I'm tinkering with Tkinter and trying to check if my program is open on pressing a button, but the Tkinter is not updating my label. Why?
from win32gui import GetWindowRect, FindWindow
from tkinter import Tk, ttk, BooleanVar
class Bot:
root = Tk()
is_gta_open = BooleanVar(None, False)
def mta_open_string(self):
return "włączone" if self.is_gta_open.get() else "wyłączone"
def draw_gui(self):
frame = ttk.Frame(self.root, padding=10)
frame.grid()
ttk.Label(frame, text=f"Status gry: {self.mta_open_string()}").grid(column=0, row=0)
ttk.Button(frame, text="Odśwież", command=lambda: [self.try_finding_rect(), self.root.update()]).grid(column=1, row=0)
self.root.mainloop()
def try_finding_rect(self):
window_handle = FindWindow("Grand theft auto San Andreas", None)
if window_handle == 0:
self.is_gta_open.set(False)
return
self.is_gta_open.set(True)
def run(self):
self.try_finding_rect()
self.draw_gui()
if __name__ == "__main__":
Bot().run()
I'm updating the state using self.root.update method and using BooleanVar, so I don't know why this is not working.
I've put together a very minimal example app that should work as intended. I don't have a copy of GTA to test with so I used a different app, but it should function the same way with any app in principle:
import tkinter as tk
import ctypes
from tkinter import ttk
class Bot(tk.Tk): # init Tk
def __init__(self):
super.__init___()
APP_NAME = 'Grand theft auto San Andreas'
self.status_label = tk.Label(self, text='Press the button')
self.status_label.pack()
self.run_btn = ttk.Button(
self,
text='Click Me!',
command=lambda: self.check_for_app(APP_NAME)
)
self.run_btn.pack()
def check_for_app(app_name: str):
user32 = ctypes.WinDLL('user32')
if user32.FindWindowW(None, app_name):
self.status_label.config(text='Running')
else:
self.status_label.config(text='Not Running')
if __name__ == '__main__':
app = Bot()
app.mainloop()
Updating a variable won't change an f-string that uses the variable. You must explicitly configure the widget to show the new value.
To do that you'll need to keep a reference to the label widget, and then update the widget with the configure method.
def draw_gui(self):
...
self.status_label = ttk.Label(frame, text=f"Status gry: {self.mta_open_string()}")
self.status_label.grid(column=0, row=0)
...
def try_finding_rect(self):
...
self.is_gta_open.set(True)
self.status_label.configure(text=f"Status gry: {self.mta_open_string()}")
Personally I recommend using a proper method for the button rather than a complicated lambda. That will make the code easier to read and easier to debug.
For example:
def draw_gui(self):
...
ttk.Button(frame, text="Odśwież", command=self.update_status)
...
def update_status(self):
self.try_finding_rect(),
self.status_label.configure(text=f"Status gry: {self.mta_open_string()}")
Related
I'm trying to create a sample GUI using tkinter with customtkinter module ,but nothing appears in the window.
import tkinter
import tkinter.messagebox
import customtkinter
customtkinter.set_appearance_mode("System")
customtkinter.set_default_color_theme("green")
class App(customtkinter.CTk):
def __init__(self):
super().__init__()
# configure window
self.title("Tracking System")
self.geometry("350x500")
self.resizable(False,False) # to disable the minimize/maximize buttons.
self.checkbox_slider_frame = customtkinter.CTkFrame(self)
self.switch = customtkinter.CTkSwitch(master=self.checkbox_slider_frame, command=lambda: print("switch 1 toggle"))
self.switch.grid(row=0, column=0)
self.switch.select()
self.button = customtkinter.CTkButton(master=self.checkbox_slider_frame, text="CTkButton")
self.button.grid(row=1 , column = 1)
if __name__ == "__main__":
app = App()
app.mainloop()
I looked into the customtkinter example:-
https://github.com/TomSchimansky/CustomTkinter/blob/master/examples/complex_example.py
But I
You forgot to add self.checkbox_slider_frame to a geometry manager (pack, place, or grid)
self.checkbox_slider_frame = customtkinter.CTkFrame(self)
self.checkbox_slider_frame.pack(expand=True, fill=tkinter.BOTH)
I'm rewriting my program in OOP and I'm faced with the problem that I can't turn to graphInA and graphInB in the calBut function. How can I implement this?
