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    What you’ll need

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    Abstract framework to create arbitrary animations.

    The Animation framework provides your Pebble app with an base layer to create arbitrary animations. The simplest way to work with animations is to use the layer frame PropertyAnimation , which enables you to move a Layer around on the screen. Using dress Juliet Dunn hVsPe
    , you can implement a custom animation.

    Refer to the User Interface Layers chapter in the Pebble Developer Guides (chapter "Animation") for a conceptual overview of the animation framework and on how to write custom animations.

    PropertyAnimation

    A ProperyAnimation animates the value of a "property" of a "subject" over time.

    Animation * animation_create ( void )

    Creates a new Animation on the heap and initalizes it with the default values.

    Duration: 250ms,

    Curve: (ease-in-out),

    Delay: 0ms,

    Handlers: (none),

    Context: (none),

    Implementation: (no implementation),

    Scheduled: no

    A pointer to the animation. NULL if the animation could not be created

    bool animation_destroy ( Animation * animation )

    Destroys an Animation previously created by animation_create.

    true if successful, false on failure

    Animation * animation_clone ( Animation * from )
    Animation * animation_sequence_create ( Animation * animation_a , Animation * animation_b , Animation * animation_c , ... )

    Create a new sequence animation from a list of 2 or more other animations. The returned animation owns the animations that were provided as arguments and no further write operations on those handles are allowed. The variable length argument list must be terminated with a NULL ptr.

    Note

    the maximum number of animations that can be supplied to this method is 20

    the first required component animation

    the second required component animation

    either the third component, or NULL if only adding 2 components

    The newly created sequence animation

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