Reset Tkinter Window, Restore Widgets - python

I am hoping to create a button to completely reset a Tkinter window as if the program has been run from scratch. Here is my current way of doing this. However it is not working as hoped.
from tkinter import *
master = Tk()
def do_something_():
#*performing a function on widget*
DoThing = Button(master, text='Do Something',command=do_something_).pack(pady=10)
clearall = Button(master, text='reset', command=resetAll).pack(pady=10)
def resetAll():
master.destroy()
master = Tk()
mainloop()
Is there any way to completely reset the window?

You can create function which create Frame and put widgets in this frame. And then you can put frame in window.
When you press button then you can destroy() this frame to remove all widgets and you can run the same function to create widgets again. Or you can run different function to create different frame with widgets - so you can replace content in window.
from tkinter import *
# --- functions ---
def create_frame(master):
print("create frame")
frame = Frame(master)
b = Button(frame, text='Do Something')
b.pack(pady=10)
clearall = Button(frame, text='reset', command=reset_all)
clearall.pack(pady=10)
return frame
def reset_all():
global frame
frame.destroy()
frame = create_frame(master)
#frame = create_different_frame(master)
frame.pack()
# --- main ---
master = Tk()
frame = create_frame(master)
frame.pack()
mainloop()
BTW: if you do var = Widget().pack() then you assign None to var and you have no access to Widget - ie. you can't detroy it. You have to do it in two steps
var = Widget()
var.pack()
if you don't need access to widget then you don't need variable
Widget().pack()
And when you have access to all widgets then you can change settings (ie. clear text) in every widget instead of destroying all widgets.

You can create a canvas (or frame) and then make the DoThing and clearall buttons have the canvas (or frame) as their master widget. You can then make the resetAll subroutine destroy the canvas (or frame). This will then destroy all of the canvas's child-widgets as well.
Note: I also fixed some syntax errors in your code (e.g. you defined the resetALL subroutine after referencing it.)
The code:
from tkinter import *
master = Tk()
def do_something_():
print('do something') #I added this so that i can run the code with no errors
#*performing a function on widget*
def resetAll():
canvas.destroy() #destroys the canvas and therefore all of its child-widgets too
canvas = Canvas(master)
canvas.pack()
#creates the cnvas
DoThing = Button(canvas, text='Do Something',command=do_something_).pack(pady=10)
#its master widget is now the canvas
clearall = Button(canvas, text='reset', command=resetAll).pack(pady=10)
#its master widget is now the canvas
master.mainloop()
I ran this code.
This was the GUI before i clicked the 'reset' button:
This was the GUI after i clicked the 'reset' button:
As you can see it worked. The canvas's child-widgets (the buttons) were destroyed because the canvas was destroyed.

Related

how to change the color of PanedWindow upon hovering over it, for multiple PanedWindow in tkinter?

I am trying to make PanedWindow change color when I hover mouse over it in tkinter.
now this works for a single iteration.
but when i try to do it for multiple panedwindows it only changes color of the last window.
import tkinter as tk
root = tk.Tk()
for i in range(10):
m1 = tk.PanedWindow(root, bd=4, relief="flat", bg="blue")
m1.pack()
def on_enter(e):
m1.config(background='OrangeRed3', relief="flat")
def on_leave(e):
m1.config(background='SystemButtonFace', relief="flat")
# Create a Button
button1 = tk.Button(m1, text=f"{i}")
button1.pack(pady=20)
# Bind the Enter and Leave Events to the Button
m1.bind('<Enter>', on_enter)
m1.bind('<Leave>', on_leave)
m1.add(button1)
tk.mainloop()
Since at each iteration of the loop all variables are overwritten, the functions are bound to the last created element. It is necessary to pass the desired element to the function. It is even better to collect everything created in dictionaries, so that in the future you can easily change them.
import tkinter as tk
from functools import partial
ms = {}
btns = {}
root = tk.Tk()
def on_enter(m, e):
m.config(background='OrangeRed3', relief="flat")
def on_leave(m, e):
m.config(background='SystemButtonFace', relief="flat")
for i in range(10):
ms[i] = tk.PanedWindow(root, bd=4, relief="flat", bg="blue")
ms[i].pack()
# Create a Button
btns[i] = tk.Button(ms[i], text=f"{i}")
btns[i].pack(pady=20)
# Bind the Enter and Leave Events to the Button
ms[i].bind('<Enter>', partial(on_enter, ms[i]))
ms[i].bind('<Leave>', partial(on_leave, ms[i]))
ms[i].add(btns[i])
tk.mainloop()

