I am trying to write a simple custom button in wx.Python. My code is as follows, an error is thrown on line 19 of my "Custom_Button.py" - What is going on? I can find no help online for this error and have a suspicion that it has to do with the Polymorphism. (As a side note: I am relatively new to python having come from C++ and C# any help on syntax and function of the code would be great! - knowing that, it could be a simple error. thanks!)
Error
def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, **kwargs):
SyntaxError: non-default argument follows default argument
Main.py
class MyFrame(wx.Frame):
def __init__(self, parent, ID, title):
wxFrame.__init__(self, parent, ID, title,
wxDefaultPosition, wxSize(400, 400))
self.CreateStatusBar()
self.SetStatusText("Program testing custom button overlays")
menu = wxMenu()
menu.Append(ID_ABOUT, "&About", "More information about this program")
menu.AppendSeparator()
menu.Append(ID_EXIT, "E&xit", "Terminate the program")
menuBar = wxMenuBar()
menuBar.Append(menu, "&File");
self.SetMenuBar(menuBar)
self.Button1 = Custom_Button(self, parent, -1,
"D:/Documents/Python/Normal.bmp",
"D:/Documents/Python/Clicked.bmp",
"D:/Documents/Python/Over.bmp",
"None", wx.Point(200,200), wx.Size(300,100))
EVT_MENU(self, ID_ABOUT, self.OnAbout)
EVT_MENU(self, ID_EXIT, self.TimeToQuit)
def OnAbout(self, event):
dlg = wxMessageDialog(self, "Testing the functions of custom "
"buttons using pyDev and wxPython",
"About", wxOK | wxICON_INFORMATION)
dlg.ShowModal()
dlg.Destroy()
def TimeToQuit(self, event):
self.Close(true)
class MyApp(wx.App):
def OnInit(self):
frame = MyFrame(NULL, -1, "wxPython | Buttons")
frame.Show(true)
self.SetTopWindow(frame)
return true
app = MyApp(0)
app.MainLoop()
Custom Button
import wx
from wxPython.wx import *
class Custom_Button(wx.PyControl):
############################################
##THE ERROR IS BEING THROWN SOME WHERE IN HERE ##
############################################
# The BMP's
Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over
Norm_bmp = wx.Bitmap(0) # The normal BMP
Push_bmp = wx.Bitmap(0) # The down BMP
Pos_bmp = wx.Point(0,0) # The posisition of the button
def __init__(self, parent, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, text="",
pos, size, id=-1, **kwargs):
wx.PyControl.__init__(self,parent, id, **kwargs)
# Set the BMP's to the ones given in the constructor
self.Mouse_over_bmp = wx.Bitmap(MOUSE_OVER_BMP)
self.Norm_bmp = wx.Bitmap(NORM_BMP)
self.Push_bmp = wx.Bitmap(PUSH_BMP)
self.Pos_bmp = pos
############################################
##THE ERROR IS BEING THROWN SOME WHERE IN HERE ##
############################################
self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown)
self.Bind(wx.EVT_LEFT_UP, self._onMouseUp)
self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave)
self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter)
self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground)
self.Bind(wx.EVT_PAINT,self._onPaint)
self._mouseIn = self._mouseDown = False
def _onMouseEnter(self, event):
self._mouseIn = True
def _onMouseLeave(self, event):
self._mouseIn = False
def _onMouseDown(self, event):
self._mouseDown = True
def _onMouseUp(self, event):
self._mouseDown = False
self.sendButtonEvent()
def sendButtonEvent(self):
event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId())
event.SetInt(0)
event.SetEventObject(self)
self.GetEventHandler().ProcessEvent(event)
def _onEraseBackground(self,event):
# reduce flicker
pass
def _onPaint(self, event):
dc = wx.BufferedPaintDC(self)
dc.SetFont(self.GetFont())
dc.SetBackground(wx.Brush(self.GetBackgroundColour()))
dc.Clear()
dc.DrawBitmap(self.Norm_bmp)
# draw whatever you want to draw
# draw glossy bitmaps e.g. dc.DrawBitmap
if self._mouseIn: # If the Mouse is over the button
dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False)
if self._mouseDown: # If the Mouse clicks the button
dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)
In function definitions, arguments with default values need to be listed after arguments without defaults, but before *args and **kwargs expansions
Before:
def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, text="",
pos, size, **kwargs)
Corrected:
def __init__(self, parent, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP,
pos, size, id=-1, text="", **kwargs)
Related
I have a custom button and want to disable the bright highlight color on mouse hover. I have tried to call event.Skip() in the EVT_ENTER_WINDOW, but the highlight color still shows up.
