I am tring to unittest my tkitner GUI.
Therefore I tried to generate click events from a separate thread.
Here is an example testing the Tkinter.Button:
import unittest, threading
from Tkinter import *
class clickThread(threading.Thread):
def __init__(self, root):
threading.Thread.__init__(self)
self.root = root
def run(self):
button = filter(lambda a: isinstance(a, Button), self.root.children.values())[0]
print button
button.focus()
button.event_generate("<Button-1>")
button.event_generate("<ButtonRelease-1>")
print "clicked"
class Test(unittest.TestCase):
def testName(self):
root = Tk()
button = Button(root, command=self.returnEvent)
button.pack()
thread = clickThread(root)
thread.start()
root.mainloop()
def returnEvent(self):
print "!"
The method Test.returnEvent is not called by my generated click event. But it works as expected if I do a real click.
If I recall correctly (and I may not since its been years since I tried this) the cursor needs to be over tne button for the binding to fire.
Are you aware of the "invoke" method of buttons? You can use it to simulate the pressing of the buttun.
Related
So I have a window which is controlled by a thread that runs in the background and changes the GUI when necessary, at some point this thread will be instructed to change window (involving destroying the window it is in and starting up another window), but this never happens because the thread won't stop executing until the window is changed.
Below is a simplified example:
class Window1:
def __init__(...):
self.Master = tk.Tk()
# some code
self.BackgroundUpdates = threading.Thread(target=self.ActiveWindow)
self.BackgroundUpdates.start()
def ActiveWindow(self):
# gets some instruction
if instruction == 'next window':
nextWindow(self)
def StartWindow(self):
self.Master.mainloop()
def KillWindow(self):
self.Master.destroy()
class Window2:
def __init__(...):
self.Master = tk.Tk()
# some code...
def StartWindow(self):
self.Master.mainloop()
def nextWindow(objectWindow):
objectWindow.KillWindow()
# when this function is called it never gets past the line above
nextWindow = Window2()
nextWindow.StartWindow()
application = Window1()
application.StartWindow()
Is there a way that I could rearrange the way I handle the thread so that I don't run into this problem?
a runnable example:
import tkinter as tk
import threading
class MainWindow:
def __init__(self):
self.Master = tk.Tk()
self.Frame = tk.Frame(self.Master, width=100, height=100)
self.Frame.pack()
self.Updates = threading.Thread(target=self.BackgroundUpdates)
self.Updates.start()
def BackgroundUpdates(self):
# imagine instructions to be a really long list with each element being a
# different instruction
instructions = ['instruction1', 'instruction2', 'next window']
while True:
if instructions[0] == 'next window':
ChangeWindow(self)
else:
instructions.remove(instructions[0])
def StartWindow(self):
self.Master.mainloop()
def KillWindow(self):
self.Master.destroy()
class SecondaryWindow:
def __init__(self):
self.Master = tk.Tk()
self.Frame = tk.Frame(self.Master, width=100, height=100)
self.Frame.pack()
def StartWindow(self):
self.Master.mainloop()
def KillWindow(self):
self.Master.destroy()
def ChangeWindow(oldObject):
oldObject.KillWindow()
# the line above will halt the program, since it has to wait on the thread to
# finish before the window can be destroyed, but this function is being called
# from within the thread and so the thread will never stop executing
del oldObject
newObject = SecondaryWindow()
newObject.StartWindow()
window = MainWindow()
window.StartWindow()
I realised that tkinter is singularly threaded, it can be explained more here:
https://stackoverflow.com/a/45803955/11702354
The problem was that I was trying to destroy my window from a different thread to the one it was created in. To solve this problem I had to use the 'after' method from the Tkinter module as well as using a event, this meant that I could control the background stuff (i.e. wait on a specific command from my connected server) and when I needed to change the window I would set the event.
Part of my adapted code can be seen below:
def CheckEvent(self):
if LOBBY_EVENT.is_set():
ChangeWindow(self, 'game')
self.Master.after(5000, self.CheckEvent)
def StartWindow(self):
self.Master.after(5000, self.CheckEvent)
self.Master.after(2000, self.HandleInstruction)
self.Master.mainloop()
So whenever I was calling the StartWindow method for my window, it would check whether the event has been set every 5 seconds, and then every 2 seconds it would go to a separate function 'HandleInstruction' which allowed me to create a response in my GUI (I also used queues to pass information to this function)
I hope this clears up confusion if anyone is to stumble across it!
