tkinter winfo_screenwidth() when used with dual monitors - python

With tkinter canvas, to calculate the size of the graphics I display, I normally use the function winfo_screenwidth(), and size my objects accordingly.
But when used on a system with two monitors, winfo_screenwidth() returns the combined width of both monitors -- which messes up my graphics.
How can I find out the screen width in pixels of each monitor, separately?
I have had this problem with several versions of Python 3.x and several versions of tkinter (all 8.5 or above) on a variety of Linux machines (Ubuntu and Mint).
For example, the first monitor is 1440 pixels wide. The second is 1980 pixels wide. winfo_screenwidth() returns 3360.
I need to find a way to determine the screenwidth for each monitor independently.
Thanks!

It is an old question, but still: for a cross-platform solution, you could try the screeninfo module, and get information about every monitor with:
import screeninfo
screeninfo.get_monitors()
If you need to know on which monitor one of your windows is located, you could use:
def get_monitor_from_coord(x, y):
monitors = screeninfo.get_monitors()
for m in reversed(monitors):
if m.x <= x <= m.width + m.x and m.y <= y <= m.height + m.y:
return m
return monitors[0]
# Get the screen which contains top
current_screen = get_monitor_from_coord(top.winfo_x(), top.winfo_y())
# Get the monitor's size
print current_screen.width, current_screen.height
(where top is your Tk root)

Based on this slightly different question, I would suggest the following:
t.state('zoomed')
m_1_height= t.winfo_height()
m_1_width= t.winfo_width() #this is the width you need for monitor 1
That way the window will zoom to fill one screen. The other monitor's width is just wininfo_screenwidth()-m_1_width
I also would point you to the excellent ctypes method of finding monitor sizes for windows found here. NOTE: unlike the post says, ctypes is in stdlib! No need to install anything.

Related

Python GTK3 How to bring widgets to the front?

I have an application (actually a plugin for another application) that presents a GTK notebook. Each tab contains a technical drawing of an operation, with a set of SpinButtons that allow you to alter the dimensions of the operation.
If you need more context, it's here: https://forum.linuxcnc.org/41-guis/26550-lathe-macros?start=150#82743
As can be seen above, this all worked fine in GTK2. The widgets (first iteration in a GTK_Fixed, then moved to a GTK_Table) were pre-positioned and the image (a particular layer of a single SVG) was plonked in behind.
Then we updated to GTK3 (and Python 3) and it stopped working. The SVG image now appears on top of the input widgets, and they can no-longer be seen or operated.
I am perfectly happy to change the top level container[1], if that will help. But the code that used to work (and now doesn't) is:
def on_expose(self,nb,data=None):
tab_num = nb.get_current_page()
tab = nb.get_nth_page(tab_num)
cr = tab.get_property('window').cairo_create()
cr.set_operator(cairo.OPERATOR_OVER)
alloc = tab.get_allocation()
x, y, w, h = (alloc.x, alloc.y, alloc.width, alloc.height)
sw = self.svg.get_dimensions().width
sh = self.svg.get_dimensions().height
cr.translate(0, y)
cr.scale(1.0 *w / sw, 1.0*h/sh)
#TODO: gtk3 drawing works, but svg is drawn over the UI elements
self.svg.render_cairo_sub(cr = cr, id = '#layer%i' % tab_num)
[1] In fact I will probably go back to GTK_Fixed and move the elements about in the handler when the window resizes, scaled according to the original position. The GTK_Table (deprecated) version takes over 2 minutes to open in the Glade editor.
Unless there is a more elegant way to do this too?

Why I don't get my real resolution of my screen? [duplicate]