import customtkinter as CTtk
from tkinter import *
from tkinter import messagebox
from tkinter.ttk import Style
class App(CTtk.CTk):
def __init__(self):
super().__init__()
self.initUI()
self.checkNaN()
def initUI(self):
self.title("График функции")
CTtk.set_appearance_mode("dark")
CTtk.CTkLabel(text="Введите пределы интегрирования").grid(row=0,column=0)
CTtk.CTkLabel(text="до", width=50).grid(row=0,column=1)
CTtk.CTkLabel(text="и от", width=50).grid(row=0,column=3)
graphInA = CTtk.CTkEntry(width=50)
graphInA.grid(row=0, column=2)
graphInB = CTtk.CTkEntry(width=50)
graphInB.grid(row=0, column=4)
but = CTtk.CTkButton(text="Рассчитать", fg_color="black", width=50, command=self.calBut)
but.grid(row=0, column=5, padx=10)
def calBut(self):
if len(graphInA.get()) > 0 and len(graphInB.get()) > 0:
try:
float(graphInA.get())
float(graphInB.get())
except TypeError:
messagebox.showinfo("Ошибка", "Значение не число")
else: return 0
else:
messagebox.showinfo("Ошибка", "Введите значение")
app = App()
app.mainloop()
I wanted to use the function parameters, but I didn't figure it out
You have two options. You can bind the variables you want as instance variables on self (i.e. the application object)
self.graphInA = CTtk.CTkEntry(width=50)
# Then later ...
if len(self.graphInA.get()) > 0:
...
or you can write a lambda that explicitly closes around the variables you want.
def calBut(self, graphInA, graphInB):
...
# Then, to bind the command ...
but = CTtk.CTkButton(
text="Рассчитать",
fg_color="black",
width=50,
command=lambda: self.calBut(graphInA, graphInB),
)
I have created a notebook and added a frame to it:
nb = ttk.Notebook(root, style="TNotebook")
page1 = ttk.Frame(nb, style='Frame1.TFrame')
layout1(page1)
nb.add(page1, text='Welcome')
So i have a function layout1, the first page of the notebook,
i added to it a Text:
def layout1(page):
entry = Text(page, width=20)
entry.place(relx=0.03, rely=0.1, height=400)
Button(page, text='EXECUTE', command=import_entry).place(relx=0.5, rely=0.6)
And next i have my import_entry function:
def import_entry():
result = entry.get()
print(result)
I can't get the entry because of accessibilty of variables in function. So, how can i get it?
Here is an example of how you should structure your app with a class:
import tkinter
import tkinter.ttk as ttk
class App(tkinter.Tk):
def __init__(self):
super().__init__()
# assign on_closing method to window close event
self.protocol("WM_DELETE_WINDOW", self.on_closing)
self.title("Example App")
self.geometry("600x500")
self.button_1 = tkinter.Button(master=self, text="Test", command=self.button_event)
self.button_1.pack(pady=10)
