I managed to find in someone who made a class for rounded buttons in tkinter that works great. However the issue I have is there is always a white border.
I've tried reading through all of the code and changing all of the colour values but to no avail.
Here is an excerpt of the code working, I've tried to format it as nicely as I could:
from tkinter import Tk, Canvas
class RoundedButton(Canvas):
def __init__(self, master=None, text: str = "", radius=25, btnforeground="#007CEE", btnbackground="#ffffff",
clicked=None, font=("Righteous", 25), *args, **kwargs):
super(RoundedButton, self).__init__(master, *args, **kwargs)
self.config(bg=self.master["bg"])
self.btnbackground = btnbackground
self.btnforeground = btnforeground
self.clicked = clicked
self.radius = radius
self.rect = self.round_rectangle(0, 0, 0, 0, tags="button", radius=radius, fill=btnbackground)
self.text = self.create_text(0, 0, text=text, tags="button", fill=btnforeground, font=font,
justify="center")
self.tag_bind("button", "<ButtonPress>", self.border)
self.tag_bind("button", "<ButtonRelease>", self.border)
self.bind("<Configure>", self.resize)
text_rect = self.bbox(self.text)
if int(self["width"]) < text_rect[2] - text_rect[0]:
self["width"] = (text_rect[2] - text_rect[0]) + 10
if int(self["height"]) < text_rect[3] - text_rect[1]:
self["height"] = (text_rect[3] - text_rect[1]) + 10
def round_rectangle(self, x1, y1, x2, y2, radius=25, update=False,
**kwargs): # if update is False a new rounded rectangle's id will be returned else updates existing rounded rect.
# source: https://stackoverflow.com/a/44100075/15993687
points = [x1 + radius, y1,
x1 + radius, y1,
x2 - radius, y1,
x2 - radius, y1,
x2, y1,
x2, y1 + radius,
x2, y1 + radius,
x2, y2 - radius,
x2, y2 - radius,
x2, y2,
x2 - radius, y2,
x2 - radius, y2,
x1 + radius, y2,
x1 + radius, y2,
x1, y2,
x1, y2 - radius,
x1, y2 - radius,
x1, y1 + radius,
x1, y1 + radius,
x1, y1]
if not update:
return self.create_polygon(points, **kwargs, smooth=True)
else:
self.coords(self.rect, points)
def resize(self, event):
text_bbox = self.bbox(self.text)
if self.radius > event.width or self.radius > event.height:
radius = min((event.width, event.height))
else:
radius = self.radius
width, height = event.width, event.height
if event.width < text_bbox[2] - text_bbox[0]:
width = text_bbox[2] - text_bbox[0] + 30
if event.height < text_bbox[3] - text_bbox[1]:
height = text_bbox[3] - text_bbox[1] + 30
self.round_rectangle(5, 5, width - 5, height - 5, radius, update=True)
bbox = self.bbox(self.rect)
x = ((bbox[2] - bbox[0]) / 2) - ((text_bbox[2] - text_bbox[0]) / 2)
y = ((bbox[3] - bbox[1]) / 2) - ((text_bbox[3] - text_bbox[1]) / 2)
self.moveto(self.text, x, y)
def border(self, event):
if event.type == "4":
self.itemconfig(self.rect, fill="#DE8500")
self.itemconfig(self.text, fill='#ffffff')
if self.clicked is not None:
self.clicked()
else:
self.itemconfig(self.rect, fill=self.btnbackground)
self.itemconfig(self.text, fill=self.btnforeground)
window = Tk()
window.geometry("1440x872")
window.configure(bg="#007CEE")
download_button_1 = RoundedButton(
text="Download",
font=("Righteous", 30),
borderwidth=0)
download_button_1.place(
x=409,
y=383,
width=621.0,
height=105.0
)
window.mainloop()
EDIT: Furas' answer works perfect, for anyone interested in using this rounded button class I would reccommend changing the splinesteps to a higher value at self.create_polygon to help with smoothing
return self.create_polygon(points, **kwargs, smooth=True, splinesteps=10000)
On Linux works for me
highlightthickness=0
or set color of background
highlightbackground="#007CEE"
eventually
borderwidth=-1
Doc for Canvas (page effbot.org on archive.org) shows all config options.
Before:
After:
2023.01.28:
Using: Pop!_OS 22.04 LTS //Python 3.10.6// Tcl/Tk V.8.6
"borderwidth=-1" did not seem to work, but "highlightthickness=0" appeared to do exactly what I expected.
Resulting button with rounded corners
And I used an exact copy of the code posted in the original question (by: Cai Allin,Mar 10, 2022 at 21:21)
My only changes were in the block for the "Rounded button".
First I tested to change the "borderwidth"
download_button_1 = RoundedButton(
text="Download",
font=("Righteous", 30),
borderwidth=-1,
)
But this did not result in any visible change.
