How to restart tkinter/python program on click of a button? - python

The Incorrect-Dimiss button erases on click and when Return key is pressed, but if I enter anything afterwards, nothing happens. The issue is that if I enter it correct, the login button pops up and it works. If I enter it incorrect, the dismiss button pops up, and clicking or pressing enter erases it. Now, anything I enter after an incorrect attempt whether correct or incorrect does nothing.
(1) In order to avoid this, I was wondering if the program could just restart on clicking/pressing enter the dismiss button, without the window closing, or another reopening, but I do not know how to do this.
(2)Also is there a max login attempts code that ends/restarts the program and if so how would I place it in this code? (something like if >3 incorrect then quit)
Here is the code (python3)- try it for yourself if you would like:
from tkinter import *
class Application(object):
def __init__(self, event=None):
self.root = Tk()
self.root.configure(bg="darkorchid1", padx=10, pady=10)
self.root.title("WELCOME")
self.username = "Bob"
self.welcome = Label(self.root, text="WELCOME TO MY PROGRAM", bg="lightgrey", fg="darkorchid1")
self.welcome.pack()
self.label0 = Label(self.root, text="ENTER NAME:", bg="purple", fg="white", height=5, width=50)
self.label0.pack()
self.entry = Entry(self.root, width=25)
self.entry.configure(fg= "white",bg="grey20")
self.entry.pack()
self.entry.bind("<Return>", self.submit)
self.button = Button(self.root, text="SUBMIT", highlightbackground="green", width=48, command=self.submit)
self.button.pack()
def submit(self, event=None):
username = self.entry.get()
if username == self.username:
self.button1 = Button(self.root, text='LOGIN', highlightbackground="green", width=28, command=self.root.destroy)
self.button1.pack()
self.entry.bind("<Return>", self.login)
else:
self.button2 = Button(self.root, text="INCORRECT- CLICK TO DIMISS THIS MESSAGE", highlightbackground="red", width=48, command=self.incorrect)
self.button2.pack()
self.entry.bind("<Return>", self.incorrect)
def incorrect(self, event=None):
self.button2.destroy()
def login(self, event=None):
self.root.destroy()
app=Application()
mainloop()
Instead of destroying the button I want this to restart the program but cannot find the correct command. This would destroy the button since it doesn't exist at the beginning of the program, as well as allow for incorrect or correct input to actually work after the first try.
def incorrect(self, event=None):
self.button2.destroy()
I am a beginner so the more simple, the better at this point. Thank you.

Not an expert myself but fiddled with TKinter some time ago. From what I know the only way to restart a TKinter app is by running it in a thread and then killing and restarting that thread. I would recommend you to take a look at Python's multiprocessing or threading module.
Something you could also try (which worked for me in that past, but isn't really the correct way of doing this I suppose) is to have ROOT = Tk()as a global variable, then having your submit-button as a stand-alone class and have it import global ROOT before executing ROOT.Destroy() and then have it call the application class again, which can also call the global variable (which would cause it to start again). It's a method I've used to have the TKinter window update while I was using it. But the threading method is often mentioned as the proper way of doing this as far as I know..
As a very limited example (short on time for a more extensive one), I did something like this in my old script:
ROOT_WINDOW = ""
VARIABLE1 = 'some variable here'
def func1():
global ROOT_WINDOW
global VARIABLE1
ROOT_WINDOW = Tk()
#(Insert application code that uses or requires variable1)
func2()
def func2():
global ROOT_WINDOW
global VARIABLE1
ROOT_WINDOW.Destroy()
Change variable1
func1()
With regard to setting a maximum number of login attempts. I solved this by creating a separate startup script. It works correctly but I dare not to post it here as it is a real ugly and incorrect way of solving the problem that also comes with a security issue (of having to store your sudo password within a variable).
Sorry for not being able to be of more help.

