Is there a way to centre a canvas widget in the window? - python

I am building a chess program using Tkinker/Python. I am trying to align the board in the centre of the window so that I can have the taken pieces placed alongside the board. Any ideas?
from tkinter import *
root=Tk()
class Board():
def drawboard():
dark="#643c22"
light="#faeac6"
canvas=Canvas(root, width=920, height=720,)
canvas.pack( fill=BOTH)
colour=light
for row in range(8):
if colour==dark:
colour=light
else:
colour=dark
for column in range(8):
x1 = (column * 90)
y1 = ((7-row)* 90)
x2 = x1 + 90
y2 = y1 + 90
canvas.create_rectangle(x1, y1, x2, y2, fill=colour)
if colour==dark:
colour=light
else:
colour=dark
Board.drawboard()
root.mainloop()
I expect it to lined up in the centre but it is aligned to the left.

The class you created is simply a container for some functions... You probably need to read a little bit about object oriented python, and get acquainted with its specifics. I rewrote your class Board as an example; it inherits from tk.Tk and therefore is a tkinter root.
As far as the placement of the various widgets, I added a right and left frame in order to center the canvas representing the checkers board.
it comes like this:
import tkinter as tk
class Board(tk.Tk):
colours = ["#643c22", "#faeac6"]
def __init__(self, n=8):
super().__init__()
self.n = n
self.left_frame = tk.Frame(self)
self.left_frame.grid(row=0, column=0, rowspan=8, padx=100)
self.right_frame = tk.Frame(self)
self.right_frame.grid(row=0, column=10, rowspan=8)
self.canvas = tk.Canvas(self, width=920, height=720, )
self.canvas.grid(row=0, column=1, columnspan=8, rowspan=8)
self.board = [[None for row in range(n)] for col in range(n)]
self.current_colour_ndx = 0
def _swap_colours(self):
self.current_colour_ndx = (self.current_colour_ndx + 1) % 2
def drawboard(self):
for col in range(self.n):
self._swap_colours()
for row in range(self.n):
x1 = col * 90
y1 = (7-row) * 90
x2 = x1 + 90
y2 = y1 + 90
colour = self.colours[self.current_colour_ndx]
self.board[row][col] = self.canvas.create_rectangle(x1, y1, x2, y2, fill=colour)
self._swap_colours()
if __name__ == '__main__':
board = Board()
board.drawboard()
board.mainloop()

