Responsive Status Bar & bind <Configure> problem - python

I am new to Tkinter and I am experimenting, trying to build a little library of helper classes.
I am presently trying to create a status bar class, based upon a Label widget. I want to be able to make the width of the label adjust. I am actually using customtkinter, but I believe that the challenge is essentially the same as with tkinter.
To achieve the resizing I added a method to my CBtkStatusBar class, which determines the width of the window, in which the status bar is placed, and performs the resize. I am also binding a function to perform the resize of the status bar, when the window is resized. My classes for creating my app and frames also have published methods, which act as relays to the status bar's resize method.
The problem I am having, is that the status bar resize function, only seems to fire, upon initial launch of the application. When I subsequently widen the window, the function is not firing. I have a print statement in my status bar methods which also shows when the function is activated:
def auto_size_status_bar(self):
print('Resizing....')
self._master.update_idletasks()
self._app_width = self._master.winfo_width()
self._status_bar.configure(width=self._app_width))
My man-in-the-middle methods look like this:
def resize_status_bar(self):
if self._status_bar:
self._status_bar.auto_size_status_bar()
else:
print(f'WARNING: Attempt to resize nonexistent status bar on window "{self._window_name}"')
raise cbtkx.NoStatusBar
The above is from my class which creates a frame and includes my status bar widget. I then bind the method:
my_app.bind("<Configure>", my_app.resize_status_bar()) # Root
launch_top.bind("<Configure>", launch_top.resize_status_bar()) # frame
In more complete context:
if __name__ == "__main__":
my_app = CBTkApp(app_name='CTKComponent Test', appearance_mode='Dark')
my_app.frm_right = ctk.CTkFrame(master=my_app, borderwidth=0, corner_radius=0)
my_app.frm_right.grid(row=0, column=1, sticky="nsew", padx=0, pady=0)
my_app.frm_left = ctk.CTkFrame(master=my_app, borderwidth=0, width=700)
my_app.frm_left.grid(row=0, column=0, sticky="nsew", padx=5, pady=5)
btn_save = ctk.CTkButton(master=my_app.frm_right,
text="Save",
border_width=2,
fg_color=None,
command=my_app.on_closing)
btn_save.grid(row=2, column=0, pady=10, padx=(10, 10), sticky="ew")
btn_cancel = ctk.CTkButton(master=my_app.frm_right,
text="Cancel",
border_width=2,
fg_color=None,
command=my_app.on_closing)
btn_cancel.grid(row=5, column=0, pady=(10, 10), padx=(10, 10), sticky="ew")
cancel_tooltip = CBtkToolTip(btn_cancel, 'Press to quit')
my_app.set_status('Config loaded...')
launch_top = CBTkToplevel(master=my_app, window_name='Launched Window!', status_bar=True)
launch_top.frm_right = ctk.CTkFrame(master=launch_top, borderwidth=0, corner_radius=0)
launch_top.frm_right.grid(row=0, column=1, sticky="nsew", padx=0, pady=0)
launch_top.frm_left = ctk.CTkFrame(master=launch_top, borderwidth=0, width=700)
launch_top.frm_left.grid(row=0, column=0, sticky="nsew", padx=5, pady=5)
my_app.bind("<Configure>", my_app.resize_status_bar())
launch_top.bind("<Configure>", launch_top.resize_status_bar())
my_app.mainloop()
The label class looks like this:
class CBtkStatusBar():
def __init__(self, master, fg_color: tuple = ("gray82", "gray23")):
self._master = master
self._master.update_idletasks()
self._app_width = self._master.winfo_width()
self._appearance_mode = ctk.get_appearance_mode()
self._int_mode = self._str_mode_to_int()
self._bg_color = self._get_color_from_name('text')
self._default_fg_color = fg_color
self._status_bar = ctk.CTkLabel(master, relief=tk.SUNKEN, text='', anchor='w', width=self._app_width,
fg_color=self._default_fg_color)
self._status_bar.grid(row=99, column=0, padx=0, pady=0, columnspan=4, sticky='w')
def auto_size_status_bar(self):
print('Resizing....')
self._master.update_idletasks()
self._app_width = self._master.winfo_width()
self._status_bar.configure(width=self._app_width)
self._master.update_idletasks()
def set_status_text(self, status_text: str, fg_color: tuple = ("gray82", "gray23")):
self._status_bar.configure(text=' ' + status_text)
def set_text_color(self, text_color):
self._status_bar.configure(text_color=text_color)
def _str_mode_to_int(self):
if self._appearance_mode == "Light":
return 0
return 1
def set_fg_color(self, fg_color):
self._status_bar.configure(fg_color=fg_color)
def _get_color_from_name(self, name: str):
return ThemeManager.theme["color"][name][self._int_mode]
#staticmethod
def _get_property_by_name(prop_name: str):
return ThemeManager.theme[prop_name]
and the calling classes include the following __init_snippet:
if status_bar:
self._status_bar = CBtkStatusBar(master=self)
self._status_bar.set_status_text('Launched!')
Apologies if I have over doe it with the code snippets.
Any idea why this only workds on initial application load?
Thanks.

