def setEndValue(self, endValue): """wrapper with debugging code""" uiTile = self.targetObject() if uiTile.tile in Debug.animation: pName = self.pName() logDebug( u'%s: change endValue for %s: %s->%s %s' % (self.ident(), pName, self.formatValue(self.endValue()), self.formatValue(endValue), uiTile)) QPropertyAnimation.setEndValue(self, endValue)
def setEndValue(self, endValue): """wrapper with debugging code""" graphicsObject = self.targetObject() if not isAlive(graphicsObject): # may happen when aborting a game because animations are cancelled first, # before the last move from server is executed return if graphicsObject.name() in Debug.animation or Debug.animation == 'all': pName = self.pName().decode() logDebug( '%s: change endValue for %s: %s->%s %s' % ( self.ident(), pName, self.formatValue(self.endValue()), self.formatValue(endValue), graphicsObject)) QPropertyAnimation.setEndValue(self, endValue)
def __init__(self, uiTile, propName, endValue, parent=None): pName = propName if isPython3 and usingQt5: # in this case they want bytes pName = pName.encode() QPropertyAnimation.__init__(self, uiTile, pName, parent) QPropertyAnimation.setEndValue(self, endValue) duration = Internal.Preferences.animationDuration() self.setDuration(duration) self.setEasingCurve(QEasingCurve.InOutQuad) uiTile.queuedAnimations.append(self) Animation.nextAnimations.append(self) if uiTile.tile in Debug.animation: oldAnimation = uiTile.activeAnimation.get(propName, None) if isAlive(oldAnimation): logDebug( u'new animation %s (after %s is done)' % (self, oldAnimation.ident())) else: logDebug(u'new animation %s' % self)
def __init__(self, graphicsObject, propName, endValue, parent=None): Animation.clsUid += 1 self.uid = Animation.clsUid pName = propName QPropertyAnimation.__init__(self, graphicsObject, pName.encode(), parent) QPropertyAnimation.setEndValue(self, endValue) duration = Internal.Preferences.animationDuration() self.setDuration(duration) self.setEasingCurve(QEasingCurve.InOutQuad) graphicsObject.queuedAnimations.append(self) Animation.nextAnimations.append(self) self.debug = graphicsObject.name() in Debug.animation or Debug.animation == 'all' self.debug |= 'T{}t'.format(id4(graphicsObject)) in Debug.animation if self.debug: oldAnimation = graphicsObject.activeAnimation.get(propName, None) if isAlive(oldAnimation): logDebug( 'new Animation(%s) (after %s is done)' % (self, oldAnimation.ident())) else: logDebug('Animation(%s)' % self)