Buttons not being placed inside the correct frame in tkinter

I am a newbie trying to use tkinter to build a GUI for an application. So far, I have a frame that I'd like to put several buttons into. However, every time I attempt to position this button, it isn't placed properly, being put outside of the frame itself. I wouldn't like to use the place function because of the several buttons I have to dynamically generate coming from an excel sheet so I was hoping to use the grid function instead.
Here is what I have so far
from tkinter import *
from customtkinter import *
window = Tk()
window.geometry("1920x1080")
window.state("zoomed")
window.title("My Company's Description Printer")
main_frame = CTkFrame(window, width=1920, height=1080, fg_color="grey21")
main_frame.place(x=0, y=0)
title = Label(main_frame,
text="My Company",
bg="grey21",
fg="white",
font=("Trajan Pro", 20)).place(x=626, y=30)
button_frame = CTkCanvas(main_frame,
width=800,
height=600,
highlightthickness=3,
highlightbackground="black",
relief="ridge",
bg="grey19").place(x=60, y=110)
test_button = CTkButton(button_frame, text="test").grid(row=0, column=0)
window.mainloop()
Example of code being ran
As you can see, the button is being placed in the top left corner of the entire window rather than the top left corner of the black bordered button frame. Any help would be appreciated. Thank you so much.
Note that button_frame is None because it is the result of .place(...), so the button (test_button is None as well due to same reason) is a child of the root window instead of the instance of CTkCanvas. .place(...) should be called in separate line.
Also .create_window() is used instead of tkinter layout manager to put widget into a canvas:
...
button_frame = CTkCanvas(main_frame,
width=800,
height=600,
highlightthickness=3,
highlightbackground="black",
relief="ridge",
bg="grey19")
# call .place(...) in separate line
button_frame.place(x=60, y=110)
test_button = CTkButton(button_frame, text="test") # don't use .grid(row=0, column=0)
# use .create_window() to put widget into canvas
button_frame.create_window(0, 0, window=test_button, anchor="nw")

How can I prevent my main window from running with a Toplevel window in python and Tkinter?

I am trying to stop the main window from running until a button has been pressed on a separate Toplevel window.
Example:
from tkinter import *
let_user_through = False
window = Tk()
def activate_main_window():
global let_user_through
let_user_through = True
frame = Toplevel()
b = Button(frame, text="Enter", command=activate_main_window).pack()
if let_user_through == True:
lbl = Label(window, text="Hello")
#bunch of code
#bunch of code
window.mainloop()
In this example, in the main window there is a label that reads: "Hello".
But I don't want people to be able to see it if they haven't pressed the button on the frame
Once the user has pressed the button, the frame will destroy itself and the main window will continue executing a bunch of code.
I'm a beginner to tkinter so i'm not sure if the answer is obvious or not. Thanks!
You can use frame.wait_window() to wait until frame is destroyed. Also you need to call frame.destroy() inside activate_main_window().
from tkinter import *
let_user_through = False
window = Tk()
def activate_main_window():
global let_user_through
let_user_through = True
frame.destroy() # need to destroy frame
# wait for root window becomes visible
# otherwise "frame" may be open behind root window
window.wait_visibility()
frame = Toplevel()
Button(frame, text="Enter", command=activate_main_window).pack()
frame.grab_set() # capture keyboard/mouse events
frame.wait_window() # wait for "frame" to be destroyed
if let_user_through:
Label(window, text="Hello").pack()
#bunch of code
#bunch of code
# should it be within the above for loop?
window.mainloop()
A small change to your code using window.withdraw and window.deiconify works for me. #acw1668 correctly pointed out an error in my original code, so here is the fix.
Your main window is invisible until user presses button.
import tkinter as tk
let_user_through = False
window = tk.Tk()
window.withdraw()
def activate_main_window():
global let_user_through
let_user_through = True
frame.destroy() # need to destroy frame
frame = tk.Toplevel()
tk.Button(frame, text="Enter", command=activate_main_window).pack()
frame.wait_window() # wait for "frame" to be destroyed
if let_user_through:
tk.Label(window, text="Hello").pack()
window.update()
window.deiconify()
#bunch of code
#bunch of code
window.mainloop()
I've created a class that removes the need for let_user_through and sets up code for any next steps.
import tkinter as tk
class invisible:
def __init__( self ):
self.window = tk.Tk()
self.window.withdraw() # make window invisible
self.frame = tk.Toplevel()
tk.Button(
self.frame, text = "Enter", command = self.activate_main_window ).pack( fill='both' )
self.frame.wait_window( ) # wait for "frame"
self.button = tk.Button( self.window, text = "Hello", command = self.remove_next )
self.button.pack( fill = 'both')
self.window.update()
self.window.deiconify() # make window visible
def activate_main_window( self ):
self.frame.destroy() # need to destroy frame
def remove_next( self ):
self.button.destroy()
tk.Label( self.window, text = "Bunch of codeA" ).pack( fill = 'both' )
tk.Label( self.window, text = "Bunch of codeB" ).pack( fill = 'both' )
tk.Label( self.window, text = "Bunch of codeC" ).pack( fill = 'both' )
# continue code initialization
if __name__ == '__main__':
make = invisible()
tk.mainloop()