class CustomButton(Button):
def __init__(self, parent, id, label, style):
Button.__init__(self, parent, id=id, label=label, style=style)
self.Bind(EVT_ENTER_WINDOW, self.OnEnterWindow)
def OnEnterWindow(self, event):
event.Skip()
One option is to create your own custom event, then activate that event and perform whatever you need to do with it i.e. in your case, flip the colour of a button.
Custom events make use of wx.lib.newevent e.g.
import wx
import wx.lib.newevent
NewEvent, EVT_MY_EVENT = wx.lib.newevent.NewEvent()
CMD_ID = wx.NewIdRef()
class MyApp(wx.App):
def OnInit(self):
self.frame = MyFrame()
return True
class MyFrame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, title="Window", pos=(100,150), size=(250,200))
sizer = wx.BoxSizer()
self.button1 = wx.Button(self, CMD_ID, label="Button 1")
sizer.Add(self.button1)
self.Bind(wx.EVT_BUTTON, self.OnButton, id=CMD_ID)
self.Bind(EVT_MY_EVENT, self.OnMyEvent)
self.Layout()
self.Show()
def OnButton(self, event):
id = event.GetId()
event = NewEvent(action="perform a defined action",button=id,other_setting=1234)
wx.PostEvent(self, event)
def OnMyEvent(self, event):
button = event.button
action = event.action
other = event.other_setting
print("event button number", button)
print("event action request", action)
print("event other", other)
if __name__ == "__main__":
app = MyApp()
app.MainLoop()
I want to open a TextEntryDialog, when user clicks the button. So if i have a button in the parent frame which i am going to bind this way:
self.Bind(wx.EVT_BUTTON, self.OnAddNew, self.add_new_btn)
Now i have to open a TextEntryDialog when user clicks the button add_new. I want to make textentrydialog somewthing like this
Python, Using wxPython to get multiple input from user
How can i do that? Do i need to just paste that code in ` def OnAddNew(self, event):
Here is the pastebin link to my code: https://pastebin.com/UEYscgFa
I have created class inside a function, so is it possible to do in that way?
NO!
GetData is a class in its own right.
That code already provides you with the method.
The MyFrame is all fluff, to create a standalone working example.
def OnButton(self,event):
dlg = GetData(parent = self.panel)
dlg.ShowModal()
if dlg.result_name:
self.log.AppendText("Name: "+dlg.result_name+"\n")
self.log.AppendText("Surname: "+dlg.result_surname+"\n")
self.log.AppendText("Nickname: "+dlg.result_nickname+"\n")
else:
self.log.AppendText("No Input found\n")
dlg.Destroy()
Edit: I don't understand where the instructions in my comments eluded you but for my sins, here is your code cleaned up and edited as in the comments.
import sqlite3
import wx
import os
class Example(wx.Frame):
def __init__(self, parent, title):
super(Example, self).__init__(parent, title=title, size=(1000,800))
self.inter_list = list()
self.plot_list = list()
self.InitUI()
self.Layout()
self.Centre()
self.Show()
def InitUI(self):
self.p = wx.Panel(self)
bs = wx.BoxSizer(wx.VERTICAL)
gs = wx.GridSizer(10, 18, 5, 5)
bs.Add(gs, 1, wx.EXPAND)
self.search_btn=wx.Button(self.p,-1,"Search!")
