Trying to learn PyQt with knowledge from Tkinter - python

Maybe I'm jumping into the deep end, but I'll give it a shot.
Here are some useful features of Tkinter:
The Tkinter Canvas widget is an object oriented drawing canvas. The elements of the drawing are essentially widgets themselves, as they can be moved, modified, and bound to events.
Tkinter uses bindings to trigger callbacks. The event is passed as a string. Custom events can be easily created with event_generate.
Tkinter has the after method, which waits for a specified amount of time without freezing the GUI.
Tkinter has predefined fonts like TkDefaultFont, and colors like systemButtonFace, which are dependant on the system.
My questions are:
What are the pyQt equivalents of these features (especially the bold ones)?
How can I "bind" elements of a widget (e.g. the label of a checkbutton only) to an event?

In Qt and PyQt events are called signals and you bind to them using slots (docs here). Generally speaking what you do define a slot with an # decorator.
class WindowImpl (QtGui.QMainWindow, Ui_TremorMain, Ui_Graphs):
def __init__ (self, buffer, parent = None, configuration = None):
# do some initialisation here (not GUI setup however)
#QtCore.pyqtSlot(int, name="on_confSelectorCombo_currentIndexChanged")
def confChanged (self, newConf):
# do some stuff here to handle the event
The above would be triggered on the currentIndexChanged event of an object called confSelectorCombo. The setup of the confSelectorCombo is done in the GUI builder or Qt Creator as Nokia has decided to call it. This really is what you want to use to get started. There's tutorials here on using Qt Creator. Obviously you'll want to go through the docs and see what signals are emitted by which widgets.
As for the font stuff all I know is what it says on the docs:
If you have not set a font for your application then the default font on your
machine will be used, and the default font can be different on different
machines. On Windows the default Windows font is used, on X11 the one in qtrc
can be used. If a default font can’t be found, then a font specified by Qt
will be used.
The QStyleSheet and QStyle act as proxies for changing the appearance of widgets (QStylesheet,QStyle).
As for making the application wait I found this
QTime dieTime = QTime::currentTime().addSecs(2);
while( QTime::currentTime() < dieTime ):
QCoreApplication::processEvents(QEventLoop::AllEvents, 100);
There is also QThread.sleep() (docs), depending on what kind of an effect you want. Probably also worth looking at the threading support over at Qt docs
Overall in finding information about how to do stuff in PyQt I have found it surprisingly useful to look at the Qt documentation and then just writing the stuff in Python. 9 times out of 10 this works. On another note, it's probably also worth looking into PySide which is another python Qt library. I've haven't used myself before as it has been in the works previously but I noticed that they had released a 1.0.6 version.
UPDATE
Just to reiterate Luke Woodward below, you can use QGraphicsScene and QGraphicsView to render stuff in an object oriented way. The QGraphicsScene doesn't actually render anything it just a scene graph, the QGraphicsView is then used to render the contents of the scene graph. For low level drawing there´s also QPainter - there's a basic drawing tutorial here. It's also worth looking at QGraphicsItem which is the base for all graphics items and
includes defining the item's geometry, collision detection, its painting
implementation and item interaction through its event handlers
docs here. The Context2D provides an HTML canvas (if I'm not mistaken through the use of WebKit). The canvas itself only has a changed slot, but any objects you place on the canvas will/can have more slots. There's a fairly complete looking tutorial on Context2D and Context2DCanvas here. For an explanation as to why so many different ways of rendering stuff, you'll have to ask someone else. My two cents is that is has something to do with the fact that Qt is supposed to work everywhere and Trolltech and later Nokia wanted to provide lots of choice. Luckily the docs are really good.

Related

How to use "on edit" events/signals with e.g. QLineEdit in pyside6 (Qt6)

