What I am trying to do is to link a GUI from one class in a separate file to another.
My first class is a main menu which will display a few buttons that will link to another window.
The second class displays a different window, but the problem I am having at the moment is that I don't know how to link the button in the first class to call the second class.
Here's the code I have so far:
First file, the main menu:
from tkinter import *
import prac2_link
class main:
def __init__(self,master):
frame = Frame(master, width=80, height=50)
frame.pack()
self.hello = Label(frame, text="MAIN MENU").grid()
self.cont = Button(frame,text="Menu option 1", command=prac2_link.main2).grid(row=1)
root = Tk()
application = main(root)
root.mainloop()
second file:
from tkinter import *
class main2:
def __init__(self):
frame1 = Frame(self, width=80, height=50)
frame1.pack()
self.hello = Label(frame1, text="hello, its another frame").grid(row=0,column=0)
To create a new window, you have to use a Toplevel widget. You can use it as a superclass for your main2 class:
class main2(Toplevel):
def __init__(self):
Toplevel.__init__(self)
self.frame= Frame(self, width=80, height=50)
self.label = Label(self.frame, text='this is another frame')
self.frame.grid()
self.label.grid()
Then you only have to create an instance in the event handler of the Button in the other class:
class main1:
def __init__(self, master):
# ...
self.cont = Button(frame,text="Menu option 1", command=self.open_main2).grid(row=1)
def open_main2(self):
prac2_link.main2()
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()
The goal is to pass the variable string1 from class Display to be used in another Tkinter window.
So when the button named Next [in class Display load function] is clicked, it would open a new Tkinter window. And in the new window, the variable string1 from class Display needs to be retrieved for further action. May i know should i create another class Display2, or should i just add a method in the class Display?
Currently the string variable can be passed as reference from class Display to the class Action_Data. But how can it be passed to another Tkinter window when the button Next is clicked?
I am trying to get the variable via the callback function new_window. Just not sure if it's how it's done. Any pointer would be appreciated. Many thanks.
from tkinter import *
import tkinter as tk
#Application window
root = tk.Tk()
#Display Class
class Display (tk.Frame):
def __init__(self, master, display_data):
tk.Frame.__init__(self,master)
self.master = master
#passing data as reference
self.display= display_data
#button
self.load_button = tk.Button(self, text="Load", command=self.load)
self.load_button.pack()
def new_window(self):
self.master = tk.Tk() # create another Tk instance
var_string2 = Label(self, text="<<string1 value>>")
var_string2.pack()
print (var_string2)
def load(self):
#get value
string1='value1'
self.display.action1(string1)
self.acition_button = tk.Button(self, text="Next",
command=self.new_window)
self.acition_button.pack()
#Action_Data Class
class Action_Data(tk.Frame):
def __init__(self, master):
tk.Frame.__init__(self,master)
def action1(self, path1):
var_path1 = path1
print(var_path1)
display= Action_Data(root)
display.pack()
reader = Display(root, display)
reader.pack()
pathlabel2 = Label(root)
root.mainloop()
Issue
Now the new window is blank and cannot retrieve the value of variable string1 from the load function
Error
Use the lambda function to pass the button's command, that way you can pass the needed string as an argument.
You do not need to create two instances of Tk, if you need another window, create a Toplevel.