self.search_btn.Bind(wx.EVT_BUTTON, self.OnSearch, self.search_btn)
bs.Add(self.search_btn,0,wx.ALIGN_CENTER)
self.p.SetSizer(bs)
def OnSearch(self, event):
dlg = GetData(parent = self.p)
dlg.ShowModal()
if dlg.result_name:
print "Name: "+dlg.result_name+"\n"
print "Surname: "+dlg.result_surname+"\n"
print "Nickname: "+dlg.result_nickname+"\n"
else:
print "No Input found\n"
dlg.Destroy()
class GetData(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent, wx.ID_ANY, "Name Input", size= (650,220))
self.p = wx.Panel(self,wx.ID_ANY)
self.lblname = wx.StaticText(self.p, label="Name", pos=(20,20))
self.name = wx.TextCtrl(self.p, value="", pos=(110,20), size=(500,-1))
self.lblsur = wx.StaticText(self.p, label="Surname", pos=(20,60))
self.surname = wx.TextCtrl(self.p, value="", pos=(110,60), size=(500,-1))
self.lblnick = wx.StaticText(self.p, label="Nickname", pos=(20,100))
self.nickname = wx.TextCtrl(self.p, value="", pos=(110,100), size=(500,-1))
self.saveButton =wx.Button(self.p, label="Save", pos=(110,160))
self.closeButton =wx.Button(self.p, label="Cancel", pos=(210,160))
self.saveButton.Bind(wx.EVT_BUTTON, self.SaveConnString)
self.closeButton.Bind(wx.EVT_BUTTON, self.OnQuit)
self.Bind(wx.EVT_CLOSE, self.OnQuit)
self.Show()
def OnQuit(self, event):
self.result_name = None
self.Destroy()
def SaveConnString(self, event):
self.result_name = self.name.GetValue()
self.result_surname = self.surname.GetValue()
self.result_nickname = self.nickname.GetValue()
self.Destroy()
app = wx.App()
Example(None, title = 'Raman Spectroscopy Database')
app.MainLoop()
Python 2.7, WxPython 3.0.2
We are trying to automatically close an entire program under certain conditions. For various reasons, we can't just kill the process. We've had some level of success with it. We can close it if there's no modal dialogs, or a single modal dialog. Once we introduce the second modal dialog (nested), it fails to stop properly.
The actual error received appears to be:
wx._core.PyAssertionError: C++ assertion "IsRunning()" failed at ..\..\src\common\evtloopcmn.cpp(83) in wxEventLoopBase::Exit(): Use ScheduleExit() on not running loop
Here's a working example of our issue. The frame will automatically close after 5 seconds. Clicking the button will load a dialog. Clicking the button on the dialog will open another dialog. It works fine until the last dialog is opened.
from threading import Thread
from time import sleep
import wx
class MainFrame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, title="TEST", size=(400, 400))
self.Show()
self.__someDialog = None
self.__myThread = None
self.__okButton = wx.Button(self, -1, "Press me")
self.Bind(wx.EVT_BUTTON, self.__onOK)
self.__myThread = Thread(target=self.__waitThenClose, name="Closer")
self.__myThread.setDaemon(True)
self.__myThread.start()
def __onOK(self, evt):
self.__someDialog = SomeDialog(self)
self.__someDialog.ShowModal()
def closeOpenDialogs(self):
lst = wx.GetTopLevelWindows()
for i in range(len(lst) - 1, 0, -1):
if isinstance(lst[i], wx.Dialog):
print "Closing " + str(lst[i])
lst[i].Close(True)
#lst[i].Destroy()
def __waitThenClose(self):
for x in range(0, 5):
print "Sleeping..."
sleep(1)
self.closeOpenDialogs()
wx.CallAfter(self.Close, True)
class SomeDialog(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent, id=-1, title='Some Dialog')
self.SetSize((300, 300))
self.__anotherDialog = None
self.__okButton = wx.Button(self, -1, "Press me")
self.Bind(wx.EVT_BUTTON, self.__onOK)
wx.EVT_CLOSE(self, self.__on_btn_cancel)
def __onOK(self, evt):
self.__anotherDialog = AnotherDialog(self)
self.__anotherDialog.ShowModal()
def __on_btn_cancel(self, event):
self.EndModal(wx.ID_CANCEL)
class AnotherDialog(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, None, id=-1, title='Another Dialog')
self.SetSize((200, 200))
wx.EVT_CLOSE(self, self.__on_btn_cancel)
def __on_btn_cancel(self, event):
self.EndModal(wx.ID_CANCEL)
if __name__ == "__main__":
app = wx.App()
mainFrame = MainFrame()
app.MainLoop()
I think what is happening here is that the first call to ShowModal() blocks the at the app level (not just the frame level) which is preventing the second dialog from becoming fully initialized. To work around this issue I would call Show() instead of ShowModal() and add wx.FRAME_FLOAT_ON_PARENT to the dialog style flags. You can also call Disable() on the parts of the program you don't want the user to interact with while the dialogs are open.