Related

Drawing lines between two object in tkinter UI

Thanks to lots of help in Drag and drop the object in Tkinter UI, I could manage to draw three square that are draggable.
Now I am trying to draw 3 lines between each squares and I cannot find way to enable it. What I tried is following :
from tkinter import *
window = Tk()
window.state('zoomed')
window.configure(bg = 'white')
def drag(event):
new_x = event.x_root - window.winfo_rootx()
new_y = event.y_root - window.winfo_rooty()
event.widget.place(x=new_x, y=new_y,anchor=CENTER)
card = Canvas(window, width=10, height=10, bg='red1')
card.place(x=300, y=600,anchor=CENTER)
card.bind("<B1-Motion>", drag)
another_card = Canvas(window, width=10, height=10, bg='red2')
another_card.place(x=600, y=600,anchor=CENTER)
another_card.bind("<B1-Motion>", drag)
third_card = Canvas(window, width=10, height=10, bg='red3')
third_card.place(x=600, y=600,anchor=CENTER)
third_card.bind("<B1-Motion>", drag)
def line(x1, y1, x2, y2):
print(x1, y1, x2, y2)
Canvas.create_line(x1, y1, x2, y2, fill="green")
coor_1 = canvas.coords(card)
coor_2 = canvas.coords(another_card)
line(coor_1[0],coor_1[1],coor_1[0],coor_2[1])
window.mainloop()
It didn't work and I don't think it will work since this code does not catch the change occurred by dragging object, But I cannot guess how to code since I do not understand how the event function works completely. How should I make a code for it ?
for the purpose of self-study:
import tkinter as tk
window = tk.Tk()
window.state('zoomed')
class DragAndDropArea(tk.Canvas):
def __init__(self,master, **kwargs):
tk.Canvas.__init__(self,master, **kwargs)
self.active = None
card_I = self.draw_card(300,600, 100,100, 'red1')
card_II = self.draw_card(600,600, 100,100, 'red2')
card_III = self.draw_card(400,400, 100,100, 'red3')
self.bind_tention(card_I,card_III)
self.bind_tention(card_I,card_II)
self.bind_tention(card_III,card_II)
self.bind('<ButtonPress-1>', self.get_item)
self.bind('<B1-Motion>',self.move_active)
self.bind('<ButtonRelease-1>', self.set_none)
def set_none(self,event):
self.active = None
def get_item(self,event):
try:
item = self.find_withtag('current')
self.active = item[0]
except IndexError:
print('no item was clicked')
def move_active(self,event):
if self.active != None:
coords = self.coords(self.active)
width = coords[2] - coords[0] #x2-x1
height= coords[1] - coords[3] #y1-y2
position = coords[0],coords[1]#x1,y1
x1 = event.x - width/2
y1 = event.y - height/2
x2 = event.x + width/2
y2 = event.y + height/2
self.coords(self.active, x1,y1, x2,y2)
try:
self.update_tention(self.active)
except IndexError:
print('no tentions found')
def update_tention(self, tag):
tentions = self.find_withtag(f'card {tag}')
for tention in tentions:
bounded_cards = self.gettags(tention)
card = bounded_cards[0].split()[-1]
card2= bounded_cards[1].split()[-1]
x1,y1 = self.get_mid_point(card)
x2,y2 = self.get_mid_point(card2)
self.coords(tention, x1,y1, x2,y2)
self.lower(tention)
def draw_card(self, x,y, width,height, color):
x1,y1 = x,y
x2,y2 = x+width,y+height
reference = self.create_rectangle(x1,y1,x2,y2,
fill = color)
return reference
def bind_tention(self, card, another_card):
x1,y1 = self.get_mid_point(card)
x2,y2 = self.get_mid_point(another_card)
tag_I = f'card {card}'
tag_II= f'card {another_card}'
reference = self.create_line(x1,y1,x2,y2, fill='green',
tags=(tag_I,tag_II))
self.lower(reference)
def get_mid_point(self, card):
coords = self.coords(card)
width = coords[2] - coords[0] #x2-x1
height= coords[1] - coords[3] #y1-y2
position = coords[0],coords[1]#x1,y1
mid_x = position[0] + width/2
mid_y = position[1] - height/2
return mid_x,mid_y
area = DragAndDropArea(window, bg='white')
area.pack(fill='both',expand=1)
window.mainloop()

How to animate the creation of this arc in Tkinter? [duplicate]

