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Repainting QWidget with QProperAnimation

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  • M MadScientist92

    I have a piece of code that initializes an instance of QWidget, puts it inside a layout and invokes the animation. All of that is happening in the loop. I've encountered a problem of animation being drawn only after the loop is over, though I need it to paint every iteration. QThread::sleep() , repaint() , update() , QCoreApplication::processEvents() have all failed to give me the solution. Is there a way to prompt the execution of the QProperAnimation inside setChunk() method?`

     for(int p = 0 ; p < 100 ; p++)
                {
    
                    for(int i = 0 ; i < numOfPoints ; i++)
                    {
                        randomTestArray[i] = fMin + (double)rand() * (fMax - fMin) / RAND_MAX;
                    }
                    QCoreApplication::processEvents();
                    eq->setChunk(&randomTestArray[0] , &startArray[0]);
                }
    
    mrjjM Offline
    mrjjM Offline
    mrjj
    Lifetime Qt Champion
    wrote on last edited by mrjj
    #2

    @MadScientist92 said in Repainting QWidget with QProperAnimation:

    setChunk

    Can you also show how u start the animation ?

    I think the main issue is the loop. You will starve the event loop and QAnimations depends on it.
    Even you call processEvents() its not enough for smooth animation.

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    • M Offline
      M Offline
      MadScientist92
      wrote on last edited by MadScientist92
      #3
      This is setChunk() method : 
      
              QPropertyAnimation *animationLine = new QPropertyAnimation(this , "nline");
              animationLine->setDuration(2000);
              animationLine->setStartValue(QLine(xCoordinateArray[0] + 5 , *(startYArr + 0) , xCoordinateArray[1] , *(startYArr + 1)));
              animationLine->setEndValue(QLine(xCoordinateArray[0] + 5 , 150 - yCoordinateArray[0] , xCoordinateArray[1] ,  150 - yCoordinateArray[1]));
              animationLine->start(QAbstractAnimation::DeleteWhenStopped);
              connect(animationLine , &QPropertyAnimation::valueChanged , [=](){update();});
            QPropertyAnimation *animationLine2 = new QPropertyAnimation(this , "nline2");
              animationLine2->setDuration(2000);
              animationLine2->setStartValue(QLine(xCoordinateArray[1] + 5 , *(startYArr + 1) , xCoordinateArray[2] ,    *(startYArr + 2)));
              animationLine2->setEndValue(QLine( xCoordinateArray[1] + 5 , 150 - yCoordinateArray[1]  ,xCoordinateArray[2] , 150 - yCoordinateArray[2]));
              animationLine2->start(QAbstractAnimation::DeleteWhenStopped);
              connect(animationLine2 , &QPropertyAnimation::valueChanged , [=](){update();});
      ...
      

      and paintEvent() :

      void Equalizer::paintEvent(QPaintEvent *event)
      {
      Q_UNUSED(event);
      
      QRect ellipse(mRect);
      QPainter painter(this);
      painter.setBrush(Qt::red);
      painter.drawEllipse(ellipse);
      
      QRect ellipse2(mRect2);
      painter.setBrush(Qt::red);
      painter.drawEllipse(ellipse2);
      
      QRect ellipse3(mRect3);
      painter.setBrush(Qt::red);
      painter.drawEllipse(ellipse3);
      ....
      
      mrjjM 1 Reply Last reply
      0
      • M MadScientist92
        This is setChunk() method : 
        
                QPropertyAnimation *animationLine = new QPropertyAnimation(this , "nline");
                animationLine->setDuration(2000);
                animationLine->setStartValue(QLine(xCoordinateArray[0] + 5 , *(startYArr + 0) , xCoordinateArray[1] , *(startYArr + 1)));
                animationLine->setEndValue(QLine(xCoordinateArray[0] + 5 , 150 - yCoordinateArray[0] , xCoordinateArray[1] ,  150 - yCoordinateArray[1]));
                animationLine->start(QAbstractAnimation::DeleteWhenStopped);
                connect(animationLine , &QPropertyAnimation::valueChanged , [=](){update();});
              QPropertyAnimation *animationLine2 = new QPropertyAnimation(this , "nline2");
                animationLine2->setDuration(2000);
                animationLine2->setStartValue(QLine(xCoordinateArray[1] + 5 , *(startYArr + 1) , xCoordinateArray[2] ,    *(startYArr + 2)));
                animationLine2->setEndValue(QLine( xCoordinateArray[1] + 5 , 150 - yCoordinateArray[1]  ,xCoordinateArray[2] , 150 - yCoordinateArray[2]));
                animationLine2->start(QAbstractAnimation::DeleteWhenStopped);
                connect(animationLine2 , &QPropertyAnimation::valueChanged , [=](){update();});
        ...
        

        and paintEvent() :

        void Equalizer::paintEvent(QPaintEvent *event)
        {
        Q_UNUSED(event);
        
        QRect ellipse(mRect);
        QPainter painter(this);
        painter.setBrush(Qt::red);
        painter.drawEllipse(ellipse);
        
        QRect ellipse2(mRect2);
        painter.setBrush(Qt::red);
        painter.drawEllipse(ellipse2);
        
        QRect ellipse3(mRect3);
        painter.setBrush(Qt::red);
        painter.drawEllipse(ellipse3);
        ....
        
        mrjjM Offline
        mrjjM Offline
        mrjj
        Lifetime Qt Champion
        wrote on last edited by
        #4

        @MadScientist92
        It looks ok so I guess its the loop of 100 that does it.
        Even if u call processEvents, then the double loop might block the loop so long that it
        cannot run the animations before later.