EDIT: Here is a working example:
from threading import Thread
from time import sleep
import wx
class MainFrame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, title="TEST", size=(400, 400))
self.Show()
self.__someDialog = None
self.__okButton = wx.Button(self, -1, "Press me")
self.Bind(wx.EVT_BUTTON, self.__onOK)
self.__myThread = Thread(target=self.__waitThenClose, name="Closer")
self.__myThread.setDaemon(True)
self.__myThread.start()
def __onOK(self, evt):
self.__someDialog = SomeDialog(self)
self.__someDialog.ShowModal()
def closeOpenDialogs(self, evt=None):
lst = wx.GetTopLevelWindows()
for i in range(len(lst) - 1, 0, -1):
dialog = lst[i]
if isinstance(dialog, wx.Dialog):
print "Closing " + str(dialog)
# dialog.Close(True)
wx.CallAfter(dialog.Close)
# sleep(1)
# dialog.Destroy()
def __waitThenClose(self):
for x in range(0, 10):
print "Sleeping..."
sleep(1)
wx.CallAfter(self.closeOpenDialogs)
wx.CallAfter(self.Close, True)
class SomeDialog(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent, id=-1, title='Some Dialog')
self.SetSize((300, 300))
self.__anotherDialog = None
self.__okButton = wx.Button(self, -1, "Press me")
self.Bind(wx.EVT_BUTTON, self.__onOK)
wx.EVT_CLOSE(self, self.__on_btn_cancel)
def __onOK(self, evt):
self.__anotherDialog = AnotherDialog(self)
self.__anotherDialog.SetWindowStyleFlag(
wx.FRAME_FLOAT_ON_PARENT|wx.DEFAULT_DIALOG_STYLE)
self.__anotherDialog.Show()
def __on_btn_cancel(self, event):
event.Skip()
self.EndModal(wx.ID_CANCEL)
class AnotherDialog(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent, id=-1, title='Another Dialog')
self.SetSize((200, 200))
wx.EVT_CLOSE(self, self.__on_btn_cancel)
parent.Disable()
def __on_btn_cancel(self, event):
event.Skip()
self.GetParent().Enable()
# self.EndModal(wx.ID_CANCEL)
if __name__ == "__main__":
app = wx.App()
mainFrame = MainFrame()
app.MainLoop()
The only way to reliably gracefully close all the modal dialogs, whether they were explicitly opened by your own code or not, is to use wxModalDialogHook to remember all the opened dialogs and then close them all, in the reverse (i.e. LIFO) order, before quitting the application.
Unfortunately I don't know if wxModalDialogHook is available in Python.
I want to make a game in wxPython (no other modules) and I want to make it so that you can enter some values in popup screens before the game starts, and then the game will be drawn on a canvas which in turn is drawn on a panel, which is bound to the main game.
I made the gamescreen with all fancy stuff (works solo)
I made the input screens
But I cannot link them.
How do I start the game so it will open a dialog box, then on the closure of it open another one, and then open the game ?
I tried the following, but it will not open my canvas:
# makes a game by showing 2 dialogs
# after dialogs have been answered, starts the game by drawing the canvas.
# imports
import wx
import Speelveld3
# globals
SCRWIDTH = 950
SCRHEIGHT = 700
# dialogbox class
class MyDialog1(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.username = wx.TextCtrl(self)
self.okButton = wx.Button(self, wx.ID_OK, "OK")
class MyDialog2(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.canvasWidth = wx.TextCtrl(self)
self.okButton = wx.Button(self, wx.ID_OK, "OK")
# main class
class Game(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, -1, title='My game', size=(SCRWIDTH, SCRHEIGHT))
self.username = ""
self.canvasWidth = 10
# hide the frame for now
self.Hide()
def OnInit(self):
#Make your dialogs
dlg1 = MyDialog1(self)
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
if dlg1.ShowModal() == wx.ID_OK:
#get the username from the dialog
self.username = dlg1.username.GetValue()
#clean up the dialog (AFTER you get the username)
dlg1.Destroy()
dlg2 = MyDialog2(self)
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
if dlg2.ShowModal() == wx.ID_OK:
#get the username from the dialog
self.canvasWidth = dlg2.canvasWidth.GetValue()
#clean up the dialog (AFTER you get the username)
dlg2.Destroy()
