# LomiriAnimation QML Type

Singleton defining standard Lomiri durations and easing for animations that should be used to ensure that Lomiri applications are consistent in their animations. More...

Import Statement: | import Lomiri.Components 1.3

- List of all members, including inherited members

## Properties

- BriskDuration : int
- FastDuration : int
- SleepyDuration : int
- SlowDuration : int
- SnapDuration : int
- StandardEasing : QEasingCurve
- StandardEasingReverse : QEasingCurve

## Detailed Description

Example of use:

    RotationAnimation {
       duration: LomiriAnimation.SlowDuration
       easing: LomiriAnimation.StandardEasing
    }

Animation durations should be selected depending on the frequency and disruptiveness of the animation. The more frequent an animation is, the faster it should be. The more disruptive an animation is, the slower it should be. Rule of thumb to select durations:

- SnapDuration: very frequent, non-disruptive.
- FastDuration: frequent, non-disruptive.
- SlowDuration: less frequent, non-disruptive.
- SleepyDuration: disruptive.

Note that LomiriNumberAnimation provides a standard NumberAnimation for Lomiri applications.

## Property Documentation

BriskDuration : int

Used for frequent and non-disruptive transitions. Used when objects have more distance to travel or when they are larger in size.

The value is 333ms.

FastDuration : int

Used for frequent and non-disruptive transitions.

The value is 165ms.

SleepyDuration : int

Used for disruptive transitions.

The value is 1000ms.

SlowDuration : int

Used for delay after key press and for less frequent and non-disruptive transitions.

The value is 500ms.

SnapDuration : int

Used for very frequent and non-disruptive transitions on small objects. The user would perceive the change as instant but smooth.

The value is 100ms.

StandardEasing : QEasingCurve

Used for animations trigerred by user actions.

StandardEasingReverse : QEasingCurve

StandardEasingReverse is mainly used in combination with StandardEasing. For example, if animating an object that bounces, you will want the object to slow down as it reaches the apex of its bounce and slowly speed back up as it descends.

StandardEasingReverse should not be used to introduce a new object or screen to the user. In general, it should only be used if StandardEasing is visually inappropriate and even so, will usually be proceeded by StandardEasing.