I then tested to just below the "borderwidth" add:
highlightthickness=0
And this change succeeded in removing the "white border", and it worked regardless whether the settings for the "borderwidth" was "-1" or "0"
Related
I managed to find in someone who made a class for rounded buttons in tkinter that works great. However the issue I have is there is always a white border.
I've tried reading through all of the code and changing all of the colour values but to no avail.
Here is an excerpt of the code working, I've tried to format it as nicely as I could:
from tkinter import Tk, Canvas
class RoundedButton(Canvas):
def __init__(self, master=None, text: str = "", radius=25, btnforeground="#007CEE", btnbackground="#ffffff",
clicked=None, font=("Righteous", 25), *args, **kwargs):
super(RoundedButton, self).__init__(master, *args, **kwargs)
self.config(bg=self.master["bg"])
self.btnbackground = btnbackground
self.btnforeground = btnforeground
self.clicked = clicked
self.radius = radius
self.rect = self.round_rectangle(0, 0, 0, 0, tags="button", radius=radius, fill=btnbackground)
self.text = self.create_text(0, 0, text=text, tags="button", fill=btnforeground, font=font,
justify="center")
self.tag_bind("button", "<ButtonPress>", self.border)
self.tag_bind("button", "<ButtonRelease>", self.border)
self.bind("<Configure>", self.resize)
text_rect = self.bbox(self.text)
if int(self["width"]) < text_rect[2] - text_rect[0]:
self["width"] = (text_rect[2] - text_rect[0]) + 10
if int(self["height"]) < text_rect[3] - text_rect[1]:
self["height"] = (text_rect[3] - text_rect[1]) + 10
def round_rectangle(self, x1, y1, x2, y2, radius=25, update=False,
**kwargs): # if update is False a new rounded rectangle's id will be returned else updates existing rounded rect.
# source: https://stackoverflow.com/a/44100075/15993687
points = [x1 + radius, y1,
x1 + radius, y1,
x2 - radius, y1,
x2 - radius, y1,
x2, y1,
x2, y1 + radius,
x2, y1 + radius,
x2, y2 - radius,
x2, y2 - radius,
x2, y2,
x2 - radius, y2,
x2 - radius, y2,
x1 + radius, y2,
x1 + radius, y2,
x1, y2,
x1, y2 - radius,
x1, y2 - radius,
x1, y1 + radius,
x1, y1 + radius,
x1, y1]
if not update:
return self.create_polygon(points, **kwargs, smooth=True)
else:
self.coords(self.rect, points)
def resize(self, event):
text_bbox = self.bbox(self.text)
if self.radius > event.width or self.radius > event.height:
radius = min((event.width, event.height))
else:
radius = self.radius
width, height = event.width, event.height
if event.width < text_bbox[2] - text_bbox[0]:
width = text_bbox[2] - text_bbox[0] + 30
if event.height < text_bbox[3] - text_bbox[1]:
height = text_bbox[3] - text_bbox[1] + 30
self.round_rectangle(5, 5, width - 5, height - 5, radius, update=True)
bbox = self.bbox(self.rect)
x = ((bbox[2] - bbox[0]) / 2) - ((text_bbox[2] - text_bbox[0]) / 2)
y = ((bbox[3] - bbox[1]) / 2) - ((text_bbox[3] - text_bbox[1]) / 2)
self.moveto(self.text, x, y)
def border(self, event):
if event.type == "4":
self.itemconfig(self.rect, fill="#DE8500")
self.itemconfig(self.text, fill='#ffffff')
if self.clicked is not None:
self.clicked()
else:
self.itemconfig(self.rect, fill=self.btnbackground)
self.itemconfig(self.text, fill=self.btnforeground)
window = Tk()
window.geometry("1440x872")
window.configure(bg="#007CEE")
download_button_1 = RoundedButton(
text="Download",
font=("Righteous", 30),
borderwidth=0)
download_button_1.place(
x=409,
y=383,
width=621.0,
height=105.0
)
window.mainloop()
EDIT: Furas' answer works perfect, for anyone interested in using this rounded button class I would reccommend changing the splinesteps to a higher value at self.create_polygon to help with smoothing
return self.create_polygon(points, **kwargs, smooth=True, splinesteps=10000)
On Linux works for me
highlightthickness=0
or set color of background
highlightbackground="#007CEE"
eventually
borderwidth=-1
Doc for Canvas (page effbot.org on archive.org) shows all config options.
Before:
After:
2023.01.28:
Using: Pop!_OS 22.04 LTS //Python 3.10.6// Tcl/Tk V.8.6
"borderwidth=-1" did not seem to work, but "highlightthickness=0" appeared to do exactly what I expected.