I want to create a GUI in tkinter that not only executes commands when a button is pressed, but responds to the state of a larger script running in a separate thread.
I have really dug around and tried to find some information on message passing, and I have found some great info on the pickle module, using multiprocessing and its built in tools and also threading, and queuing. I have even dug into David Beazley's lesson on concurrency located here. I just can't get the syntax right on any of those methods.
I have broken down my code into a small functional unit that should launch a little tkinter window like this:
tkinter window
The code below has a "launchGUI" function that launches my tkinter GUI, a "myLoop" function that starts the threads and will also loop to drive my larger program later, right now it just rotates the blink variable. I also have a blinkCheck method in my class that checks the status of the blink variable in the class.
I don't know if I am even putting my message receiver in the right place. In the following example code I am just trying to pass a global variable into the class. I know it is getting into the class, because the blinkCheck() method works even though uncommenting that method crashes the window. However, with the method turned off the label in the GUI never changes. I think the window crashing is the least of my worries, it must be because i have another while loop running.
What is the correct way to get that number in Label to change?
Here is my example code:
import tkinter as tk
from tkinter import Frame, Label
import time
import threading
blink = 0
class MyClass(tk.Frame):
def __init__(self, master):
self.master = master
super().__init__(self.master)
global blink
self.label = Label(master, text=blink)
self.label.pack()
#self.blinkCheck()
def blinkCheck(self):
global blink
while True:
print("blink in blinkCheck method is = {}".format(blink))
time.sleep(2.5)
def launchGUI():
root = tk.Tk()
root.title("My Blinker")
app1 = MyClass(root)
app1.mainloop()
def myLoop():
global blink
t1=threading.Thread(target=launchGUI)
t1.daemon = True
t1.start()
print("blink in blinker function is {}".format(blink))
while True:
if blink == 0:
blink = 1
else:
if blink == 1:
blink = 0
time.sleep(2.5)
if __name__=="__main__":
myLoop()
In your description you have mentioned something about involving buttons. I do not see that in your provided snippet. But with buttons it is possible to configure the label, i.e:
from tkinter import Label, Button
blink = 0
class MyClass(tk.Frame):
def __init__(self, master):
self.master = master
super().__init__(self.master)
global blink
self.label = Label(master, text=blink)
self.button = Button(master, text="Button", command=lambda: foo(self.label))
self.label.pack()
self.button.pack()
#self.blinkCheck()
def blinkCheck(self):
global blink
while True:
print("blink in blinkCheck method is = {}".format(blink))
time.sleep(2.5)
def foo(self, label):
label.config(text=blink)
Conventionally, this would be the most simple way to configure a label within an active thread.
If anyone feels like this answer may not be fully correct, please do edit it because I am new to Stack Overflow!
First, the GUI must run in main thread, and must not blocked by a infinite loop. Use after instead. To communicate, use some appropriate object from threading, e.g. Event:
import tkinter as tk
import time
import threading
class MyClass(tk.Frame):
def __init__(self, master, event):
super().__init__(master)
self.master = master
self.event = event
self.label = tk.Label(master, text='')
self.label.pack()
self.after(100, self.blink_check)
def blink_check(self):
self.label['text'] = self.event.is_set()
self.after(100, self.blink_check)
def blink(event):
while True:
event.set()
time.sleep(2.5)
event.clear()
time.sleep(2.5)
def main():
root = tk.Tk()
root.title("My Blinker")
event = threading.Event()
t = threading.Thread(target=blink, args=(event,))
t.daemon = True
t.start()
frame = MyClass(root, event)
root.mainloop()
if __name__=="__main__":
main()
I'm using Python's TkInter module for a GUI. Below is a simple checkbox code.
def getCheckVal():
print cbVar.get()
windowTime=Tk.Tk()
cbVar = Tk.IntVar()
btnC = Tk.Checkbutton(windowTime, text="Save", variable = cbVar, command=getCheckVal)
btnC.grid()
windowTime.mainloop()
This code works fine. Each time I tick the checkbox, I get 1, else 0.
