Canvas line jump - python

I'm learning new python. I'm trying to design a chatbot. I've added the codes I've made so far. I want the distance between the bubbles to remain constant in long articles. Can you help with this? I'm sorry about my bad English.
from tkinter import *
from datetime import datetime
import random
import re
from tkinter import messagebox
from tkinter.font import Font
import textwrap
root = Tk()
root.config(bg="lightblue")
root.geometry('410x600+400+100')
#ana ekran
canvas = Canvas(root, width=200, height=200,bg="white")
canvas.grid(row=0,column=0,columnspan=2)
canvas.place(x=10, y=10, width=390, height=530)
balon = []
class balon1:
def __init__(self,master,message=""):
self.master = master
self.frame = Frame(master,bg="light green")
self.i = self.master.create_window(30,490,window=self.frame, anchor="sw")
Label(self.frame,text=datetime.now().strftime("%d-%m-%Y %X"),font=("Helvetica", 7),bg="light green").grid(row=0,column=0,sticky="w",padx=5) #tarih saat
Label(self.frame, text=textwrap.fill(message, 35), font=("Helvetica", 9),bg="light green").grid(row=1,column=0,sticky="w",padx=5,pady=3)
root.update_idletasks()
self.master.create_polygon(self.draw_triangle(self.i), fill="light green", outline="light green")
def draw_triangle(self,widget):
x1, y1, x2, y2 = self.master.bbox(widget)
return x1, y2 - 10, x1 - 15, y2 + 10, x1, y2
def send_message():
if balon:
canvas.move(ALL, 0, -70)
a = balon1(canvas,message=entry.get())
balon.append(a)
#mesaj yazma alanı
entry = Entry(root,width=26, font=("Helvetica", 10))
entry.place(x=10, y=550, width=290, height=40)
#buton
buton = Button(root, width=10, height=2, relief='raised',state='active',command=send_message)
buton.config(text='GÖNDER', bg='lightblue', font='Verdana 8 bold')
buton.place(x=310, y=550)
root.mainloop()

I think the easiest thing would be to start by creating the bubble and then getting the height of the bubble. Then, move everything up by that amount plus a margin, and then move the bubble to where it belongs.
Even easier might be to simply add the new bubble under the current bubble and then scrolling everything up so that it is in view.

Related

Incomplete label in a tkinter window

i am currently making an app which displays information about NBA players using an API called data.nba.net, i am trying to display information such as a player's last affiliation, height, jersey number, etc. But at some point in the process the labels cut off and it stops showing the rest of them.
I've tried messing around with the dimensions of both the window and the canvas, but it doesn't seem to solve the problem. I am not an expert on tkinter, so i am not sure how do canvases and frames work, pls help :,).
What it should look like
What it looks like at the end
from tkinter import *
from turtle import position
from weakref import WeakSet
import nba_now
from nba_now import *
from tkinter import ttk
main_window = Tk()
main_window.geometry("420x420")
main_window.title("NBA NOW")
def players_windowP():
n = 0.030
win = Tk()
win.title('Player Info')
win.geometry("820x520")
win.resizable(False, False)
wrapper1= LabelFrame(win)
mycanvas = Canvas(wrapper1, width=800, height=520)
mycanvas.pack(side=LEFT)
yscrollbar = ttk.Scrollbar(wrapper1, orient="vertical", command= mycanvas.yview)
yscrollbar.pack(side=RIGHT, fill="y")
mycanvas.configure(yscrollcommand=yscrollbar.set)
mycanvas.bind('<Configure>', lambda e: mycanvas.configure(scrollregion = mycanvas.bbox('all')))
myframe = Frame(mycanvas)
mycanvas.create_window((0,0), window=myframe, anchor="nw")
wrapper1.pack(fill="both", expand="yes", padx=0, pady=0)
stats = get_links()['leagueRosterPlayers']
players = get(BASE_URL + stats).json()['league']['standard']
for player in players:
fname = player['firstName']
lname = player['lastName']
jersey = player['jersey']
pos = player ['pos']
height = player['heightFeet']
team = player['lastAffiliation']
data = Label(myframe, text=f"{fname} {lname} - {team}\n Number: {jersey}\n Height: {height} feet\n Position: {pos}",
font=('Arial', 25, 'bold'),
relief = RIDGE,
bd=6,
padx=0,
pady=30,
borderwidth= 5,
justify= LEFT)
data.place(relx= 0, rely= n, anchor=N)
n+= 0.45
data.pack()
players = Button(main_window, text= "Player Info",
font=('Arial', 12, 'bold'),
justify=CENTER,
state=ACTIVE,
bd=1,
command=players_windowP)
players.place(relx=0.5, rely=0.8, anchor=S)
main_window.mainloop()

How to animate a "movie style" credit reel with tkinter and canvas?

