How do I prevent prevent multiple instances of the same window opening? - python

I'm currently using tkinter to create a GUI for my program. If I open the golf quiz window and open the help window, then close the golf quiz window and re-open it, I am able to click the help window button and open another instance of the help button. How do I set the Help button to be disabled while the Help window is open?
from tkinter import *
from functools import partial
class Welcome_Screen:
def __init__(self, parent):
self.welcome_screen_frame = Frame(width=200, height=200, pady=10)
self.welcome_screen_frame.grid()
self.quiz_welcome_screen_label = Label(self.welcome_screen_frame, text = "quiz game", font="Arial 20 bold", padx=10)
self.quiz_welcome_screen_label.grid(row=0)
self.welcome_screen_buttons_frame = Frame(self.welcome_screen_frame)
self.welcome_screen_buttons_frame.grid(row=2)
self.golf_quiz_welcome_screen_button = Button(self.welcome_screen_buttons_frame, text="Golf Quiz", font="Arial 10 bold", command=self.golf_quiz_game, padx=10, pady=10)
self.golf_quiz_welcome_screen_button.grid(row=2, column=0, padx=5)
def golf_quiz_game(self):
get_golf_quiz_game = golf_quiz_game(self)
class golf_quiz_game:
def __init__(self, partner):
partner.golf_quiz_welcome_screen_button.config(DISABLED)
self.golf_quiz_box = Toplevel()
self.golf_quiz_box.protocol('WM_DELETE_WINDOW', partial(self.close_golf_quiz_game, partner))
self.golf_quiz_frame = Frame(self.golf_quiz_box)
self.golf_quiz_frame.grid()
self.golf_quiz_heading = Label(self.golf_quiz_frame, text="Golf Quiz game",
font="arial 18 bold", padx=10, pady=10)
self.golf_quiz_heading.grid(row=0)
self.golf_quiz_history_help_dismiss_buttons_frame = Frame(self.golf_quiz_frame)
self.golf_quiz_history_help_dismiss_buttons_frame.grid(row=6, pady=10)
self.help_button = Button(self.golf_quiz_history_help_dismiss_buttons_frame, text="Help", font="Arial 10 bold",command=self.Help, padx=10, pady=10)
self.help_button.grid(row=6, column=1, padx=5)
def close_golf_quiz_game(self, partner):
partner.golf_quiz_welcome_screen_button.config(state=NORMAL)
self.golf_quiz_box.destroy()
def Help(self):
get_help = Help(self)
class Help:
def __init__(self, partner):
partner.help_button.config(state=DISABLED)
self.help_box = Toplevel()
self.help_box.protocol('WM_DELETE_WINDOW', partial(self.close_Help, partner))
self.help_frame = Frame(self.help_box)
self.help_frame.grid()
self.help_heading = Label(self.help_frame, text="Help", font="arial 18 bold")
self.help_heading.grid(row=0)
self.help_text = Label(self.help_frame, text="Test",
width=60, wrap=400)
self.help_text.grid(row=1)
self.help_button = Button(self.help_frame, text="Dismiss", width=10, font="Arial 10 bold", command=partial(self.close_Help, partner), padx=10, pady=10)
self.help_button.grid(row=2, pady=10)
def close_Help(self, partner):
if partner.help_button.winfo_exists():
partner.help_button.config(state=NORMAL)
self.help_box.destroy()
# main routine
if __name__ == "__main__":
root = Tk()
root.title("quiz game")
something = Welcome_Screen(root)
root.mainloop()

