From Anthony: Animating Xojo, Part 4

In Part 1 we covered the history of animating UI effects in Xojo. Part 2 we dug in to linear interpolation. Part 3 saw the addition of support for concurrent animations and color changes. In Part 4 we’ll cover easing, which can make the most drab User Interface interactions beautiful.

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From Anthony: Animating Xojo, Part 3

In Part 1 we covered the basic history of animating in Xojo using pre-calculated chunks to modify the width of our component. In Part 2 we went a bit further by using linear interpolation(lerp) to calculate our current width at each step of the animation process, and setup for concurrent animation.

In this part we’ll be covering a few different things, chiefly concurrent animations. But that’s not all, as I’ve added a lerpColor function to show you how to animate color changes.

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