# Now that you have your settings, Make the gameboard
# THIS PART IS STILL BROKEN!
# I can paste the whole board class (structure of it is taken from the tetris tutorial)
# but that seems a bit much tbh...
self.gameBoard = Board.Board(self)
self.gameBoard = SetFocus()
self.gameBoard.start()
self.Centre()
self.Show(True) #show the frame
if __name__ == '__main__':
# how can I start the game here?
app = wx.App()
frame = Game()
board = Speelveld3.Speelveld(frame)
board.start()
frame.Show()
app.MainLoop()
You've double posted, and the lack of any wx.Dialog in your sample code suggests to me that you haven't even looked at a tutorial yet, but I will give you the benefit of the doubt.
First, if you want to return information from a dialog, the easiest way is to define a custom dialog. Define a new class that inherits from wx.Dialog and then set it up just like you would a normal panel or a frame. It seems to me that you will need two of these. They'll look something like this:
class MyDialog1(wx.Dialog):
def __init__(self, parent):
wx.Dialog.__init__(self, parent)
self.username = wx.TextCtrl(self) #this is where users will enter their username
self.okButton = wx.Button(self, wx.ID_OK, "OK") #Note that I'm using wx.ID_OK. This is important
Now, for the logic you want. Pretty much every object in wxPython that you actually see has the functions Show() and Hide() (API here). You don't want to show your frame until AFTER the dialogs are finished, so in your __init__(), call Hide(). I'm also initializing a variable, username, which is where I will store the data from my dialog.
class Game(wx.Frame):
def __init__(self, parent, id, title):
wx.Frame.__init__(self, parent, id, title, size=(SCRWIDTH, SCRHEIGHT))
self.username = ""
self.Hide() #don't show the frame just yet
#self.Hide() is the exact same as self.Show(False)
Now, for your dialogs. Like Mike Driscoll suggested, you call your dialogs BEFORE making your canvas. wx.Dialogs are launched using ShowModal(). By setting the ID of self.okButton to the constant wx.ID_OK, wxPython recognizes that the dialog should be closed after the button in clicked. You should also be aware of wx.ID_CANCEL.
def OnInit(self):
#Make your dialogs
dlg1 = MyDialog1(self)
if dlg1.ShowModal() == wx.ID_OK:
#if the user pressed "OK" (i.e. NOT "Cancel" or any other button you might add)
self.username = dlg1.username.GetValue() #get the username from the dialog
dlg1.Destroy() #clean up the dialog (AFTER you get the username)
#do this again for your second dialog
#Now that you have your settings, Make the gameboard
self.gameBoard = Board.Board(self)
self.gameBoard = SetFocus()
self.gameBoard.start()
self.Centre()
self.Show(True) #show the frame
In your OnInit you just need to call your dialogs and show them modally BEFORE you create your Board instance. Then it should work correctly.
EDIT (6-28-12): Here's some code:
import wx
########################################################################
class MyDlg(wx.Dialog):
""""""
#----------------------------------------------------------------------
def __init__(self):
"""Constructor"""
wx.Dialog.__init__(self, None, title="I'm a dialog!")
lbl = wx.StaticText(self, label="Hi from the panel's init!")