How do I from Winapi (in C or C++) detect the current screen resolution?
Some background:
I want to start a new OpenGL fullscreen window, but want it open with the same horizontal and vertical size which the desktop already is set to. (Now when everyone uses LCD screens, I figured this is the best way to get the native resolution of the screen.)
I don't desperately need to also know the desktop color depth, although that would be a nice bonus.
Size of the primary monitor: GetSystemMetrics SM_CXSCREEN / SM_CYSCREEN (GetDeviceCaps can also be used)
Size of all monitors (combined): GetSystemMetrics SM_CX/YVIRTUALSCREEN
Size of work area (screen excluding taskbar and other docked bars) on primary monitor: SystemParametersInfo SPI_GETWORKAREA
Size of a specific monitor (work area and "screen"): GetMonitorInfo
Edit:
It is important to remember that a monitor does not always "begin" at 0x0 so just knowing the size is not enough to position your window. You can use MonitorFromWindow to find the monitor your window is on and then call GetMonitorInfo
If you want to go the low-level route or change the resolution you need to use EnumDisplayDevices, EnumDisplaySettings and ChangeDisplaySettings (This is the only way to get the refresh rate AFAIK, but GetDeviceCaps will tell you the color depth)
When system use DPI virtualization (Vista and above) using GetSystemMetrics or GetWindowRect will fail to get the real screen resolution (you will get the virtual resolution) unless you created DPI Aware Application.
So the best option here (simple and backward compatible) is to use EnumDisplaySettings with ENUM_CURRENT_SETTINGS.
It's GetSystemMetrics with these parameters:
SM_CXSCREEN < width
SM_CYSCREEN < height
As it says (SM_CXSCREEN):
The width of the screen of the primary
display monitor, in pixels. This is
the same value obtained by calling
GetDeviceCaps as follows:
GetDeviceCaps( hdcPrimaryMonitor,
HORZRES).
I think SystemParametersInfo might be useful.
Edit: Look at GetMonitorInfo too.
MFC Example Multiple monitor support with GetSystemMetrics EnumDisplayMonitors and GetMonitorInfo
Follow this link: Monitor enumeration with source code
I use the GetSystemMetrics function
GetSystemMetrics(SM_CXSCREEN) returns screen width(in pixels)
GetSystemMetrics(SM_CYSCREEN) - height in pixels
https://msdn.microsoft.com/en-us/library/windows/desktop/ms724385%28v=vs.85%29.aspx
Deleted about a week ago, then edited 3-4-13.
Here's a good one for situations where the user has decided to
run their desktop in a lower resolution (bad idea) or corner
cases where a person decided to get a monitor that their
graphics controller couldn't take full advantage of:
// get actual size of desktop
RECT actualDesktop;
GetWindowRect(GetDesktopWindow(), &actualDesktop);
To get real monitor resolution
void GetMonitorRealResolution(HMONITOR monitor, int* pixelsWidth, int* pixelsHeight)
{
MONITORINFOEX info = { sizeof(MONITORINFOEX) };
winrt::check_bool(GetMonitorInfo(monitor, &info));
DEVMODE devmode = {};
devmode.dmSize = sizeof(DEVMODE);
winrt::check_bool(EnumDisplaySettings(info.szDevice, ENUM_CURRENT_SETTINGS, &devmode));
*pixelsWidth = devmode.dmPelsWidth;
*pixelsHeight = devmode.dmPelsHeight;
}
It will return that native resolution in any case, even if the OS tries to lie to you due to the DPI awareness of the process.
To get the scaling ratio between the virtual resolution and real resolution
float GetMonitorScalingRatio(HMONITOR monitor)
{
MONITORINFOEX info = { sizeof(MONITORINFOEX) };
winrt::check_bool(GetMonitorInfo(monitor, &info));
DEVMODE devmode = {};
devmode.dmSize = sizeof(DEVMODE);
winrt::check_bool(EnumDisplaySettings(info.szDevice, ENUM_CURRENT_SETTINGS, &devmode));
return (info.rcMonitor.right - info.rcMonitor.left) / static_cast<float>(devmode.dmPelsWidth);
}
This will give you a ratio of the real resolution relative to the virtual resolution of the given monitor.
If the main DPI of the main monitor is 225% and on the second monitor it is 100%, and you run this function for the second monitor, you will get 2.25. because 2.25 * real resolution = the virtual resolution of the monitor.
If the second monitor has 125% scaling (while the main monitor is still 225% scaling), then this function will return you 1.79999995 because 125% relative to 225% is this value (225/125 = 1.8), and again - 1.8 * real resolution=the virtual resolution of 125%`
To get the real DPI value (not relative to anything)
Given that monitor, A has 225% DPI, and monitor B has 125% DPI, as I said above, you will not get 1.25 for the second monitor (if you run the function on the second monitor. You will get 1.8 as I said).
To overcome this, use this function:
float GetRealDpiForMonitor(HMONITOR monitor)
{
return GetDpiForSystem() / 96.0 / GetMonitorScalingRatio(monitor);
}
This function depends on the previous function that I wrote above (the function GetMonitorScalingRatio that you need to copy)
This will give you the correct value