I solved it. I was missing the event parameter in my method signatures!
def resize_status_bar(self, event):
if self._status_bar:
self._status_bar.auto_size_status_bar(event)
else:
print(f'WARNING: Attempt to resize nonexistent status bar on window "{self._window_name}"')
raise cbtkx.NoStatusBar
I then had to change the binds to reference the methods like so:
my_app.bind("<Configure>", my_app.resize_status_bar)
launch_top.bind("<Configure>", launch_top.resize_status_bar)
That's is to say, I removed the parentheses.

Related

Adding buttons in TkInter on pressing button

I am having button and on pressing it I want to create new Button and new Label.
Label must have random color and must change it on pressing this button to another random color.
My code even can not add buttons correctly, there is problems with placing new(sizes are strange).
How can I improve this? And how can I later create func for new buttons which will change their label's colours, cause I dont have label's names.
import random
from tkinter import *
def color(*args):
pass
def dump( *args):
global count
Butt = Button(root, text="color ", command=color)
Butt.config(width=int(root.winfo_width() / 10), height=int(root.winfo_height() / 10))
Butt.grid(row=0, column=count)
Txt = Label(root, text="Color", bg="#" + ("%06x" % random.randint(0, 16777215)))
Txt.config(width=int(root.winfo_width() / 10), height=int(root.winfo_height() / 10))
Txt.grid(row=1, column=count)
count+=1
root.mainloop()
count=2
TKroot = Tk()
TKroot.title("Hello")
root = Frame(TKroot)
root.place(relx=0, rely=0, relheight=1, relwidth=1)
root.columnconfigure(0, weight=10)
root.columnconfigure(1, weight=10)
root.rowconfigure(0, weight=10)
root.rowconfigure(1, weight=10)
Butt = Button(root, text="Butt ON")
Butt.bind('<Button-1>', dump)
Butt.config(width=int(root.winfo_width() / 10), height=int(root.winfo_height() / 10))
Butt.grid(row=0, column=0)
Exit = Button(root, text="Quit!", command=root.quit)
Exit.config(width=int(root.winfo_width() / 10), height=int(root.winfo_height() / 10))
Exit.grid(row=0, column=1)
Txt = Label(root, text="This is a label", bg="PeachPuff")
Txt.grid(row=1, column=1, columnspan=1)
TKroot.mainloop()
print("Done")
I see a few issues with your code.
1st is you are using place for your frame.
This is going to cause issues when adding new buttons as it will not allow the window to resize correctly with the new layout.
2nd is how you are writing your code. You name your frame root and use the quit method on the frame and not on your actually root window. The way you are writing things makes it harder to follow so consider following PEP8 guidelines when writing your code.
3rd you are trying to apply mainloop to your frame in the dump function. You only ever need 1 instance of mainloop and this applies to the actual root window (Tk()).
To address your question on how to change the label color later on I would use a list to store your buttons and labels. This way we can reference their index values and apply your random color code to the labels on button click.
I have re-written most of your code to follow PEP8 and done some general clean up.
Let me know if you have any questions.
import tkinter as tk
import random
def color(ndex):
button_label_list[ndex][1].config(bg="#%06x" % random.randint(0, 16777215))
def dump():
global count, button_label_list
button_label_list.append([tk.Button(frame, text="color", command=lambda x=count: color(x)),
tk.Label(frame, text="Color", bg="#" + ("%06x" % random.randint(0, 16777215)))])
button_label_list[-1][0].grid(row=0, column=count, sticky='nsew')
button_label_list[-1][1].grid(row=1, column=count, sticky='nsew')
frame.columnconfigure(count, weight=1)
count += 1
root = tk.Tk()
count = 0
button_label_list = []
root.title("Hello")
root.rowconfigure(1, weight=1)
root.columnconfigure(2, weight=1)
frame = tk.Frame(root)
frame.rowconfigure(1, weight=1)
frame.grid(row=0, column=2, sticky='nsew', rowspan=2)
tk.Button(root, text="butt ON", command=dump).grid(row=0, column=0, sticky='nsew')
tk.Button(root, text="Quit!", command=root.quit).grid(row=0, column=1, sticky='nsew')
tk.Label(root, text="This is a label", bg="PeachPuff").grid(row=1, column=1, columnspan=1, sticky='nsew')
root.mainloop()
Results:
A window that can add new buttons and be able to change colors on each label. The main 2 buttons the window starts with are static in that they cannot be pushed out of the window like in you code example and will remain on the left anchored in place.
below an object oriented version.
Every time you press on Color button, you create a new label and a new button
and put label reference in a dictionary.
The color of the label is randomly generate.
After creation if we click on a new button we change the relative label color.
The coolest part of the script is:
command=lambda which=self.count: self.change_color(which)
lambda funcion it's used to keep a reference to the button and label just
create when we call the change_color function.
import tkinter as tk
import random
class App(tk.Frame):
def __init__(self,):
super().__init__()
self.master.title("Hello World")
self.count = 0
self.labels = {}
self.init_ui()
def init_ui(self):
self.f = tk.Frame()
w = tk.Frame()
tk.Button(w, text="Color", command=self.callback).pack()
tk.Button(w, text="Close", command=self.on_close).pack()
w.pack(side=tk.RIGHT, fill=tk.BOTH, expand=0)
self.f.pack(side=tk.LEFT, fill=tk.BOTH, expand=0)
def callback(self):
text_label = "I'm the {} label".format(self.count)
text_button = "I'm the {} button".format(self.count)
color = "#" + ("%06x" % random.randint(0, 16777215))
obj = tk.Label(self.f, text=text_label, bg=color)
obj.pack()
self.labels[self.count]=obj
tk.Button(self.f,
text=text_button,
command=lambda which=self.count: self.change_color(which)).pack()
self.count +=1
def change_color(self,which):
color = "#" + ("%06x" % random.randint(0, 16777215))
self.labels[which].config(bg=color)
def on_close(self):
self.master.destroy()
if __name__ == '__main__':
app = App()
app.mainloop()

