmd("normal! n"); ' .. 'MiniAnimate.execute_after("scroll", "normal! zvzz")' < - This animation works best with Neovim>=0.9 (after certain updates to |WinScrolled| event). Configuration example: >lua local animate = require('mini.animate') animate.setup({ scroll = { -- Animate for 200 milliseconds with linear easing timing = animate.gen_timing.linear({ duration = 200, unit = 'total' }), -- Animate equally but with at most 120 steps instead of default 60 subscroll = animate.gen_subscroll.equal({ max_output_steps = 120 }), } }) < After animation is done, `MiniAnimateDoneScroll` event is triggered. *MiniAnimate.config.resize* # Resize ~ This animation is triggered for window resize while having same layout of same windows. For example, it won't trigger when window is opened/closed or after something like |CTRL-W_K|. Its visualization step consists from setting certain sizes to all visible windows (last step being for "true" final sizes). Exact window step sizes and their number is controlled by `subresize` option. It is a callable which takes `sizes_from` and `sizes_to` arguments (both tables with window id as keys and dimension table as values) and returns array of same shaped data. Example: - Input: >lua -- First { [1000] = {width = 7, height = 5}, [1001] = {width = 7, height = 10} } -- Second { [1000] = {width = 9, height = 5}, [1001] = {width = 5, height = 10} } -- Means window 1000 increased its width by 2 in expense of window 1001 < - The following output demonstrates equal resizing: >lua { { [1000] = {width = 8, height = 5}, [1001] = {width = 6, height = 10} }, { [1000] = {width = 9, height = 5}, [1001] = {width = 5, height = 10} }, } < See |MiniAnimate.gen_subresize| for builtin subresize generators. Notes: - As resize animation is essentially a precisely scheduled non-blocking subresizes, this has two important interconnected consequences: - If another resize is attempted during the animation, it is done based on the **currently visible** window sizes. This might affect relative resizing. - It breaks the use of several relative resizing commands in the same command. Use |MiniAnimate.execute_after()| to schedule action after reaching target window sizes. - This animation works best with Neovim>=0.9 (after certain updates to |WinScrolled| event). For example, resize resulting from effect of 'winheight' / 'winwidth' will work properly. Configuration example: >lua local is_many_wins = function(sizes_from, sizes_to) return vim.tbl_count(sizes_from) >= 3 end local animate = require('mini.animate') animate.setup({ resize = { -- Animate for 200 milliseconds with linear easing timing = animate.gen_timing.linear({ duration = 200, unit = 'total' }), -- Animate only if there are at least 3 windows subresize = animate.gen_subscroll.equal({ predicate = is_many_wins }), } }) < After animation is done, `MiniAnimateDoneResize` event is triggered. *MiniAnimate.config.open* *MiniAnimate.config.close* # Window open/close ~ These animations are similarly triggered for regular (non-floating) window open/close. Their visualization step consists from drawing empty floating window with customizable config and transparency. Exact window visualization characteristics are controlled by `winconfig` and `winblend` options. The `winconfig` option is a callable which takes window id (|window-ID|) as input and returns an array of floating window configs (as in `config` argument of |nvim_open_win()|). Its length determines number of animation steps. Example: - The following output results into two animation steps with second being upper left quarter of a first: >lua { { row = 0, col = 0, width = 10, height = 10, relative = 'editor', anchor = 'NW', focusable = false, zindex = 1, style = 'minimal', }, { row = 0, col = 0, width = 5, height = 5, relative = 'editor', anchor = 'NW', focusable = false, zindex = 1, style = 'minimal', }, } < The `winblend` option is similar to `timing` option: it is a callable which, given current and total step numbers, returns value of floating window's 'winblend' option. Note, that it is called for current step (so starts from 0), as opposed to `timing` which is called before step. Example: - Function `function(s, n) return 80 + 20 * s / n end` results in linear transition from `winblend` value of 80 to 100. See |MiniAnimate.gen_winconfig| for builtin window config generators. See |MiniAnimate.gen_winblend| for builtin window transparency generators. Configuration example: >lua local animate = require('mini.animate') animate.setup({ open = { -- Animate for 400 milliseconds with linear easing timing = animate.gen_timing.linear({ duration = 400, unit = 'total' }), -- Animate with wiping from nearest edge instead of default static one winconfig = animate.gen_winconfig.wipe({ direction = 'from_edge' }), -- Make bigger windows more transparent winblend = animate.gen_winblend.linear({ from = 80, to = 100 }), }, close = { -- Animate for 400 milliseconds with linear easing timing = animate.gen_timing.linear({ duration = 400, unit = 'total' }), -- Animate with wiping to nearest edge instead of default static one winconfig = animate.gen_winconfig.wipe({ direction = 'to_edge' }), -- Make bigger windows more transparent winblend = animate.gen_winblend.linear({ from = 100, to = 80 }), }, }) < After animation is done, `MiniAnimateDoneOpen` or `MiniAnimateDoneClose` event is triggered for `open` and `close` animation respectively. ------------------------------------------------------------------------------ *MiniAnimate.is_active()* `MiniAnimate.is_active`({animation_type}) Check animation activity Parameters ~ {animation_type} `(string)` One of supported animation types (entries of |MiniAnimate.config|, like `'cursor'`, etc.). Return ~ `(boolean)` Whether the animation is currently active. ------------------------------------------------------------------------------ *MiniAnimate.execute_after()* `MiniAnimate.execute_after`({animation_type}, {action}) Execute action after some animation is done Execute action immediately if animation is not active (checked with |MiniAnimate.is_active()|). Else, schedule its execution until after animation is done (on corresponding "done event", see |MiniAnimate-done-event|). Mostly meant to be used inside mappings. Example ~ A useful `nnoremap n nzvzz` mapping (consecutive application of |n|, |zv|, and |zz|) should be expressed in the following way: >lua 'lua vim.cmd("normal! n"); ' .. 'MiniAnimate.execute_after("scroll", "normal! zvzz")' < Parameters ~ {animation_type} `(string)` One of supported animation types (as in |MiniAnimate.is_active()|). {action} `(string|function)` Action to be executed. If string, executed as command (via |vim.cmd()|). ------------------------------------------------------------------------------ *MiniAnimate.animate()* `MiniAnimate.animate`({step_action}, {step_timing}, {opts}) Animate action This is equivalent to asynchronous execution of the following algorithm: - Call `step_action(0)` immediately after calling this function. Stop if action returned `false` or `nil`. - Wait `step_timing(1)` milliseconds. - Call `step_action(1)`. Stop if it returned `false` or `nil`. - Wait `step_timing(2)` milliseconds. - Call `step_action(2)`. Stop if it returned `false` or `nil`. - ... Notes: - Animation is also stopped on action error or if maximum number of steps is reached. - Asynchronous execution is done with |uv.new_timer()|. It only allows integer parts as repeat value. This has several implications: - Outputs of `step_timing()` are accumulated in order to preserve total execution time. - Any wait time less than 1 ms means that action will be executed immediately. Parameters ~ {step_action} `(function|table)` Callable which takes `step` (integer 0, 1, 2, etc. indicating current step) and executes some action. Its return value defines when animation should stop: values `false` and `nil` (equivalent to no explicit return) stop animation timer; any other continues it. {step_timing} `(function|table)` Callable which takes `step` (integer 1, 2, etc. indicating next step) and returns how many milliseconds to wait before executing this step action. {opts} `(table|nil)` Options. Possible fields: - - Maximum value of allowed step to execute. Default: 10000000. ------------------------------------------------------------------------------ *MiniAnimate.gen_timing* `MiniAnimate.gen_timing` Generate animation timing Each field corresponds to one family of progression which can be customized further by supplying appropriate arguments. This is a table with function elements. Call to actually get timing function. Example: >lua local animate = require('mini.animate') animate.setup({ cursor = { timing = animate.gen_timing.linear({ duration = 100, unit = 'total' }) }, }) < See also ~ |MiniIndentscope.gen_animation| for similar concept in 'mini.indentscope'. ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.none()* `MiniAnimate.gen_timing.none`() Generate timing with no animation Show final result immediately. Usually better to use `enable` field in `config` if you want to disable animation. ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.linear()* `MiniAnimate.gen_timing.linear`({opts}) Generate timing with linear progression Parameters ~ {opts} `(table|nil)` Options that control progression. Possible keys: - `(string)` - a subtype of progression. One of "in" (accelerating from zero speed), "out" (decelerating to zero speed), "in-out" (default; accelerating halfway, decelerating after). - `(number)` - duration (in ms) of a unit. Default: 20. - `(string)` - which unit's duration `opts.duration` controls. One of "step" (default; ensures average duration of step to be `opts.duration`) or "total" (ensures fixed total duration regardless of scope's range). Return ~ `(function)` Timing function (see |MiniAnimate-timing|). ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.quadratic()* `MiniAnimate.gen_timing.quadratic`({opts}) Generate timing with quadratic progression Parameters ~ {opts} `(table|nil)` Options that control progression. Possible keys: - `(string)` - a subtype of progression. One of "in" (accelerating from zero speed), "out" (decelerating to zero speed), "in-out" (default; accelerating halfway, decelerating after). - `(number)` - duration (in ms) of a unit. Default: 20. - `(string)` - which unit's duration `opts.duration` controls. One of "step" (default; ensures average duration of step to be `opts.duration`) or "total" (ensures fixed total duration regardless of scope's range). Return ~ `(function)` Timing function (see |MiniAnimate-timing|). ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.cubic()* `MiniAnimate.gen_timing.cubic`({opts}) Generate timing with cubic progression Parameters ~ {opts} `(table|nil)` Options that control progression. Possible keys: - `(string)` - a subtype of progression. One of "in" (accelerating from zero speed), "out" (decelerating to zero speed), "in-out" (default; accelerating halfway, decelerating after). - `(number)` - duration (in ms) of a unit. Default: 20. - `(string)` - which unit's duration `opts.duration` controls. One of "step" (default; ensures average duration of step to be `opts.duration`) or "total" (ensures fixed total duration regardless of scope's range). Return ~ `(function)` Timing function (see |MiniAnimate-timing|). ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.quartic()* `MiniAnimate.gen_timing.quartic`({opts}) Generate timing with quartic progression Parameters ~ {opts} `(table|nil)` Options that control progression. Possible keys: - `(string)` - a subtype of progression. One of "in" (accelerating from zero speed), "out" (decelerating to zero speed), "in-out" (default; accelerating halfway, decelerating after). - `(number)` - duration (in ms) of a unit. Default: 20. - `(string)` - which unit's duration `opts.duration` controls. One of "step" (default; ensures average duration of step to be `opts.duration`) or "total" (ensures fixed total duration regardless of scope's range). Return ~ `(function)` Timing function (see |MiniAnimate-timing|). ------------------------------------------------------------------------------ *MiniAnimate.gen_timing.exponential()* `MiniAnimate.gen_timing.exponential`({opts}) Generate timing with exponential progression Parameters ~ {opts} `(table|nil)` Options that control progression. Possible keys: - `(string)` - a subtype of progression. One of "in" (accelerating from zero speed), "out" (decelerating to zero speed), "in-out" (default; accelerating halfway, decelerating after). - `(number)` - duration (in ms) of a unit. Default: 20. - `(string)` - which unit's duration `opts.duration` controls. One of "step" (default; ensures average duration of step to be `opts.duration`) or "total" (ensures fixed total duration regardless of scope's range). Return ~ `(function)` Timing function (see |MiniAnimate-timing|). ------------------------------------------------------------------------------ *MiniAnimate.gen_path* `MiniAnimate.gen_path` Generate cursor animation path For more information see |MiniAnimate.config.cursor|. This is a table with function elements. Call to actually get generator. Example: >lua local animate = require('mini.animate') animate.setup({ cursor = { -- Animate with line-column angle instead of shortest line path = animate.gen_path.angle(), } }) < ------------------------------------------------------------------------------ *MiniAnimate.gen_path.line()* `MiniAnimate.gen_path.line`({opts}) Generate