Detect DPI/scaling factor in Python TkInter application

I'd like my application to be able to detect if it's running on a HiDPI screen, and if so, scale itself up so as to be usable. As said in this question, I know I need to set a scaling factor, and that this factor should be my DPI divided by 72; my trouble is in getting my DPI. Here's what I have:
def get_dpi(window):
MM_TO_IN = 1/25.4
pxw = window.master.winfo_screenwidth()
inw = window.master.winfo_screenmmwidth() * MM_TO_IN
return pxw/inw
root = Tk()
root.tk.call('tk', 'scaling', get_dpi(root)/72)
This doesn't work (testing on my 4k laptop screen). Upon further inspection, I realized get_dpi() was returning 96.0, and that winfo_screenmmwidth() was returning 1016! (Thankfully, my laptop is not over a meter wide).
I assume that TkInter is here calculating the width in mm from some internally-detected DPI, wrongly detected as 96, but I'm not sure where it's getting this; I'm currently on Linux, and xrdb -query returns a DPI of 196, so it's not getting the DPI from the X server.
Does anyone know a cross-platform way to get my screen DPI, or to make TkInter be able to get it properly? Or, more to the point: how can I make TkInter play nice with HiDPI screens and also work fine on normal ones? Thanks!
This answer is from this link and left as a comment above, but it took hours of searching to find. I have not had any issues with it yet, but please let me know if it does not work on your system!
import tkinter
root = tkinter.Tk()
dpi = root.winfo_fpixels('1i')
The documentation for this says:
winfo_fpixels(number)
# Return the number of pixels for the given distance NUMBER (e.g. "3c") as float
A distance number is a digit followed by a unit, so 3c means 3 centimeters, and the function gives the number of pixels on 3 centimeters of the screen (as found here).
So to get dpi, we ask the function for the number of pixels in 1 inch of screen ("1i").
I know I'm answering this question late, but I'd like to expand upon #Andrew Pye 's idea. You are right, GUI's with tkinter look different across different monitors with different DPI's anytime you use a 'width' or 'height' or 'pady' or anything that is measured in pixels. I noticed this when I made a GUI on my desktop, but then later ran the same GUI on my 4K laptop (The window and the widgets appeared much smaller on the laptop). This is what I did to fix it, and it worked for me.
from tkinter import *
ORIGINAL_DPI = 240.23645320197045 # This is the DPI of the computer you're making/testing the script on.
def get_dpi():
screen = Tk()
current_dpi = screen.winfo_fpixels('1i')
screen.destroy()
return current_dpi
SCALE = get_dpi()/ORIGINAL_DPI # Now this is the appropriate scale factor you were mentioning.
# Now every time you use a dimension in pixels, replace it with scaled(*pixel dimension*)
def scaled(original_width):
return round(original_width * SCALE)
if __name__ == '__main__':
root = Tk()
root.geometry(f'{scaled(500)}x{scaled(500)}') # This window now has the same size across all monitors. Notice that the scaled factor is one if the script is being run on a the same computer with ORIGINAL_DPI.
root.mainloop()
I'm using TclTk, not TkInter, and the only way I know how to do this is to work it out from the font metrics...
% font metrics Tk_DefaultFont
-ascent 30 -descent 8 -linespace 38 -fixed 0
The linespace is approximately 0.2x the DPI (currently set to 192 here)