I am trying to model a simple solar system in Tkinter using circles and moving them around in canvas. However, I am stuck trying to find a way to animate them. I looked around and found the movefunction coupled with after to create an animation loop. I tried fidgeting with the parameters to vary the y offset and create movement in a curved path, but I failed while trying to do this recursively or with a while loop. Here is the code I have so far:
import tkinter
class celestial:
def __init__(self, x0, y0, x1, y1):
self.x0 = x0
self.y0 = y0
self.x1 = x1
self.y1 = y1
sol_obj = celestial(200, 250, 250, 200)
sx0 = getattr(sol_obj, 'x0')
sy0 = getattr(sol_obj, 'y0')
sx1 = getattr(sol_obj, 'x1')
sy1 = getattr(sol_obj, 'y1')
coord_sol = sx0, sy0, sx1, sy1
top = tkinter.Tk()
c = tkinter.Canvas(top, bg='black', height=500, width=500)
c.pack()
sol = c.create_oval(coord_sol, fill='black', outline='white')
top.mainloop()
Here's something that shows one way to do what you want using the tkinter after method to update both the position of the object and the associated canvas oval object. It uses a generator function to compute coordinates along a circular path representing the orbit of one of the Celestial instances (named planet_obj1).
import math
try:
import tkinter as tk
except ImportError:
import Tkinter as tk # Python 2
DELAY = 100
CIRCULAR_PATH_INCR = 10
sin = lambda degs: math.sin(math.radians(degs))
cos = lambda degs: math.cos(math.radians(degs))
class Celestial(object):
# Constants
COS_0, COS_180 = cos(0), cos(180)
SIN_90, SIN_270 = sin(90), sin(270)
def __init__(self, x, y, radius):
self.x, self.y = x, y
self.radius = radius
def bounds(self):
""" Return coords of rectangle surrounding circlular object. """
return (self.x + self.radius*self.COS_0, self.y + self.radius*self.SIN_270,
self.x + self.radius*self.COS_180, self.y + self.radius*self.SIN_90)
def circular_path(x, y, radius, delta_ang, start_ang=0):
""" Endlessly generate coords of a circular path every delta angle degrees. """
ang = start_ang % 360
while True:
yield x + radius*cos(ang), y + radius*sin(ang)
ang = (ang+delta_ang) % 360
def update_position(canvas, id, celestial_obj, path_iter):
celestial_obj.x, celestial_obj.y = next(path_iter) # iterate path and set new position
# update the position of the corresponding canvas obj
x0, y0, x1, y1 = canvas.coords(id) # coordinates of canvas oval object
oldx, oldy = (x0+x1) // 2, (y0+y1) // 2 # current center point
dx, dy = celestial_obj.x - oldx, celestial_obj.y - oldy # amount of movement
canvas.move(id, dx, dy) # move canvas oval object that much
# repeat after delay
canvas.after(DELAY, update_position, canvas, id, celestial_obj, path_iter)
top = tk.Tk()
top.title('Circular Path')
canvas = tk.Canvas(top, bg='black', height=500, width=500)
canvas.pack()
sol_obj = Celestial(250, 250, 25)
planet_obj1 = Celestial(250+100, 250, 15)
sol = canvas.create_oval(sol_obj.bounds(), fill='yellow', width=0)
planet1 = canvas.create_oval(planet_obj1.bounds(), fill='blue', width=0)
orbital_radius = math.hypot(sol_obj.x - planet_obj1.x, sol_obj.y - planet_obj1.y)
path_iter = circular_path(sol_obj.x, sol_obj.y, orbital_radius, CIRCULAR_PATH_INCR)
next(path_iter) # prime generator
top.after(DELAY, update_position, canvas, planet1, planet_obj1, path_iter)
top.mainloop()
Here's what it looks like running:

Efficiently create a grid in tkinter

I am currently using the following code to create a grid the size of the window within python using the tkinter module
import tkinter as tk
class Frame():
def __init__(self, *args, **kwargs):
# Setup Canvas
self.c = tk.Canvas(root, height=500, width=500, bg='white')
self.c.pack(fill=tk.BOTH, expand=True)
self.c.bind('<Configure>', self.createGrid)
self.pixel_width = 20
self.pixel_height = 20
# Setup binds
self.c.bind("<ButtonPress-1>", self.leftClick)
def leftClick(self, event):
items = self.c.find_closest(event.x, event.y)
if items:
rect_id = items[0]
self.c.itemconfigure(rect_id, fill="red")
def createGrid(self, event=None):
for x in range(0, self.c.winfo_width()):
for y in range(0, self.c.winfo_height()):
x1 = (x * self.pixel_width)
x2 = (x1 + self.pixel_width)
y1 = (y * self.pixel_height)
y2 = (y1 + self.pixel_height)
self.c.create_rectangle(x1,y1,x2,y2)
self.c.update()
root = tk.Tk()
gui = Frame(root)
root.mainloop()
If I set the canvas height and width to something like 50 this loads quite quickly, although when the size is increased to 500 x 500 like is set here it takes about 5 seconds to create the grid. I have tried creating the grid with lines but the problem with that is I need squares as I am then planning to change the colour of a square that is selected. Is there any way I can make this more efficient?
I think you created way more rectangles than you need. The below two lines:
for x in range(0, self.c.winfo_width()):
for y in range(0, self.c.winfo_height()):
Will create 504x504 rectangles = 254016. It will work fine if you reduce it to just fill your current screen:
def createGrid(self, event=None):
for x in range(0, int(self.c.winfo_width()/20+1)):
for y in range(0, int(self.c.winfo_height()/20+1)):
x1 = (x * self.pixel_width)
x2 = (x1 + self.pixel_width)
y1 = (y * self.pixel_height)
y2 = (y1 + self.pixel_height)
self.c.create_rectangle(x1,y1,x2,y2)
self.c.update()

How to add image in tkinter gui?