Tkinter PopUp window not taking the textvariable values from Entry and Combobox

I used Tkinter in Python3 to create a GUI and one of the functions is a pop up window after a button click. This is how my popup window looks like this. The pop up window will take the user inputs and update a variable from the class object (self). Everything works fine except the part in the function UpdateValues() as shown in the code below.
After inputting and updating the Frequency (variable freq in the code) and Iterations (variable loop in code) values in the popup window, they fail to print on the terminal and give a blank screen. Thus the self.freq and self.loop are unable to get updated.
I'm a newbie to python-classes and tkinter and have been struggling with this problem for a while now. Any help will be much appreciated. Thank you!
CODE:
'''Class and other attributes here'''
# Blinking light ssh command
self.freq = "500"
self.loop = "10"
def RunCode():
cmd = "sshpass -p \"raspberry\" ssh -to StrictHostKeyChecking=no pi#pi ./led "+self.freq+" "+self.loop
os.system(cmd)
def PopUpBox1():
popup = tk.Tk()
popup.title("Edit Parameters")
w = 325
h = 75
x = (ws/2) - w/2
y = (hs/2) - h/2
popup.geometry('%dx%d+%d+%d' % (w,h,x,y))
popup.resizable(False,False)
# Adding widgets to PopUpBox
# Modified Button Click Function for Update
def UpdateValues():
update.configure(text='Updated')
print(freq.get())
print(loop.get())
self.freq = str(freq.get())
self.loop = str(loop.get())
popup.destroy()
# Frequency and Iterations label
ttk.Label(popup, text="Frequency:",font='200').grid(column=0, row=0, padx=4, pady=4, sticky='w')
ttk.Label(popup, text="Iterations:",font='200').grid(column=1, row=0, padx=4, pady=4, sticky='w')
# Adding a Textbox Entry widget for frequency values
freq = tk.StringVar()
name_entered = tk.Entry(popup, width=12, textvariable=freq)
name_entered.grid(column=0, row=1, padx=4, pady=4)
# Adding a Combobox for iteration values
loop = tk.StringVar()
number_chosen = ttk.Combobox(popup, width=12, textvariable=loop)
number_chosen['values'] = (1, 2, 4, 42, 100)
number_chosen.grid(column=1, row=1, padx=4, pady=4)
number_chosen.current(0)
# Adding a Button for Updation
update = ttk.Button(popup, text="Update", command = UpdateValues)
update.grid(column=2, row=1, padx=4, pady=4)
# Place cursor into name Entry
name_entered.focus()