Resulting button with rounded corners
And I used an exact copy of the code posted in the original question (by: Cai Allin,Mar 10, 2022 at 21:21)
My only changes were in the block for the "Rounded button".
First I tested to change the "borderwidth"
download_button_1 = RoundedButton(
text="Download",
font=("Righteous", 30),
borderwidth=-1,
)
But this did not result in any visible change.
I then tested to just below the "borderwidth" add:
highlightthickness=0
And this change succeeded in removing the "white border", and it worked regardless whether the settings for the "borderwidth" was "-1" or "0"
import time
from tkinter import *
class Template:
def __init__(self):
self.window = Tk()
self.window.title("2D Display")
self.canvas = self.canvas_display()
self.line1 = self.line_creation(650,350,500 * .3, 1000)
self.line3 = self.line_movement_creation(0, 350,2000, 350)
self.horizon = self.canvas.create_line(0,350,2000, 350, width = 2, fill ="white")
self.speedx = 0 # x movement of line3
self.speedy = 9 # y movement of line3
self.active = True
self.pos1 = []
self.move_active() #Code that creates the problem
self.canvas.update()
def canvas_display(self): #canvas
canvas = Canvas(self.window, width=500, height=400, background='black')
canvas.pack(expand=True, fill="both")
canvas.update()
return canvas
Upwards is Initialization
def line_creation(self,x,y,x1,y1): #creation of multple lines
spacing = 0
lines = [] # could list([])
for i in range(11):
id = self.canvas.create_line( x, y, x1 + spacing, y1, width=2, fill="white")
lines.append(id)
spacing += 100
pos1 = self.canvas.coords(id)
self.pos1 = pos1
print(self.pos1)
return lines
This is the creation method for the vertices lines
def line_movement_creation(self,x,y,x1,y1):
spacing1 = 0
lines = []
for i in range(4):
id = self.canvas.create_line(x , y+spacing1, x1, y1 + spacing1, width=2, fill="white")
lines.append(id)
spacing1 += 100
#line = [] equal all horizontal and vertical, 12 - 15 equal horizontal moving lines
return lines
The is the creation for the horizontal lines
def line_update(self): #line movement method
for line in self.line3:
self.canvas.move(line, self.speedx, self.speedy)
#Create variables for all x and y values for the lines
pos = self.canvas.coords(line)
print(pos)
if pos[3] >= 800:
self.canvas.move(line, self.speedx, self.speedy - 460)
def move_active(self):
if self.active:
self.line_update()
self.window.after(40, self.move_active)
This is what moves the lines creating an illusion of movement. I want to take the list of horizontal lines and set them between the outer most vertical lines. So it would stay between the vertical lines. Creating a road like image. I think I need to make a separate list for both but I am not sure. So to clarify I can someone help show me how to make the horizontal lines not attach to the ends of the screen but to inside the horizontal lines Code Demonstration
def run(self):
self.window.mainloop()
if __name__ == '__main__':
Temp = Template()
Temp.run()
So, first I would suggest that you use some game engine like pygame because it is faster and provides a bit more options and other stuff but here it is with tkinter (basically it is some simple trigonometry):
import tkinter as tk
import math
class Canvas(tk.Canvas):
def __init__(self, parent, width=700, height=500, **kwargs):
super().__init__(parent, width=width, height=height, **kwargs)
self.width = width
self.height = height
self.angle = 70
self.speedy = 10
self.change_speed_ms = 50
self.draw_angle(self.angle, 5)
self.lines, self.interval = self.init_lines(amount=5)
self.draw_lines()
#property
def radians(self):
return math.radians(self.angle)
def draw_angle(self, view_angle, lines):
orient = 0
adjacent = self.height // 2
step = view_angle // lines
half = view_angle // 2
for angle in range(orient - half, orient + half + step, step):
rad = math.radians(angle)
delta = math.tan(rad) * adjacent
x1, y1 = self.width // 2, self.height // 2
x2, y2 = x1 + delta, y1 + adjacent
self.create_line(x1, y1, x2, y2)
def init_lines(self, amount=5):
interval = round((self.height // 2) / amount)
coordinate_list = list()
offset = self.height // 2
for y in range(0, self.height // 2 + interval, interval):
delta = math.tan(self.radians / 2) * y
x1 = self.width // 2 - delta
x2 = self.width // 2 + delta
y1 = y2 = y + offset
line = self.create_line(x1, y1, x2, y2)
coordinate_list.append((line, (x1, y1, x2, y2)))
return coordinate_list, interval
def draw_lines(self):
tmp_lst = list()
for id_, (x1, y1, x2, y2) in self.lines:
y1 += self.speedy
if y1 > self.height + self.interval - self.speedy:
y1 = self.height // 2
y = y2 = y1
adjacent = y - self.height // 2
delta = math.tan(self.radians / 2) * adjacent
x1 = self.width // 2 - delta
x2 = self.width // 2 + delta
self.coords(id_, x1, y1, x2, y2)
tmp_lst.append((id_, (x1, y1, x2, y2)))
self.lines = tmp_lst
self.after(self.change_speed_ms, self.draw_lines)
root = tk.Tk()
Canvas(root, highlightthickness=0).pack()
root.mainloop()
So the main method here is Canvas().draw_lines(). First of you get a list of line IDs and their coordinates at set intervals based on the amount of total lines, then you iterate over them, change their y value and accordingly calculate the opposite side of a right-angle triangle using tan and the adjacent side which is known from the current y coordinate and the starting point (the middle).
