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105 lines
3.4 KiB
105 lines
3.4 KiB
6 years ago
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# aniwave.tcl --
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#
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# This demonstration script illustrates how to adjust canvas item
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# coordinates in a way that does something fairly similar to waveform
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# display.
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if {![info exists widgetDemo]} {
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error "This script should be run from the \"widget\" demo."
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}
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package require Tk
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set w .aniwave
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catch {destroy $w}
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toplevel $w
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wm title $w "Animated Wave Demonstration"
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wm iconname $w "aniwave"
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positionWindow $w
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label $w.msg -font $font -wraplength 4i -justify left -text "This demonstration contains a canvas widget with a line item inside it. The animation routines work by adjusting the coordinates list of the line; a trace on a variable is used so updates to the variable result in a change of position of the line."
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pack $w.msg -side top
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## See Code / Dismiss buttons
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set btns [addSeeDismiss $w.buttons $w]
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pack $btns -side bottom -fill x
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# Create a canvas large enough to hold the wave. In fact, the wave
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# sticks off both sides of the canvas to prevent visual glitches.
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pack [canvas $w.c -width 300 -height 200 -background black] -padx 10 -pady 10 -expand yes
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# Ensure that this this is an array
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array set animationCallbacks {}
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# Creates a coordinates list of a wave. This code does a very sketchy
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# job and relies on Tk's line smoothing to make things look better.
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set waveCoords {}
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for {set x -10} {$x<=300} {incr x 5} {
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lappend waveCoords $x 100
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}
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lappend waveCoords $x 0 [incr x 5] 200
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# Create a smoothed line and arrange for its coordinates to be the
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# contents of the variable waveCoords.
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$w.c create line $waveCoords -tags wave -width 1 -fill green -smooth 1
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proc waveCoordsTracer {w args} {
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global waveCoords
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# Actual visual update will wait until we have finished
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# processing; Tk does that for us automatically.
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$w.c coords wave $waveCoords
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}
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trace add variable waveCoords write [list waveCoordsTracer $w]
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# Basic motion handler. Given what direction the wave is travelling
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# in, it advances the y coordinates in the coordinate-list one step in
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# that direction.
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proc basicMotion {} {
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global waveCoords direction
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set oc $waveCoords
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for {set i 1} {$i<[llength $oc]} {incr i 2} {
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if {$direction eq "left"} {
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lset waveCoords $i [lindex $oc \
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[expr {$i+2>[llength $oc] ? 1 : $i+2}]]
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} else {
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lset waveCoords $i \
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[lindex $oc [expr {$i-2<0 ? "end" : $i-2}]]
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}
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}
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}
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# Oscillation handler. This detects whether to reverse the direction
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# of the wave by checking to see if the peak of the wave has moved off
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# the screen (whose size we know already.)
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proc reverser {} {
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global waveCoords direction
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if {[lindex $waveCoords 1] < 10} {
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set direction "right"
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} elseif {[lindex $waveCoords end] < 10} {
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set direction "left"
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}
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}
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# Main animation "loop". This calls the two procedures that handle the
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# movement repeatedly by scheduling asynchronous calls back to itself
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# using the [after] command. This procedure is the fundamental basis
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# for all animated effect handling in Tk.
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proc move {} {
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basicMotion
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reverser
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# Theoretically 100 frames-per-second (==10ms between frames)
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global animationCallbacks
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set animationCallbacks(simpleWave) [after 10 move]
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}
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# Initialise our remaining animation variables
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set direction "left"
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set animateAfterCallback {}
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# Arrange for the animation loop to stop when the canvas is deleted
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bind $w.c <Destroy> {
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after cancel $animationCallbacks(simpleWave)
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unset animationCallbacks(simpleWave)
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}
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# Start the animation processing
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move
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