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[Solved]Variable duration of animation

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  • R Offline
    R Offline
    riddle
    wrote on last edited by
    #1

    Hi,
    I'm just starting my journey with QML and already found something confusing. I want to have animation launched by clicking - it's easy, duration is 2s. Now I want to have possibility of reversing the animation (by clicking once again).

    It's quite simple to achieve, but it works a little bit different that I want it to.
    Code goes here:
    @
    import QtQuick 1.1

    Rectangle {
    width: 360
    height: 360

    property bool shown: true
    Rectangle {
    id: rect
    width: parent.width
    height: parent.height
    color: "red"

        /*Behavior on y {
                 NumberAnimation { duration: 2000 }
             }*/
    }
    
    states: [
    State {
            name: "show"
            when: shown == true
            PropertyChanges { target: rect; y: 0}
        },
    State {
            name: "hide"
            when: shown == false
            PropertyChanges { target: rect; y: rect.height }
        }
    
    ]
    transitions: [
        Transition {
            from: "*"
            to: "*"
            reversible: true
            PropertyAnimation {
                target: rect
                properties: "y"
                duration: 2000
            }
        }
    
    ]
    MouseArea {
        anchors.fill: parent
        onClicked: {
            shown = !shown
            print(shown)
        }
    }
    

    }

    @

    When I'm reversing the animation, duration is still 2s for this movement. As there is a less way to go, the animation is slower.
    "The solution" is to have dynamic duration based on Y.
    Duration is a property, y is a property, I cannot use Y in during calculation, because it does property binding(value of Y changes through time, any way of copying it?).
    Any idea how to deal with such problems?

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    0
    • D Offline
      D Offline
      DRAX
      wrote on last edited by
      #2

      Try putting this condition on duration (you can modify time to match desired, I just give as example 1000ms):
      duration: (shown ? 1000 : 2000)

      Also, small tip - you can put it this way:
      when: shown (instead: when: shown == true)

      and

      when: !shown (instead: when: shown == false)

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      • D Offline
        D Offline
        DRAX
        wrote on last edited by
        #3

        Here is another idea:
        You could define PropertyChange on PropertyAnimation to change duration depending on state.
        Example:

        @import QtQuick 1.1

        Rectangle {

        width: 360
        
        height: 360
        

        property bool shown: true

        Rectangle {
        
            id: rect
        
            width: parent.width
        
            height: parent.height
        
            color: "red"
        
        
        
            /*Behavior on y {
        
                     NumberAnimation { duration: 2000 }
        
                 }*/
        
        }
        
        
        
        states: [
        
        State {
        
                name: "show"
        
                when: shown == true
        
                PropertyChanges { target: rect; y: 0}
        
                PropertyChanges { target: animation; duration: 2000}
        
            },
        
        State {
        
                name: "hide"
        
                when: shown == false
        
                PropertyChanges { target: rect; y: rect.height }
        
                PropertyChanges { target: animation; duration: 1000}
        
            }
        
        
        
        ]
        
        transitions: [
        
            Transition {
        
                from: "*"
        
                to: "*"
        
                reversible: true
        
                PropertyAnimation {
        
                    id: animation
        
                    target: rect
        
                    properties: "y"
        
                    duration: 2000
        
                }
        
            }
        
        
        
        ]
        
        MouseArea {
        
            anchors.fill: parent
        
            onClicked: {
        
                shown = !shown
        
                print(shown)
        
            }
        
        }
        

        }@

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        • R Offline
          R Offline
          riddle
          wrote on last edited by
          #4

          You misunderstood me. Maybe I wrote it unclearly.

          duration: (shown ? 1000 : 2000) does not solve anything.
          The issue is that when you click once (animation starts now), and you click once again. Then the movement is short, but the duration is still 2000s. No matter how long the distance is.
          Please run and check how it works..

          Simply, I want to have constant speed no matter how many pixels are left to finish the animation.

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          • sierdzioS Offline
            sierdzioS Offline
            sierdzio
            Moderators
            wrote on last edited by
            #5

            [quote author="riddle" date="1355145150"]Simply, I want to have constant speed no matter how many pixels are left to finish the animation.
            [/quote]

            Use physics, then. time = distance/velocity. In your case, y should point to the current value when you invoke it in duration. Or you can temporarily stop the animation, get y and then use it to calculate duration.

            (Z(:^

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            • R Offline
              R Offline
              riddle
              wrote on last edited by
              #6

              bq. Use physics

              Sure, but I have problem with using property y in binding calulcations. I get binding loop.

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              • D Offline
                D Offline
                DRAX
                wrote on last edited by
                #7

                I agree with sierdzio, you must use Y then.
                No need for bounding.
                You can do it on this way:

                1. when you click on button, grab current position (A) and position where it should go (B)
                2. subtract those two and take absolute value (abs(A-B))
                  And you are ready to go.
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                • R Offline
                  R Offline
                  riddle
                  wrote on last edited by
                  #8

                  Maths says
                  When going from show to hide:
                  @duration: (rect.height-rect.y)/rect.height2000@
                  and when going from hide to show:
                  @duration: rect.y/rect.height
                  2000@

                  But it doesn't work... we have QML PropertyAnimation: Binding loop detected for property "duration".
                  What's going on?

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                  • D Offline
                    D Offline
                    DRAX
                    wrote on last edited by
                    #9

                    Well, problem is that you are using binding.
                    Don't use it!
                    As I said above, when you click on button (rectangle) set formula (calculate, not bind).

                    Like this:
                    @
                    MouseArea {
                    anchors.fill: parent

                        onClicked: {
                            shown = !shown
                            print(shown)
                            animation.duration = (shown ? rect.y/rect.height*2000 : (rect.height-rect.y)/rect.height*2000)
                        }
                    }
                    

                    @

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                    • R Offline
                      R Offline
                      riddle
                      wrote on last edited by
                      #10

                      So there is no declarative way to do so?
                      Maybe it's a good idea to add constVelocity boolean property to animations. It could ensure that when transition is reversible, no matter when you reverse the animation, it will play with constant speed.

                      Oh, and one more thing. Could someone explain me why it does not work with properties (duration: (rect.height-rect.y)/rect.height*2000) ?

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                      • D Offline
                        D Offline
                        DRAX
                        wrote on last edited by
                        #11

                        In declarative way, it is not possible, only via JavaScript.

                        Duration cannot be bound to Y since it is one which changes Y.
                        Code that you posted should work like this:

                        1. animation started and changes Y
                        2. animation duration depends on Y so it updates
                        3. animation instance either resets or creates another one which changes Y (and from here you can see the loop)

                        In other words:
                        -change Y (animate)
                        -Y is changed, update duration (bound to Y)
                        -duration is changed, change Y (animate)
                        -Y is changed, update duration
                        -duration is changed, change Y
                        -Y is changed, update duration
                        -duration is changed, change Y
                        -Y is changed, update duration
                        ...

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                        • R Offline
                          R Offline
                          riddle
                          wrote on last edited by
                          #12

                          Thank you for explanation.

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                          • D Offline
                            D Offline
                            DRAX
                            wrote on last edited by
                            #13

                            Anytime :)

                            1 Reply Last reply
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