# create more widgets ...
def button_event(self, event):
print("button pressed")
def on_closing(self):
# code that needs to happen when gets closed
self.destroy() # controlled closing of window with .destroy()
if __name__ == "__main__":
app = App()
app.mainloop()
i'm a new programmer and there are certainly several errors but this shouldn't be difficult to spot. I need to create a simple window with a field named "Concorrente 1:" and an entry field displayed by function named lacopertina(). I don't understand where is the error:
import tkinter as tk
from tkinter import *
from tkinter.ttk import *
from tkinter import ttk
class schermoiniziale(tk.Frame):
def lacopertina():
print(gio1)
#return (tot1)
def __init__(self):
global gio1
#tot1=0
#schermo1=Tk()
self.gio1=tk.StringVar()
lab1=ttk.Label(self, text="Concorrente 1:")
lab1.pack()
ent1=ttk.Entry(self, textvariable=self.gio1)
ent1.pack()
pulsante = ttk.Button(self, text="Inizio", textvariable=self.gio1, command=self.lacopertina)
pulsante.pack()
def main():
schermoiniziale().mainloop()
if __name__== "__main__":
main()
I would suggest you to go through some tutorials on Python OOP.
I have modified your code as below with some comment:
# avoid using wildcard import
import tkinter as tk
from tkinter import ttk
class schermoiniziale(tk.Frame):
def __init__(self, master, **kw):
# need to call __init__() of inherited class
super().__init__(master, **kw)
self.gio1 = tk.StringVar()
lab1 = ttk.Label(self, text="Concorrente 1:")
lab1.pack()
ent1 = ttk.Entry(self, textvariable=self.gio1)
ent1.pack()
# removed textvariable=self.gio1 as I think you actually don't need it
pulsante = ttk.Button(self, text="Inizio", command=self.lacopertina)
pulsante.pack()
def lacopertina(self):
# use .get() to get the content of a StringVar
print(self.gio1.get())
def main():
# need to create the root window before creating other widget
root = tk.Tk()
# pass root window as the parent of the widget
frame = schermoiniziale(root)
frame.pack()
# start the tkinter mainloop
root.mainloop()
if __name__== "__main__":
main()
I'm writing a python script that requires the user to enter the name of a folder. For most cases, the default will suffice, but I want an entry box to appear that allows the user to over-ride the default. Here's what I have:
from Tkinter import *
import time
def main():
#some stuff
def getFolderName():
master = Tk()
folderName = Entry(master)
folderName.pack()
folderName.insert(END, 'dat' + time.strftime('%m%d%Y'))
folderName.focus_set()
createDirectoryName = folderName.get()
def callback():
global createDirectoryName
createDirectoryName = folderName.get()
return
b = Button(master, text="OK and Close", width=10, command=callback)
b.pack()
mainloop()
return createDirectoryName
getFolderName()
#other stuff happens....
return
if __name__ == '__main__':
main()
I know next to nothing about tkInter and have 2 questions.
Is over-riding the default entry using global createDirectoryName within the callback function the best way to do this?
How can I make the button close the window when you press it.
I've tried
def callback():
global createDirectoryName
createDirectoryName = folderName.get()
master.destroy
but that simply destroys the window upon running the script.
I don't know how experienced are you in Tkinter, but I suggest you use classes.
try:
from tkinter import * #3.x
except:
from Tkinter import * #2.x
class anynamehere(Tk): #you can make the class inherit from Tk directly,
def __init__(self): #__init__ is a special methoed that gets called anytime the class does
Tk.__init__(self) #it has to be called __init__
#further code here e.g.
self.frame = Frame()
self.frame.pack()
self.makeUI()
self.number = 0 # this will work in the class anywhere so you don't need global all the time
def makeUI(self):
#code to make the UI
self.number = 1 # no need for global
#answer to question No.2
Button(frame, command = self.destroy).pack()
anyname = anynamehere() #remember it alredy has Tk
anyname.mainloop()
Also why do you want to override the deafult Entry behavior ?
The solution would be to make another button and bind a command to it like this
self.enteredtext = StringVar()
self.entry = Entry(frame, textvariable = self.enteredtext)
self.entry.pack()
self.button = Button(frame, text = "Submit", command = self.getfolder, #someother options, check tkitner documentation for full list)
self.button.pack()
def getfolder(self): #make the UI in one method, command in other I suggest
text = self.enteredtext.get()
#text now has whats been entered to the entry, do what you need to with it