I'm just getting started coding in Python/Tkinter for a small Pymol plugin. Here I'm trying to have a toggle button and report its status when it is clicked. The button goes up and down, but toggleAVA never gets called. Any ideas why?
from Tkinter import *
import tkMessageBox
class AVAGnome:
def __init__(self, master):
# create frames
self.F1 = Frame(rootGnome, padx=5, pady=5, bg='red')
# checkbuttons
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(self.F1, text='AVA', indicatoron=0, variable=self.AVAselected)
# start layout procedure
self.layout()
def layout(self):
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
#entry and buttons
self.AVAbutton.pack(side=LEFT)
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
def __init__(self):
open_GnomeUI()
def open_GnomeUI():
# initialize window
global rootGnome
rootGnome = Tk()
rootGnome.title('AVAGnome')
global gnomeUI
gnomeUI = AVAGnome(rootGnome)
I tested your code with Pymol.
Problem is because you use Tk() to create your window. You have to use Toplevel() and then it will work correctly with trace() or with command=.
Pymol is created with tkinter which can have only one window created with Tk() - it is main window in program. Every other window has to be created with Toplevel().
I have attached a working version of your code below. You can refer to it to learn where you went wrong. Generally, you have to mind how you structure your code if you are using a class format.This will help you visualize your code and debug better. You can read this discussion to help you.
from Tkinter import *
import tkMessageBox
class AVAGnome(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
# create frames
self.F1 = Frame(self, padx=5, pady=5, bg='red')
# checkbutton
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(
self.F1, text='AVA', indicatoron=0, width=10,
variable=self.AVAselected)
# start layout procedure
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
self.AVAbutton.pack(side=LEFT) #entry and buttons
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
if __name__ == '__main__':
rootGnome = Tk()
rootGnome.title('AVAGnome')
gnomeUI = AVAGnome(rootGnome)
gnomeUI.pack(fill="both", expand=True)
gnomeUI.mainloop()
Update: The above code structure is for standalone tkinter programme. I am attempting to convert this working code to follow Pymol plugin example. Revised code is posted below and is susceptible to further revision.
# https://pymolwiki.org/index.php/Plugins_Tutorial
# I adapted from the example in the above link and converted my previous code to
#
from Tkinter import *
import tkMessageBox
def __init__(self): # The example had a self term here.
self.open_GnomeUI()
class AVAGnome(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
# create frames
self.F1 = Frame(self, padx=5, pady=5, bg='red')
# checkbutton
self.AVAselected = IntVar()
self.AVAselected.trace("w", self.toggleAVA)
self.AVAbutton = Checkbutton(
self.F1, text='AVA', indicatoron=0, width=10,
variable=self.AVAselected)
# start layout procedure
self.F1.pack(side=TOP, fill=BOTH, anchor=NW)
self.AVAbutton.pack(side=LEFT) #entry and buttons
def toggleAVA(self, *args):
if (self.AVAselected.get()):
avastatus = "selected"
else:
avastatus = "unselected"
tkMessageBox.showinfo("AVA status", avastatus)
# Note, I added a "self" term throughout function.
# Try w/ & w/o "self" to see which works.
def open_GnomeUI(self):
self.rootGnome = Tk()
self.rootGnome.title('AVAGnome')
self.gnomeUI = AVAGnome(self.rootGnome)
self.gnomeUI.pack(fill="both", expand=True)
self.gnomeUI.mainloop()
Related
I'm currently using tkinter to create a GUI for my program. If I open the golf quiz window and open the help window, then close the golf quiz window and re-open it, I am able to click the help window button and open another instance of the help button. How do I set the Help button to be disabled while the Help window is open?
from tkinter import *
from functools import partial
class Welcome_Screen:
def __init__(self, parent):
self.welcome_screen_frame = Frame(width=200, height=200, pady=10)
self.welcome_screen_frame.grid()
self.quiz_welcome_screen_label = Label(self.welcome_screen_frame, text = "quiz game", font="Arial 20 bold", padx=10)
self.quiz_welcome_screen_label.grid(row=0)
self.welcome_screen_buttons_frame = Frame(self.welcome_screen_frame)
self.welcome_screen_buttons_frame.grid(row=2)
self.golf_quiz_welcome_screen_button = Button(self.welcome_screen_buttons_frame, text="Golf Quiz", font="Arial 10 bold", command=self.golf_quiz_game, padx=10, pady=10)
self.golf_quiz_welcome_screen_button.grid(row=2, column=0, padx=5)
def golf_quiz_game(self):
get_golf_quiz_game = golf_quiz_game(self)
class golf_quiz_game:
def __init__(self, partner):
partner.golf_quiz_welcome_screen_button.config(DISABLED)
self.golf_quiz_box = Toplevel()
self.golf_quiz_box.protocol('WM_DELETE_WINDOW', partial(self.close_golf_quiz_game, partner))
self.golf_quiz_frame = Frame(self.golf_quiz_box)
self.golf_quiz_frame.grid()
self.golf_quiz_heading = Label(self.golf_quiz_frame, text="Golf Quiz game",
font="arial 18 bold", padx=10, pady=10)
self.golf_quiz_heading.grid(row=0)
self.golf_quiz_history_help_dismiss_buttons_frame = Frame(self.golf_quiz_frame)
self.golf_quiz_history_help_dismiss_buttons_frame.grid(row=6, pady=10)
self.help_button = Button(self.golf_quiz_history_help_dismiss_buttons_frame, text="Help", font="Arial 10 bold",command=self.Help, padx=10, pady=10)
self.help_button.grid(row=6, column=1, padx=5)
def close_golf_quiz_game(self, partner):
partner.golf_quiz_welcome_screen_button.config(state=NORMAL)
self.golf_quiz_box.destroy()
def Help(self):
get_help = Help(self)
class Help:
def __init__(self, partner):
partner.help_button.config(state=DISABLED)
self.help_box = Toplevel()
self.help_box.protocol('WM_DELETE_WINDOW', partial(self.close_Help, partner))
self.help_frame = Frame(self.help_box)
self.help_frame.grid()
self.help_heading = Label(self.help_frame, text="Help", font="arial 18 bold")
self.help_heading.grid(row=0)
self.help_text = Label(self.help_frame, text="Test",
width=60, wrap=400)
self.help_text.grid(row=1)
self.help_button = Button(self.help_frame, text="Dismiss", width=10, font="Arial 10 bold", command=partial(self.close_Help, partner), padx=10, pady=10)
self.help_button.grid(row=2, pady=10)
def close_Help(self, partner):
if partner.help_button.winfo_exists():
partner.help_button.config(state=NORMAL)
self.help_box.destroy()
# main routine
if __name__ == "__main__":
root = Tk()
root.title("quiz game")
something = Welcome_Screen(root)
root.mainloop()
Here is how you can do that (this is also the size (linewise (approx.)) of the minimal reproducible example which you should have provided):
from tkinter import Tk, Toplevel, Button
def close_top(top):
btn.config(state='normal')
top.destroy()
def open_help():
btn.config(state='disabled')
top = Toplevel(root)
top.protocol('WM_DELETE_WINDOW', lambda: close_top(top))
top.focus_force()
# put the rest of help stuff here
root = Tk()
btn = Button(root, text='Help', command=open_help)
btn.pack()
root.mainloop()
Class based approach:
from tkinter import Tk, Toplevel, Button
# this would be the window from where you open the help window
class MainWindow(Tk):
def __init__(self):
Tk.__init__(self)
self.btn = Button(self, text='Help',
command=lambda: self.open_help(self.btn))
self.btn.pack()
def open_help(self, btn):
HelpWindow(self, btn)
# this would be the help window
class HelpWindow(Toplevel):
def __init__(self, master, button):
Toplevel.__init__(self, master)
self.button = button
self.button.config(state='disabled')
self.focus_force()
self.protocol('WM_DELETE_WINDOW', self.close)
def close(self):
self.button.config(state='normal')
self.destroy()
MainWindow().mainloop()
Few things:
First of you can simply inherit from container and window classes that way you don't have to separately create them in the class and you can easily reference them in the class using just self
.focus_force() does what it says, it forces focus on the widget
Important (suggestions)
I strongly advise against using wildcard (*) when importing something, You should either import what You need, e.g. from module import Class1, func_1, var_2 and so on or import the whole module: import module then You can also use an alias: import module as md or sth like that, the point is that don't import everything unless You actually know what You are doing; name clashes are the issue.
I strongly suggest following PEP 8 - Style Guide for Python Code. Function and variable names should be in snake_case, class names in CapitalCase. Don't have space around = if it is used as a part of keyword argument (func(arg='value')) but use if it is used for assigning a value (variable = 'some value'). Have two blank lines around function and class declarations.
You need to make use of class variables inside golf_quiz_game in order to have only one instance of Help window:
class golf_quiz_game:
# class variables
_help_button = None # reference to instance "Help" button
_help_win = None # reference to instance "Help" window
def __init__(self, partner):
...
# set button state based on whether "Help" window is open or not
self.help_button.config(state="normal" if self.__class__._help_win is None else "disabled")
# update class reference of "Help" button
self.__class__._help_button = self.help_button
def close_golf_quiz_game(self, partner):
partner.golf_quiz_welcome_screen_button.config(state=NORMAL)
self.golf_quiz_box.destroy()
# update class reference of "Help" button
self.__class__._help_button = None
def Help(self):
if self.__class__._help_win is None:
# no "Help" window is open, create one
self.__class__._help_win = Help(self)
def help_closed(self):
if self.__class__._help_button:
# enable the "Help" button
self.__class__._help_button.config(state="normal")
# update "Help" window status
self.__class__._help_win = None
class Help:
...
def close_Help(self, partner):
self.help_box.destroy()
# notify partner that "Help" window is closed
partner.help_closed()
I feel like I've scoured the web for an eternity, rephrased my question a thousand times for something I feel like should be very simple.
I wonder if there is a way to check if a Tkinter Widget is active (not greyed out / disabled). I have a set of OptionMenus that start out disabled, and are configured to state=ACTIVE when they click a checkbox, so that the user can select which OptionMenus they want to use.
When I try to "submit" the fields in the OptionMenus, I only want the ones that are ACTIVE. I already tried if OptionMenu.state == ACTIVE but then I get an error that OptionMenu has no attribute state, even though I configure that earlier.
Here is a sample of my code:
from tkinter import *
class Application(Frame):
# Initializing the window and the required variables
def __init__(self, master=None):
Frame.__init__(self, master)
self.checkbox_in_use = BooleanVar(self, False)
self.checkbox = Checkbutton(self, text="check",
var=self.checkbox_in_use,
command=self.check_change
self.checkbox.grid(row=0, column=1, sticky='W')
self.menu = OptionMenu(title_setting,
"Menu",
"Menu",
["Menu1", "Menu2"])
self.menu.grid(row=1, column=1)
self.menu.config(state=DISABLED)
submit = Button(self, text="submit",
command=self.submit_function)
submit.grid(row=2, column=0)
self.master = master
self.init_window()
# Initialize the window
def init_window(self):
self.master.title("Example")
self.pack(fill=BOTH, expand=1)
def check_change(self):
if self.checkbox_in_use.get():
self.menu.config(state=ACTIVE)
else:
self.menu.config(state=DISABLED)
def submit_function(self):
# This is the part I want to do something with.
if self.menu.state == ACTIVE:
print("You are good to go! Do the stuff.")
root = Tk()
root.geometry("400x300")
app = Application(root)
root.mainloop()
Thank you for all responses.
All you need is cget() for this. self.menu.cget('state') will do the trick.
That said I want to point out some other things in your code.
You Application class already has an __init__ at the start so why use:
# Initialize the window
def init_window(self):
self.master.title("Example")
self.pack(fill=BOTH, expand=1)
You really should not pack the frame from inside the frame class but rather when calling the class. Also pack wont work here it will throw an error. Do this instead: app = Application(root).grid().
Take a look at the reformatted example below (with cget()).
from tkinter import *
class Application(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
self.master.title("Example")
self.checkbox_in_use = BooleanVar(self, False)
self.checkbox = Checkbutton(self, text="check", var=self.checkbox_in_use, command=self.check_change)
self.checkbox.grid(row=0, column=1, sticky='W')
self.menu = OptionMenu(master,"Menu","Menu",["Menu1", "Menu2"])
self.menu.grid(row=1, column=1)
self.menu.config(state=DISABLED)
Button(self, text="submit", command=self.submit_function).grid(row=2, column=0)
def check_change(self):
if self.checkbox_in_use.get():
self.menu.config(state=ACTIVE)
else:
self.menu.config(state=DISABLED)
def submit_function(self):
print(self.menu.cget('state'))
root = Tk()
root.geometry("400x300")
app = Application(root).grid()
root.mainloop()
Learning to use Tkinter and following an online tutorial. This is an example given where text is entered and then label will update accordingly to the input text field.
I'm trying it in Python3 on Mac and on Raspberry Pi and I don't see the effect of trace, hence the label doesn't get modified by the Entry. Any help would be appreciate (or any other simple example of how to use Entry and Trace together)
Thanks.
from tkinter import *
class HelloWorld:
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.button = Button(
frame, text="Hello", command=self.button_pressed
)
self.button.pack(side=LEFT, padx=5)
self.label = Label(frame, text="This is a label")
self.label.pack()
a_var = StringVar()
a_var.trace("w", self.var_changed)
self.entry = Entry(frame,textvariable=a_var)
self.entry.pack()
def button_pressed(self):
self.label.config(text="I've been pressed!")
def var_changed(self, a, b, c):
self.label.config(text=self.entry.get())
def main():
root = Tk()
root.geometry("250x150+300+300")
ex = HelloWorld(root)
root.mainloop()
if __name__ == '__main__':
main()
The problem is that you are using a local variable for a_var, and on the Mac it is getting garbage-collected. Save a reference to the variable (eg: self.a_var rather than just a_var).
self.a_var = StringVar()
self.a_var.trace("w", self.var_changed)
self.entry = Entry(frame,textvariable=self.a_var)
self.entry.pack()
Note: if all you want is to keep a label and entry in sync, you don't need to use a trace. You can link them by giving them both the same textvariable:
self.entry = Entry(frame, textvariable=self.a_var)
self.label = Label(frame, textvariable=self.a_var)
I am trying to create a GUI for an auto-complete prototype and am new to tkinter. I want to get the entire input when Space is pressed but I am unable to do so. The idea is to get all the entries in the text box so that I can do some analysis inside a function call.
This is the code:
def kp(event):
app.create_widgets(1)
import random
def getFromScript(text):
#########THIS IS A PLACE HOLDER FOR ACTUAL IMPLEMENTATION
i= random.randint(1,100)
return ['hello'+str(i),'helou'+text]
from tkinter import *
class Application(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
self.pack()
self.create_widgets(0)
# Create main GUI window
def create_widgets(self,i):
self.search_var = StringVar()
self.search_var.trace("w", lambda name, index, mode: self.update_list(i))
self.lbox = Listbox(self, width=45, height=15)
if i==0:
self.entry = Entry(self, textvariable=self.search_var, width=13)
self.entry.grid(row=0, column=0, padx=10, pady=3)
self.lbox.grid(row=1, column=0, padx=10, pady=3)
# Function for updating the list/doing the search.
# It needs to be called here to populate the listbox.
self.update_list(i)
def update_list(self,i):
search_term = self.search_var.get()#### THIS LINE SHOULD READ THE TEXT
# Just a generic list to populate the listbox
if(i==0):
lbox_list = ['Excellent','Very Good','Shabby', 'Unpolite']
if(i==1):
lbox_list = getFromScript(search_term)####### PASS TEXT HERE
self.lbox.delete(0, END)
for item in lbox_list:
if search_term.lower() in item.lower():
self.lbox.insert(END, item)
root = Tk()
root.title('Filter Listbox Test')
root.bind_all('<space>', kp)
app = Application(master=root)
app.mainloop()
Any kind of help is highly appreciable. Thanks in advance
Problem is you are creating a new StringVar on each create_widgets call.
Create StringVar in your __init__.
class Application(Frame):
def __init__(self, master=None):
...
self.search_var = StringVar()
...
So I am currently trying to create a button on a GUI that will let the user generate a new entry field.
I have no idea how to do this. I'm guessing that it will require a lambda function, but apart from that, I have no idea.
Here's the basic code I have so far:
from tkinter import *
class prac:
def autoAddWidget(self,frame,x,y):
self.entryField = Entry(frame,text="Entry Field")
self.entryField.grid(row=x, column=y)
#lambda function?
def __init__(self, master):
frame = Frame(master, width=60, height=50)
frame.pack()
x=1
self.addWidgetButton = Button(frame, text="Add new widget", command=self.autoAddWidget(frame, x,0))
self.addWidgetButton.grid(row=0, column=0)
x+=1
root = Tk()
app = prac(root)
root.mainloop()
Would appreciate the help.
Thanks
You're passing to the command argument result from the method self.autoAddWidget(frame, x,0) not method itself. You have to pass there a reference to a callable object, a function that will be called when the event occurs. Please check a documentation next time before you ask the question.
Ok, I fixed the code, now it works:
from tkinter import *
class Prac:
def autoAddWidget(self):
self.entryField = Entry(self.frame,text="Entry Field")
self.entryField.grid(row=self.x, column=0)
self.x+=1
def __init__(self, master):
self.frame = Frame(master, width=60, height=50)
self.frame.pack()
self.x=1
self.addWidgetButton = Button(self.frame, text="Add new widget", command=self.autoAddWidget)
self.addWidgetButton.grid(row=0, column=0)
root = Tk()
app = Prac(root)
root.mainloop()