PanedWindow and global variables - python

("General Kenobi")
Working with the tkinter module of python, I'm trying to recreate a quite complex graphical interface from something existing in VB. Everything was okay until I decided to make things a little more nice and clean with an initialization function including global variables. Since, every single PanedWindow won't show.
This is my initialization function :
def init():
Tk().withdraw()
global DL_COM1_NAME
DL_COM1_NAME = StringVar()
And the main function with the graphical stuff :
def frame_Menu(init):
init()
# graphical user interface (GUI)
# main frame
main_frame = Tk()
...
DL_COM_Panel1 = PanedWindow(orient='horizontal')
DL_COM1 = Label(DL_COM_Panel1,bg='light slate blue',fg='white',font=('Arial','10','bold'),text='first :',anchor='w',relief='sunken',width=8)
DL_COM_Panel1.add(DL_COM1)
DL_COM1_Choice = Entry(DL_COM_Panel1,textvariable=DL_COM1_NAME,width=90)
DL_COM_Panel1.add(DL_COM1_Choice)
DL_COM1_Select = Button(DL_COM_Panel1,text='Browse',command=set_COM1filename)
DL_COM_Panel1.add(DL_COM1_Select)
DL_COM_Panel1.grid(row=7,column=0,columnspan=4,sticky='we',padx=(15,15),pady=(2.5,2.5))
...
main_frame.mainloop()
The set_COM1filename function I'm using in "command" asks for a file by askopenfilename.
The PanedWindow I defined here won't open, and it's the same for every other ones, while everything was working with local variables. Furthermore, when I use the command prompt to run this, the process doesn’t stop when I click the quit button of my interface. Do you have any idea of the reason ?
Thank you very much

Related

Tkinter window not displaying until after program is run

global window
window = Tk()
window.geometry('300x200')
window.minsize(300,200)
window.maxsize(300,200)
window.configure(bg='black')
window.title("testupdate")
global outputtext
outputtext = tk.StringVar()
outputtext.set("starting window...")
my_label = tk.Label(window, textvariable = outputtext, bg = 'black', fg = 'white', font = 'terminal')
my_label.pack()
class ChangeLabel():
def __init__(self, text):
outputtext = tk.StringVar()
outputtext.set(text)
my_label.config(textvariable = outputtext)
Here's the main code: https://replit.com/#YourPetFinch/textadventure#main.py
I've been trying to make a text adventure game with Tkinter so I can package it all nicely as an app. I created a function that I can call from another file to update a label as the game output so I can keep the GUI setup simple, but I've been having a problem where the window won't show up until the code has finished running. I'm new to tkinter (and honestly not very good at Python in general) so this is probably a stupid question.
That's not how global is used. The global statement is only used inside a function, to state that you're going to modify a global. You can't actually make a global that crosses files, but your from gui import * will handle that.
The issue here is understanding event-driven programming. When you create a window, nothing gets drawn. All that does is send a number of messages to signal the core. The messages will not get fetched and dispatched until it gets into the .mainloop(). The main loop processes all the messages and does the drawing, which might queue up more messages.
So, you cannot use time.sleep(2) like that. As you saw, that will interrupt the process and prevent any drawing from being done. Instead, you will have to use window.after to request a callback after some number of seconds. The .mainloop monitors the timers, and will give you a call when time runs out. You cannot use time.sleep inside an event handler either, for the same reason; your GUI will freeze until your event handler returns.

tkinter checkbutton not displaying correct value when class imported from other file

