- Qt 6.11
- Qt Quick
- QML Types
- Animation
- Qt 6.11.1 Reference Documentation

# Animation QML Type

Is the base of all QML animations. More...

Import Statement: | `import QtQuick`
Inherited By: | AnchorAnimation, Animator, ColorAnimation, NumberAnimation, OpacityAnimator, ParallelAnimation, ParentAnimation, PathAnimation, PauseAnimation, PropertyAction, PropertyAnimation, QuaternionAnimation, RotationAnimation, RotationAnimator, ScaleAnimator, ScriptAction, SequentialAnimation, SmoothedAnimation, SpringAnimation, UniformAnimator, Vector3dAnimation, XAnimator, and YAnimator

- List of all members, including inherited members

## Properties

- alwaysRunToEnd : bool
- loops : int
- paused : bool
- running : bool

## Signals

- finished()
- started()
- stopped()

## Methods

- void complete()
- void pause()
- void restart()
- void resume()
- void start()
- void stop()

## Detailed Description

The Animation type cannot be used directly in a QML file. It exists to provide a set of common properties and methods, available across all the other animation types that inherit from it. Attempting to use the Animation type directly will result in an error.

## Property Documentation

### alwaysRunToEnd : bool

This property holds whether the animation should run to completion when it is stopped.

If this true the animation will complete its current iteration when it is stopped - either by setting the `running` property to false, or by calling the `stop()` method. The `complete()` method is not effected by this value.

This behavior is most useful when the `loops` property is set, as the animation will finish playing normally but not restart.

By default, the alwaysRunToEnd property is not set.

Note: alwaysRunToEnd has no effect on animations in a Transition.

### loops : int

This property holds the number of times the animation should play.

By default, `loops` is 1: the animation will play through once and then stop.

If set to Animation.Infinite, the animation will continuously repeat until it is explicitly stopped - either by setting the `running` property to false, or by calling the `stop()` method.

In the following example, the rectangle will spin indefinitely.

     Rectangle {
         width: 100; height: 100; color: "green"
         RotationAnimation on rotation {
             loops: Animation.Infinite
             from: 0
             to: 360
         }
     }

### paused : bool

This property holds whether the animation is currently paused.

The `paused` property can be set to declaratively control whether or not an animation is paused.

Animations can also be paused and resumed imperatively from JavaScript using the `pause()` and `resume()` methods.

By default, animations are not paused.

### running : bool

This property holds whether the animation is currently running.

The `running` property can be set to declaratively control whether or not an animation is running. The following example will animate a rectangle whenever the MouseArea is pressed.

     Rectangle {
         width: 100; height: 100
         NumberAnimation on x {
             running: myMouse.pressed
             from: 0; to: 100
         }
         MouseArea { id: myMouse }
     }

Likewise, the `running` property can be read to determine if the animation is running. In the following example the Text item will indicate whether or not the animation is running.

     NumberAnimation { id: myAnimation }
     Text { text: myAnimation.running ? "Animation is running" : "Animation is not running" }

Animations can also be started and stopped imperatively from JavaScript using the `start()` and `stop()` methods.

By default, animations are not running. Though, when the animations are assigned to properties, as property value sources using the on syntax, they are set to running by default.

## Signal Documentation

### finished()

This signal is emitted when the animation has finished naturally.

It is not emitted when running is set to `false`, nor for animations whose loops property is set to `Animation.Infinite`.

In addition, it is only emitted for top-level, standalone animations. It will not be emitted for animations in a Behavior or Transition, or animations that are part of an animation group.

If alwaysRunToEnd is true, this signal will not be emitted until the animation has completed its current iteration.

Note: The corresponding handler is `onFinished`.

See also stopped(), started(), and running.

### started()

This signal is emitted when the animation begins.

It is only triggered for top-level, standalone animations. It will not be triggered for animations in a Behavior or Transition, or animations that are part of an animation group.

Note: The corresponding handler is `onStarted`.

### stopped()

This signal is emitted when the animation ends.

The animation may have been stopped manually, or may have run to completion.

It is only triggered for top-level, standalone animations. It will not be triggered for animations in a Behavior or Transition, or animations that are part of an animation group.

If alwaysRunToEnd is true, this signal will not be emitted until the animation has completed its current iteration.

Note: The corresponding handler is `onStopped`.

## Method Documentation

### void complete()

Stops the animation, jumping to the final property values.

If the animation is not running, calling this method has no effect. The `running` property will be false following a call to `complete()`.

Unlike `stop()`, `complete()` immediately fast-forwards the animation to its end. In the following example,

     Rectangle {
         NumberAnimation on x { from: 0; to: 100; duration: 500 }
     }

calling `stop()` at time 250ms will result in the `x` property having a value of 50, while calling `complete()` will set the `x` property to 100, exactly as though the animation had played the whole way through.

### void pause()

Pauses the animation.

If the animation is already paused or not `running`, calling this method has no effect. The `paused` property will be true following a call to `pause()`.

### void restart()

Restarts the animation.

This is a convenience method, and is equivalent to calling `stop()` and then `start()`.

### void resume()

Resumes a paused animation.

If the animation is not paused or not `running`, calling this method has no effect. The `paused` property will be false following a call to `resume()`.

### void start()

Starts the animation.

If the animation is already running, calling this method has no effect. The `running` property will be true following a call to `start()`.

### void stop()

Stops the animation.

If the animation is not running, calling this method has no effect. Both the `running` and `paused` properties will be false following a call to `stop()`.

Normally `stop()` stops the animation immediately, and the animation has no further influence on property values. In this example animation

     Rectangle {
         NumberAnimation on x { from: 0; to: 100; duration: 500 }
     }

was stopped at time 250ms, the `x` property will have a value of 50.

However, if the `alwaysRunToEnd` property is set, the animation will continue running until it completes and then stop. The `running` property will still become false immediately.