from tkinter import *
import tkinter as tk
#Application window
root = tk.Tk()
#Display Class
class Display (tk.Frame):
def __init__(self, master, display_data):
tk.Frame.__init__(self,master)
self.master = master
#passing data as reference
self.display= display_data
#button
self.load_button = tk.Button(self, text="Load", command=self.load)
self.load_button.pack()
def new_window(self, string):
#self.master.destroy() # close the current window
new_window = tk.Toplevel() # create toplevel
var_string2 = Label(new_window, text=string)
var_string2.pack()
new_window.focus()
print (var_string2.cget("text"))
def load(self):
#get value
string1='value1'
self.display.action1(string1)
self.acition_button = tk.Button(self, text="Next",
command= lambda : self.new_window(string1))
self.acition_button.pack()
#Action_Data Class
class Action_Data(tk.Frame):
def __init__(self, master):
tk.Frame.__init__(self,master)
def action1(self, path1):
var_path1 = path1
print(var_path1)
display= Action_Data(root)
display.pack()
reader = Display(root, display)
reader.pack()
pathlabel2 = Label(root)
root.mainloop()
I am creating 2 window in my program and i am using two class, since the code is complex, i separate it in 2 different python file. After i imported the second window file, how can i make sure it open without having this error which show in this picture
The original result should look like this after the new window button clicked:
Coding for Main Window:
from tkinter import *
import classGUIProgram
class Window(Tk):
def __init__(self, parent):
Tk.__init__(self, parent)
self.parent = parent
self.initialize()
def initialize(self):
self.geometry("600x400+30+30")
self.wButton = Button(self, text='newWindow', command = self.OnButtonClick)
self.wButton.pack()
def OnButtonClick(classGUIProgram):
classGUIProgram.top = Toplevel()
master = Tk()
b = classGUIProgram.HappyButton(master)
master.mainloop()
if __name__ == "__main__":
window = Window(None)
window.title("title")
window.mainloop()
Coding for Second Window:
from tkinter import *
class HappyButton:
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.printButton = Button(frame, text="Print message", command=self.printMessage)
self.printButton.pack(side=LEFT)
self.quitButton = Button(frame, text="Quit", command= quit)
self.quitButton.pack(side=LEFT)
self.downloadHistoryCB=Checkbutton(frame, text="Download History")
self.downloadHistoryCB.pack(side=LEFT)
def printMessage(self):
print("Wow this actually worked!")
master = Tk()
b = HappyButton(master)
master.mainloop()
You're creating extra Tk windows. Here is an example of using Toplevel widgets and another file.
mainWindow.py
import tkinter as tk
import secondWindow as sW
class MainWindow(tk.Tk):
def __init__(self):
super().__init__()
self.title("Main Window")
self.geometry("600x400+30+30")
tk.Button(self, text = "New Window", command = self.new_window).pack()
tk.Button(self, text = "Close Window", command = self.close).pack()
self._second_window = None
def new_window(self):
# This prevents multiple clicks opening multiple windows
if self._second_window is not None:
return
self._second_window = sW.SubWindow(self)
def close(self):
# Destory the 2nd window and reset the value to None
if self._second_window is not None:
self._second_window.destroy()
self._second_window = None
if __name__ == '__main__':
window = MainWindow()
window.mainloop()
secondWindow.py
import tkinter as tk
class SubWindow(tk.Toplevel):
def __init__(self, master):
super().__init__(master)
self.title("Sub Window")
self.geometry("400x300+30+30")
# Change what happens when you click the X button
# This is done so changes also reflect in the main window class
self.protocol('WM_DELETE_WINDOW', master.close)
tk.Button(self, text = "Print", command = self.printMessage).pack()
def printMessage(self):
print("Wow this actually worked!")
When using another file be sure to not have any global code you don't want running. Your classes don't have to inherit from Tk and Toplevel, this is just an example. But you need to ensure you only ever have one instance of Tk otherwise you get the behaviour you encountered
I am trying to create a program in tkinter which allows me to open an initial window then to keep it throughout all classes used. For example, if I was to create a button in a window then when I click this button, it would exuecute a method that destroys the widget, and then executes a new class that builds a new screen within the same window, such as text opposed to a button.
from tkinter import *
class Window1:
def __init__(self, master):
self.master = master
self.label = Button(self.master, text = "Example", command = self.load_new)
self.label.pack()
def load_new(self):
self.label.destroy()
## Code to execute next class
class Window2:
def __init__(self, master):
self.master = master
self.label = Label(self.master, text = "Example")
self.label.pack()
def main():
root = Tk()
run = Window1(root)
root.mainloop()
if __name__ == '__main__':
main()
I understand this is less practical, but I am curious. Cheers.
