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