Making a class remove itself

I am making a program using Tkinter that will create a list of events. I used a class to make an event. If I click the Add Event button (second script shown), it creates a new instance of the class, lengthening the list. However, I also want to be able to remove events from the list. I am trying to attach a remove button to each class that, when clicked, will delete the class. This is my code from the class script (classes.py):
from Tkinter import *
class agendaEvent:
def __init__(self, master):
self.frame = Frame(master, padx=10, pady=10)
self.frame.pack(side=TOP)
self.name = Entry(self.frame)
self.name.grid(row=1, column=0)
self.time = Entry(self.frame, width=10)
self.time.grid(row=1, column=1, padx=5)
self.label1 = Label(self.frame, text="Event Name")
self.label1.grid(row=0, column=0)
self.label2 = Label(self.frame, text="Minutes")
self.label2.grid(row=0, column=1)
self.remove = Button(self.frame, text="Remove", command=agendaEvent.remove)
self.remove.grid(row=1, column=3)
def remove(agendaEvent):
del agendaEvent
When I press the remove button, I get the error
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Python27\lib\lib-tk\Tkinter.py", line 1532, in __call__
return self.func(*args)
TypeError: unbound method remove() must be called with agendaEvent instance as first argument (got nothing instead)
How can I call the instance of agendaEvent? Or is there a better way of going about this? This is the code for the main script (main.py):
from Tkinter import *
import classes
def addEvent():
classes.agendaEvent(root)
root = Tk()
addEventButton = Button(root, text="Add Event", command=addEvent)
addEventButton.pack(side=BOTTOM)
root.mainloop()
You can remove labels and other widgets (not sure all) with .destroy(). If you store the instances of the class in some way you can forget or destroy them, but if the instance is just an instance then I don't see your problem (read, I can't help you). If you want to learn how to build GUIs with Tkinter you should check out sentdex's videos on the subject on youtube.
This is how I make tkinter widgets with buttons like I think you are trying to do:
I make a counter variable that counts how many objects my list contains.
I make a button that point to a method or a function that makes a label that contains the info I want it to contain, e.g. .get()
something from an entry box.
The function then adds one entry to the counter variable.
Then I make a button that points to a method or function that destroys the last label, I use the counter variable as index to know
what label to destroy.
I then subtract one from the counter variable
I use a dictionary to keep my labels and other widgets in order, e.g. by using a counter variable as key.
Example:
from tkinter import *
class MyEvent("something tkinter"):
def __init__(self, parent):
"here you need some tkinter code to make a frame or something to put your widgets in"
self.mycounter = 0
self.myEventLabel = {}
addButton = Button(parent, text="add event", command=addEvent).pack()
destroyButton = Button(parent, text="remove last event", command=removeEvent).pack()
def addEvent(self):
self.myEventLabel[self.mycounter] = Label("Here goes the options you want)
self.mycounter+=1
def removeEvent(self):
self.mycounter-=1
self.myEventLabel[self.mycounter].destroy()
Hope this helped, if I missed the point, then in my defense I'm not a programmer, just someone who needs to use programming as a means to an end. Again, Sentdex's videos covers alot of tkinter, check them out.
You have to save the class instance to remove it. Below, addEvent() has been changed to catch the return from calling the class, and that instance is attached to the button so the button knows which instance to destroy. This would better if all of the code was wrapped in classes but I am following the code you posted above which is likely just a simple example.
from Tkinter import *
from functools import partial
class agendaEvent:
def __init__(self, master):
self.frame = Frame(master, padx=10, pady=10)
self.frame.grid()
self.name = Entry(self.frame)
self.name.grid(row=1, column=0)
self.time = Entry(self.frame, width=10)
self.time.grid(row=1, column=1, padx=5)
self.label1 = Label(self.frame, text="Event Name")
self.label1.grid(row=0, column=0)
self.label2 = Label(self.frame, text="Minutes")
self.label2.grid(row=0, column=1)
def addEvent(master):
this_instance=agendaEvent(master)
## add the button to the frame created by this function call
## and not to the root, so it also is destroyed
rem = Button(this_instance.frame, text="Remove", bg="lightblue",
command=partial(remove_class, this_instance))
rem.grid(row=6, column=0)
def remove_class(instance):
## destroys the frame created by the instance
## i.e. self.frame in agendaEvent
instance.frame.destroy()
instance="" ## reassigns "instance" so the class is garbage collected
root = Tk()
addEventButton = Button(root, text="Add Event", command=partial(addEvent, root))
addEventButton.grid(row=5, column=0)
Button(root, text="Exit", bg="orange", command=root.quit).grid(row=99, column=0)
root.mainloop()
Changing your class as shown below will fix the error you're currently getting. It's caused by the fact that the handler specified with a command keyword argument passed to the Button constructor is always called without any arguments. Fixing that with a lambda function then exposes another problem, which is that you've named both the Button instance and the method you want to associated it with the same thing – remove – so I renamed it to remove_button.
from Tkinter import *
class agendaEvent:
def __init__(self, master):
self.frame = Frame(master, padx=10, pady=10)
self.frame.pack(side=TOP)
self.name = Entry(self.frame)
self.name.grid(row=1, column=0)
self.time = Entry(self.frame, width=10)
self.time.grid(row=1, column=1, padx=5)
self.label1 = Label(self.frame, text="Event Name")
self.label1.grid(row=0, column=0)
self.label2 = Label(self.frame, text="Minutes")
self.label2.grid(row=0, column=1)
self.remove_button = Button(self.frame, text="Remove",
command=lambda: self.remove())
self.remove_button.grid(row=1, column=3)
def remove(self): # by convention the first argument to a class
del self # method is usually named "self"

Tkinter. Press Enter in Entry box. Append to Text box. How?