I am trying to create a "movie" style credit reel using tkinter's canvas. I'd like to iterate through a list of names and have them scroll across the window. While I've successfully gotten a single name to scroll, I'm struggling to iterate over several names.
I appreciate your help and apologies for any gross oversights on my part.
from tkinter import *
import time
window = Tk()
window.geometry("1920x1080")
window.title("Window 1")
canvas1 = Canvas(window, width=1920, height=1080, bg="green", bd=0, highlightthickness=0, relief='ridge')
canvas1.pack()
class CreditList:
def __init__(self, text):
self.text = text
self.location = 1080
def credit_roll_function(self):
text = canvas1.create_text(960,self.location, text=self.text, anchor=S, fill="black",
font="Time 40")
while True:
canvas1.move(text, 0, -3)
window.update()
time.sleep(.03)
credit_list = ["First Name", "Second Name", "Third Name"]
for credit in credit_list:
item = CreditList(credit)
item.credit_roll_function()
window.mainloop()
Here's a simple way to do it that uses the universal widget after() method instead of calling time.sleep() which interferes with tkinter's mainloop(). Each time the class' roll_credits() method is called, it moves the text upward a little and schedules another call to itself if the text isn't at the top of the window yet.
import tkinter as tk
from tkinter.constants import *
class CreditList:
def __init__(self, lines):
self.location = HEIGHT
self.text = canvas.create_text(0, 0, text='\n'.join(lines), justify=CENTER,
anchor=NW, fill='black', font='Time 40')
xl, yt, xr, yb = canvas.bbox(self.text)
txtwidth = xr - xl
xpos = (WIDTH-txtwidth) // 2 # To center text horizontally.
canvas.move(self.text, xpos, self.location)
def roll_credits(self):
xl, yt, xr, yb = canvas.bbox(self.text)
if yb <= 0: # Completely off top of screen?
canvas.pack_forget()
tk.Button(text='Done', font=('Courier New', 20), relief=GROOVE, bg='orange',
command=window.quit).place(x=WIDTH/2, y=HEIGHT/2)
return # Stop.
canvas.move(self.text, 0, -3)
window.after(DELAY, self.roll_credits) # Keep going.
DELAY = 25 # Millisecs.
window = tk.Tk()
window.attributes('-fullscreen', True)
window.update_idletasks()
WIDTH, HEIGHT = window.winfo_width(), window.winfo_height() # Get screen size.
window.geometry(f'{WIDTH}x{HEIGHT}+0+0')
window.title('Window 1')
canvas = tk.Canvas(window, width=WIDTH, height=HEIGHT, bg='green', bd=0,
highlightthickness=0, relief='ridge')
canvas.pack()
credits = 'First Name', 'Second Name', 'Third Name'
cl = CreditList(credits)
window.after(DELAY, cl.roll_credits) # Start rolling credits "loop".
window.mainloop()
If you give all of your text items the same tag, you can move them all at the same time. Another solution is to create a single text item that is created by joining all of your strings with a newline.
For example, the following code illustrates how to create all of the items with a given tag, then moves them all one pixel at a time every 33 ms until they no longer are visible.
import tkinter as tk
class CreditList(tk.Canvas):
def __init__(self, master, **kwargs):
super().__init__(master, **kwargs)
def roll_credits(self, credit_list):
x = self.winfo_width() // 2
y = self.winfo_height()
temp = self.create_text(0,0,text="Hello")
bbox = self.bbox(temp)
self.delete(temp)
lineheight = bbox[3]-bbox[1]
linespacing = 4
for credit in credit_list:
self.create_text(x, y, text=credit, anchor="n", tags=("credit",))
y += lineheight + linespacing
self._animate()
def _animate(self):
self.move("credit", 0, -1)
x0, y0, x1, y1 = self.bbox("credit")
if y1 > 0:
self.after(33, self._animate)
root = tk.Tk()
credits = CreditList(root)
credits.pack(side="top", fill="both", expand=True)
credit_list = 'First Name', 'Second Name', 'Third Name'
root.after(1000, credits.roll_credits, credit_list)
root.mainloop()