Here is how you can do that (this is also the size (linewise (approx.)) of the minimal reproducible example which you should have provided):
from tkinter import Tk, Toplevel, Button
def close_top(top):
btn.config(state='normal')
top.destroy()
def open_help():
btn.config(state='disabled')
top = Toplevel(root)
top.protocol('WM_DELETE_WINDOW', lambda: close_top(top))
top.focus_force()
# put the rest of help stuff here
root = Tk()
btn = Button(root, text='Help', command=open_help)
btn.pack()
root.mainloop()
Class based approach:
from tkinter import Tk, Toplevel, Button
# this would be the window from where you open the help window
class MainWindow(Tk):
def __init__(self):
Tk.__init__(self)
self.btn = Button(self, text='Help',
command=lambda: self.open_help(self.btn))
self.btn.pack()
def open_help(self, btn):
HelpWindow(self, btn)
# this would be the help window
class HelpWindow(Toplevel):
def __init__(self, master, button):
Toplevel.__init__(self, master)
self.button = button
self.button.config(state='disabled')
self.focus_force()
self.protocol('WM_DELETE_WINDOW', self.close)
def close(self):
self.button.config(state='normal')
self.destroy()
MainWindow().mainloop()
Few things:
First of you can simply inherit from container and window classes that way you don't have to separately create them in the class and you can easily reference them in the class using just self
.focus_force() does what it says, it forces focus on the widget
Important (suggestions)
I strongly advise against using wildcard (*) when importing something, You should either import what You need, e.g. from module import Class1, func_1, var_2 and so on or import the whole module: import module then You can also use an alias: import module as md or sth like that, the point is that don't import everything unless You actually know what You are doing; name clashes are the issue.
I strongly suggest following PEP 8 - Style Guide for Python Code. Function and variable names should be in snake_case, class names in CapitalCase. Don't have space around = if it is used as a part of keyword argument (func(arg='value')) but use if it is used for assigning a value (variable = 'some value'). Have two blank lines around function and class declarations.

You need to make use of class variables inside golf_quiz_game in order to have only one instance of Help window:
class golf_quiz_game:
# class variables
_help_button = None # reference to instance "Help" button
_help_win = None # reference to instance "Help" window
def __init__(self, partner):
...
# set button state based on whether "Help" window is open or not
self.help_button.config(state="normal" if self.__class__._help_win is None else "disabled")
# update class reference of "Help" button
self.__class__._help_button = self.help_button
def close_golf_quiz_game(self, partner):
partner.golf_quiz_welcome_screen_button.config(state=NORMAL)
self.golf_quiz_box.destroy()
# update class reference of "Help" button
self.__class__._help_button = None
def Help(self):
if self.__class__._help_win is None:
# no "Help" window is open, create one
self.__class__._help_win = Help(self)
def help_closed(self):
if self.__class__._help_button:
# enable the "Help" button
self.__class__._help_button.config(state="normal")
# update "Help" window status
self.__class__._help_win = None
class Help:
...
def close_Help(self, partner):
self.help_box.destroy()
# notify partner that "Help" window is closed
partner.help_closed()

Related

Python: Tkinter open custom widget in new window

My aim is to generate a window with a button "NewWindow" on it. If I press the button, the program should open a new window. This window I stored in a class "NewWindow" to quickly reproduce it.
In this "NewWindow" I have another button. If I press it the label of basic window should be updated and the window "NewWindow" should be closed automatically.
Here is my code:
from tkinter import *
class NewWindow(Toplevel):
def __init__(self, master = None):
super().__init__(master = master)
self.title('NewWindow')
self.lb = Label(self, text='Hello')
self.lb.grid(column=0, row=0, columnspan=1)
self.bt1 = Button(self, text="apply Hello", command= self.bt_press)
self.bt1.grid(column=0, row=1)
def bt_press(self):
window.basic_lb.text = "Hello"
window = Tk()
def new_Editor():
a = NewWindow(window)
window.title("BasicWindow")
window.basic_lb = Label(window, text='None')
window.basic_lb.grid(column=0, row=0, columnspan=1)
window.basic_bt = Button(window, text="NewWindow", command=new_Editor)
window.basic_bt.grid(column=0, row=1)
window.mainloop()
Problems:
At start both windows NewWindow and BasicWindow are displayd. I only want to open BasicWindow and NewWindow should be opened after button basic_bt is clicked. How can I solve it? (already solved by commed below)
Why the label text in basic_lb did not get some update after pressing self.bt1?
How is it possible to close NewWindow with use of bt_press method?
You have a few typos/errors in your code that are casuing some of your problems. As #Tim said, when you pass a function to a command like command=function(), it will be called on runtime, not when the button is pressed. You need to pass the function handle to the command, command=function. You got around this by using a lambda function in your button command, but it is easier to just have command=self.bt_press
Answering your second question, window.basic_lb.text = "Hello" is not how you change the text in a tkinter Label, use <Label>.config(text="Hello"). You also should use self.master and define self.master = master in __init__ instead of just using window, because while you can access window due to it not being defined in local scope, it's better to explicitly define it.
You can close a window using window.destroy().
Your working code is now:
from tkinter import *
class NewWindow(Toplevel):
def __init__(self, master = None):
super().__init__(master = master)
self.title('NewWindow')
self.master = master
self.lb = Label(self, text='Hello')
self.lb.grid(column=0, row=0, columnspan=1)
self.bt1 = Button(self, text="apply Hello", command=self.bt_press)
self.bt1.grid(column=0, row=1)
def bt_press(self):
self.master.basic_lb.config(text="Hello")
self.destroy()
window = Tk()
def new_Editor():
a = NewWindow(window)
window.title("BasicWindow")
window.basic_lb = Label(window, text='None')
window.basic_lb.grid(column=0, row=0, columnspan=1)
window.basic_bt = Button(window, text="NewWindow", command=new_Editor)
window.basic_bt.grid(column=0, row=1)
window.mainloop()

