I have a python script which has an object of a class which basically opens a Tkinter window. The problem is that when I create the object, the rest of the program stops running because when I create the Tkinter object, it basically starts an infinite while loop.
The thing is that I want to change, i.e. the text in a label, but from my other class.
My two files look roughly like this:
from tkinter import *
class Panel():
def __init__(self):
self.root = Tk()
width = 300
screen_width = int(self.root.winfo_screenwidth())
screen_height = int(self.root.winfo_screenheight())
self.root.geometry(str(width)+"x50+"+str(screen_width-width)+"+0")
self.root.overrideredirect(True)
#Create Label
self.label = Label(self.root, text="Text")
self.label.pack()
self.root.mainloop()
def closePanel(self):
self.root.quit()
def editText(self,new_text):
self.label.configure(text=new_text)
And my other class:
from Panel import *
outputPanel = Panel()
outputPanel.editText("New Text")
When you create a tkinter application, your whole application should run as a tkinter application. Therefore you need to create the main window at the highest level. Everything else must run within the mainloop of the tkinter program.
In your case, the Panel module instantiates a class which instantiates a tkinter window. You must move that instantiation to the the Panel module itself. Here is my version of you modified code, just to give a basic idea:
from tkinter import *
class Panel():
def __init__(self, root): # root is passed when instantiating Panel()
self.root=root # make root an instance variable
width = 300
screen_width = int(self.root.winfo_screenwidth())
screen_height = int(self.root.winfo_screenheight())
self.root.geometry(str(width)+"x50+"+str(screen_width-width)+"+0")
self.root.overrideredirect(True)
#Create Label
self.label = Label(self.root, text="Text")
self.label.pack()
def closePanel(self):
self.root.quit()
def editText(self,new_text):
self.label.configure(text=new_text)
root = Tk() # create a window at highest level
outputPanel = Panel(root) # Panel may be imported and accessed here
outputPanel.editText("New Text")
outputPanel.editText("New Text")
root.mainloop()
There is an excellent post about how to structure a tkinter application here: Best way to structure a tkinter application?
Put outputPanel.root.mainloop() after outputPanel.editText("New Text") and remove self.root.mainloop().
Related
I'm trying to open a Toplevel window with tkinter, from a system tray menu.
from cmath import phase
from tkinter import *
from tkinter import messagebox, messagebox
from tracemalloc import start
from pystray import MenuItem as item
import pystray
from PIL import ImageTk,Image
import pickle
def quit_window(icon, item):
icon.stop()
root.destroy()
exit()
def hidden():
global my_img1
top=Toplevel()
top.title("Secret menu, shhh :^)")
top.overrideredirect(True)
top.attributes('-alpha', 0.9)
w = 1100
h = 450
ws = top.winfo_screenwidth()
hs = top.winfo_screenheight()
x = (ws/2) - (w/2)
y = (hs/3) - (h/2)
top.geometry('%dx%d+%d+%d' % (w, h, x, y))
top.iconbitmap('screen.ico')
my_img1 = ImageTk.PhotoImage(Image.open("ITEXTRA.png"))
label1=Label(top,image=my_img1).place(relx=0.01,rely=0.01)
button2=Button(top,text="Close window",bg='#ff4a65',command=top.destroy, relief=GROOVE).place(relx=0.9,rely=0.9)
# Marks window as used
hiddenwindow=1
pickle.dump(hiddenwindow, open("window.dat", "wb"))
Button(root, text="Developer Options", padx=57, bg="#86b3b3",fg="black", command = hidden).grid(row=3,column=0)
def hide_window():
root.withdraw()
image=Image.open("screen.ico")
menu=(item('Dev window', hidden),item('show window', show_window),item('Exit app', quit_window))
icon=pystray.Icon("ITExtra", image, "Program", menu)
icon.run()
def show_window(icon, item):
icon.stop()
root.after(0,root.deiconify())
root.after(0,root.focus_force)
root = Tk()
root.title("ITextra")
root.geometry("400x400")
root.protocol('WM_DELETE_WINDOW', hide_window)
hidden()
root.mainloop()
But this unfortunately will not work, it won't pull up the toplevel window, nor the main one.
