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Refactored run_time
validation for Animation
and Scene.wait()
#3982
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JasonGrace2282
approved these changes
Oct 28, 2024
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Did some brief testing and it seems to work - thanks!
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I made a new function
validate_run_time()
to refactor a validation already done somewhere else: it takes arun_time
and raises aValueError
if it is<= 0
, or a warning if it's too short for the current frame rate. Then, I called it onAnimation.begin()
,Wait.begin()
andAnimationGroup.begin()
, as well as inScene.wait()
,Scene.pause()
andScene.wait_until()
, for reasons I'll explain later.Previously, this was strangely done inside the
Scene.get_run_time()
which is called byScene.play_internal()
. The merged PR #3491 did arun_time
check insideAnimation.begin()
, but, for some reason, this was removed later.As for
Scene.wait()
: currently, in themain
branch,Scene.wait()
plays aWait
animation. Right now, it doesn't seem necessary to add this validation here, becauseWait.begin()
would already take care of that. However, in theexperimental
branch,Scene.wait()
does something different. Therefore, it is also necessary to validate the waitduration
there. The plan is to port this PR intoexperimental
.Reviewer Checklist