However, when I run the same code in a function that is called from another TkInter command (when a button is pressed), it stops working. I always get 0 as the value.
class GUIMainClass:
def __init__(self):
'''Create the main window'''
self.window = Tk.Tk()
def askUser(self):
def getCheckVal():
print cbVar.get()
windowTime=Tk.Tk()
cbVar = Tk.IntVar()
btnC = Tk.Checkbutton(windowTime, text="Save", variable = cbVar,
command=getCheckVal)
btnC.grid()
windowTime.mainloop()
def cmdWindow(self):
frameShow=Tk.Frame(self.window)
frameShow.grid()
btnSwitch = Tk.Button(frameShow, text='Show Plots', command=self.askUser)
btnSwitch.grid()
self.window.mainloop()
GUIObj=GUIMainClass()
GUIObj.cmdWindow()
This is very unusual. What could be going wrong?
EDIT: I've used 2 mainloops because I want a separate window (windowTime) to open up when I click "Show Plots" button. This new window should have the checkbox in it.
Your windowTime, cbVar, etc. variables are defined in the function's local scope. When askUser() completes execution, those values are thrown away. Prepend self. to them to save them as instance variables.
There should only be one mainloop() in your program, to run the main Tkinter root object. Try putting it as the very last line in the program. I recommend doing some reading on Effbot for how to set up a Tkinter application.
I'm not sure what all you're trying to do, but one problem is that the TK.IntVar called cbVar that you create in your askUser() method will be deleted when the function returns, so you need to attach it to something that will still exist after that happens. While you could make it a global variable, a better choice would be to make it an attribute of something more persistent and has a longer "lifespan".
Another likely issue is that generally there should only be one call to mainloop() in a single Tkinter application. It appears what you want to do is display what is commonly known as a Dialog Window, which Tkinter also supports. There's some standard ones built-in, plus some more generic classes to simplify creating custom ones. Here's some documentation I found which describes them in some detail. You may also find it helpful to look at their source code.
In Python 2 it's in the /Lib/lib-tk/tkSimpleDialog.py file and
in Python 3 the code's in a file named /Lib/tkinter/simpledialog.py.
Below is code that takes the latter approach and derives a custom dialog class named GUIButtonDialog from the generic one included the Tkinter library which is simply named Dialog.
try:
import Tkinter as Tk # Python 2
from tkSimpleDialog import Dialog
except ModuleNotFoundError:
import tkinter as Tk # Python 3
from tkinter.simpledialog import Dialog
class GUIButtonDialog(Dialog):
"""Custom one Button dialog box."""
def __init__(self, btnText, parent=None, title=None):
self.btnText = btnText
Dialog.__init__(self, parent, title)
def getCheckVal(self):
print(self.cbVar.get())
def body(self, master):
"""Create dialog body."""
self.cbVar = Tk.IntVar()
self.btnC = Tk.Checkbutton(master, text=self.btnText, variable=self.cbVar,
command=self.getCheckVal)
self.btnC.grid()
return self.btnC # Return the widget to get inital focus.
def buttonbox(self):
# Overridden to suppress default "OK" and "Cancel" buttons.
pass
class GUIMainClass:
def __init__(self):
"""Create the main window."""
self.window = Tk.Tk()
def askUser(self):
"""Display custom dialog window (until user closes it)."""
GUIButtonDialog("Save", parent=self.window)
def cmdWindow(self):
frameShow = Tk.Frame(self.window)
frameShow.grid()
btnSwitch = Tk.Button(frameShow, text='Show Plots', command=self.askUser)
btnSwitch.grid()
self.window.mainloop()
GUIObj = GUIMainClass()
GUIObj.cmdWindow()
I have some code here:
def __GameOver__(self):
self.canvas.unbind('<Up>');
#other function ---
time.sleep(2)
self.canvas.bind('<Up>', func);
self.root.after(40,self.GameMainLoop)
pass
What I want is that when the game is over , the player can't do anything until the 'other functions' and time.sleep(2) run over. However , while I'm testing , I find that if I keep pressing the button after the canvas.unbind('< Up >'); but before canvas.bind('< Up >');.The message still can be received after canvas.bind('< Up >');.This is not what I want. But I can not find other ways. Is there some wrong about the understanding about the function unbind? Or is there something like 'event sequence' that I should clear before the bind function?