If I then open the root window myself, the toplevel window will open, but be unresponsive.
EDIT
Alright, so I tried adding the topwindow as class, but I keep getting error 'Top' object has no attribute 'tk'.
I pasted the updated code below. Any help is always greatly appreciated!
from cmath import phase
from tkinter import *
from tkinter import messagebox, messagebox
from tracemalloc import start
from pystray import MenuItem as item
import pystray
from PIL import ImageTk,Image
import pickle
class Top():
def __init__(self,master=None):
self.hide = True
def hidden(self):
if self.hide:
global my_img1
self.top=Toplevel(root)
self.top.title("Secret menu, shhh :^)")
self.top.attributes('-alpha', 0.9)
w = 1100
h = 450
ws = self.top.winfo_screenwidth()
hs = self.top.winfo_screenheight()
x = (ws/2) - (w/2)
y = (hs/3) - (h/2)
self.top.geometry('%dx%d+%d+%d' % (w, h, x, y))
self.top.iconbitmap('screen.ico')
my_img1 = ImageTk.PhotoImage(Image.open("ITEXTRA.png"))
label1=Label(self.top,image=my_img1).place(relx=0.01,rely=0.01)
button2=Button(self.top,text="Close window",bg='#ff4a65',command=self.top.destroy, relief=GROOVE).place(relx=0.9,rely=0.9)
# Marks window as used
hiddenwindow=1
pickle.dump(hiddenwindow, open("window.dat", "wb"))
self.top.mainloop()
def somewhereelse():
top.hide = True
top.hidden()
def quit_window(icon, item):
icon.stop()
root.destroy()
exit()
def show_window(icon, item):
icon.stop()
root.after(0,root.deiconify())
root.after(0,root.focus_force)
def hide_window():
root.withdraw()
image=Image.open("screen.ico")
try:
if pickle.load(open("window.dat","rb")) ==1:
menu=(item('Dev window', top.hidden),
item('show window', show_window),
item('Exit app', quit_window))
else:
menu=(item('Exit app', quit_window))
except:
menu=(item('Exit app', quit_window))
icon=pystray.Icon("ITextra", image, "Program", menu)
icon.run()
root = Tk()
root.title("ITextra")
root.geometry("400x400")
top = Top(root) #in main part
root.protocol('WM_DELETE_WINDOW', hide_window)
Button(root, text="Developer Options", padx=57, bg="#86b3b3",fg="black", command =top.hidden).grid(row=3,column=0)
root.mainloop()
Top window still unresponsive
It's not when root is open, but when top is open by itself, again it remains unresponsive. It responds however when I click a button, and drag my mouse. I tried adding a mainloop in top, but neither a self.top.mainloop nor a root.mainloop will work.
I tried using binds, but they also showed the same behaviour.
Am I creating something that won't work?
The app I'm creating is multithreaded, and my question is; would this complicate things with other classes? I am very new to coding, and quite frankly don't know.
I have the whole project in a pastebin here, for anyone who's interested. I think it's quite a mess, but I'm still pretty proud of it for a beginner.
The Toplevel() remains unresponsive because it has no event loop attached (mainloop()) because in this code the Toplevel acts as a standalone main window.
Need to attach this Toplevel to the root - top = Toplevel(root) where root is passed as argument to hidden(root). This way the root event loop works for all widget children such as a Toplevel. This would help towards your main part of the question.
(#added...) so there is no need for top.mainloop() because now that the root is the master/parent top is inside root.mainloop().
The event loop is for checking in to any events that happen on your widget which you would normally program with bind(). eg
top.bind('<Button>',dosomething) where dosomething is a defined function.
(...#added)
If you want a title for top then you need to create your own title baror label if you are using overrideredirect(True) because this removes the platform window manager.
(#added...)