        How much is numOfPoints ?

        M 1 Reply Last reply
        0
        • mrjjM mrjj

          @MadScientist92
          It looks ok so I guess its the loop of 100 that does it.
          Even if u call processEvents, then the double loop might block the loop so long that it
          cannot run the animations before later.

          How much is numOfPoints ?

          M Offline
          M Offline
          MadScientist92
          wrote on last edited by MadScientist92
          #5

          @mrjj it's 20. Btw, in this case only the last animation is drawn. I've tried initializing Equalizer object and adding it to the layout upon every iteration and then destroying it, and that leaded to all animations being displayed at the same time.

          mrjjM 1 Reply Last reply
          0
          • M MadScientist92

            @mrjj it's 20. Btw, in this case only the last animation is drawn. I've tried initializing Equalizer object and adding it to the layout upon every iteration and then destroying it, and that leaded to all animations being displayed at the same time.

            mrjjM Offline
            mrjjM Offline
            mrjj
            Lifetime Qt Champion
            wrote on last edited by
            #6

            @MadScientist92
            Ok, thats not so bad.

            If you only make one ( instead of 100 ), does it work ?

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            • M Offline
              M Offline
              MadScientist92
              wrote on last edited by
              #7

              I've updated previous comment. It paints only one animation anyway

              mrjjM 1 Reply Last reply
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              • M MadScientist92

                I've updated previous comment. It paints only one animation anyway

                mrjjM Offline
                mrjjM Offline
                mrjj
                Lifetime Qt Champion
                wrote on last edited by
                #8

                @MadScientist92

                Ok, im not sure what could be wrong.

                Is it possible to upload project somewhere and post link here?
                I want to run it.
                Something is going on, i dont see.
                Its clear the loop with 100 kills the event loop ( u need other design)
                but both animations should run when there is only 1.

                M 1 Reply Last reply
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                • M Offline
                  M Offline
                  MadScientist92
                  wrote on last edited by
                  #9

                  https://github.com/ArtHerasymov/projectX/tree/master/src/eq2

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                  • mrjjM mrjj

                    @MadScientist92

                    Ok, im not sure what could be wrong.

                    Is it possible to upload project somewhere and post link here?
                    I want to run it.
                    Something is going on, i dont see.
                    Its clear the loop with 100 kills the event loop ( u need other design)
                    but both animations should run when there is only 1.

                    M Offline
                    M Offline
                    MadScientist92
                    wrote on last edited by MadScientist92
                    #10

                    @mrjj What's interesting, is that even if I try just to call this setChunk() method manually for two times in a row, without any loop, it still would paint only one animation.

                    mrjjM 1 Reply Last reply
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                    • M MadScientist92

                      @mrjj What's interesting, is that even if I try just to call this setChunk() method manually for two times in a row, without any loop, it still would paint only one animation.

                      mrjjM Offline
                      mrjjM Offline
                      mrjj
                      Lifetime Qt Champion
                      wrote on last edited by
                      #11

                      @MadScientist92

                      ok. sounds. odd. i dont have time before tonight to see if i get same result :)

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                      • M Offline
                        M Offline
                        MadScientist92
                        wrote on last edited by MadScientist92
                        #12

                        Solved it by creating QTimer) Thanks for your help!

                        mrjjM 1 Reply Last reply
                        1
                        • M MadScientist92

                          Solved it by creating QTimer) Thanks for your help!

                          mrjjM Offline
                          mrjjM Offline
                          mrjj
                          Lifetime Qt Champion
                          wrote on last edited by
                          #13

                          @MadScientist92
                          Ok i was actually thinking about suggesting that to avoid the loop.

                          Does it then run in parallel as you want?

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                          • M Offline
                            M Offline
                            MadScientist92
                            wrote on last edited by
                            #14

                            Yes, it is now painting all the animations I want sequentially . Have to play around with the timing though, but that is still a huge step forward after a week of stupor)

                            J.HilkJ 1 Reply Last reply
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                            • M MadScientist92

                              Yes, it is now painting all the animations I want sequentially . Have to play around with the timing though, but that is still a huge step forward after a week of stupor)

                              J.HilkJ Offline
                              J.HilkJ Offline
                              J.Hilk
                              Moderators
                              wrote on last edited by
                              #15

                              @MadScientist92
                              Hi, from what I read sofar in this thread, I asume you want to draw a couple lines. In that way that only 1 line is drawn at a time? E.g: line 1 is drawn -> start drawing line2

                              I would suggest the following:

                              Move all your animations into a list:

                              QList<QPropertyAnimation*> animationList;
                              
                              animationList.append(animation1);
                              animationList.append(animation2);
                              ...
                              animationList.append(animationLast);
                              

                              That make the following loop:

                              for(int i = 0; i < animationList.size()-1; i++){
                                   connect(animationList[i], &QPropertyAnimation::finished, animationList[i+1], [=]{animationList[i+1]->start();});
                              }
                              

                              This will automatically start the next animation, once the previousone is finsihed. No need for extra QTimer management,

                              If you want instead to draw multiple lines simultaneously, I would suggest looking into QParallelAnimationGroup


                              Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                              Q: What's that?
                              A: It's blue light.
                              Q: What does it do?
                              A: It turns blue.

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                              • M Offline
                                M Offline
                                MadScientist92
                                wrote on last edited by
                                #16

                                I was attempting to draw equalizer for sound. Therefore, I needed to paint multiple 'states' of it. The problem was that only the last 'state' was drawn, and I wasn't getting a sequence of different animations.

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