AnimationManager

Qualified name: algan.animation\_timeline.animation\_contexts.AnimationManager

class AnimationManager(scene=None)[source]

Bases: object

Per-Scene owner of the active animation-context stack.

Each Scene has one. It holds whichever AnimationContext is currently in effect, which is what decides how the next recorded animation is timed. The outermost context is a Seq with a one-second unit, which is why top-level statements in a script play one after another for a second each.

Parameters:

scene – The Scene that owns this manager. Defaults to None.

Methods

get_execution_count

Get the next recording sequence number, and advance the counter.

wait

Hold still in the current context, leaving a pause.

get_execution_count()[source]

Get the next recording sequence number, and advance the counter.

Recorded events carry this so replay can reproduce the order they were authored in, which is what makes overlapping edits resolve consistently.

Returns:

The count before incrementing.

Return type:

int

wait(t=None)[source]

Hold still in the current context, leaving a pause.

Animation

Recorded on the timeline: it consumes video time and nothing else.

Parameters:

t (float | None) – How long to wait, in seconds. Must be finite and zero or more. Defaults to None, meaning one animation’s runtime (1 second by default).

Returns:

This manager, so calls can be chained.

Return type:

AnimationManager