I have a main program which does some cool stuff and I am currently setting up a 'settings editor' to let the user change some GUI related stuff and default values. It reads values from a text file, which is read in correctly and saves them to a dictionary self.propertiesDict. Some of the options are on/off switches, so I use checkbuttons for them. What is puzzling me is following behavior: the code works perfectly fine, when I execute the settingsEditor.py (the script creating the settings window) directly. All the checkbuttons are set to active / True. However, when I include my settingsEditor in my main program and call it, it creates fine but all the checkbuttons show the wrong value: False. I read a lot of topics here to find an answer, but I think I avoided the most common errors:
I use the tk variables
tk variables are created and set prior to the buttons
variables are not only in local scope (prefixed self.)
As you can see, I tried with an IntVar and a BooleanVar, but neither is working correctly. Something else is strange, when I use ttk.checkbuttons, I get the issue described here. I use Visual Studio for debugging and I can't see any difference in the process when going trough line by line, except for the wrong display result. I am happy for any suggestion. Sorry for not providing a full MWE, I will do, if nobody can help me from this here.
settingsEditor.py
import tkinter as tk
from tkinter import ttk
...
class mySettingsEditor:
def __init__(self):
...
def createGUI(self):
# Show main options on startup on/off
self.showOptionsVar = tk.IntVar()
self.showOptionsVar.set(str2int(self.propertiesDict['showMainOptionsExpanded']))
print(self.showOptionsVar.get())
self.checkBtn1 = tk.Checkbutton(Frame, text='Main Options Section', variable=self.showOptionsVar)
self.checkBtn1.grid(column=0,row=2)
# Show main STL section on startup on/off
self.showMainSTLVar = tk.BooleanVar()
self.showMainSTLVar.set(str2bool(self.propertiesDict['showMainSTLSectionExpanded']))
print(self.showMainSTLVar.get())
self.checkBtn2 = tk.Checkbutton(Frame, text='Main STL Section', variable=self.showMainSTLVar)
self.checkBtn2.grid(column=0,row=3)
main.py
from settingsEditor import mySettingsEditor
...
settEditor = mySettingsEditor()
This is how it looks in the GUI when executed separately (terminal with print output to the left):
Thats the result when I add it in main.py. The boxes are unchecked, but .get() tells me the values are correctly assigned to the tk variables.
As suggested by jasonharper, switching to Toplevel() for the child windows fixed the issue. Thanks alot!

Python Tkinter - How do I change variables from outside the main window class?

Now i understand the concept of instance variables and classes, I've never had a problem with them before and I use them frequently. However when I make my MainWindow class, everything is peachy until i try accessing instance variables.
http://pastebin.com/tDs5EJhi is the full code, but at this point it's just placing labels and frames and whatnot, no actual logic is going on. The window looks fine and nothing bad happens.
My question comes to be when I try changing things inside of the window externally. I figured I could just make an instance of the class and change variables from there (namely instancevariable.ImageCanvas.itemconfig()) like i can normally, but Tkinter isn't being nice about it and I think it's a result of Tkinter's mainloop().
Here's the tidbit of my class MainWindow() that i'm having trouble with (ln 207)
...
self.C4 = Tk.PhotoImage(file="temp.png")
self.card4 = self.CardCanvas.create_image(120,46,image=self.C4, state=Tk.NORMAL)
#self.CardCanvas.itemconfig(4, state=Tk.HIDDEN) # < It works here
...
self.root.mainloop()
window = MainWindow()
window.CardCanvas.itemconfig(4, state=Tk.HIDDEN) # < It doesn't work here
That's how i learned how to edit instance variables. When the window pops up, the itemconfig command doesn't actually apply like it would were it inside the class (or maybe it did and the window just didn't update?) and after closing the window I get this error:
_tkinter.TclError: invalid command name
which I assume is just because it's trying to apply a method to variables that don't exist anymore, now that the window has closed.
So I guess here's my big question - I have a MainWindow class, and from what I can tell, nothing can be changed from outside of the class because the Tk.mainloop() is running and won't stop to let other code after it run, like the itemconfig. How do I go about changing those variables? Code after the instance variable declaration doesn't seem to run until the MainWindow() is closed.
You are correct that code after mainloop doesn't run. It does, but only after the GUI has been destroyed. Tkinter is designed for the call to mainloop be the last (or very nearly last) line of executable code. Once it is called, all other work must be done as reaction to events. That is the essence of GUI programming.
The answer to "how do I go about changing the variables" is simple: do it before you call mainloop, or do it in reaction to an event. For example, do it in a callback to a button, do it in a function bound to an event, or to a time-based event via after, and so on.

How can I perform an action after mainloop() has been called in Tkinter?

I want to make a GUI command line using the Text widget. For debugging purposes, I am trying to print whatever the user types into the separate GUI window to the system terminal. I know that it is frowned upon to mix GUI and Text Based commands into the same script, but I am just debugging, so forgive me 😉
Here is my code:
from Tkinter import *
main = Tk()
console = Text(main)
console.pack()
main.mainloop()
while True:
text = console.get("1.0", "end-1c")
print(text)
My current issue is that when the mainloop starts, (of course) the while loop doesn't. If I were to move the while loop in front of the mainloop call, it would never call mainloop. I really want it to continuously check for new text.
Is there a way to like "pause" the mainloop, or just carry out the command, maybe on a new thread or something?
I want to avoid using main.after(), but if that is the only way, then so be it. ¯\(°_o)/¯
I recommend using main.after(), as it's the canonical way to do things like this in Tkinter. The following will also ensure that it only tries to print every second, instead of as fast as the console can handle it (as the while loop in your code would do if it worked).
def print_console():
print(console.get("1.0", "end-1c"))
main.after(1000, print_console)
print_console()
main.mainloop()
You can also bind widgets to "Modified"
from Tkinter import *
class TextModified():
def __init__(self):
root = Tk()
self.txt = Text(root)
self.txt.pack()
self.txt.focus_set()
self.txt.bind('<<Modified>>', self.changed)
Button(text='Exit', command=root.quit).pack()
root.mainloop()
def changed(self, value=None):
flag = self.txt.edit_modified()
if flag: # prevent from getting called twice
print "changed called", self.txt.get("1.0", "end-1c")
## reset so this will be called on the next change
self.txt.edit_modified(False)
TM=TextModified()