path as shortest line Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `destination` as input and returns boolean value indicating whether animation should be done. Default: `false` if `destination` is within one line of origin (reduces flickering), `true` otherwise. Return ~ `(function)` Path function (see |MiniAnimate.config.cursor|). ------------------------------------------------------------------------------ *MiniAnimate.gen_path.angle()* `MiniAnimate.gen_path.angle`({opts}) Generate path as line/column angle Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `destination` as input and returns boolean value indicating whether animation should be done. Default: `false` if `destination` is within one line of origin (reduces flickering), `true` otherwise. - `(string)` - one of `"horizontal"` (default; animates across initial line first) or `"vertical"` (animates across initial column first). Return ~ `(function)` Path function (see |MiniAnimate.config.cursor|). ------------------------------------------------------------------------------ *MiniAnimate.gen_path.walls()* `MiniAnimate.gen_path.walls`({opts}) Generate path as closing walls at final position Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `destination` as input and returns boolean value indicating whether animation should be done. Default: `false` if `destination` is within one line of origin (reduces flickering), `true` otherwise. - `(number)` - initial width of left and right walls. Default: 10. Return ~ `(function)` Path function (see |MiniAnimate.config.cursor|). ------------------------------------------------------------------------------ *MiniAnimate.gen_path.spiral()* `MiniAnimate.gen_path.spiral`({opts}) Generate path as diminishing spiral at final position Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `destination` as input and returns boolean value indicating whether animation should be done. Default: `false` if `destination` is within one line of origin (reduces flickering), `true` otherwise. - `(number)` - initial width of spiral. Default: 2. Return ~ `(function)` Path function (see |MiniAnimate.config.cursor|). ------------------------------------------------------------------------------ *MiniAnimate.gen_subscroll* `MiniAnimate.gen_subscroll` Generate scroll animation subscroll For more information see |MiniAnimate.config.scroll|. This is a table with function elements. Call to actually get generator. Example: >lua local animate = require('mini.animate') animate.setup({ scroll = { -- Animate equally but with 120 maximum steps instead of default 60 subscroll = animate.gen_subscroll.equal({ max_output_steps = 120 }), } }) < ------------------------------------------------------------------------------ *MiniAnimate.gen_subscroll.equal()* `MiniAnimate.gen_subscroll.equal`({opts}) Generate subscroll with equal steps Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `total_scroll` as input and returns boolean value indicating whether animation should be done. Default: `false` if `total_scroll` is 1 or less (reduces unnecessary waiting), `true` otherwise. - `(number)` - maximum number of subscroll steps in output. Adjust this to reduce computations in expense of reduced smoothness. Default: 60. Return ~ `(function)` Subscroll function (see |MiniAnimate.config.scroll|). ------------------------------------------------------------------------------ *MiniAnimate.gen_subresize* `MiniAnimate.gen_subresize` Generate resize animation subresize For more information see |MiniAnimate.config.resize|. This is a table with function elements. Call to actually get generator. Example: >lua local is_many_wins = function(sizes_from, sizes_to) return vim.tbl_count(sizes_from) >= 3 end local animate = require('mini.animate') animate.setup({ resize = { -- Animate only if there are at least 3 windows subresize = animate.gen_subresize.equal({ predicate = is_many_wins }), } }) < ------------------------------------------------------------------------------ *MiniAnimate.gen_subresize.equal()* `MiniAnimate.gen_subresize.equal`({opts}) Generate subresize with equal steps Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `sizes_from` and `sizes_to` as input and returns boolean value indicating whether animation should be done. Default: always `true`. Return ~ `(function)` Subresize function (see |MiniAnimate.config.resize|). ------------------------------------------------------------------------------ *MiniAnimate.gen_winconfig* `MiniAnimate.gen_winconfig` Generate