First of all I would change the bind to return to the root window instead of the entry (otherwise you have to click on the entry field for the return to have an effect)
Next you need 3 state variables for your class.
self.button1 = None
self.button2 = None
self.attempts = 0
Then by checking the state of each you can accomplish (what I think) you want
Here’s the whole code modified
from tkinter import *
class Application(object):
def __init__(self, event=None):
self.root = Tk()
self.root.configure(bg="darkorchid1", padx=10, pady=10)
self.root.title("WELCOME")
self.username = "Bob"
self.welcome = Label(self.root, text="WELCOME TO MY PROGRAM", bg="lightgrey", fg="darkorchid1")
self.welcome.pack()
self.label0 = Label(self.root, text="ENTER NAME:", bg="purple", fg="white", height=5, width=50)
self.label0.pack()
self.entry = Entry(self.root, width=25)
self.entry.configure(fg= "white",bg="grey20")
self.entry.pack()
self.root.bind("<Return>", self.submit)
self.button = Button(self.root, text="SUBMIT", highlightbackground="green", width=48, command=self.submit)
self.button.pack()
self.button1 = None
self.button2 = None
self.attempts = 0
def submit(self, event=None):
username = self.entry.get()
if username == self.username:
if (self.button2 != None): # after I added disabling the submit button this check might not be necessary
return
if (self.button1 == None):
self.button1 = Button(self.root, text='LOGIN', highlightbackground="green", width=28, command=self.root.destroy)
self.button1.pack()
self.root.bind("<Return>", self.login)
self.button.config(state="disabled")
else:
if (self.button2 == None):
self.button2 = Button(self.root, text="INCORRECT- CLICK TO DIMISS THIS MESSAGE", highlightbackground="red", width=48, command=self.incorrect)
self.button2.pack()
self.root.bind("<Return>", self.incorrect)
self.button.config(state="disabled")
def incorrect(self, event=None):
self.attempts += 1
if (self.attempts > 2):
self.root.destroy()
else:
self.root.bind("<Return>", self.submit)
self.button.config(state="normal")
self.button2.destroy()
self.button2 = None
def login(self, event=None):
self.root.destroy()
app=Application()
mainloop()

Related

Text Output from Class function? - Tkinter

I apologize if I'm not using proper terminology, I'm new to Python and have been doing this leisurely for fun. I'm trying to figure out everything myself by watching some tutorials, and reading online. The problem I'm having is I wanted to make a GUI for a python password generator (very easy first project.) I've created what I thought to be the correct format, but I'm having an issue with the function displaying in the GUI window rather than the terminal. I think it's when I come to the self.output where it messes everything up.
class GenPass:
def __init__(self, master):
frame = Frame()
frame.pack()
self.printButton = Button(frame, text="Generate Password", padx=4, pady=4, command=self.generate)
self.printButton.pack(side=LEFT)
self.quitButton = Button(frame, text="Copy to Clipboard", padx=4, pady=4, command=master.destroy)
self.quitButton.pack(side=LEFT)
self.output = Label(frame, fg="Green")
self.output.place(x=240, y=85)
self.output.config(text=self.generate)
def generate(self):
for i in range(3):
print(random.choice(Words).capitalize(), end='')
for i in range(2):
print(random.choice(Numbers), end='')
for i in range(1):
print(random.choice(Spec_Char))
I expect the outcome to be in the GUI window, there would be the generated password. It comes up in the terminal, but not in the window. When it does come up by making tweaks to the output.pack() it just lists random numbers and the name of the function (ex. 9012381generate)
Inside generate you should create string with password and use self.output.config(text=password) instead of print().
I changed code because it didn't work for me. Now everyone can copy code and run it.
from tkinter import *
import random
import string
words = string.ascii_uppercase
numbers = string.digits
spec_char = '!##$%'
class GenPass:
def __init__(self, master):
frame = Frame(master) # add parent for Frame
frame.pack()
self.printButton = Button(frame, text="Generate Password", padx=4, pady=4, command=self.generate)
self.printButton.pack(side=LEFT)
self.quitButton = Button(frame, text="Copy to Clipboard", padx=4, pady=4, command=master.destroy)
self.quitButton.pack(side=LEFT)
self.output = Label(master, fg="Green")
self.output.pack()
self.generate() # genrate password at start
def generate(self):
password = ''
for i in range(3):
password += random.choice(words)
for i in range(2):
password += random.choice(numbers)
for i in range(1):
password += random.choice(spec_char)
self.output.config(text=password)
root = Tk()
GenPass(root)
root.mainloop()
BTW: every widget should have parent so I add master in Frame(). Maybe it makes no difference here but if you would have many frames or widgets then widget without parent can be displayed in unexpected place.
pack() and place() and grid() shouldn't be mixed in one window or frame because pack() and grid() try to calculate position dynamically and other layour manager can makes problem with it. But using pack/grid/place you can put frame and inside this frame you can use different layour manager (pack/grid/place).