I picked up this code and wanted to mess with it, the main problem i'm having is being unable to add an image to the actual gui at a set location on the 2 dimensional array. I get no actual error but also get no output of the image on the gui. Please help! Thank you.
import tkinter as tk
class GameBoard(tk.Frame):
def __init__(self, parent, rows=9, columns=9, size=60, color1="light grey", color2="light grey"):
'''size is the size of a square, in pixels'''
self.rows = rows
self.columns = columns
self.size = size
self.color1 = color1
self.color2 = color2
self.pieces = {}
canvas_width = columns * size
canvas_height = rows * size
tk.Frame.__init__(self, parent)
self.canvas = tk.Canvas(self, borderwidth=0, highlightthickness=0,
width=canvas_width, height=canvas_height, background="white")
self.canvas.pack(side="top", fill="both", expand=True, padx=2, pady=2)
self.canvas.bind("<Configure>", self.refresh)
def addpiece(self, name, image, row=1, column=1):
bishop = tk.PhotoImage(file='C:\\Users\\Sharjeel Jan\\Desktop\\final shit man\\Pieces\\Bishop.gif')
self.canvas.create_image(1,1, image=bishop, tags=(name, "Bishop"), anchor= "c")
self.placepiece(name, row, column)
def placepiece(self, name, row, column):
'''Place a piece at the given row/column'''
self.pieces[name] = (row, column)
x0 = (column * self.size) + int(self.size/2)
y0 = (row * self.size) + int(self.size/2)
self.canvas.coords(name, x0, y0)
def placepiece(self, name, row, column):
'''Place a piece at the given row/column'''
self.pieces[name] = (row, column)
x0 = (column * self.size) + int(self.size/2)
y0 = (row * self.size) + int(self.size/2)
self.canvas.coords(name, x0, y0)
def refresh(self, event):
'''Redraw the board, possibly in response to window being resized'''
xsize = int((event.width-1) / self.columns)
ysize = int((event.height-1) / self.rows)
self.size = min(xsize, ysize)
self.canvas.delete("square")
color = self.color2
for row in range(self.rows):
color = self.color1 if color == self.color2 else self.color2
for col in range(self.columns):
x1 = (col * self.size)
y1 = (row * self.size)
x2 = x1 + self.size
y2 = y1 + self.size
self.canvas.create_rectangle(x1, y1, x2, y2, outline="black", fill=color, tags="square")
color = self.color1 if color == self.color2 else self.color2
for name in self.pieces:
self.placepiece(name, self.pieces[name][0], self.pieces[name][1])
self.canvas.tag_raise("piece")
self.canvas.tag_lower("square")
if __name__ == "__main__":
root = tk.Tk()
board = GameBoard(root)
board.pack(side="top", fill="both", expand="true", padx=4, pady=4)
# player1 = tk.PhotoImage(data=imagedata)
# board.addpiece("player1", player1, 0,0)
root.mainloop()
You have a single line that tries to put an image to GUI:
self.canvas.create_image(1,1, image=bishop, tags=(name, "Bishop"), anchor= "c")
which is under addpiece.
The line below saves the image in a reference:
bishop = tk.PhotoImage(file='C:\\Users\\Sharjeel Jan\\Desktop\\final shit man\\Pieces\\Bishop.gif')
which is defined exclusively for the scope of addpiece, when the method is finished, the image disappears if at all being displayed.
Which effectively makes this question a duplicate to Why does Tkinter image not show up if created in a function?
In order to prevent that, make the image reference available in the scope where mainloop is called.
Either attach the reference bishop to an object, for example self.canvas, whose reference is available in the scope of mainloop:
self.canvas.bishop = tk.PhotoImage(file='C:\\Users\\Sharjeel Jan\\Desktop\\final shit man\\Pieces\\Bishop.gif')
self.canvas.create_image(1,1, image=self.canvas.bishop, tags=(name, "Bishop"), anchor= "c")
or simply pass the image reference from the mainloop scope is in, and use that object reference:
self.canvas.create_image(1,1, image=image, tags=(name, "Bishop"), anchor= "c")