The platform window manager is not so much removed as it is not being used when using overrideredirect(True). This is probably another reason why your window seems unresponsive with this stage of code. Need to code for events attached to the widget yourself - as you have done with the Button widget to close.
(...#added)
For main part of question:
there is nothing that refers to top widget in show_window in this code.
(#added...)
could look at making top a class and instantiate that in the root. The default status of hidden for top could be an attribute of this class. Then you can change the class attribute to hide or show functionally inside the body of the code somewhereelse.
eg skeleton sketch:
class Top():
def __init__(self,master=None):
...
self.hide = True
...
def hidden(self):
if self.hide:
...
def somewhereelse():
top.hide = true
top.hidden()
top = Top(root) #in main part
!!! obviously very brief general idea that needs work here of a way to maintain your design which seems quite good to me. There are several ways to incorporate the Toplevel widget into the class but that digresses a bit from the original question.
(...#added)
added 28Jan...
I recommend to study class more thoroughly rather than only putting in my example. But here is a bit more
class Top():
def __init__(self,master=None):
super().__init__()
self.master = master
self.hide = True
def hidden(self):
...
self.top = Toplevel(self.master)
...
In my words, but please check Python docs, super().__init__() will call the initialising function of the inherited object which in this case goes back to self.master which is root and then back through to tk.__init__ which is called in Tk().
I recommend looking at the code __init__.py file in the Lib\tkinter\ folder in the Python download to get a good understanding of how tkinter works.
I think this is definitely achievable but might need a different GUI - agree it is an excellent start for a beginner and thus not really a mess!!
Using class is not essential to achieving what you want to do but classes are very useful for encapsulating an object so that any extra attributes and methods relevant to that object can be customised for your project. This makes further or future development easier.
...added 28Jan
I'm using Tkinter for the GUI of a little tool I wrote with Python. Basically I just want a callback-method to be executed as soon as the contents of an entry widget have changed. This can be done with Tkinter's own variable classes (StringVar, BooleanVar, etc. - see documentation for details: http://effbot.org/tkinterbook/variable.htm).
So I couldn't get the mechanism to work and I found a snippet online, where it works perfectly fine. Now I'm trying to figure out why my version does not work.
As you can see in the two code examples the only difference is, that I'm using the event-listening functionality inside a class, whereas the snippet I found online only demonstrates it in a straight top-to-bottom manner.
Here's what I've already tried:
I instantiated the Tk instance directly in the constructor of my GUI class - same behaviour.
I inherited directly from the Tk class (instead of Frame) - same behaviour.
I placed the callback outside of the class - same behaviour.
The only idea I have is that the problem might be scope related, which I tried to verify.
Working code snippet:
from tkinter import *
import tkinter as tk
def text_changed(*args):
print("Text changed.")
top = tk.Tk()
string_listener = StringVar()
string_listener.set("Init Text")
string_listener.trace("w", text_changed)
entry_widget = tk.Entry(top, textvariable = string_listener)
entry_widget.pack()
top.mainloop()
Not working code snippet
from tkinter import *
import tkinter as tk
root = tk.Tk()
class GUI(tk.Frame):
def __init__(self, master=root):
super(GUI, self).__init__(master)
string_listener = StringVar()
string_listener.set("Init Text")
string_listener.trace("w", self.text_changed_callback)
entry_widget = tk.Entry(master, textvariable=string_listener)
entry_widget.pack()
def text_changed_callback(self, *args):
print("Text changed.")
gui = GUI()
gui.mainloop()
Like in the working example, my code ought to print Text changed., everytime a character is either deleted from or appended to the string in the extry-widget.
The problem is that string_listener is a local variable, and python is destroying the variable when __init__ finishes running. This doesn't happen in your original code since the variable is created in the global scope.