I am making a chat program and decided to use Tkinter for the interface.
What I wanna do is a breeze in C# but Tkinter is new to me.
Basically I have a form with a Entry control and a Text control.
I want to know how to append text from the Entry control to the Text control after the user presses Enter.
Here's my code so far:
from tkinter import *
class Application:
def hello(self):
msg = tkinter.messagebox.askquestion('title','question')
def __init__(self, form):
form.resizable(0,0)
form.minsize(200, 200)
form.title('Top Level')
# Global Padding pady and padx
pad_x = 5
pad_y = 5
# create a toplevel menu
menubar = Menu(form)
#command= parameter missing.
menubar.add_command(label="Menu1")
#command= parameter missing.
menubar.add_command(label="Menu2")
#command= parameter missing.
menubar.add_command(label="Menu3")
# display the menu
form.config(menu=menubar)
# Create controls
label1 = Label(form, text="Label1")
textbox1 = Entry(form)
#command= parameter missing.
button1 = Button(form, text='Button1')
scrollbar1 = Scrollbar(form)
textarea1 = Text(form, width=20, height=10)
textarea1.config(yscrollcommand=scrollbar1.set)
scrollbar1.config(command=textarea1.yview)
textarea1.grid(row=0, column=1, padx=pad_x, pady=pad_y, sticky=W)
scrollbar1.grid(row=0, column=2, padx=pad_x, pady=pad_y, sticky=W)
textbox1.grid(row=1, column=1, padx=pad_x, pady=pad_y, sticky=W)
button1.grid(row=1, column=2, padx=pad_x, pady=pad_y, sticky=W)
form.mainloop()
root = Tk()
Application(root)
So you're using a tkinter.Text box, which supports the .insert method. Let's use it!
def __init__(self,form):
# Lots of your code is duplicated here, so I'm just highlighting the main parts
button1 = Button(form, text='Button1', command = self.addchat)
self.textbox = textbox1 # to make it accessible outside your __init__
self.textarea = textarea1 # see above
form.bind("<Return>", lambda x: self.addchat())
# this is the magic that makes your enter key do something
def addchat(self):
txt = self.textbox.get()
# gets everything in your textbox
self.textarea.insert(END,"\n"+txt)
# tosses txt into textarea on a new line after the end
self.textbox.delete(0,END) # deletes your textbox text