Closing main window from toplevel window with tkinter in python

This is my first question, I am new to python and this site.
I am designing an app to interact with a database. I added a "close" button that I would like to open a new window asking "close the program?" and 2 buttons: yes and no. When you click no, the new window closes. When you click yes both windows close.
I got my code working but I am quite sure there is a better or smarter way of doing it.
To make it work I had to write "root.destroy()" in the "close_window" method but I am pretty sure there is a smarter way of getting the same result with something like "self.master.destroy()" that uses all the power of python. I show a simplified version of the code below.
Thanks in advance.
Alfonso
from tkinter import *
class Window():
def __init__(self, main):
self.main = main
self.b5=Button(self.main, text="Action 1", width=12)
self.b5.grid(row=0, column=1)
self.b5=Button(self.main, text="Action 2", width=12)
self.b5.grid(row=0, column=2)
self.b6=Button(self.main, text="Close", width=12, command=self.new_window)
self.b6.grid(row=0, column=3)
def new_window(self):
self.newWindow = Toplevel(self.main)
self.app = Demo2(self.newWindow)
def close_window(self):
root.destroy()
class Demo2:
def __init__(self, master):
self.master = master
self.frame = Frame(self.master)
self.l1=Label(self.frame, text="Close the program?")
self.l1.grid(row=0, column=0, columnspan=2)
self.b1=Button(self.frame, text="Yes", command=self.yes_com)
self.b1.grid(row=1, column=0)
self.b1=Button(self.frame, text="No", command=self.no_com)
self.b1.grid(row=1, column=1)
self.frame.pack()
def yes_com(self):
self.master.destroy()
Window.close_window(self)
def no_com(self):
self.master.destroy()
def main():
global root
root = Tk()
app = Window(root)
root.mainloop()
if __name__ == '__main__':
main()
You could simply use the standard dialogs provided by the messagebox module.
Specifically, it provides the askyesno dialog that takes care of the opening/closing of the new window and returns True if the user clicks Yes and False if the user clicks No. Then, you could simply use an if-statement to close the window if the user says so by simply using self.main.destroy() (without the need to declare root as global).
from tkinter import *
from tkinter import messagebox
class Window():
def __init__(self, main):
self.main = main
self.b5=Button(self.main, text="Action 1", width=12)
self.b5.grid(row=0, column=1)
self.b5=Button(self.main, text="Action 2", width=12)
self.b5.grid(row=0, column=2)
self.b6=Button(self.main, text="Close", width=12, command=self.close_window)
self.b6.grid(row=0, column=3)
def close_window(self):
if messagebox.askyesno('Close', 'Close the program?'):
self.main.destroy()
def main():
root = Tk()
app = Window(root)
root.mainloop()
if __name__ == '__main__':
main()
Notes
The yes/no buttons in the standard dialog are localized, meaning that they are translated into the language used by your computer settings.
If you have a look around the messagebox module, you'll see that there are other standard dialogs. IMHO in this case I would use askyescancel, which is used in the exact same way, but seems more semantic.
Pier Paolo has the right answer, but for the sake of science, here's the direct answer to your question:
def yes_com(self):
self.master.master.destroy() # <this class instance>.<toplevel instance>.<Tk instance>.destroy()
Or you could simply quit python:
import sys
def yes_com(self):
sys.exit()

How can I make windows in Tkinter that run in succession? (Python 2.7.11)