Importing tkinter button from separate module

We have a functioning program that uses Tkinter as its GUI. Everything works fine however different branches of the code are now using different hardware which realistically need different buttons. Hence we'd like to have the main GUI import modules representing the buttons depending on what hardware is being used.
I've cut out some of the code below, I'm interested in removing the makemenu() function to a separate module, hence when it is called in the Application __init__ (self.makemenu(master)) I would like to make that a reference to a separate module. I've tried doing this and am having trouble. Is this even possible?
I'm a little confused on the parent structure, what needs to be passed to my button module, etc.? I know this is a poorly constructed question but if anyone is able to advise if this is possible and put my on the right track that would be great. For example if someone could show how to modify this code to have the buttons defined in a separate module I could figure out how to do the same in my module.
# Import necessary libraries
import sys
import os
import Tkinter as tk
class Application(tk.Frame):
##################################################################
## Final functions are designed to initialize the GUI and
## connect various mouse movements to useful functions.
##################################################################
def definevars(self):
'''Original definition of all of the key variables that
we need to keep track of while running the GUI
'''
self.disable = True
self.savimgstatus = 'off'
self.mode = 'Standby'
self.status = 'Not Ready'
def makemenu(self,master):
''' Function to create the main menu bar across
the top of the GUI.
'''
self.menubar = tk.Menu(master)
## Motor Submenu
motormenu = tk.Menu(self.menubar,tearoff=1)
motormenu.add_command(label='ALT',state='disabled')
motormenu.add_command(label='error check',
command=lambda: self.geterror('alt'))
motormenu.add_separator()
motormenu.add_command(label='AZ',state='disabled')
motormenu.add_command(label='error check',
command=lambda: self.geterror('az'))
self.menubar.add_cascade(label='Tracker Motors',menu=motormenu)
## Set the big menu as the main menu bar.
master.config(menu=self.menubar)
def __init__(self,tcpconn,DOME,TRACKERSTAGE, master=None):
'''Main function to initialize the GUI. Will scale
the size of the GUI to fit any size screen... to a
point. It will not allow it to be smaller than
600x800.
'''
self.buf = 1024
## Check resolution of screen. Make GUI 2/3rds of size
## unless that means under 600x800.
fh = round(master.winfo_screenheight()*2./3.)
fw = round(master.winfo_screenwidth()*2./3.)
if fh < 600: fh = 600
if fw < 800: fw = 800
print 'GUI resolution set to {0} x {1}'.format(fw,fh)
self.fw = fw
self.fh = fh
self.imwidth = int(0.45*self.fw)
self.imheight = int(0.45*self.fh)
self.imcentx = self.imwidth/2
self.imcenty = self.imheight/2this
## Initialize Frame
tk.Frame.__init__(self, master, height=fh,width=fw)
self.grid()
self.grid_propagate(0)
## Initialize Various variables.
self.definevars()
## Create buttons, etc.
self.createWidgets()
self.makemenu(master)
self.disableall()
## Main Loop function
self.checkoutput()
###################################################################
# Initialize GUI window.
root = tk.Tk()
root.title('Hardware') # window title
app = Application(master=root)
app.mainloop() # go into the main program loop
sys.exit()
If you want to move makemenu to a separate module, that should be pretty simple. However, you'll need to change a few things.
Since makemenu no longer has a reference to self (or has a different reference, if you implement it as a separate class), you need to replace calls like command=lambda: self.geterror('alt')) to be command=lambda: master.geterror('alt')).
The other thing I recommend is to remove the call to add the menu to the root. I believe that modules shouldn't have side effects like this -- the function should make a menu and return it, and let the caller decide how to use it, ie:
self.menubar=makemenu(master)
master.configure(menu=self.menubar)
Roughly speaking, this is a variation of the MVC (model/view/controller) architectural pattern where the Application instance is your controller (and also part of the view unless you make modules of all your UI code). The menu is part of the view, and forwards UI functions to the controller for execution.
Your application then looks something like this:
from makemenu import makemenu
class Application(...):
def __init__(...):
...
self.menubar = makemenu(master)
master.config(menu=self.menubar)
...

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