Getting current value when dragging canvas

I am trying to make a simple card game, something like Solitaire.
I am not experienced in coding, so forgive me if it's a simple question.
I want to move some canvas objects. New objects have the right value, but when i am dragging an already existing card it shows the wrong value (waarde in Dutch). I would like to bind the value (waarde) to a card, but don't know how to do that...
Thought about tags, binding, ID....
from tkinter import *
from random import randint
window = Tk()
deck = [1,2,3,4,5,6]
def pakkaart():
rand_card = randint(0,len(deck)-1)
global waarde
waarde = deck[rand_card]
deck.pop(rand_card)
global kaart
kaart = Canvas(window, width = 40, height = 40, bg='yellow')
kaart.place(x=50, y=50, anchor=CENTER)
kaart.create_text(20,20,text=(waarde))
kaart.bind("<B1-Motion>", drag)
def drag(event):
event.widget.place(x=event.x_root, y=event.y_root,anchor=CENTER)
print(waarde)
button1 = Button(window, text="Nieuwe Kaart", command=pakkaart)
button1.pack()
window.mainloop()
So essentially looking for a way to bind a value to a canvas.
Your above code works fine, it shows the correct value, but if you want you can try this
from tkinter import *
from random import randint
window = Tk()
ws = window.winfo_screenwidth()
hs = window.winfo_screenheight()
w = 500 # width for the Tk root
h = 300 # height for the Tk root
x = (ws / 2) - (w / 2)
y = (hs / 2) - (h / 2)
window.geometry('%dx%d+%d+%d' % (w, h, x, y))
deck = [1, 2, 3, 4, 5, 6]
def pick_card():
global waarde, kaart
rand_card = randint(0, len(deck)-1)
card_number = deck[rand_card]
deck.remove(card_number)
card = Canvas(window, width=40, height=40, bg='yellow')
card.place(x=50, y=50, anchor=CENTER)
card_number_text = card.create_text(20, 20, text=card_number, tags=card_number)
card.bind("<Button-1>", lambda event: get_number(event, card_number_text)) # or you can use: card.bind("<Button-1>", lambda event: print(card_number))
card.bind("<B1-Motion>", drag)
def drag(event):
# This is better for move a widget
cx = window.winfo_pointerx() - window.winfo_rootx()
cy = window.winfo_pointery() - window.winfo_rooty()
event.widget.place(x=cx, y=cy)
def get_number(event, number):
print(event.widget.itemcget(number, "text"))
button1 = Button(window, text="Generate Card", command=pick_card)
button1.pack()
window.mainloop()
I've modified the drag(event) function and wrote two ways for get the current card value, for store it you can use some global varibles or create a class, the second would be better

Refresh tkinter label automatically not on button press

Hi there i am building a short game in tkinter and would like to be able to output to the user via a label within my tkinter window. I have looked at past questions and found no help apart from getting it to refresh using a button which is not what i want it to do. In short i need to have it refresh everytime a variable is changed.
My code :
import tkinter as tk
import time
root = tk.Tk()
root.resizable(width=False, height=False)
w = 800 # width for the Tk root
h = 500 # height for the Tk root
ws = root.winfo_screenwidth() # width of the screen
hs = root.winfo_screenheight() # height of the screen
x = (ws/2) - (w/2)
y = (hs/2) - (h/2)
root.geometry('%dx%d+%d+%d' % (w, h, x, y))
wheat=10
money=0
title=tk.Label(root, text="The Farm Game")
title.config(font=('times', 20, 'bold'))
title.place(height=30, width=300, x = 250 , y = 10)
def advance():
moneyguidisplay = tk.StringVar()
moneyshowed = ("£", money)
moneyguidisplay.set(moneyshowed)
moneygui = tk.Label(root, wraplength=200, textvariable=moneyguidisplay)
moneygui.config(bg='lightgreen', font=('times', 15, 'bold'))
moneygui.place(height=30, width=200, x=600, y=60)
Usershow = tk.StringVar()
shownow = ("Welcome to The farm game")
Usershow.set(shownow)
USER = tk.Label(root, wraplength=200, textvariable=Usershow)
USER.config(bg='lightpink', font=('times', 15, 'bold'))
USER.place(height=200, width=400, x=200, y=100)
wheatguidisplay = tk.StringVar()
wheatshowed = ("Wheat:", wheat)
wheatguidisplay.set(wheatshowed)
Wheatgui = tk.Label(root, wraplength=200, textvariable=wheatguidisplay)
Wheatgui.config(bg='lightblue', font=('times', 15, 'bold'))
Wheatgui.place(height=30, width=200, x=0, y=60)
root.after(100, advance)
root.after(100, advance)
root.mainloop()
Your question is a little unclear, but what I can understand is that you want to be able to change the text of a Label, depending on the value of another variable(correct me if I'm wrong). You can use the config method to do so. I have written a small function for it, you can put it in your program.
from tkinter import*
root=Tk()
L=Label(text="Label text changing after 5 sec")
L.grid()
# Call this function where the value of your variable/number changes
def ChangeValue(num):
L.config(text=str(num))
print("Value Changed")
root.update()
root.after(5000,lambda :ChangeValue("Text Changed!"))
root.mainloop()