I want to have a login window pop up at first, then once the conditions are satisfied, it closes the login window and opens a new window.
from Tkinter import *
import tkMessageBox
#Not really sure what i'm doing here anymore
while True:
Login = Tk()
Login.title('Login')
Login.geometry('400x130')
NameLabel = Label(Login, text='Username')
NameLabel.place(bordermode=OUTSIDE, height=25, width=100, x=100)
NameEntryRaw = Entry(Login)
NameEntryRaw.place(bordermode=OUTSIDE, height=25, width=100, x=200)
CodeLabel = Label(Login, text='Code')
CodeLabel.place(bordermode=OUTSIDE, height=25, width=100, x=100, y=30)
CodeEntryRaw = Entry(Login)
CodeEntryRaw.place(bordermode=OUTSIDE, height=25, width=100, x=200, y=30)
def tbd():
tkMessageBox.showinfo('Congrats!', 'This program is not done yet')
def login():
Usernames=list()
Usernames.append('Mordecai')
Usernames.append('Ezekiel')
Usernames.append('Goliath')
Usernames.append('Abraham')
Usernames.append('Bartholomew')
Usernames.append('Jedediah')
Usernames.append('Solomon')
Usernames.append('Tobias')
Usernames.append('Yohanan')
Usernames.append('Lucifer')
NameEntry=NameEntryRaw.get()
CodeEntry=CodeEntryRaw.get()
CodeReal='116987'
if Usernames.count(NameEntry) == 0:
tkMessageBox.showinfo('Error!', 'Your Username is invalid! Try Again.')
else:
()
if CodeEntry != CodeReal:
tkMessageBox.showinfo('Error!', 'The Code entered is invalid! Try Again.')
else:
()
LoginButton = Button(Login, text="Login", command=login)
LoginButton.place(bordermode=OUTSIDE, height=50, width=200, x=100, y=60)
Login.mainloop()
else:
DataBase = Tk()
#this will be the data base
DataBase.mainloop()
You don't want to use two mainloop's. Generally speaking, your tkinter app should have a single .mainloop called.
As for how to get the login popup and then switch to the window... You can create your root window with the app and when you start your program have a Toplevel window be shown with the login stuff, maybe hide / withdraw the root additionally?, have the toplevel have a submit button or something that would validate the credentials. If the credentials are valid, then you can use the destroy() method and remove the toplevel widget / go to the root window for your main app.
Having a while True repeat the process of creating a GUI + mainloop is bad for obvious reasons.
Edit: static is probably a bad term for a mutable object, since it's mutable... Added tuple vs list for global.
You don't need to create a blank list and then use append to add your usernames to the usernames list. You can make this global. Since, username is a mutable object (it's a list) you could still perform operations elsewhere in your code on this global, say .append etc. Or, if you never have these change i'd make it a tuple, since they're immutable and this "fits" better with the intent.
Instead of using .count(*) to get the occurrences of an element in a list you can just use:
if (object) in (some list) #Object is an abstraction, not the type
If CodeReal is static, which it looks to be, you can also make this global.
Here's a quick edit to your code, you can do this without classes, but I used classes here to try to distinctly show the logical separation in the program.
I changed a few variable names as well, so that it was easier to read / understand. I also used .pack() and .grid() as this was quicker to code than having to use .place() everywhere this is an arbitrary choice.
import Tkinter as tk
import tkMessageBox as messagebox
import sys
#No need to do usernames = list() and then .append for each one.
#Just make a global list holding them all...
USERNAMES = ('Mordecai', 'Ezekiel', 'Goliath', 'Abraham', 'Bartholomew',
'Jedediah', 'Solomon', 'Tobias', 'Yohanan', 'Lucifer')
