Fade
Fade — a wrapper widget that animates its child between hidden
(opacity 0) and visible (opacity 1) when an external
Signal<bool> toggles.
Drives an opacity: Signal<f32> ∈ [0, 1] and applies it to its
own subtree via BuildContext::set_opacity. The framework's
render walker emits SetOpacity(value) before this widget's
paint and RestoreOpacity afterwards, so the multiplier composes
correctly with ancestor opacity scopes via the canvas's stacked
opacity model.
let visible = ctx.signal(false);
ctx.add(Fade::new(visible.clone()).child(tooltip_content));
// ...elsewhere:
visible.set(true); // fades in over `motion.duration_fast`
Layout semantics
Fade does not change layout. The wrapped child reports its full
natural size at all opacity values, so reserving space for a
to-be-faded-in widget works the same whether the widget is fully
visible or fully hidden.
For overlays where the dismiss should be deferred until the
fade-out completes (tooltip / popover / snackbar / dialog),
prefer OverlayRequest::with_fade
instead — that path coordinates the dismiss with the tween so the
overlay survives until the opacity reaches zero.
Reduced motion
Honours prefers-reduced-motion: under reduced motion the
opacity snaps to its end value instead of tweening.
Builder methods at a glance
child, child_id
API reference
📖 Full rustdoc API for this module
pub struct Fade
Wraps a child and animates the entire subtree's opacity between
0 and 1, driven by an external Signal<bool>.
#![allow(unused)] fn main() { pub struct Fade { /* fields */ } }
Methods
pub fn new(visible: impl Into<Prop<bool>>) -> Self
Build a fade wrapper bound to visible. Initially hidden iff
visible.get() is false at the first build().
Accepts any Prop<bool> source — Signal<bool>, Prop<bool>,
or a plain bool (for static "always visible" / "always
hidden" cases without a tween).
pub fn child(mut self, widget: impl Widget + 'static) -> Self
Inline child widget (deferred insertion).
pub fn child_id(mut self, id: WidgetId) -> Self
Pre-registered child by WidgetId.