Tkinter canvas create_image and create_oval optimization

Background
I am trying - and succeeding - in creating a simple plot using using the Canvas object within tkinter. I am trying to use as many tools that are installed with Python3 as possible. Matplotlib and others are great, but they are pretty large installs for something that I'm trying to keep a bit smaller.
The plots are updated every 0.5s based on input from a hardware device. The previous 128 points are deleted and the current 128 points are drawn. See my most recent blog post for a couple of screenshots. I have successfully created the plots using canvas.create_oval(), but as I was running it, I heard my PC fans ramp up a bit (I have them on an aggressive thermal profile) and realized that I was using 15% of the CPU, which seemed odd.
The Problem
After running cProfile, I found that the canvas.create_oval() was taking more cumulative time than I would have expected.
After reading a bit about optimization in the tkinter canvas (there isn't much out there except 'use something else'), I came across a post that suggested that one might use an image of a dot and use canvas.create_images() instead of a canvas.create_oval(). I tried that and the time in create_image() was a bit less, but still quite significant.
For completeness, I will include the code fragment. Note that this method is part of a class called Plot4Q which is a subclass of tk.Canvas:
def plot_point(self, point, point_format=None, fill='green', tag='data_point'):
x, y = point
x /= self.x_per_pixel
y /= self.y_per_pixel
x_screen, y_screen = self.to_screen_coords(x, y)
if fill == 'blue':
self.plot.create_image((x_screen, y_screen), image=self.blue_dot, tag=tag)
else:
self.plot.create_image((x_screen, y_screen), image=self.green_dot, tag=tag)
The Profile
I am a profiling newb, so it would be prudent to include some portion of the output of that profiler. I have sorted by 'cumtime' and highlighted the relevant methods.
update_plots calls scatter
scatter calls plot_point (above)
Note that scatter consumes 11.6% of the total run time.
The Question
Is there a more efficient method of creating points (and deleting them, though that doesn't take very long in tkinter) on a canvas?
If not, is there a more efficient way of creating the plot and embedding it into the tkinter interface?
I am somewhat open to using a different library, but I would like to keep it small and fast. I had thought that the tk canvas would be small and fast since it was functioning competently on machines with 1/10th of the power that a modern PC has.
More Info
After running a helpful answer below (Brian Oakley), I have updated results.
To explain the updated code a bit, I am using ovals again (I like the color control). I check to see if the tag exists. If it does not exist, then the new oval is created at the point specified. If the tag does exist, then the new coordinate is calculated and the move function is called.
def plot_point(self, point, fill='green', tag='data_point'):
if not fill:
fill = self.DEFAULT_LINE_COLOR
point_width = 2
# find the location of the point on the canvas
x, y = point
x /= self.x_per_pixel
y /= self.y_per_pixel
x_screen, y_screen = self.to_screen_coords(x, y)
x0 = x_screen - point_width
y0 = y_screen - point_width
x1 = x_screen + point_width
y1 = y_screen + point_width
# if the tag exists, then move the point, else create the point
point_ids = self.plot.find_withtag(tag)
if point_ids != ():
point_id = point_ids[0]
location = self.plot.coords(point_id)
current_x = location[0]
current_y = location[1]
move_x = x_screen - current_x
move_y = y_screen - current_y
self.plot.move(point_id, move_x, move_y)
else:
point = self.plot.create_oval(x0,
y0,
x1,
y1,
outline=fill,
fill=fill,
tag=tag)
The improvement is only slight, 10.4% vs. 11.6%.
The canvas has performance problems when many items are created (more specifically, when new object ids are created). Deleting objects doesn't help, the problem is in the ever increasing object ids which are never reused. This problem usually doesn't appear until you have 10's of thousands of items. If you're creating 256/second, you'll start to bump into that problem in just a minute or two.
You can completely eliminate this overhead if you create 128 objects off screen once, and then simply move them around rather than destroying and recreating them.

Tkinter Scrolling Canvas Widget speed issues

I am currently remaking flappy bird in Tkinter. (I understand this is bad, I explain why at the bottom.) My issue is with the pipes, and the speeds they scroll at and the distance they are from each other. Unless something is wrong with my logic, if a start the two pipes separated from each other then move them when they get to a certain point, and place them at the same point, they should retain the gap between them. This may be better explained in code.
from tkinter import *
import random
root = Tk()
root.geometry('430x640')
root.configure(background='turquoise')
canvas = Canvas(root,width=int(435),height=int(645))
canvas.configure(background='turquoise')
canvas.pack()
x, x2 = 400, 700
y = random.randint(0,300)
y2 = random.randint(0,300)
def drawPipe():
global x,x2,y,y2
canvas.coords(pipeTop,(x,0,(x+50),y))
canvas.coords(pipeBottom,(x,640,(x+50),(y+150)))
canvas.coords(pipeTop2,(x2,0,(x2+50),y2))
canvas.coords(pipeBottom2,(x2,640,(x2+50),(y2+150)))
x -= 3
x2 -= 3
if x < -46:
x = 435
y = random.randint(5,540)
if x2 <-46:
x2 = 435
y2 = random.randint(5,540)
root.after(1,drawPipe)
pipeTop = canvas.create_rectangle(x,0,(x+50),y,fill='green')
pipeBottom = canvas.create_rectangle(x,640,x+50,y+150,fill='green')
pipeTop2 = canvas.create_rectangle(x2,0,(x2+50),y,fill='green')
pipeBottom2 = canvas.create_rectangle(x2,640,(x2+50),(y2+150),fill='green')
drawPipe()
root.mainloop()
This is not my full code, but it is the bit concerned with drawing and updating the pipes. When run, this code will show you how the pipes scrolling speed up and down. I do not understand how this is possible. All the values for the pipes are the same apart from the starting positions. Is this due to the inefficient way Tkinter uses the after method? I attempted to use threading but this produced problems when using root.bind (see my previous question). Or is it due to a logic error? Thank you in advance to anyone who can help me.
Side note: I realise I should not be making a game in tkinter, especially one that requires multiple things to be happening at once. However, I am doing this at school and the modules I would like to use (Pygame or Pyglet) cannot be downloaded just for me to make a game that has no real purpose. If I could use something other than tkinter I probably would. Thank you for your help.
Using after(1,..) you get 1000FPS (Frames Per Second) but you don't need it - use after(20, ...) to get 50 FPS.
Beside using after(1,..) your program have no time to do other things - it have no time to execute all after() so you can get different speed.
With after(1,..) I couldn't even move window.
And my CPU became hotter so fan started working faster and louder.

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