open/close animation winconfig For more information see |MiniAnimate.config.open| or |MiniAnimate.config.close|. This is a table with function elements. Call to actually get generator. Example: >lua local is_not_single_window = function(win_id) local tabpage_id = vim.api.nvim_win_get_tabpage(win_id) return #vim.api.nvim_tabpage_list_wins(tabpage_id) > 1 end local animate = require('mini.animate') animate.setup({ open = { -- Animate with wiping from nearest edge instead of default static one -- and only if it is not a single window in tabpage winconfig = animate.gen_winconfig.wipe({ predicate = is_not_single_window, direction = 'from_edge', }), }, close = { -- Animate with wiping to nearest edge instead of default static one -- and only if it is not a single window in tabpage winconfig = animate.gen_winconfig.wipe({ predicate = is_not_single_window, direction = 'to_edge', }), }, }) < ------------------------------------------------------------------------------ *MiniAnimate.gen_winconfig.static()* `MiniAnimate.gen_winconfig.static`({opts}) Generate winconfig for static floating window This will result into floating window statically covering whole target window. Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `win_id` as input and returns boolean value indicating whether animation should be done. Default: always `true`. - `(number)` - number of output steps, all with same config. Useful to tweak smoothness of transparency animation (done inside `winblend` config option). Default: 25. Return ~ `(function)` Winconfig function (see |MiniAnimate.config.open| or |MiniAnimate.config.close|). ------------------------------------------------------------------------------ *MiniAnimate.gen_winconfig.center()* `MiniAnimate.gen_winconfig.center`({opts}) Generate winconfig for center-focused animated floating window This will result into floating window growing from or shrinking to the target window center. Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `win_id` as input and returns boolean value indicating whether animation should be done. Default: always `true`. - `(string)` - one of `"to_center"` (default; window will shrink from full coverage to center) or `"from_center"` (window will grow from center to full coverage). Return ~ `(function)` Winconfig function (see |MiniAnimate.config.open| or |MiniAnimate.config.close|). ------------------------------------------------------------------------------ *MiniAnimate.gen_winconfig.wipe()* `MiniAnimate.gen_winconfig.wipe`({opts}) Generate winconfig for wiping animated floating window This will result into floating window growing from or shrinking to the nearest edge. This also takes into account the split type of target window: vertically split window will progress towards vertical edge; horizontally - towards horizontal. Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(function)` - a callable which takes `win_id` as input and returns boolean value indicating whether animation should be done. Default: always `true`. - `(string)` - one of `"to_edge"` (default; window will shrink from full coverage to nearest edge) or `"from_edge"` (window will grow from edge to full coverage). Return ~ `(function)` Winconfig function (see |MiniAnimate.config.open| or |MiniAnimate.config.close|). ------------------------------------------------------------------------------ *MiniAnimate.gen_winblend* `MiniAnimate.gen_winblend` Generate open/close animation `winblend` progression For more information see |MiniAnimate.config.open| or |MiniAnimate.config.close|. This is a table with function elements. Call to actually get transparency function. Example: >lua local animate = require('mini.animate') animate.setup({ open = { -- Change transparency from 60 to 80 instead of default 80 to 100 winblend = animate.gen_winblend.linear({ from = 60, to = 80 }), }, close = { -- Change transparency from 60 to 80 instead of default 80 to 100 winblend = animate.gen_winblend.linear({ from = 60, to = 80 }), }, }) < ------------------------------------------------------------------------------ *MiniAnimate.gen_winblend.linear()* `MiniAnimate.gen_winblend.linear`({opts}) Generate linear `winblend` progression Parameters ~ {opts} `(table|nil)` Options that control generator. Possible keys: - `(number)` - initial value of 'winblend'. - `(number)` - final value of 'winblend'. Return ~ `(function)` Winblend function (see |MiniAnimate.config.open| or |MiniAnimate.config.close|). vim:tw=78:ts=8:noet:ft=help:norl: