mutliple entry widgets and one button widget in tkinter - python

I am trying to make two entry boxes and an 'OK' button that processes both entries:
I don't understand the init() function or the reason 'self' has to be include in doing this.
I want to access the entries outside this class and mainloop. The entries should be string type.
from tkinter import *
root = Tk()
root.geometry("550x145+500+300")
class myDose:
def __init__(self):
l1 = Label(text="Enter the prescription dose to three (3) decimal places [cGy]").pack()
e1 = Entry(root)
e1.pack()
l2 = Label(text="Save new excel file as...").pack()
e2 = Entry(root)
e2.pack()
l3 = Label(text="click 'OK', and then close window.").pack()
b = Button(root, text="OK", command=submit)
b.pack()
def submit(self):
print(e1.get())
print(e2.get())
D = myDose()
root.mainloop()
#I want to access the entries, e1 and e2, outside the mainloop
print(D.e1)
print(D.e2)

The problem is that mainloop doesn't exit until the root window is destroyed. Once the root window is destroyed you can no longer access the widgets inside the root window. You can, however, access non-widget attributes of the object.
If that is what you want -- to destroy the window and have access to the values in the widget -- you need to save the values before destroying the window.
For example, in your submit you could save the values like this:
def submit(self):
self.data = {"e1": self.e1.get(), "e2": self.e2.get()}
Once the window is destroyed, you still have a reference to the application object, so you can still access the non-widget attributes of the class:
...
D = myDose(root)
root.mainloop()
print D.data["e1"]
print D.data["e2"]
Based on comments to the original question, you mention that later in your code you'll need to use askopenfilename. if that is the case, you should reconsider the need to run code after mainloop. Tkinter is designed to have a root window created exactly once, and for the program to exit immediately after mainloop exits.
You can write programs however you want, but I think your code will be easier to maintain and modify over the long run if you stick to normal design patterns. Move your "real" code into a method of the app class and that will eliminate all of the problems associated with widgets being destroyed.

Your approach is fundamentally flawed. mainloop() does what it says: starts a loop. The lines that follow it will not be executed until that loop is over - meaning, until your application has closed. Since you already have a class with Tkinter stuff in it, just finish the move to an OO approach:
from tkinter import *
class myDose:
def __init__(self, root):
root.geometry("550x145+500+300")
self.l1 = Label(root, text="Enter the prescription dose to three (3) decimal places [cGy]")
self.l1.pack()
self.e1 = Entry(root)
self.e1.pack()
self.l2 = Label(root, text="Save new excel file as...")
self.l2.pack()
self.e2 = Entry(root)
self.e2.pack()
self.l3 = Label(root, text="click 'OK', and then close window.")
self.l3.pack()
self.b = Button(root, text="OK", command=self.submit)
self.b.pack()
def submit(self):
print(self.e1.get())
print(self.e2.get())
root = Tk()
D = myDose(root)
root.mainloop()
I recommend looking more thoroughly into how fundamental concepts like objects and classes work before creating a full GUI application.

Here's a quick fix.
The problem with both your version and TigerhawkT3's modified version is that when you close the window the Entry widgets are no longer valid, so you need to save the data before closing the window. One way to do that is to attach Tkinter StringVars to the Entry widgets. The values in the StringVars will be available after the window is closed.
import tkinter as tk
class myDose:
def __init__(self, root):
root.geometry("550x145+500+300")
l = tk.Label(root, text="Enter the prescription dose to three (3) decimal places [cGy]")
l.pack()
self.dosage = tk.StringVar()
e = tk.Entry(root, textvariable=self.dosage)
e.pack()
l = tk.Label(root, text="Save new excel file as...")
l.pack()
self.savename = tk.StringVar()
e = tk.Entry(root, textvariable=self.savename)
e.pack()
l = tk.Label(root, text="Enter the data and then close window.")
l.pack()
root.mainloop()
D = myDose(tk.Tk())
print(D.dosage.get())
print(D.savename.get())
Note that I've changed the import statement. It's much cleaner to not do
from tkinter import *
as that clutters your namespace with over 100 names, leading to potential name collisions.
The __init__() function is a method of the myDose class. A class's __init__() method is called when an instance of that class is created. In your code that happens when you do
D = myDose()
In my version it's when this line is executed:
D = myDose(tk.Tk())
which first creates the Tkinter root window which is then passed to myDose; that root window is then available to my __init__() as its root argument.
The name self is used inside the class to refer to the current class instance. Outside the class we need to use the actual name we assigned the instance to, which in this case is D.

Related

how can i use the Entry function in tkinter in an if argument?

So i am making a password organisator in python, and i don't know how i can get user input from an Entry and use it in an if argument?
text1 = StringVar()
def but():
text1.get()
print(text1.get())
knapp2 = Button(root, command="but").pack()
entry1 = Entry(root, textvariable=text1).place(x=270, y=100)
You can call the .get() function on on the Entry widget too to get the text.
import tkinter
from tkinter import Tk, Button, Entry
mw = Tk()
entry = Entry(mw)
entry.pack()
def but():
text = entry.get()
print(text)
button.config(text='Button Clicked')
button = Button(mw, command=but, text='Test')
button.pack()
mw.mainloop()
This code does work but will become complicated with larger code. You will have to define the function before creating a widget that calls that function. In the above example if you created the button widget before the function you would get an exception. You could create the widget, then create the function, then change the configuration of the button to call that function when clicked but that's still pretty complicated and will be confusing in large programs.
I would recommend putting everything in a class. It makes it easy to reference widgets in functions.
import tkinter
from tkinter import Tk, Button, Entry
class Main:
def __init__(self, master):
self.master = master
self.entry = Entry(self.master)
self.entry.pack()
self.button = Button(self.master, text='Test', command=self.But)
self.button.pack()
def But(self):
print(self.entry.get())
self.button.config(text='Button Clicked.')
mw = Tk()
main = Main(mw)
mw.mainloop()

Python3 Print Tuple in another class [duplicate]

I am trying to set the text of an Entry widget using a button in a GUI using the tkinter module.
This GUI is to help me classify thousands of words into five categories. Each of the categories has a button. I was hoping that using a button would significantly speed me up and I want to double check the words every time otherwise I would just use the button and have the GUI process the current word and bring the next word.
The command buttons for some reason are not behaving like I want them to. This is an example:
import tkinter as tk
from tkinter import ttk
win = tk.Tk()
v = tk.StringVar()
def setText(word):
v.set(word)
a = ttk.Button(win, text="plant", command=setText("plant"))
a.pack()
b = ttk.Button(win, text="animal", command=setText("animal"))
b.pack()
c = ttk.Entry(win, textvariable=v)
c.pack()
win.mainloop()
So far, when I am able to compile, the click does nothing.
You might want to use insert method. You can find the documentation for the Tkinter Entry Widget here.
This script inserts a text into Entry. The inserted text can be changed in command parameter of the Button.
from tkinter import *
def set_text(text):
e.delete(0,END)
e.insert(0,text)
return
win = Tk()
e = Entry(win,width=10)
e.pack()
b1 = Button(win,text="animal",command=lambda:set_text("animal"))
b1.pack()
b2 = Button(win,text="plant",command=lambda:set_text("plant"))
b2.pack()
win.mainloop()
If you use a "text variable" tk.StringVar(), you can just set() that.
No need to use the Entry delete and insert. Moreover, those functions don't work when the Entry is disabled or readonly! The text variable method, however, does work under those conditions as well.
import Tkinter as tk
...
entry_text = tk.StringVar()
entry = tk.Entry( master, textvariable=entry_text )
entry_text.set( "Hello World" )
You can choose between the following two methods to set the text of an Entry widget. For the examples, assume imported library import tkinter as tk and root window root = tk.Tk().
Method A: Use delete and insert
Widget Entry provides methods delete and insert which can be used to set its text to a new value. First, you'll have to remove any former, old text from Entry with delete which needs the positions where to start and end the deletion. Since we want to remove the full old text, we start at 0 and end at wherever the end currently is. We can access that value via END. Afterwards the Entry is empty and we can insert new_text at position 0.
entry = tk.Entry(root)
new_text = "Example text"
entry.delete(0, tk.END)
entry.insert(0, new_text)
Method B: Use StringVar
You have to create a new StringVar object called entry_text in the example. Also, your Entry widget has to be created with keyword argument textvariable. Afterwards, every time you change entry_text with set, the text will automatically show up in the Entry widget.
entry_text = tk.StringVar()
entry = tk.Entry(root, textvariable=entry_text)
new_text = "Example text"
entry_text.set(new_text)
Complete working example which contains both methods to set the text via Button:
This window
is generated by the following complete working example:
import tkinter as tk
def button_1_click():
# define new text (you can modify this to your needs!)
new_text = "Button 1 clicked!"
# delete content from position 0 to end
entry.delete(0, tk.END)
# insert new_text at position 0
entry.insert(0, new_text)
def button_2_click():
# define new text (you can modify this to your needs!)
new_text = "Button 2 clicked!"
# set connected text variable to new_text
entry_text.set(new_text)
root = tk.Tk()
entry_text = tk.StringVar()
entry = tk.Entry(root, textvariable=entry_text)
button_1 = tk.Button(root, text="Button 1", command=button_1_click)
button_2 = tk.Button(root, text="Button 2", command=button_2_click)
entry.pack(side=tk.TOP)
button_1.pack(side=tk.LEFT)
button_2.pack(side=tk.LEFT)
root.mainloop()
Your problem is that when you do this:
a = Button(win, text="plant", command=setText("plant"))
it tries to evaluate what to set for the command. So when instantiating the Button object, it actually calls setText("plant"). This is wrong, because you don't want to call the setText method yet. Then it takes the return value of this call (which is None), and sets that to the command of the button. That's why clicking the button does nothing, because there is no command set for it.
If you do as Milan Skála suggested and use a lambda expression instead, then your code will work (assuming you fix the indentation and the parentheses).
Instead of command=setText("plant"), which actually calls the function, you can set command=lambda:setText("plant") which specifies something which will call the function later, when you want to call it.
If you don't like lambdas, another (slightly more cumbersome) way would be to define a pair of functions to do what you want:
def set_to_plant():
set_text("plant")
def set_to_animal():
set_text("animal")
and then you can use command=set_to_plant and command=set_to_animal - these will evaluate to the corresponding functions, but are definitely not the same as command=set_to_plant() which would of course evaluate to None again.
One way would be to inherit a new class,EntryWithSet, and defining set method that makes use of delete and insert methods of the Entry class objects:
try: # In order to be able to import tkinter for
import tkinter as tk # either in python 2 or in python 3
except ImportError:
import Tkinter as tk
class EntryWithSet(tk.Entry):
"""
A subclass to Entry that has a set method for setting its text to
a given string, much like a Variable class.
"""
def __init__(self, master, *args, **kwargs):
tk.Entry.__init__(self, master, *args, **kwargs)
def set(self, text_string):
"""
Sets the object's text to text_string.
"""
self.delete('0', 'end')
self.insert('0', text_string)
def on_button_click():
import random, string
rand_str = ''.join(random.choice(string.ascii_letters) for _ in range(19))
entry.set(rand_str)
if __name__ == '__main__':
root = tk.Tk()
entry = EntryWithSet(root)
entry.pack()
tk.Button(root, text="Set", command=on_button_click).pack()
tk.mainloop()
e= StringVar()
def fileDialog():
filename = filedialog.askopenfilename(initialdir = "/",title = "Select A
File",filetype = (("jpeg","*.jpg"),("png","*.png"),("All Files","*.*")))
e.set(filename)
la = Entry(self,textvariable = e,width = 30).place(x=230,y=330)
butt=Button(self,text="Browse",width=7,command=fileDialog).place(x=430,y=328)

Passing variables between two windows Tkinter

I posted something about this earlier and how a response which I thought solved my issue but it didn't fully solve it. Basically, I'm looking for a way to pass StringVar() from my first method called 'main_frame' to my second method called 'result_frame' when the button in the 'main_frame' method is clicked.
from Tkinter import *
import Forecast
class Frames(object):
def __init__(self):
pass
def main_frame(self):
root = Tk()
root.title('WeatherMe')
root.geometry('300x100')
query = StringVar()
Label(root, text='Enter a city below').pack()
Entry(root, textvariable=query).pack()
Button(root, text="Submit", command=self.result_frame).pack()
root.mainloop()
def result_frame(self):
result = Toplevel()
result.title('City')
result.geometry('1600x150')
forecast = Forecast.GetWeather('City Here').fetch_weather()
Label(result, text='1-3 DAY: \n' + forecast[0]).pack()
Label(result, text='4-7 DAY: \n' + forecast[1]).pack()
Label(result, text='8-10 DAY: \n' + forecast[2]).pack()
Button(result, text="OK", command=result.destroy).pack()
As you can see one window will have an Entry box where you can type in a city. The entry will save it's contents to StringVar(). I want my button in the 'main_frame' method to call 'result_frame' and use the value located in my first window. If I add a parameter to the second method then I'd have to specify it in my button right away and that will of course immediately call it when the program is opened which I want to avoid. I apologize if this is an easy solution I'm just missing here, I've struggled with this for a while with no solution. I was told last time I posted this to only call one instance of Tk() which I have done here and used Toplevel() for my additional window but I'm still having issues passing the variable from one window to the other.
Your self (the object) is the same in both __init__() as well as result_frame() , so you can set the StringVar() as an instance variable, and then in the result_frame() method, you can get the StringVar() from that instance variable.
Also, I would like to suggest that you should not do root.mainloop() within the method of your class, that can cause the object to be never completely be available outside the class until you actually close the tkinter application (if called from within __init__() or so). Instead create root outside the class and pass it in as a variable. Example -
from Tkinter import *
import Forecast
class Frames(object):
def __init__(self):
pass
def main_frame(self, root):
root.title('WeatherMe')
root.geometry('300x100')
self.query = StringVar()
Label(root, text='Enter a city below').pack()
Entry(root, textvariable=self.query).pack()
Button(root, text="Submit", command=self.result_frame).pack()
def result_frame(self):
result = Toplevel()
result.title('City')
result.geometry('1600x150')
print(self.query.get()) #This would print the StringVar's value , use this in whatever way you want.
forecast = Forecast.GetWeather('City Here').fetch_weather()
Label(result, text='1-3 DAY: \n' + forecast[0]).pack()
Label(result, text='4-7 DAY: \n' + forecast[1]).pack()
Label(result, text='8-10 DAY: \n' + forecast[2]).pack()
Button(result, text="OK", command=result.destroy).pack()
root = Tk()
app = Frames()
app.main_frame(root)
root.mainloop()

Tkinter Entry widget requires two events to update

I've been trying to develop a small gui to calculate some totals with weighting etc. While trying to get a total to update real-time with a changing entry, I noticed it took two events to update; This is a simplified version of my code that shows the problem:
from Tkinter import *
root=Tk()
frame=Frame(root)
frame.pack()
entry=Entry(frame)
entry.pack()
label=Label(frame,text="entry:")
label.pack()
def updatelabel(event):
label=Label(frame,text="entry:"+entry.get())
label.pack()
print "called"
entry.bind("<Key>", updatelabel)
root.mainloop()
When you input into the field the function calls, but does not update to what was typed until the next character is typed. How would I go about getting the label to update to what is in the field at the time?
You don't really need to explicitly process events and use callback functions to accomplish what you want. In other words it's possible to get Tkinter to do it for you automatically using a StringVar().
from Tkinter import *
root=Tk()
frame=Frame(root)
frame.pack()
entry_var = StringVar()
entry_var.set('')
entry = Entry(frame, textvariable=entry_var)
entry.pack()
label = Label(frame, text='entry: ')
label.pack(side=LEFT)
contents = Label(frame, textvariable=entry_var)
contents.pack(side=LEFT)
entry.focus_set() # force initial keyboard focus to be on entry widget
root.mainloop()
Instead of using entry.bind("<Key>", update label), I used the root window instead: root.bind("<Key>", update label). This did the trick, however it is important to realize that the function updatelabel() will be called every time a key is pressed in your tkinter window. This could cause some problems if you have more than one entry box updating labels.
Here is the code I wrote with a few modifications:
from Tkinter import *
root=Tk()
frame=Frame(root)
frame.pack()
update_label = StringVar() # Made a StringVar so you don't get new labels every time a key is pressed.
update_label.set("entry:")
entry=Entry(frame)
entry.pack()
label=Label(frame,textvariable=update_label) # Used textvariable= instead of text=
label.pack()
def updatelabel(event):
update_label.set("entry:" + entry.get()) # Setting the variable used in textvariable=
print "called"
root.bind("<Key>", updatelabel) # Changed entry.bind to root.bind
root.mainloop()
No it doesn't require two entries to be called, it is called on the first entry. The key bindings are on the Entry widgets to avoid the problems that a binding to the root will create if you have more than one entry widget.
import tkinter as tk
class SmallApp(tk.Frame):
def __init__(self, master = None):
tk.Frame.__init__(self, master)
self.master = master
self.pack()
self.entry = tk.Entry(self)
self.entry.pack()
self.var = "entry:"
self.label = tk.Label(text = self.var)
self.label.pack()
self.entry.bind("<Key>", self.updatelabel)
def updatelabel(self, event):
self.var += event.char
self.label.configure(text=self.var)
root = tk.Tk()
app = SmallApp(root)
app.mainloop()

How to delete Tkinter widgets from a window?

I have a list of tkinter widgets that I want to change dynamically.
How to delete the widgets from the window?
You can call pack_forget to remove a widget (if you use pack to add it to the window).
Example:
from tkinter import *
root = Tk()
b = Button(root, text="Delete me", command=lambda: b.pack_forget())
b.pack()
root.mainloop()
If you use pack_forget, you can later show the widget again calling pack again. If you want to permanently delete it, call destroy on the widget (then you won't be able to re-add it).
If you use the grid method, you can use grid_forget or grid_remove to hide the widget.
One way you can do it, is to get the slaves list from the frame that needs to be cleared and destroy or "hide" them according to your needs. To get a clear frame you can do it like this:
from tkinter import *
root = Tk()
def clear():
list = root.grid_slaves()
for l in list:
l.destroy()
Label(root,text='Hello World!').grid(row=0)
Button(root,text='Clear',command=clear).grid(row=1)
root.mainloop()
You should call grid_slaves(), pack_slaves() or slaves() depending on the method you used to add the widget to the frame.
You simply use the destroy() method to delete the specified widgets like this:
lbl = tk.Label(....)
btn = tk.Button(....., command=lambda: lbl.destroy())
Using this you can completely destroy the specific widgets.
You say that you have a list of widgets to change dynamically. Do you want to reuse and reconfigure existing widgets, or create all new widgets and delete the old ones? It affects the answer.
If you want to reuse the existing widgets, just reconfigure them. Or, if you just want to hide some of them temporarily, use the corresponding "forget" method to hide them. If you mapped them with pack() calls, you would hide with pack_forget() (or just forget()) calls. Accordingly, grid_forget() to hide gridded widgets, and place_forget() for placed widgets.
If you do not intend to reuse the widgets, you can destroy them with a straight destroy() call, like widget.destroy(), to free up resources.
clear_btm=Button(master,text="Clear") #this button will delete the widgets
clear_btm["command"] = lambda one = button1, two = text1, three = entry1: clear(one,two,three) #pass the widgets
clear_btm.pack()
def clear(*widgets):
for widget in widgets:
widget.destroy() #finally we are deleting the widgets.
Today I learn some simple and good click event handling using tkinter gui library in python3, which I would like to share inside this thread.
from tkinter import *
cnt = 0
def MsgClick(event):
children = root.winfo_children()
for child in children:
# print("type of widget is : " + str(type(child)))
if str(type(child)) == "<class 'tkinter.Message'>":
# print("Here Message widget will destroy")
child.destroy()
return
def MsgMotion(event):
print("Mouse position: (%s %s)" % (event.x, event.y))
return
def ButtonClick(event):
global cnt, msg
cnt += 1
msg = Message(root, text="you just clicked the button..." + str(cnt) + "...time...")
msg.config(bg='lightgreen', font=('times', 24, 'italic'))
msg.bind("<Button-1>", MsgClick)
msg.bind("<Motion>", MsgMotion)
msg.pack()
#print(type(msg)) tkinter.Message
def ButtonDoubleClick(event):
import sys; sys.exit()
root = Tk()
root.title("My First GUI App in Python")
root.minsize(width=300, height=300)
root.maxsize(width=400, height=350)
button = Button(
root, text="Click Me!", width=40, height=3
)
button.pack()
button.bind("<Button-1>", ButtonClick)
button.bind("<Double-1>", ButtonDoubleClick)
root.mainloop()
Hope it will help someone...
You can use forget method on the widget
from tkinter import *
root = Tk()
b = Button(root, text="Delete me", command=b.forget)
b.pack()
b['command'] = b.forget
root.mainloop()
I found that when the widget is part of a function and the grid_remove is part of another function it does not remove the label. In this example...
def somefunction(self):
Label(self, text=" ").grid(row = 0, column = 0)
self.text_ent = Entry(self)
self.text_ent.grid(row = 1, column = 0)
def someotherfunction(self):
somefunction.text_ent.grid_remove()
...there is no valid way of removing the Label.
The only solution I could find is to give the label a name and make it global:
def somefunction(self):
global label
label = Label(self, text=" ")
label.grid(row = 0, column = 0)
self.text_ent = Entry(self)
self.text_ent.grid(row = 1, column = 0)
def someotherfunction(self):
global label
somefunction.text_ent.grid_remove()
label.grid_remove()
When I ran into this problem there was a class involved, one function being in the class and one not, so I'm not sure the global label lines are really needed in the above.

Categories