I wrote a module to simulate physics of 2D elastic balls and the community helped me to improve it on this post.
Now I implemented a GUI using Tkinter to display the simulation in a window.
I'm a beginner in programming GUI and I don't know if my script can be more efficient and/or simpler.
Indeed, I'm not really satisfied by my display
function because it includes definitions of other functions dedicated to the buttons commands.
Moreover, when I push the start button twice, I also need to push the pause button twice to stop the simulation. I don't understand this behaviour !
Import modules
import Tkinter as tk
import solver
You'll find the solver module here. This isn't the object of this post. If you've comments or remarks about it, post them on this post I spoke above.
Surrounding functions
def _create_circle(self, x, y, r, **kwargs):
"""Create a circle
x the abscissa of centre
y the ordinate of centre
r the radius of circle
**kwargs optional arguments
return the drawing of a circle
"""
return self.create_oval(x-r, y-r, x+r, y+r, **kwargs)
tk.Canvas.create_circle = _create_circle
def _coords_circle(self, target, x, y, r, **kwargs):
"""Define a circle
target the circle object
x the abscissa of centre
y the ordinate of centre
r the radius of circle
**kwargs optional arguments
return the circle drawing with updated coordinates
"""
return self.coords(target, x-r, y-r, x+r, y+r, **kwargs)
tk.Canvas.coords_circle = _coords_circle
def create(balls, canvas):
"""Create a drawing item for each solver.Ball object
balls the list of solver.Ball objects
canvas the Tkinter.Canvas oject
return a dictionary with solver.Ball objects as keys and their circle drawings as items
"""
return {ball: canvas.create_circle(ball.position[0], ball.position[1], ball.radius, fill="white") for ball in balls}
def update(drawing, canvas, step, size):
"""Update the drawing items for a time step
drawing the dictionary of drawing items
canvas the Tkinter.Canvas oject
step the time step
size the medium size
"""
balls = drawing.keys()
solver.solve_step(balls, step, size)
for ball in balls:
canvas.coords_circle(drawing[ball], ball.position[0], ball.position[1], ball.radius)
canvas.update()
display
function
def display(balls, step, size):
"""Display the simulation
balls the list of solver.Ball objects
step the time step
size the medium size
"""
# Instanciate the window, canvas and circle objects
window = tk.Tk()
window.poll = True
canvas = tk.Canvas(window, width=size, height=size, bg="black")
canvas.pack()
canvas.focus_set()
drawing = create(balls, canvas)
# Define functions to launch and stop the simulation
def animate():
"""Animate the drawing items"""
if window.poll:
update(drawing, canvas, step, size)
window.after(0, animate)
else:
window.poll = True
def stop():
"""Stop the animation"""
window.poll = False
# Define the buttons used to launch and stop the simulation
start_button = tk.Button(window, text="Start", command=animate)
stop_button = tk.Button(window, text="Pause", command=stop)
start_button.pack()
stop_button.pack()
# GUI loop
window.mainloop()
Unit test of display
function
# Test this module
if __name__ == "__main__":
balls = [solver.Ball(20., 20., [40.,40.], [5.,5.]), solver.Ball(10., 10., [480.,480.], [-15.,-15.]), solver.Ball(15., 15., [30.,470.], [10.,-10.])]
size = 500.
step = 0.1
display(balls, step, size)
1 Answer 1
As I didn't get any answer, I propose the following improvements.
First I didn't change the functions create_circle
and coords_circle
.
I found a more satisfying solution for the display
function. Indeed, I create a class Display
and implement the former display
function in its __init__
method.
class Display:
"""Define the window used to display a simulation"""
def __init__(self, balls, step, size):
"""Initialize and launch the display"""
self.balls = balls
self.step = step
self.size = size
self.window = tk.Tk()
self.canvas = tk.Canvas(self.window, width=self.size, height=self.size, bg="black")
self.canvas.pack()
self.canvas.focus_set()
self.drawing = self.create()
self.started = False
start_button = tk.Button(self.window, text="Start", command=self.start)
stop_button = tk.Button(self.window, text="Pause", command=self.stop)
start_button.pack()
stop_button.pack()
self.window.mainloop()
In this way, I can define the animate
and stop
functions as methods of the class Display
rather than inside __init__
.
The objects balls
, step
, size
, window
, canvas
, drawing
, start_button
and stop_button
become attributes of the class Display. So I don't need to put them in arguments of create
and update
methods.
def create(self):
"""Create a drawing item for each solver.Ball object
return a dictionary with solver.Ball objects as keys and their circle drawings as items
"""
return {ball: self.canvas.create_circle(ball.position[0], ball.position[1], ball.radius, fill="white") for ball in self.balls}
def update(self):
"""Update the drawing items for a time step"""
solver.solve_step(self.balls, self.step, self.size)
for ball in self.balls:
self.canvas.coords_circle(self.drawing[ball], ball.position[0], ball.position[1], ball.radius)
self.canvas.update()
Moreover, the start button calls the start
method that calls the animate
method only if the value of started
is False
. Thus, we don't have the bad behaviour raised in the question (need to push the pause button twice after pushing the start button twice).
def start(self):
"""Start the animation"""
if not self.started:
self.started = True
self.animate()
def animate(self):
"""Animate the drawing items"""
if self.started:
self.update()
self.window.after(0, self.animate)
def stop(self):
"""Stop the animation"""
self.started = False
You'll find the complete code here.
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