Tk() creates main window and variable root gives you access to this window. You can use root as argument for Window2 and you will have access to main window inside Window2
from tkinter import *
class Window1:
def __init__(self, master):
# keep `root` in `self.master`
self.master = master
self.label = Button(self.master, text="Example", command=self.load_new)
self.label.pack()
def load_new(self):
self.label.destroy()
# use `root` with another class
self.another = Window2(self.master)
class Window2:
def __init__(self, master):
# keep `root` in `self.master`
self.master = master
self.label = Label(self.master, text="Example")
self.label.pack()
root = Tk()
run = Window1(root)
root.mainloop()
--
Probably nobody use another class to create Label in place of Button ;)
--
EDIT: In this example using names Window1 and Windows2 is misleading because there is only one window and two classes which use this window. I would rather use names FirstOwner, SecondOwner
Everything is implemented in one Tk class and in this case there always is only one window.
from tkinter import *
from tkinter import ttk
class MainWindow():
def __init__(self, mainWidget):
self.main_frame = ttk.Frame(mainWidget, width=300, height=150, padding=(0, 0, 0, 0))
self.main_frame.grid(row=0, column=0)
self.some_kind_of_controler = 0
self.main_gui()
def main_gui(self):
root.title('My Window')
self.main_label_1 = ttk.Label(self.main_frame, text='Object_1')
self.main_label_1.grid(row=0, column=0)
self.main_label_2 = ttk.Label(self.main_frame, text='Object_2')
self.main_label_2.grid(row=1, column=0)
self.main_label_3 = ttk.Label(self.main_frame, text='Object_3')
self.main_label_3.grid(row=2, column=0)
self.setings_button = ttk.Button(self.main_frame, text='Setings')
self.setings_button.grid(row=0, column=1)
self.setings_button.bind('<Button-1>', self.setings_gui)
self.gui_elements = [self.main_label_1,
self.main_label_2,
self.main_label_3,
self.setings_button]
def setings_gui(self, event):
self.gui_elements_remove(self.gui_elements)
root.title('Setings')
self.main_label_1 = ttk.Label(self.main_frame, text='Object_1')
self.main_label_1.grid(row=2, column=0)
self.main_menu_button = ttk.Button(self.main_frame, text='Main menu')
self.main_menu_button.grid(row=0, column=1)
self.main_menu_button.bind('<Button-1>', self.back_to_main)
self.some_kind_of_controler = 1
self.gui_elements = [self.main_label_1,
self.main_menu_button]
def back_to_main(self, event):
if self.some_kind_of_controler == 1:
self.gui_elements_remove(self.gui_elements)
else:
pass
self.main_gui()
def gui_elements_remove(self, elements):
for element in elements:
element.destroy()
def main():
global root
root = Tk()
root.geometry('300x150+50+50')
window = MainWindow(root)
root.mainloop()
if __name__ == '__main__':
main()
Okay, so I've got a basic window with an EDIT and VIEW button. As my code stands, EDIT and VIEW both return a message "this button is useless". I created these under the class "main_window". I created another class "edit_window" that I'm hoping to call when the EDIT button is clicked. Essentially, clicking the edit button should change display the new window with buttons ADD and REMOVE. Here's my code so far...what would be the next logical step?
from Tkinter import *
#import the Tkinter module and it's methods
#create a class for our program
class main_window:
def __init__(self, master):
frame = Frame(master)
frame.pack(padx=15,pady=100)
self.edit = Button(frame, text="EDIT", command=self.edit)
self.edit.pack(side=LEFT, padx=10, pady=10)
self.view = Button(frame, text="VIEW", command=self.view)
self.view.pack(side=RIGHT, padx=10, pady=10)
def edit(self):
print "this button is useless"
def view(self):
print "this button is useless"
class edit_window:
def __init__(self, master):
frame = Frame(master)
frame.pack(padx=15, pady=100)
self.add = Button(frame, text="ADD", command=self.add)
self.add.pack()
self.remove = Button(frame, text="REMOVE", command=self.remove)
self.remove.pack()
def add(self):
print "this button is useless"
def remove(self):
print "this button is useless"
top = Tk()
top.geometry("500x500")
top.title('The Movie Machine')
#Code that defines the widgets
main = main_window(top)
#Then enter the main loop
top.mainloop()
Just create a Toplevel instead of using a Frame:
class MainWindow:
#...
def edit(self):
EditWindow()
class EditWindow(Toplevel):
def __init__(self):
Toplevel.__init__(self)
self.add = Button(self, text="ADD", command=self.add)
self.remove = Button(self, text="REMOVE", command=self.remove)
self.add.pack()
self.remove.pack()
I've changed the class names according to the CapWords convention (see PEP 8). This is not mandatory, but I recommend you to use it in all your Python projects to keep an uniform style.