Sorry for this post but I still don't get it after my research on the internet.
I am using Python PySide6 since I need to due to some display scaling issues I have with PyQt6 and other older versions.
I already have implemented the basics of a large program with dynamic .ui loading and now I want to implement the event actions for all my gui elements. Some I already managed to use by overloading the eventFilter method of the gui objects by using installEventFilter(self) function. That works well for hovering and other things and the used events are always of the type QtCore.QEvent. .... The problem is that I am missing some events here.
First an easy example and maybe the potential solution explains it for all other cases in my code:
How can I implement a function for the "on change" event of an QLineEdit object? I just want to get notified when the value of the control has been changed.
On the internet I find documentation for signals that should be connected to a slot that I can implement myself.
For example:
self.any_line_edit.textChanged.connect(self.any_slot)
The strange thing is, my QLineEdit object seems to have no reference for the "textChanged" signal. At least PyCharm is not able to resolve the name and I see the other methods of the QLineEdit class so the type of the object seems to be fine.
On other websites I find a similar example for QPushButton:
self.button.clicked.connect(self.the_button_was_clicked)
Same problem here. My PySide6 QPushButton seem to have no signal called "clicked".
Then I thought, no problem. Maybe I just continue using the eventFilter overload function and just install and replace the eventFilter for every object and manually filter the needed event myself.
But it seems that a simple QLineEdit throws no event that equals an "on edit" functionality.
I just see events like: QEvent::Paint, QEvent::DynamicPropertyChange, QEvent::WindowDeactivate, QEvent::Leave and many others but nothing like "on edit" or "edit end" or "on changed" or something.
So it seems that I don't see a respective event in the eventFilter function and due to any circumstance I also don't see the signals used to connect the Object to Slots.
I am sure I am missing something very basic but currently I am really confused.
I am using Python 3.9, PySide6 and PyCharm 2022.1 .
I just want to get notified if these input controls are getting changed in their values. I even have more complex signal-slot constructs and eventFilter reimplementations in my code and now I fail on such a basic thing. To my excuse: Normally I am implementing in Qt5 with C++ so I am a noob regarding Python and PySide6. xD
There is no such "on edit" event. The reason is that events are not meant for that. As the documentation explains:
In Qt, events are objects, derived from the abstract QEvent class, that represent things that have happened either within an application or as a result of outside activity that the application needs to know about. Events can be received and handled by any instance of a QObject subclass, but they are especially relevant to widgets.
So, events are "generic", not specialized for any widget or object type.
An "on edit" event would make sense only for editable widgets (which are just a few: QLineEdit, QPlainTextEdit, QTextEdit and their derived classes), and such an event would be also too generic and abstract to justify its existence.
Most importantly, events are normally created by Qt and then "sent" to the objects that could and possibly should handle them; again, from the above docs:
When an event occurs, Qt creates an event object to represent it by constructing an instance of the appropriate QEvent subclass, and delivers it to a particular instance of QObject (or one of its subclasses) by calling its event() function.
Note: some events are "synthetic", generated internally by Qt when required, sometimes even by widgets: in some cases, it's to work around some OS specific issues in complex focus situations, others due to the architecture of a particular framework (such as the Graphics View, which uses an internal "graphics event" system for items).
Qt cannot know (nor should) if the target object(s) is "editable". That's also because events are normally propagated from the target object up to the object tree, going up through all its parents, until the event is actually handled or (at least) accepted. That is of utmost importance for the event system: especially with input events, those events are intended for generic use by any object in the widget structure, so a widget (instance) specific "on edit" event wouldn't make any sense, mostly because it would be an event that would be only used by the widget itself.
In fact, some similar events do exist (such as QInputEvent, or the more specific QKeyEvent), but, as the name suggests, they are input events, they do not tell with certainty that the event actually results in an edit.
When the user presses a key, Qt creates a QKeyEvent and sends it to the currently focused widget. If that widget accepts that event, that event is (normally) not processed anymore by anything else. If the widget does not accept it, Qt will then propagate the event to its parent, which will decide if accept it in turn or not, and so on up to the top level window.
Note: events can be handled (or not) and accepted (or ignored). This means that a widget could handle (do "something" with that event) and still ignore it. A typical example is the Tab key: a QLineEdit would handle it in the sense that it will check that event, and then ignore it; then that event will be managed by its parent which possibly use it to switch the focus to the next widget that accepts it. A QTextEdit, instead, will both handle and accept the event, as it will normally write a tabulation character in the document contents.
In summary, an event is dispatched to a specific designated object and generally only handled by the single object that actually accepts it.
Signals, on the other hand, are a "communication system" that follows the observer pattern, similarly to the callback mechanism: you "subscribe" to a certain signal and whenever the object emits that signal, the receiver will do anything it wants. The eventual argument(s) of that signal is not changed (or, at least, it shouldn't), and the subscriber(s) can be anything. The sender of that signals doesn't need to care about the targets, nor the different "hierarchy" of those objects matters, as opposed to events.
In summary, don't use events for this, use signals, as that's what they've been made for. This is completely fine:
self.any_line_edit.textChanged.connect(self.any_slot)
Finally, the warnings you're getting from PyCharm are just that: warnings (which are not errors). When the UI is dynamically loaded on runtime, the IDE cannot know the object types of the new attributes, because they will be effective only when the program is running.
In fact, the object to which the attribute is referencing could also change during the lifespan of the program: imagine a class that sets an instance attribute for a "target" widget that is used as an argument in its __init__. How could the IDE know if that widget is a QLineEdit or a QPushButton and "accept" the attributes of that specific widget, such as textChanged or clicked? It couldn't.
So, dynamically created attributes will always show that warning; and you can safely ignore them, as annoying as they are (there should be some shortcut to do that, AFAIK).

tkinter custom widget collecting

I'm searching for a tkinter custom widget collection that I can include in a application designer I'm writing in 100% Python but haven't had much luck yet. I figured out a way to do a table for instance, but would like to save myself the work if there's a good implementation out there.
I found a couple of packages for pure Python custom widget creation with a little more searching online. One is Python megawidgets, at pmw.sourceforge.net, which, according to their documentation:
"is a toolkit for building high-level compound widgets in Python using the Tkinter module. It consists of a set of base classes and a library of flexible and extensible megawidgets built on this foundation. These megawidgets include notebooks, comboboxes, selection widgets, panes widgets, scrollable widgets, and dialog windows."
A different approach is writing custom widgets yourself using the Widget Construction Kit, at effbot.org/zone/wck.htm. This provides a base Widget class with primitive drawing methods, such as for borders, text, and colors, along with a basic but complete set of event definitions for binding your event handlers to your custom widgets. It has some good advice on doing animated widgets, such as drag and drop.
If anybody knows of any other packages of widgets or construction toolkit APIs, feel free to post it here. Developers will appreciate having a larger selection in a single location.