The problem you have is not with the unbinding, it's with sleep. When you call sleep, no events can be processed, so the processing of the events is done after the sleep is over, and when your <Up> button is bound again. Consider unbinding, then using the after method to do the sleeping, and then call a function that binds the key again.
This is an example. It changes the label when you press up and sleeps when you press the button. During this sleep the up key does nothing.
import Tkinter as tk
import random
class App():
def __init__(self):
self.root = tk.Tk()
self.label = tk.Label(self.root, text='Bla')
self.label.pack()
self.button = tk.Button(self.root, text='Button', command=self.sleep)
self.button.pack()
self.root.bind('<Up>', self.func)
self.root.mainloop()
def func(self, event):
self.label.config(text='Up '+str(random.random()))
def sleep(self):
self.root.unbind('<Up>')
self.label.config(text='sleeping')
self.root.after(2000, self.done_sleeping)
def done_sleeping(self):
self.label.config(text='done sleeping')
self.root.bind('<Up>', self.func)
App()
Edit:
let me include my code so I can get some specific help.
import Tkinter
def goPush():
win2=Tkinter.Toplevel()
win2.geometry('400x50')
Tkinter.Label(win2,text="If you have prepared as Help describes select Go otherwise select Go Back").pack()
Tkinter.Button(win2,text="Go",command=bounceProg).pack(side=Tkinter.RIGHT,padx=5)
Tkinter.Button(win2, text="Go Back", command=win2.destroy).pack(side=Tkinter.RIGHT)
def bounceProg():
d=1
print d
root=Tkinter.Tk()
root.geometry('500x100')
Tkinter.Button(text='Go', command=goPush).pack(side=Tkinter.RIGHT,ipadx=50)
root.mainloop()
So when you run the program it opens a window that says Go. Then Go opens a window that asks if youve read the help(which I didnt include in this code sample) and offers Go Back(which goes back) and Go. When you select Go it calls a function which prints 1. After it prints 1 I want the Window to close returning to the original window containing the Go button. How do I do such a thing?
#Kosig It won't quit root. Ie. self.foo = tk.Toplevel(self) and then self.foo.destroy()
For example:
class Foo(tk.Frame):
"""Foo example"""
def __init__(self, master=None):
"""Draw Foo GUI"""
tk.Frame.__init__(self, master)
self.grid()
self.draw_window_bar()
def draw_window_bar(self):
"""Draw bar TopLevel window"""
self.window_bar = tk.Toplevel(self)
# Some uber-pythonian code here...
ask_yes_or_no = messagebox.askyesno('Brian?', 'Romani Ite Domum')
if not ask_yes_or_no:
self.window_bar.destroy()
You have one main object, which is Foo. Foo has one main window (called "frame"), which it gets from tk.Frame. Afterwards, all Toplevel windows (frames) must be created within it. So, your new window here is self.window_bar and all its "objects" are in there, including the method for destroying it (self.window_bar.destroy()). You can call self.window_bar.destroy() from any part of the code, but here it is called after the user clicks "no".
If you create a toplevel window with the Toplevel command, you destroy it with the destroy method of the window object. For example:
import Tkinter as tk
class MyToplevel(tk.Toplevel):
def __init__(self, title="hello, world", command=None):
tk.Toplevel.__init__(self)
self.wm_title(title)
button = tk.Button(self, text="OK", command=lambda toplevel=self: command(toplevel))
button.pack()
if __name__ == "__main__":
def go(top):
print "my work here is done"
top.destroy()
app = tk.Tk()
t = MyToplevel(command=go)
t.wm_deiconify()
app.mainloop()
Apparently you just call quit on the root object that's running your mainloop
edit: All Tkinter widgets have a destroy() method which destroys that widget and its children. So you should be able to call this on your Toplevel