Tkinter - I created a custom scrollable frame class. Is it possible for it to automatically call a function when a child is added to it?

I make a custom tkinter widget (ScrollFrame) to make a scrollable frame using the answer from this question: Tkinter scrollbar for frame
Everything is working fine but I have to call the "ConfigureCanvas" function every time new widget is added to ScrollFrame in order to resize the scroll area. Are there any event binds that I could use that would be called when a new widget is packed/grided/placed to the Scroll Frame?
eg:
class ScrollFrame(Frame):
'''
'''
self.packFrame.bind('<NewChildWidgetAdded>', self.ConfigureCanvas)
'''
'''
exampleLabel = Label(packFrame, text='Hello')
exampleLabel.pack() # activate the "NewChildWidgetAdded" event?
Here's working code (python 3+). I created a loop that creates 50 labels to give me something to scroll over.
import tkinter
from tkinter import Tk, Frame, filedialog, Button, Listbox, Label, Entry, Text, Canvas, Scrollbar, Radiobutton, Checkbutton, Menu, IntVar, StringVar, BooleanVar, Grid, OptionMenu, Toplevel, ALL, CURRENT, END
#imported more than i needed, copied from other code where this is all used.
class ScrollFrame(Frame):
def __init__(self, frame, *args, **kwargs):
Frame.__init__(self, frame, *args, **kwargs)
self.columnconfigure(0, weight=1)
self.rowconfigure(0, weight=1)
self.vScroll = Scrollbar(self, orient='vertical')
self.vScroll.grid(row=0, column=1, sticky='wens')
self.hScroll = Scrollbar(self, orient='horizontal')
self.hScroll.grid(row=1, column=0, sticky='wens')
self.canvas = Canvas(self, bd=0, highlightthickness=0, xscrollcommand=self.hScroll.set, yscrollcommand=self.vScroll.set, bg='green')
self.canvas.grid(row=0, column=0, sticky='wens')
self.vScroll.config(command=self.canvas.yview)
self.hScroll.config(command=self.canvas.xview)
self.packFrame = Frame(self.canvas, bg='blue')
self.packWindow = self.canvas.create_window(0,0, window=self.packFrame, anchor='nw')
def ConfigureCanvas(self):
self.packFrame.update_idletasks()
size = (self.packFrame.winfo_reqwidth(), self.packFrame.winfo_reqheight())
self.canvas.config(scrollregion=(0,0,size[0], size[1]))
mw = Tk()
scrollCavnas = ScrollFrame(mw)
scrollCavnas.pack(side='right', fill='both', expand='yes')
scrollFrame = scrollCavnas.packFrame
temp = 0
while temp < 50:
Label(scrollFrame, text=temp).grid(row=temp, column=temp)
temp += 1
scrollCavnas.ConfigureCanvas() # don't want to have to call this every time a new widget is added.
mw.mainloop()
I tried:
self.packFrame.bind('<map>', self.ConfigureCanvas)
But it looks like this only gets called when the ScrollFrame is created, not when I add a new child widget to the ScrollFrame.
I looked over the documentation (http://tcl.tk/man/tcl8.5/TkCmd/bind.htm#M13) but I didn't notice anything that could do what I wanted.
One solution is to use the Configure event. The downside is this gets called every time the widget is scrolled.
self.packFrame.bind('<Configure>', self.ConfigureCanvas)
def ConfigureCanvas(self, event=None):
self.packFrame.update_idletasks()
size = (self.packFrame.winfo_reqwidth(), self.packFrame.winfo_reqheight())
self.canvas.config(scrollregion=(0,0,size[0], size[1]))
I was able to get at least part of the function to only run when adding a new widget. This seems clunky and I believe it will only work if scrolling horizontally (it could be modified to do vertical or both though). This compares the required width to the current scroll region size and if they're different it will resize the scroll region.
def ConfigureCanvas(self, event=None):
scrollRegion = self.canvas['scrollregion'].split(' ')
try:
scrollRegion = int(scrollRegion[2])
except IndexError:
scrollRegion = None
if self.packFrame.winfo_reqwidth() != scrollRegion:
self.packFrame.update_idletasks()
size = (self.packFrame.winfo_reqwidth(), self.packFrame.winfo_reqheight())
self.canvas.config(scrollregion=(0,0,size[0], size[1]))