Is there a way to get values of dynamically added text fields in tkinter?

For homework, I have to create an application that creates a text field everytime a user clicks a button, and then get values from the fields when "submit" button is pressed.
The trace method shows up repeatedly, but I do not know how to use it. I know it requires a callback function, but what should that callback function be?
from tkinter import *
from tkinter import ttk
import sqlite3
import getpass
import wipComingIn
class Application(object):
def __init__(self,master):
self.master=master
self.ScanWIPIn = Button(master, text="Scan WIP In", width=25,
font='Calibri 12
bold',background='snow',command=self.scanWIPIn).grid(row=0, column=0,
padx=10)
def scanWIPIn(self):
incomingInventory=wipComingIn.scanIn()
def main():
root = Tk()
app=Application(root)
root.title("Main Menu")
root.configure(background="light cyan")
root.resizable(0, 0)
root.geometry('230x230+300+80')
root.mainloop()
if __name__=='__main__':
main()
class scanIn(Toplevel):
def __init__(self):
Toplevel.__init__(self)
self.geometry('300x100+350+100')
self.title('Scan In')
self.resizable(0,0)
self.num_rows=1
self.LocationLb = Label(self,text='Scan Location:',font='Arial
12').grid(row=1,column=1)
self.LocationBCText = Entry(self).grid(row=1,column=2)
self.AddLotBtn= Button(self,text="Scan
Lot",command=self.addField).grid(row=2,column=1)
self.CompleteTransaction =
Button(self,text="Complete",command=self.AddEntry).grid(row=2,column=4)
global listOfLots
listOfLots=[]
listOfLocation=[]
global rowNum
rowNum=2
def addField(self):
height =Toplevel.winfo_height(self)
height=height+25
global rowNum
rowNum=rowNum+1
listOfLots.append(StringVar())
newLot = Entry(self, textvariable=listOfLots[rowNum - 2])
newLot.grid(row=rowNum,column=2, pady=1)
listOfLots.append(StringVar())
geometryText='300'+str(height)+'350+100'
print(geometryText)
self.geometry('300x'+str(height)+'+350+100')
newLot.focus_set()
You could try just making a class that does it, for example:
import tkinter as tk
from tkinter import ttk
root = tk.Tk()
root.geometry('200x200')
class EntryListWidget(ttk.Frame):
"""Widget that creates a column of entry boxes."""
def __init__(self, master):
super().__init__(master)
self.entries = []
def add_entry(self):
"""Creates a new entry box and keeps reference to respective variable."""
entry_var = tk.StringVar()
self.entries.append(entry_var)
ttk.Entry(self, textvariable=entry_var).pack()
def get_entries(self):
"""Gets each entrybox text and returns as list."""
return [entry.get() for entry in self.entries]
entry_widget = EntryListWidget(root)
entry_widget.pack()
# Buttons to control adding new entry and getting their values
ttk.Button(root, text='Add Entry', command=entry_widget.add_entry).pack()
ttk.Button(root, text='Get Entries', command=entry_widget.get_entries).pack()
root.mainloop()
Just using the variable classes and not trace; I actually wouldn't use trace in this situation because I believe trace uses the callback every time the variable changes and here you have a one time "submit" button that collects all the values. You could extend this class idea to get what you're looking to do I bet.