PASSWORD = '116987' #Was CodeReal, this can be global
#We overrode the closing protocol here.
def closing_protocol():
if messagebox.askokcancel("Quit", "Do you want to quit?"):
sys.exit()
#A container for our Login "app".
class Login(tk.Toplevel):
def __init__(self, *args, **kwargs):
#We init the toplevel widget.
tk.Toplevel.__init__(self, *args, **kwargs)
#We set the closing protocol to be the overridden version / func.
self.wm_protocol("WM_DELETE_WINDOW", closing_protocol)
tk.Label(self, text='Username').grid(row=0, column=0)
self.username = tk.Entry(self)
self.username.grid(row=0, column=1)
tk.Label(self, text='Password').grid(row=1, column=0)
#Show = '*' just hides the password instead of plain-text like
#you typically see
self.password = tk.Entry(self, text='Password', show='*')
self.password.grid(row=1, column=1)
#When the button is clicked the _callback function will be called
tk.Button(self, text='Login', command=self._callback).\
grid(row=2, column=0, columnspan=2, sticky="nsew")
def _callback(self):
#If the username or password is bad, raise an error message.
if (self.username.get() not in USERNAMES or
self.password.get() != PASSWORD):
messagebox.showerror("Validation Error!",
"You have entered invalid credentials.\n" +
"Please try again.")
#otherwise, we're good to go. Destroy login / show main app.
else:
root.deiconify()
app.pack()
self.destroy()
class Main(tk.Frame):
def __init__(self, master):
tk.Frame.__init__(self, master)
tk.Label(self, text="MAIN APP STUFF").pack()
if __name__ == '__main__':
root = tk.Tk()
root.withdraw() #Hides the root window initially.
app = Main(root)
Login()
root.mainloop()
I want to thank you for clarifying what you did for me. It proved to be very helpful! Here is what I've settled with. I put the names back and made it to work without classes, as I found it a little too difficult to work with.
from Tkinter import *
import tkMessageBox
import sys
import binascii #Not for this part
Codenames = ['Mordecai', 'Ezekiel', 'Goliath', 'Abraham', 'Bartholomew',
'Jedediah', 'Solomon', 'Tobias', 'Yohanan', 'Lucifer']
Password = '116987'
def close_protocol():
if tkMessageBox.askokcancel("Quit", "Do you want to quit?"):
sys.exit()
#Below for a later part...
def text_to_bits(text, encoding='utf-8', errors='surrogatepass'):
bits = bin(int(binascii.hexlify(text.encode(encoding, errors)), 16))[2:]
return bits.zfill(8 * ((len(bits) + 7) // 8))
def text_from_bits(bits, encoding='utf-8', errors='surrogatepass'):
n = int(bits, 2)
return int2bytes(n).decode(encoding, errors)
def int2bytes(i):
hex_string = '%x' % i
n = len(hex_string)
return binascii.unhexlify(hex_string.zfill(n + (n & 1)))
#Above for a later part...
SDB = Tk()
SDB.title("SMEGJALBYT DATA BASE")
SDB.withdraw()
SDBLogin = Toplevel()
SDBLogin.title("Login")
SDBLogin.wm_protocol("WM_DELETE_WINDOW", close_protocol)
CodenameLabel = Label(SDBLogin, text="Codename")
CodenameLabel.grid(row=0, column=0)
CodenameEntry = Entry(SDBLogin)
CodenameEntry.grid(row=0, column=2)
PasswordLabel = Label(SDBLogin, text="Password")
PasswordLabel.grid(row=1, column=0)
PasswordEntry = Entry(SDBLogin, show='*')
PasswordEntry.grid(row=1, column=2)
def login_operation():
if CodenameEntry.get() not in Codenames:
tkMessageBox.showinfo("INVALID CODENAME!", "Please verify input in the 'Codename' field")
elif PasswordEntry.get() != Password:
tkMessageBox.showinfo("INVALID PASSWORD!", "Please verify input in the 'Password' field")
else:
SDB.deiconify()
SDBLogin.destroy()
LoginButton = Button(SDBLogin, text="Login", command=login_operation)
LoginButton.grid(row=2, column=1)
#Code continues...
#Code finisles....
SDB.mainloop()
This has the same basic functionality, just organised the way I wanted it.

Tkinter widget unable to be removed (created by a for loop)

I have created a variety of Tkinter widgets with for loops. All of them remove fine, except for the "lock_btn" widget. When I press that button the lock button stays on the page (although the rest of the code in the function works). I have tried both with and without globals (the code you see includes globals).
import tkinter
import tkinter.messagebox
#Setting properties for the window
window = tkinter.Tk()
window.title("Shutdown Timer")
window.geometry("250x300")
window.configure(background="black")
def Login():
for x in range(0,5):
login_window[x].pack_forget()
def Auth():
if usr.get() == "isensedemons":
if pas.get() == password:
Login()
else:
tkinter.messagebox.showinfo("Login Error", "Incorrect Username or Password")
else:
tkinter.messagebox.showinfo("Login Error", "Incorrect Username or Password")
def Lock():
global lock_btn
for x in range(0,1):
lock_btn.pack_forget()
for x in range(0,5):
login_window[x].pack()
lock_btn = tkinter.Button(window, text="Lock", fg="white", bg="black", command=Lock)
lbl_usr = tkinter.Label(window, text="Username", fg="white", bg="black")
usr = tkinter.Entry(window)
lbl_pas = tkinter.Label(window, text="Password", fg="white", bg="black")
pas = tkinter.Entry(window, show="•")
btn = tkinter.Button(window, text="Authenticate", fg="white", bg="black", command=Auth)
password = "password"
login_window = [lbl_usr,usr,lbl_pas,pas,btn]
class Create():
lock_btn.pack()
lock_btn.place(rely=1, relx=1, anchor="se")
Create()
#Starts the Program
window.mainloop()
You start by calling lock_btn.pack(0), then you switch to using place(...). So, the widget is being managed by place because it can be only managed by one geometry manager. When you call pack_forget it has no effect because pack isn't in control of the widget.

Tkinter Button does not appear on TopLevel?

This is a piece of code I write for this question: Entry text on a different window?
It is really strange what happened at mySubmitButton, it appears that the button does not want to appear when it is first started, it will, however appear when you click on it. Even if you click on it and release it away from the button, that way it won't be send. I am suspecting if this only happen on a mac, or it only happen to my computer, because it is a very minor problem. Or it is something silly I did with my code.
self.mySubmitButton = tk.Button(top, text='Hello', command=self.send)
self.mySubmitButton.pack()
Am I missing something? I googled and found this question and answer on daniweb. And I do a diff on them, can't figure out what he did "fixed", but I did see the line is changed to command=root.quit. But it is different from mine anyway...
Here is the full source code, and there is no error message, but the button is just missing.
import tkinter as tk
class MyDialog:
def __init__(self, parent):
top = self.top = tk.Toplevel(parent)
self.myLabel = tk.Label(top, text='Enter your username below')
self.myLabel.pack()
self.myEntryBox = tk.Entry(top)
self.myEntryBox.pack()
self.mySubmitButton = tk.Button(top, text='Hello', command=self.send)
self.mySubmitButton.pack()
def send(self):
global username
username = self.myEntryBox.get()
self.top.destroy()
def onClick():
inputDialog = MyDialog(root)
root.wait_window(inputDialog.top)
print('Username: ', username)
username = 'Empty'
root = tk.Tk()
mainLabel = tk.Label(root, text='Example for pop up input box')
mainLabel.pack()
mainButton = tk.Button(root, text='Click me', command=onClick)
mainButton.pack()
root.mainloop()
Adding another button right after this one, the second one actually appear. I thought it might be because I didn't call the same function, but I called the same one and it does the exact same thing it appears...
Adding a empty label between them, doesn't work. The button still isn't being draw.
PS: I am using Mac OS 10.5.8, and Tk 8.4.7.
I see the hello button, but I'm on windows 7.
I did a quick re-write of your example. I'll be curious if it makes any difference for you.
import tkinter as tk
class GUI(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
mainLabel = tk.Label(self, text='Example for pop up input box')
mainLabel.pack()
mainButton = tk.Button(self, text='Click me', command=self.on_click)
mainButton.pack()
top = self.top = tk.Toplevel(self)
myLabel = tk.Label(top, text='Enter your username below')
myLabel.pack()
self.myEntryBox = tk.Entry(top)
self.myEntryBox.pack()
mySubmitButton = tk.Button(top, text='Hello', command=self.send)
mySubmitButton.pack()
top.withdraw()
def send(self):
self.username = self.myEntryBox.get()
self.myEntryBox.delete(0, 'end')
self.top.withdraw()
print(self.username)
def on_click(self):
self.top.deiconify()
gui = GUI()
gui.mainloop()

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