How to clear part of a tkinter Canvas and show something when submit is pressed?

I'm creating a simple madlib style game and I've come into a bit of a problem. I cannot get the canvas to clear and show the results.
The following code places an image as the background of a canvas. It then places labels and entry fields in 2 columns for all of the words to be inserted. There is a submit button at the bottom of the page. I can't figure out how to get it clear everything except the background image, so that it can display the story, with the users words inserted. If i place it in the callback(), it clears just the background and keeps everything else. I want the opposite.
from tkinter import *
from PIL import Image, ImageTk
canvas_width = 360
canvas_height = 525
file = r"C:\Users\kraak\Desktop\PyCharm Community Edition 2017.1.2\borderedpaper.GIF"
master = Tk()
canvas = Canvas(master, width=canvas_width, height=canvas_height)
old_img = PhotoImage(file=file)
new_img = old_img.subsample(3, 3)
canvas.create_image(-11, -10, anchor=NW, image=new_img)
canvas.create_window(0, 0, height=1, width=1, anchor=NW)
canvas.create_text(0, 0, text="Test")
e1 = Entry(canvas)
canvas.create_window(250, 60, window=e1, height=15, width=100)
label = Label(text="Enter an adjective.")
label.place(x=40, y=50)
e1.focus_set()
e2 = Entry(canvas)
canvas.create_window(250, 85, window=e2, height=15, width=100)
label = Label(text="Enter a nationality.")
label.place(x=40, y=75)
e2.focus_set()
def callback():
print("Pizza was invented by a " + (e1.get()) + " " + (e2.get()))
def answer():
button = Button(text="Submit.", command=callback)
button.place(x=150, y=460)
answer()
canvas.pack()
mainloop()
As Bryan Oakley suggested you can store the id's of the widgets you want to get rid of in a list to make it easier to destroy() them all in the callback() function. Here's showing the modification to your code that would do that—note the lines with a # ADDED comments.
from tkinter import *
from PIL import Image, ImageTk
canvas_width = 360
canvas_height = 525
file = r"C:\Users\kraak\Desktop\PyCharm Community Edition 2017.1.2\borderedpaper.GIF"
master = Tk()
canvas = Canvas(master, width=canvas_width, height=canvas_height)
canvas_entry_widgets = [] # ADDED
old_img = PhotoImage(file=file)
new_img = old_img.subsample(3, 3)
canvas.create_image(-11, -10, anchor=NW, image=new_img)
canvas.create_window(0, 0, height=1, width=1, anchor=NW)
canvas.create_text(0, 0, text="Test")
e1 = Entry(canvas)
canvas.create_window(250, 60, window=e1, height=15, width=100)
label = Label(text="Enter an adjective.")
label.place(x=40, y=50)
e1.focus_set()
canvas_entry_widgets.append(e1) # ADDED
e2 = Entry(canvas)
canvas.create_window(250, 85, window=e2, height=15, width=100)
label = Label(text="Enter a nationality.")
label.place(x=40, y=75)
e2.focus_set()
canvas_entry_widgets.append(e2) # ADDED
def callback():
print("Pizza was invented by a " + (e1.get()) + " " + (e2.get()))
# destroy the canvas entry widgets and clear the list # ADDED
while canvas_entry_widgets: # ADDED
widget = canvas_entry_widgets.pop() # ADDED
widget.destroy() # ADDED
def answer():
button = Button(text="Submit.", command=callback)
button.place(x=150, y=460)
answer()
canvas.pack()
mainloop()
Every widget has a destroy method which can be used to delete the widget. In your callback you can simply call this method for every widget:
def callback():
e1.destroy()
e2.destroy()
...
In your specific case, if you want to delete all the labels you will have to give them unique names. Or, to make this even easier, you can store all of your widgets and iterate over the list.

Categories