I'm trying to make a simultaneous drawing of plants, the plant is a class that contains the method get_circles()
, and also is_growing()
that returns the status of the plant. get_circles()
returns a generator object that draws some circle on each iteration. However, when drawing in another thread, Canvas flickers a lot, which is, of course, quite unpleasant.
import tkinter as tk
from tkinter import ttk
from PIL import Image, ImageDraw, ImageTk
import time
from threading import Thread, Event
from tools import Color, Circle, Vec2
from plant_generator import Plant
class StoppableThread(Thread):
def __init__(self):
super().__init__()
self._stop_event = Event()
def stop(self):
self._stop_event.set()
def stopped(self):
return self._stop_event.is_set()
class ThreadPainter(StoppableThread):
def __init__(self, canvas, image, draw, plant):
super().__init__()
self.canvas = canvas
self.image = image
self.draw = draw
self.plant = plant
self.delay = 0.3
def clear_canvas(self):
"""
Clear image with plant and update canvas
"""
self.image = Image.new("RGB",
(600, 600),
(255, 255, 255))
self.draw = ImageDraw.Draw(self.image)
self.update_canvas()
def update_canvas(self):
"""
Show image on canvas
"""
self.canvas.image = ImageTk.PhotoImage(self.image)
self.canvas.create_image(600 // 2, 600 // 2,
anchor=tk.CENTER, image=self.canvas.image)
def draw_circle(self, circle: Circle):
"""
Draw circle on image
Draw 3 circles, main, darker and lighter
for 3D effect
"""
width = 600
height = 600
x, y = circle.pos + Vec2(width // 2, height // 2)
if x < 0 or x > width or y < 0 or y > height:
return
r = abs(circle.radius) + 1
x0, y0 = x - r, y - r
x1, y1 = x + r, y + r
default_color = circle.color
dark_color = circle.color + Color(20, 20, 20)
light_color = circle.color - Color(20, 20, 20)
self.draw.ellipse((x0, y0, x1, y1),
fill=light_color.rgb)
self.draw.ellipse((x0 - 1, y0 - 1, x1 - 1, y1 - 1),
fill=default_color.rgb)
self.draw.ellipse((x0 + 1, y0 + 1, x1 + 1, y1 + 1),
fill=dark_color.rgb)
def run(self):
self.clear_canvas()
while self.plant.is_growing() and not self.stopped():
for circle in self.plant.get_circles():
self.draw_circle(circle)
time.sleep(self.delay)
self.update_canvas()
class DrawPlantFrame(ttk.Frame):
def __init__(self, container):
super().__init__(container)
self.canvas_width = 600
self.canvas_height = 600
self.canvas = tk.Canvas(self,
width=self.canvas_width,
height=self.canvas_height,
bg="white")
self.start_button = tk.Button(self,
text="Start", height=2,
command=self.start_drawing)
self.background = (250, 250, 250)
self.plant_image = Image.new("RGBA",
(self.canvas_width, self.canvas_height),
self.background)
self.plant_draw = ImageDraw.Draw(self.plant_image)
self.current_drawing = None
self.canvas.grid(row=0, column=0)
self.start_button.grid(row=1, column=0, sticky="ew")
def start_drawing(self):
if self.current_drawing:
self.current_drawing.stop()
self.current_drawing = ThreadPainter(self.canvas,
self.plant_image,
self.plant_draw,
Plant.random())
self.current_drawing.start()
class MainWindow(tk.Tk):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.setup_window()
self.setup_widgets()
def setup_window(self):
"""
Set title ans size of window
"""
self.title("Threading Drawing")
self.geometry("1280x800")
def setup_widgets(self):
"""
Setup frames with plants
"""
self.plant1 = DrawPlantFrame(self)
self.plant2 = DrawPlantFrame(self)
self.columnconfigure(0, weight=1)
self.columnconfigure(1, weight=1)
self.rowconfigure(0, weight=1)
self.plant1.grid(row=0, column=0, padx=10, pady=10)
self.plant2.grid(row=0, column=1, padx=10, pady=10)
if __name__ == "__main__":
app = MainWindow()
app.mainloop()
Before that, I used after()
to draw plants, but as soon as it became necessary to draw two at the same time, the program hung until one of the plants was drawn to the end. I did it as follows:
def start_drawing(self):
"""
Start drawing and generation of plant
1. Stop all previous drawing (if exist)
2. Get new plant
3. Start drawing and generating new plant
"""
try:
if self.current_drawing:
self.after_cancel(self.current_drawing)
self.clear_canvas()
self.progress_var.set(0)
plant = self.controller.user_frame.get_plant()
self.current_drawing = self.after(1, self.draw, plant)
except:
...
def draw(self, plant: Plant):
"""
Draw plant while it is growing
"""
for circle in plant.get_circles():
self.draw_circle(circle)
self.update_progress(plant.drawed / plant.total * 100)
self.update_canvas()
if plant.is_growing():
self.current_drawing = self.after(1, self.draw, plant)
else:
self.update_progress(100.0)
self.current_drawing = None
So after googling and refactoring the program using threading module, this of course solved the hang problem, but added annoying flickering
I also tried using Label instead of Canvas but that didn't do anything, nor did reconfiguring the image to Canvas (stackoverflow.com)
you should only draw from the main thread, and you need to update the image instead of creating a new one on each iteration How to update an image on a Canvas?
to call a function on the main thread simply use canvas.after
method only on the drawing method, therefore the following code
self.update_canvas()
becomes
self.canvas.after(0, self.update_canvas) # call on main thread now
and the next code
def update_canvas(self):
"""
Show image on canvas
"""
self.canvas.image = ImageTk.PhotoImage(self.image)
self.canvas.create_image(600 // 2, 600 // 2,
anchor=tk.CENTER, image=self.canvas.image)
becomes
def update_canvas(self):
"""
Show image on canvas
"""
self.canvas.image = ImageTk.PhotoImage(self.image)
if self.image_on_canvas is None:
self.image_on_canvas = self.canvas.create_image(600 // 2, 600 // 2,
anchor=tk.CENTER, image=self.canvas.image)
else:
self.canvas.itemconfig(self.image_on_canvas, image = self.canvas.image)
note you need self.image_on_canvas = None
in the __init__