Is there a way to display a class in python tkinter as a Frame, so other things can be added?

I want to have a tkinter window that displays both a cronometer and a sudoku. The cronometer is a class, so how can I add it to the window that displays the sudoku?
I already managed to get two separate windows, but I couldn't make one with both things.
def GUI4x4(dif): #This function gets just called from other place
# What I want is to be able to display this class
# Cronometer in the main window that's created below
class Cronometer():
...
def __init__(self):
self.crono=Tk()
self.tiempo = StringVar()
self.tiempo.set("00:00:00")
self.label = Label(self.crono,textvariable=self.tiempo, bg="white")
self.label.grid(column=0,row=0)
self.label.configure(font=("Times 13 bold"))
self.btnI = Button(self.crono, bg="white", text="Start",command=self.iniciarT,font=("Times 11"))
self.btnI.grid(pady=3,column=0,row=1)
self.btnP = Button(self.crono, bg="white", text="Pause",command=self.pausarT,font=("Times 11"))
self.btnP.grid(pady=3,column=0,row=2)
self.btnR = Button(self.crono, bg="white", text="Restart",command=self.reiniciarT,font=("Times 11"))
self.btnR.grid(pady=3,column=0,row=3)
GUI = Tk() # This creates the main window, and places
# 34 buttons in it
...
# Defining the Buttons
btn00 = Button(GUI, text=Tablero[0][0], width=5, height=3, activebackground="lime")
btn01 = Button(GUI, text=Tablero[0][1], width=5, height=3, activebackground="lime")
btn02 = Button(GUI, text=Tablero[0][2], width=5, height=3, activebackground="lime")
...
btn33 = Button(GUI, text=Tablero[3][3], width=5, height=3, activebackground="lime")
#Placing the 34 buttons
btn00.grid(row=0, column=0)
btn01.grid(row=0, column=1)
btn02.grid(row=0, column=2)
...
btn33.grid(row=3, column=3)
The standard way to deal with this with tkinter is that each "widget" in the application is its own class based on the tkinter Frame widget, one class for the chrono, another for the sudoko game. There might even be a main app class.
Advantage of this method is that each widget frame can be created independently and then joined together later. These classes might also be split up in to separate code files.
A fairly simple example below
import tkinter as tk
class Chromometer(tk.Frame):
def __init__(self,master=None,**kw):
tk.Frame.__init__(self,master=master,**kw)
self.tiempo = tk.StringVar()
self.tiempo.set("00:00:00")
self.label = tk.Label(self,textvariable=self.tiempo, bg="white")
self.label.grid(column=0,row=0)
class Sudoko(tk.Frame):
def __init__(self,master=None,**kw):
tk.Frame.__init__(self,master=master,**kw)
self.label = tk.Label(self,text="Sudoko", bg="white")
self.label.grid(column=0,row=0)
class MainApp(tk.Frame):
def __init__(self,master=None,**kw):
tk.Frame.__init__(self,master=master,**kw)
self.chrono = Chromometer(master=self)
self.chrono.grid()
self.sudoko = Sudoko(master=self)
self.sudoko.grid()
if __name__ == '__main__':
root = tk.Tk()
app = MainApp(master=root)
app.grid()
root.mainloop()
Each class will have their own methods to perform the functionality needed by each. The chromo/chrono class will have a method to update the timer.