btn = wx.Button(self, id=wx.ID_OK, label="Close me")
sizer = wx.BoxSizer(wx.VERTICAL)
sizer.Add(lbl, 0, wx.ALL, 5)
sizer.Add(btn, 0, wx.ALL, 5)
self.SetSizer(sizer)
########################################################################
class MyPanel(wx.Panel):
""""""
#----------------------------------------------------------------------
def __init__(self, parent):
"""Constructor"""
wx.Panel.__init__(self, parent)
# show a custom dialog
dlg = MyDlg()
dlg.ShowModal()
dlg.Destroy()
self.Bind(wx.EVT_PAINT, self.OnPaint)
def OnPaint(self, evt):
pdc = wx.PaintDC(self)
try:
dc = wx.GCDC(pdc)
except:
dc = pdc
rect = wx.Rect(0,0, 100, 100)
for RGB, pos in [((178, 34, 34), ( 50, 90)),
(( 35, 142, 35), (110, 150)),
(( 0, 0, 139), (170, 90))
]:
r, g, b = RGB
penclr = wx.Colour(r, g, b, wx.ALPHA_OPAQUE)
brushclr = wx.Colour(r, g, b, 128) # half transparent
dc.SetPen(wx.Pen(penclr))
dc.SetBrush(wx.Brush(brushclr))
rect.SetPosition(pos)
dc.DrawRoundedRectangleRect(rect, 8)
########################################################################
class MyFrame(wx.Frame):
""""""
#----------------------------------------------------------------------
def __init__(self):
"""Constructor"""
wx.Frame.__init__(self, None, title="Example frame")
# show a MessageDialog
style = wx.OK|wx.ICON_INFORMATION
dlg = wx.MessageDialog(parent=None,
message="Hello from the frame's init",
caption="Information", style=style)
dlg.ShowModal()
dlg.Destroy()
# create panel
panel = MyPanel(self)
if __name__ == "__main__":
app = wx.App(False)
frame = MyFrame()
frame.Show()
app.MainLoop()
I'm having a bit of trouble with a panel that has two wxPython TextCtrls in it. I want either an EVT_CHAR or EVT_KEY_UP handler bound to both controls, and I want to be able to tell which TextCtrl generated the event. I would think that event.Id would tell me this, but in the following sample code it's always 0. Any thoughts? I've only tested this on OS X.
This code simply checks that both TextCtrls have some text in them before enabling the Done button
import wx
class MyFrame(wx.Frame):
def __init__(self, parent, ID, title):
wx.Frame.__init__(self, parent, ID, title,
wx.DefaultPosition, wx.Size(200, 150))
self.panel = BaseNameEntryPanel(self)
class BaseNameEntryPanel(wx.Panel):
def __init__(self, parent):
wx.Panel.__init__(self, parent, -1)
self.entry = wx.TextCtrl(self, wx.NewId())
self.entry2 = wx.TextCtrl(self, wx.NewId())
self.donebtn = wx.Button(self, wx.NewId(), "Done")
self.donebtn.Disable()
vsizer = wx.BoxSizer(wx.VERTICAL)
vsizer.Add(self.entry, 1, wx.EXPAND|wx.GROW)
vsizer.Add(self.entry2, 1, wx.EXPAND|wx.GROW)
vsizer.Add(self.donebtn, 1, wx.EXPAND|wx.GROW)
self.SetSizer(vsizer)
self.Fit()
self.entry.Bind(wx.EVT_KEY_UP, self.Handle)
self.entry2.Bind(wx.EVT_KEY_UP, self.Handle)
def Handle(self, event):
keycode = event.GetKeyCode()
print keycode, event.Id # <- event.Id is always 0!
def checker(entry):
return bool(entry.GetValue().strip())
self.donebtn.Enable(checker(self.entry) and checker(self.entry2))
class MyApp(wx.App):
def OnInit(self):
frame = MyFrame(None, -1, "Hello from wxPython")
frame.Show(True)
self.SetTopWindow(frame)
return True
app = MyApp(0)
app.MainLoop()
You could try event.GetId() or event.GetEventObject() and see if either of these work.
Another approach to this is to use lambda or functools.partial to effectively pass a parameter to the handler. So, for example, sub in the lines below into your program:
self.entry.Bind(wx.EVT_KEY_UP, functools.partial(self.Handle, ob=self.entry))
self.entry2.Bind(wx.EVT_KEY_UP, functools.partial(self.Handle, ob=self.entry2))
def Handle(self, event, ob=None):
print ob
And then ob will be either entry or entry2 depending on which panel is clicked. But, of course, this shouldn't be necessary, and GetId and GetEventObject() should both work -- though I don't (yet) have a Mac to try these on.