A simple solution is to save a reference as an attribute of the class:
import tkinter as tk
root = tk.Tk()
class GUI(tk.Frame):
def __init__(self, master=root):
super(GUI, self).__init__(master)
self.string_listener = tk.StringVar()
self.string_listener.set("Init Text")
self.string_listener.trace("w", self.text_changed_callback)
entry_widget = tk.Entry(master, textvariable=self.string_listener)
entry_widget.pack()
def text_changed_callback(self, *args):
print("Text changed.")
gui = GUI()
gui.mainloop()
note: I also changed StringVar to tk.StringVar so that I could remove the redundant wildcard import of tkinter.
I am having a big issue. The Canvas loads perfectly but the image does not display.
I started Python 1 week ago and I have no clue why does is not working. Can anyone please show me the way to solve the issue of the image not loading on the canvas?
from Tkinter import *
from PIL import ImageTk
from PIL import Image
class Fake_Virus:
def __init__(self, master):
self.master = master
master.title("Totally not a virus!")
b = Button(master, text="Help", command=self.prank)
b.pack(padx=10, pady=10, side=LEFT)
quit = Button(master, text="Close", command=self.close_window)
quit.pack(padx=10, pady=10, side=RIGHT)
photo = PhotoImage("eh.gif")
label = Label(image=photo)
label.image = photo # keep a reference!
label.pack()
f = Frame(master, height=150, width=150)
f.pack_propagate(0) # don't shrink
f.pack()
def prank(self):
print "work"
return
def close_window(self):
root.destroy()
return
root = Tk()
my_gui = Fake_Virus(root)
root.mainloop()
You should use the file option to initialize the photo image object.
This means you need to change photo = PhotoImage("eh.gif") to photo = PhotoImage(file="eh.gif")
Now your code will work. But a working code is not necessarily a good code. There are other issues with your code. Let me go through them quickly:
It is better to code import Tkinter as Tk than from Tkinter import *
Why that hyphen in your class name? Follow PEP8 so that, in the futur, people will find it easy to review and understand your code.
Good that you have written self.master = master (read complete code to know why) but then you have never used it. This means you made a good decision and you render it useless.
You set the title of the window within the initializer. It is better if you do that in a separate function so that whenever you want to add additional settings to your GUI (such as the size, font or whatever) you will only add code to that function instead of vomiting lot of trash inside the initializer which rather needs to be clean.
None of the widgets you created is 'selfed' (you may read Why explicit self has to stay)
It is better you create the widgets in a separate function otherwise your __init__() will be dirty.
Why do you use return in prank() and close_window()? By default, Python functions that do not return something return None anyway so it is useless to code that.
Why did you pack one button to left and the other one to right and then no pack siding for the label? Read about the pack() geometry manager.
Why you did not attach the label to a parent widget as you did for the 2 other buttons? All Tkinter widgets need to be clung into a parent widget. The grand parent of those widgets is an instance of Tkinter.Tk()
Why did you create that frame and then you never used it? You are not doing anything with it, so ..?
Given these remarks, I want to provide you an improved -but not perfect- version of your program. You can then follow this 'philosophy' to add or modifying existing widgets:
#!/usr/bin/env python
# -*- coding: utf-8 -*-
import Tkinter as Tk
from PIL import ImageTk
class FakeVirus:
def __init__(self, master):
self.master = master
self.configure_gui()
self.create_widgets()
def configure_gui(self):
self.master.title('Totally not a virus!')
def create_widgets(self):
self.create_buttons()
self.create_label_for_image()
def create_buttons(self):
self.help = Tk.Button(self.master, text='Help', command=self.prank)
self.help.pack(side=Tk.LEFT)
self.quit = Tk.Button(self.master, text='Close', command=self.close_window)
self.quit.pack(side=Tk.LEFT)
def create_label_for_image(self):
self.image_label = Tk.Label(self.master)
self.image_label.pack(side=Tk.LEFT)
self.load_image_to_label()
def load_image_to_label(self):
self.photo = ImageTk.PhotoImage(file='eh.gif')
self.image_label.image = self.photo
self.image_label.config(image=self.photo)
def prank(self):
print "work"
def close_window(self):
root.destroy()
if __name__ == '__main__':
root = Tk.Tk()
my_gui = FakeVirus(root)
root.mainloop()
The output of the above program is:
I have a tkinter GUI python code that creates a gui interface to my code, in the code later snack sound toolkit is used (which also uses Tk and creates an instance using root = Tk()). As, mainloop of the previously GUI application is already running to everytime snack function is called a new empty default tk window pops up. As this happens quite a lot, there are hundreds of empty tk windows on screen when this code executes. I have tried to close them using numerous methods root.destroy,root.withdraw, WM_DELETE_WINDOW etc. but to no solution.