IntVar().trace() not working

I'm just getting started coding in Python/Tkinter for a small Pymol plugin. Here I'm trying to have a toggle button and report its status when it is clicked. The button goes up and down, but toggleAVA never gets called. Any ideas why?
from Tkinter import *
import tkMessageBox
class AVAGnome:
def __init__(self, master):
# create frames
self.F1 = Frame(rootGnome, padx=5, pady=5, bg='red')
# checkbuttons
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(self.F1, text='AVA', indicatoron=0, variable=self.AVAselected)
# start layout procedure
self.layout()
def layout(self):
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
#entry and buttons
self.AVAbutton.pack(side=LEFT)
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
def __init__(self):
open_GnomeUI()
def open_GnomeUI():
# initialize window
global rootGnome
rootGnome = Tk()
rootGnome.title('AVAGnome')
global gnomeUI
gnomeUI = AVAGnome(rootGnome)
I tested your code with Pymol.
Problem is because you use Tk() to create your window. You have to use Toplevel() and then it will work correctly with trace() or with command=.
Pymol is created with tkinter which can have only one window created with Tk() - it is main window in program. Every other window has to be created with Toplevel().
I have attached a working version of your code below. You can refer to it to learn where you went wrong. Generally, you have to mind how you structure your code if you are using a class format.This will help you visualize your code and debug better. You can read this discussion to help you.
from Tkinter import *
import tkMessageBox
class AVAGnome(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
# create frames
self.F1 = Frame(self, padx=5, pady=5, bg='red')
# checkbutton
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(
self.F1, text='AVA', indicatoron=0, width=10,
variable=self.AVAselected)
# start layout procedure
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
self.AVAbutton.pack(side=LEFT) #entry and buttons
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
if __name__ == '__main__':
rootGnome = Tk()
rootGnome.title('AVAGnome')
gnomeUI = AVAGnome(rootGnome)
gnomeUI.pack(fill="both", expand=True)
gnomeUI.mainloop()
Update: The above code structure is for standalone tkinter programme. I am attempting to convert this working code to follow Pymol plugin example. Revised code is posted below and is susceptible to further revision.
# https://pymolwiki.org/index.php/Plugins_Tutorial
# I adapted from the example in the above link and converted my previous code to
#
from Tkinter import *
import tkMessageBox
def __init__(self): # The example had a self term here.
self.open_GnomeUI()
class AVAGnome(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
# create frames
self.F1 = Frame(self, padx=5, pady=5, bg='red')
# checkbutton
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(
self.F1, text='AVA', indicatoron=0, width=10,
variable=self.AVAselected)
# start layout procedure
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
self.AVAbutton.pack(side=LEFT) #entry and buttons
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
# Note, I added a "self" term throughout function.
# Try w/ & w/o "self" to see which works.
def open_GnomeUI(self):
self.rootGnome = Tk()
self.rootGnome.title('AVAGnome')
self.gnomeUI = AVAGnome(self.rootGnome)
self.gnomeUI.pack(fill="both", expand=True)
self.gnomeUI.mainloop()

Difficulty understand Tkinter mainloop() in python

Okay, so I've got a basic window with an EDIT and VIEW button. As my code stands, EDIT and VIEW both return a message "this button is useless". I created these under the class "main_window". I created another class "edit_window" that I'm hoping to call when the EDIT button is clicked. Essentially, clicking the edit button should change display the new window with buttons ADD and REMOVE. Here's my code so far...what would be the next logical step?
from Tkinter import *
#import the Tkinter module and it's methods
#create a class for our program
class main_window:
def __init__(self, master):
frame = Frame(master)
frame.pack(padx=15,pady=100)
self.edit = Button(frame, text="EDIT", command=self.edit)
self.edit.pack(side=LEFT, padx=10, pady=10)
self.view = Button(frame, text="VIEW", command=self.view)
self.view.pack(side=RIGHT, padx=10, pady=10)
def edit(self):
print "this button is useless"
def view(self):
print "this button is useless"
class edit_window:
def __init__(self, master):
frame = Frame(master)
frame.pack(padx=15, pady=100)
self.add = Button(frame, text="ADD", command=self.add)
self.add.pack()
self.remove = Button(frame, text="REMOVE", command=self.remove)
self.remove.pack()
def add(self):
print "this button is useless"
def remove(self):
print "this button is useless"
top = Tk()
top.geometry("500x500")
top.title('The Movie Machine')
#Code that defines the widgets
main = main_window(top)
#Then enter the main loop
top.mainloop()
Just create a Toplevel instead of using a Frame:
class MainWindow:
#...
def edit(self):
EditWindow()
class EditWindow(Toplevel):
def __init__(self):
Toplevel.__init__(self)
self.add = Button(self, text="ADD", command=self.add)
self.remove = Button(self, text="REMOVE", command=self.remove)
self.add.pack()
self.remove.pack()
I've changed the class names according to the CapWords convention (see PEP 8). This is not mandatory, but I recommend you to use it in all your Python projects to keep an uniform style.

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