Animating an object to move in a circular path in Tkinter

I am trying to model a simple solar system in Tkinter using circles and moving them around in canvas. However, I am stuck trying to find a way to animate them. I looked around and found the movefunction coupled with after to create an animation loop. I tried fidgeting with the parameters to vary the y offset and create movement in a curved path, but I failed while trying to do this recursively or with a while loop. Here is the code I have so far:
import tkinter
class celestial:
def __init__(self, x0, y0, x1, y1):
self.x0 = x0
self.y0 = y0
self.x1 = x1
self.y1 = y1
sol_obj = celestial(200, 250, 250, 200)
sx0 = getattr(sol_obj, 'x0')
sy0 = getattr(sol_obj, 'y0')
sx1 = getattr(sol_obj, 'x1')
sy1 = getattr(sol_obj, 'y1')
coord_sol = sx0, sy0, sx1, sy1
top = tkinter.Tk()
c = tkinter.Canvas(top, bg='black', height=500, width=500)
c.pack()
sol = c.create_oval(coord_sol, fill='black', outline='white')
top.mainloop()
Here's something that shows one way to do what you want using the tkinter after method to update both the position of the object and the associated canvas oval object. It uses a generator function to compute coordinates along a circular path representing the orbit of one of the Celestial instances (named planet_obj1).
import math
try:
import tkinter as tk
except ImportError:
import Tkinter as tk # Python 2
DELAY = 100
CIRCULAR_PATH_INCR = 10
sin = lambda degs: math.sin(math.radians(degs))
cos = lambda degs: math.cos(math.radians(degs))
class Celestial(object):
# Constants
COS_0, COS_180 = cos(0), cos(180)
SIN_90, SIN_270 = sin(90), sin(270)
def __init__(self, x, y, radius):
self.x, self.y = x, y
self.radius = radius
def bounds(self):
""" Return coords of rectangle surrounding circlular object. """
return (self.x + self.radius*self.COS_0, self.y + self.radius*self.SIN_270,
self.x + self.radius*self.COS_180, self.y + self.radius*self.SIN_90)
def circular_path(x, y, radius, delta_ang, start_ang=0):
""" Endlessly generate coords of a circular path every delta angle degrees. """
ang = start_ang % 360
while True:
yield x + radius*cos(ang), y + radius*sin(ang)
ang = (ang+delta_ang) % 360
def update_position(canvas, id, celestial_obj, path_iter):
celestial_obj.x, celestial_obj.y = next(path_iter) # iterate path and set new position
# update the position of the corresponding canvas obj
x0, y0, x1, y1 = canvas.coords(id) # coordinates of canvas oval object
oldx, oldy = (x0+x1) // 2, (y0+y1) // 2 # current center point
dx, dy = celestial_obj.x - oldx, celestial_obj.y - oldy # amount of movement
canvas.move(id, dx, dy) # move canvas oval object that much
# repeat after delay
canvas.after(DELAY, update_position, canvas, id, celestial_obj, path_iter)
top = tk.Tk()
top.title('Circular Path')
canvas = tk.Canvas(top, bg='black', height=500, width=500)
canvas.pack()
sol_obj = Celestial(250, 250, 25)
planet_obj1 = Celestial(250+100, 250, 15)
sol = canvas.create_oval(sol_obj.bounds(), fill='yellow', width=0)
planet1 = canvas.create_oval(planet_obj1.bounds(), fill='blue', width=0)
orbital_radius = math.hypot(sol_obj.x - planet_obj1.x, sol_obj.y - planet_obj1.y)
path_iter = circular_path(sol_obj.x, sol_obj.y, orbital_radius, CIRCULAR_PATH_INCR)
next(path_iter) # prime generator
top.after(DELAY, update_position, canvas, planet1, planet_obj1, path_iter)
top.mainloop()
Here's what it looks like running:

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