Python TKinter dropdown menu issue

In the below code I am having trouble with the line self.dmenu1.bind("<Button-1>", self.branches), and I'd be really grateful if someone can please set me in the right direction.
I'm expecting to select the an option in the dropdown menu and it changes the sorting inside the Listbox below it.
However what is actually happening, is that after I make my selection, then I have to click the drop down box one more time before the sorting takes effect.
This is not how users would expect the dropdown menu to work. I've posted the full code, as you can see I'm new to it all, but it's a nice challenge to learn :)
Thanks in advance for your help.
Regards,
from tkinter import *
ALL = N+S+W+E
users = ['Fred Asus','Tom Yahoo','Jessy Samsung','Jermain Sony','Nikki Nikon',
'Ian IBM','Elena Google','Rob Braun','Tammy Tonika','James Intel',
'Murphy Richards','Daniel Denon']
branchlst = {138:'Driving - St Albans', 170:'Brighton', 271:'Driving - Birmingham',
330:'Leeds', 680:'Edinburgh'}
class Application(Frame):
def __init__(self, master=None):
#initiate the primary window.
Frame.__init__(self, master)
self.master.rowconfigure(0, weight=1)
self.master.columnconfigure(0, weight=1)
self.rowconfigure(0, weight=0)
self.rowconfigure(1, weight=0)
self.rowconfigure(2, weight=3)
self.columnconfigure(0, weight=0)
self.columnconfigure(1, weight=1)
self.columnconfigure(2, weight=1)
self.grid(sticky=ALL)
self.frameset()
def frameset(self):
#define and setup frames with columns and rows for widgets
#Colours added to framesets to help designing layout. delete them
self.Frame1 = Frame(self) # D
self.Frame2 = Frame(self, bg='blue') # E
self.Frame3 = Frame(self) # L
self.Frame4 = Frame(self, bg='blue') # E
self.Frame5 = Frame(self) # T
self.Frame6 = Frame(self) # E colours
self.Frame1.rowconfigure(0,weight=0)
self.Frame2.rowconfigure(0,weight=0)
self.Frame3.rowconfigure(0,weight=1)
self.Frame4.rowconfigure(0,weight=1)
self.Frame5.rowconfigure(0,weight=1)
self.Frame6.rowconfigure(0,weight=1)
self.Frame1.columnconfigure(0,weight=0)
self.Frame2.columnconfigure(0,weight=0)
self.Frame3.columnconfigure(0,weight=1)
self.Frame4.columnconfigure(0,weight=1)
self.Frame5.columnconfigure(0,weight=1)
self.Frame6.columnconfigure(0,weight=1)
self.Frame1.grid(row=0, column=0, rowspan=1, columnspan=1, sticky=ALL)
self.Frame2.grid(row=0, column=1, columnspan=2, sticky=ALL)
self.Frame3.grid(row=1, column=0, rowspan=2, sticky=ALL)
self.Frame4.grid(row=1, column=1, columnspan=2, sticky=ALL)
self.Frame5.grid(row=2, column=1, rowspan=1, columnspan=1, sticky=ALL)
self.Frame6.grid(row=2, column=2, sticky=ALL)
label4a = Label(self.Frame4, text='table1', bg='orange')
label4b = Label(self.Frame4, text='table2', bg='yellow')
label4a.pack(side=LEFT)
label4b.pack(side=RIGHT)
self.objects()
def objects(self):
var = StringVar()
var.set('Name')
self.dmenu1 = OptionMenu(self.Frame1, var,'Costcode','Name')
self.dmenu1.pack(side=TOP, fill=BOTH)
self.dmenu1.bind("<Button-1>", self.branches)