WxPython: Setting the background of buttons with wx.Brush

I have search far and wide on how you can paint the background color of a button or GenButton with a pattern such as lines or cross hatch. I have seen examples of wx DirectContext so that you can draw objects with patterns instead of just solid colors but it seems that this is only for specific shapes and not the color of button objects. Does the dc or gc library allow to paint on these objects. I know that I have to create an event handler for OnPaint and OnResize but I may be missing some steps so that it applies this to the button itself.
The wxPython package uses native widgets in its core widgets as much as possible. Thus, the wx.Button widget is going to be a native widget that you can only modify via the methods mentioned in the documentation. As Igor mentioned, you can try using SetBackgroundColour() or SetForegroundColour(), although depending on your platform's button widget, they may or may not work.
What you really want is a custom widget. I recommend checking out the GenericButtons, PlateButton and GradientButton for examples. You might even be able to use a GenericButton directly and paint its background as you mentioned.
wx.Button object represents a native control. And so unfortunately you can't manipulate how the native control paints itself.
You can try SetBackgroundColour()/SetForegroundColour() but this is as far as you can go.

Key binding for window/app in python Gtk+ 3 without menu items, UI manager, etc

I'm trying to use GTK3 and Cairo from Python for a minimal plotting application where the on-screen display of Cairo's output is for user convenience.
The typical usage is that I run a command, a plot pops up on screen and is also written to file, and I want to be able to dismiss the window as quickly as possible, ideally just a "q" keypress but also the common Ctrl-W and Ctrl-Q in addition to the default Alt-F4 (does anyone really use that regularly?!?).
I also want as little UI clutter in the window as possible: ideally just the standard window surround, no menus, toolbars, etc.
So... how can I bind my "q", "Ctrl-Q", etc. keybindings to Gtk.main_quit without having to a) create a cluttersome drop-down menu bar and b) go though the heavyweight Gtk.UIManager focused on by the Python Gtk+ 3 documentation here: http://python-gtk-3-tutorial.readthedocs.org/en/latest/menus.html . I hope this is possible, and doesn't require a lot of code (at least not as much as to set up all the menus!), but I can't find an example anywhere online: maybe I'm just searching for the wrong terms, being a GTK newbie.
Unfortunately there doesn't seem to be any documentation on making such a minimal accelerator setup, and the code to configure accelerator keys seems to differ a great deal between GTK2 and 3... thanks for helping.
Connect a signal to your main frame Win.connect('key-press-event', self.on_key_function) and in on_key_function (self, widget, event) check the value of event.keyval. For ESC is 65307 if you like hardcoded. Also, for key combinations, event.state report shift, alt(meta), and so on: if Gdk.ModifierType.CONTROL_MASK & event.state:do_something if ctrl is pressed
You could have separate stataments for left-ctrl, right-alt; be sure not to try to capture predefined key combinations, thay may be consumed by window manager.
A IDE with a good introspection will help you a lot, just write Gdk (previously imported) and autocompletion will popup a lot of functions/clases, most of them with a self-explanatory name.
Don't use key-press-event and keyval, it won't work for users with non-Latin keyboard layouts. GTK+ does a great job internally to match keyvals to hardware keys, this functionality is exposed via accelerators (often shortened as accel in the API) and bindings.

where is the button widget in pyglet ?

i'm checking out pyglet, but, funny enough, i can't find how to do a simple button!
so
what is the standard way to create a standard button?
is there a standard way to create a Message-Box? open/save dialogs?
or am i missing the point of pyglet? isn't it yet-another gui toolkit
for creating (also) forms, windows, buttons, texts, standard widgets, etc. ?
i'm using Python 2.x on a windows PC if that matters.
I didn't use Pyglet yet, but is not a GUI library, it doesn't have to have widgets like buttons, or containers etc. It's a multimedia library like Pygame, it draws stuff on screen, plays sounds, and has some helper functions.
If you want to draw a button on screen, you should first draw a rectangle, print some text in it, and then listen mouse clicks to know if it's clicked on this rectangle.
See PyQT, PyGTK, WxPython for some examples of GUI libraries.
You can see an example of how to create a button and create yet another interface with Pyglet in the script:
http://www.pyglet.org/doc/programming_guide/media_player.py
But this is only an example interface created without complex items.
Current state of affairs 3 years later...
As previously stated Pyglet itself generally provides a lower level api than the UI widget library (e.g. closer to GDI or SDL).
That said there are gui's built on top of pyglet:
https://github.com/jorgecarleitao/pyglet-gui
https://code.google.com/p/kytten/
Also pyglet 1.2 now has buttons itself (though not much else as far as widgets are concerned).

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