How to make a button open a new window?

I am making a simple GUI that starts with a main menu them the user can click a button to proceed to a new window which has a picture of a keyboard and the user can press key on their keyboard to play the paino. Right now I cant figure out how to make a button that when pressed closes the main menu (labeled mainMenu()) and open the game menu (playGame).
import tkinter
from tkinter import *
class mainMenu:
def _init_(self, master):
frame = Frame(master)
frame.pack()
self.quitButton = Button(frame, text = "Quit", command = frame.quit)
self.quitButton.pack(side = LEFT)
self.proceedButton = Button(frame, text = "Play", command = playGame)
self.proceedButton.pack(side = LEFT)
def playGame(self):
frame.quit
gameMenu()
def gameMenu(self):
root = Tk()
b = mainMenu(root)
topFrame = Frame(root)
topFrame.pack()
bottomFrame = Frame(root)
bottomeFrame.pack(side = BOTTOM)
photo = PhotoImage(file = "piano.png")
label = Label(root, image = photo)
label.pack()
root.mainloop()
You'll have to forgive me for removing your class but I've never personally worked with classes in python before. However I seem to have you code working to some degree.
import tkinter
from tkinter import *
def playGame():
frame.quit
gameMenu()
def gameMenu():
b = mainMenu(root)
topFrame = Frame(root)
topFrame.pack()
bottomFrame = Frame(root)
bottomFrame.pack(side = BOTTOM)
photo = PhotoImage(file = "piano.png")
label = Label(root, image = photo)
label.pack()
root=Tk()
frame = Frame(root)
frame.pack()
quitButton = Button(frame, text = "Quit", command = frame.quit)
quitButton.pack(side = LEFT)
proceedButton = Button(frame, text = "Play", command = playGame)
proceedButton.pack(side = LEFT)
root.mainloop()
The main problem you had was that you were using both root and master. When declaring the main window in tkinter you normally use either root = Tk() or master = Tk() either one is acceptable, personally I use master. This variable contains the main window that everything else is placed into. You also hadn't put Tk() into any variable, meaning that when you hit root.mainloop() there was nothing to enter the main loop, this was because you were trying to declare root = Tk() inside gameMenu, which wasn't getting called in your program.
If you want to open windows within tkinter it's probably easier to write something like this:
from tkinter import *
master = Tk() #Declaring of main window
def ProceedButtonCommand(mainframe, master): #Command to attach to proceed button
mainframe.destroy()
DrawSecondScreen(master) #This line is what lets the command tied to the button call up the second screen
def QuitButtonCommand(master):
master.destroy()
def DrawFirstScreen(master):
mainframe = Frame(master) #This is a way to semi-cheat when drawing new screens, destroying a frame below master frame clears everything from the screen without having to redraw the window, giving the illusion of one seamless transition
ProceedButton = Button(mainframe, text="Proceed", command=lambda: ProceedButtonCommand(mainframe, master)) #Lambda just allows you to pass variables with the command
QuitButton = Button(mainframe, text = "Quit", command=lambda: QuitButtonCommand(master))
mainframe.pack()
ProceedButton.pack()
QuitButton.pack()
def DrawSecondScreen(master):
mainframe = Frame(master)
Label1 = Label(mainframe, text="Temp")
mainframe.pack()
Label1.pack()
DrawFirstScreen(master)
master.mainloop() #The mainloop handles all the events that occur in a tkinter window, from button pressing to the commands that a button runs, very important
This little script just draws a screen with two buttons, one draws a new screen with the text "temp" on it and the other button closes the master window.
In the future it's probably a better idea to ask a friend who is experienced in programming to help with this kind of stuff. Get talking on some computing forums, I'm sure you'll find a group of sharing and fixing code quickly.

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