self.f3ListBox = Listbox(self.Frame3, selectmode='single')
#self.branches()
self.f3ListBox.grid(sticky=ALL)
self.f3ListBox.bind("<Button-3>", self.f1handler1)
f5ListBox = Listbox(self.Frame5, selectmode='single')
n = 0
for item in users:
f5ListBox.insert(n,item)
n += 1
f5ListBox.grid(sticky=ALL)
f6ListBox = Listbox(self.Frame6, selectmode='single')
f6ListBox.insert(1,'S123456') # DELETE
f6ListBox.insert(2,'S313414') # DELETE
f6ListBox.insert(3,'S573343') # DELETE
f6ListBox.grid(sticky=ALL)
def f1handler1(self, event):
"""Creates a popup menu for the alternative mouse button.
Edit this to add more options to that popup"""
select = lambda: self.f3ListBox.delete(ACTIVE)
popup = Menu(self, tearoff=0)
popup.add_command(label='Quit',command=self.quit)
popup.add_command(label='delete',command=select) #add more of these for more options
try:
popup.post(event.x_root, event.y_root)
except:
pass
def branches(self, event):
self.f3ListBox.delete(0,END)
n = 0
if self.dmenu1.cget('text') == 'Costcode':
cc = sorted(list(branchlst.keys()))
for item in cc:
self.f3ListBox.insert(n,str(item)+' '+branchlst[item])
n += 1
elif self.dmenu1.cget('text') == 'Name':
bb = sorted(list(branchlst.values()))
for item in bb:
for name,val in branchlst.items():
if item == val:
self.f3ListBox.insert(n,item+' '+str(name))
root = Tk()
app = Application(master=root)
app.mainloop()
I prefer the route of understanding the problem and solving it, so let us go through it. In your code you have self.dmenu1.bind("<Button-1>", self.branches).
Did you ask yourself when is this event actually fired ? It is fired when you click on the OptionMenu. This means that the current option will be the one used. So, suppose option "a" was active and you changed to option "b". This selection change doesn't fire a Button-1 event, but when you click on your OptionMenu again it will fire and then the widget will have "b" as the current option.
What you actually in your code is:
self.dmenu1 = OptionMenu(self.Frame1, var,'Costcode','Name',
command=self.branches)
and the earlier mentioned binding can be safely eliminated. The just added command option will call a certain function whenever a selection is made on your OptionMenu. Besides this change, you probably also want to populate the listbox bellow it when the program starts. For that, call self.branches(None) after you have defined self.f3ListBox.
The StringVar class has a trace method, which allows you to attach a callback function to it. The function will be called when the variable changes value.
In your code, add this line just below the var.set('Name') line in the objects method.
var.trace('w', self.branches)
This will cause self.branches to be called whenever var changes. It will be called with three arguments, so you'll need to change branches' definition to:
def branches(self, name, index, mode):
You should also delete the self.dmenu1.bind("<Button-1>", self.branches) line, as it is now redundant.

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