Is there any way this can be done in tkinter?
import tkSnack
import thread
import Tkinter as tk
class my_gui(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.button = tk.Button(self, text="Get", command=self.on_button)
self.button.grid(row=8)
def on_button(self):
thread1 = thread.start_new_thread(run, (PATH_TO_WAVE_FILE,))
def run(path):
for k in range(10):
PITCH_VALUES = snack_work(path)
print PITCH_VALUES
def snack_work(INPUT_WAVE_FILE):
# initializing the snack tool
root = tk.Tk()
tkSnack.initializeSnack(root)
# root.withdraw()
mysound = tkSnack.Sound()
# processing original wave file
mysound.read(INPUT_WAVE_FILE)
PITCH_VALUES = mysound.pitch()
return PITCH_VALUES
app = my_gui()
app.mainloop()
Make run() and snack_work() into instance methods of your app object, so that they can easily access that object's attributes. To work with a more minimal MCVE that doesn't rely on external libraries or files, I tested the following with simple print() (I'm on Python 3) and after() calls rather than snack stuff, as all I wanted to check was that the other functions could access a tkinter object.
import tkSnack
import thread
import Tkinter as tk
class my_gui(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
self.button = tk.Button(self, text="Get", command=self.on_button)
self.button.grid(row=8)
def on_button(self):
thread1=thread.start_new_thread(self.run,(PATH_TO_WAVE_FILE,))
def run(self, path):
for k in range(10):
PITCH_VALUES = self.snack_work(path)
print PITCH_VALUES
def snack_work(self, INPUT_WAVE_FILE):
## initializing the snack tool
tkSnack.initializeSnack(self) # use self instead of the separate root object
# self.withdraw()
mysound=tkSnack.Sound()
## processing original wave file
mysound.read(INPUT_WAVE_FILE)
PITCH_VALUES= mysound.pitch()
return PITCH_VALUES
app = my_gui()
app.mainloop()
I am using Tkinter to build two windows. One the main one, pressing a button leads to the creation of the second window.
This second window does not get focus immediately when it created. That I am able to fix by calling .focus_force(). However, when I call the askdirectory() function from tkFileDialog, the focus changes back to the first window.
How can I prevent that focus switch from happening, without simply calling focus_force() all over the place?
To replicate problem:
from Tkinter import *
from tkFileDialog import *
class app:
def __init__(self, master):
Button(master, command = make_new).grid()
def make_new(self):
root = Tk()
new = new_win(root)
root.mainloop() #here the focus is on the first window
class new_win:
def __init__(self, master):
f = askdirectory() #even after placing focus on second window,
#focus goes back to first window here
I am using Python 2.7.3. Thanks!
the little-documented wm_attributes method might help:
from Tkinter import *
import tkFileDialog
root = Tk()
top = Toplevel()
top.wm_attributes('-topmost', 1)
top.withdraw()
top.protocol('WM_DELETE_WINDOW', top.withdraw)
def do_dialog():
oldFoc = top.focus_get()
print tkFileDialog.askdirectory()
if oldFoc: oldFoc.focus_set()
b0 = Button(top, text='choose dir', command=do_dialog)
b0.pack(padx=100, pady=100)
def popup():
top.deiconify()
b0.focus_set()
b1 = Button(root, text='popup', command=popup)
b1.pack(padx=100, pady=100)
root.mainloop()