New to programming. Working on a simple pong clone. Started the ball but want to make sure all sides of the window (500x500) will have the ball bounce off of it. How could I do this? Thanks!
P.S. This is my current code if needed.
import threading
import random
import time
import string
import os.path
from random import randint
from tkinter import *
class Pong:
Title = 'Pong'
Size = '500x500'
class Ball:
def __init__(self,canvas,x1,y1,x2,y2):
self.x1 =x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
self.canvas = canvas
self.ball = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill="black")
def move_ball(self):
deltax = randint(0,5)
deltay = randint(0,5)
self.canvas.move(self.ball,deltax,deltay)
self.canvas.after(50,self.move_ball)
def PongGame():
print("Moved to PongGame.")
ball1 = Ball(canvas,10,10,30,30)
ball1.move_ball()
def titleButtonClicked(event):
print("Title screen button clicked.")
btn.pack_forget()
btn.place(x=600,y=600)
msg.pack_forget()
PongGame()
root = Tk()
root.geometry(Pong.Size)
root.title(Pong.Title)
root.resizable(False,False)
msg = Label(root, text = Pong.Title, font = ("", 50))
msg.pack()
canvas = Canvas(root, width = 500, height = 500)
canvas.pack()
btn=Button(root, text = "Start")
btn.bind('<Button-1>', titleButtonClicked)
btn.place(x=220,y=300)
root.mainloop()
Collisions are not trivial; the simplest is to reverse the x or the y velocity after checking which edge of the bounding box of the ball intersects with the boundaries of the canvas.
Maybe something like this:
import random
import tkinter as tk
WIDTH, HEIGHT = 500, 500
class Ball:
radius = 10
spawn_center = (250, 100)
def __init__(self, canvas):
self.canvas = canvas
self.id = None
self.create_ball()
self.velocity = None
self.assign_random_velocity()
self.keep_moving = True
self.move()
def create_ball(self):
xc, yc = self.spawn_center
x0, y0, = xc - self.radius, yc + self.radius
x1, y1, = xc + self.radius, yc - self.radius
self.id = self.canvas.create_oval(x0, y0, x1, y1)
def assign_random_velocity(self):
dx = random.randrange(1, 5) * random.choice((1, -1))
dy = random.randrange(1, 5) * random.choice((1, -1))
self.velocity = (dx, dy)
def move(self):
if self.keep_moving is None:
return
self.check_collision()
self.canvas.move(self.id, *self.velocity)
self.keep_moving = self.canvas.after(10, self.move)
def cancel_move(self):
if self.keep_moving is not None:
self.canvas.after_cancel(self.keep_moving)
self.keep_moving = None
def check_collision(self):
x0, y0, x1, y1 = self.canvas.coords(self.id)
dx, dy = self.velocity
if x0 < 0:
x0 = 0
dx = -dx
elif x1 > WIDTH:
x1 = WIDTH
dx = -dx
if y0 < 0:
y0 = 0
dy = -dy
elif y1 > HEIGHT:
y1 = HEIGHT
dy = -dy
self.velocity = dx, dy
class PongBoard(tk.Canvas):
def __init__(self, master):
self.master = master
super().__init__(self.master)
self.ball = None
self.spawn_new_ball()
def spawn_new_ball(self):
if self.ball is not None:
self.ball.cancel_move()
self.delete(self.ball.id)
self.ball = Ball(self)
root = Tk()
root.geometry(f'{WIDTH}x{HEIGHT+20}')
board = PongBoard(root)
new_ball_btn = tk.Button(root, text='spawn new ball', command=board.spawn_new_ball)
board.pack(expand=True, fill=tk.BOTH)
new_ball_btn.pack()
root.mainloop()
This will get you started, but you will have to implement the paddles, the paddles movement, the collision checking of the ball with the paddles, and keep the score by yourself.
I'm creating 2D game and when i am trying to add more than one wall they doesn't appear on canvas.
import tkinter
root = tkinter.Tk()
canvas = tkinter.Canvas(root)
canvas.pack()
class wall:
point1 = []
point2 = []
def __init__(self, canvas, x1, y1, x2, y2):
self.canvas = canvas
self.point1.append(x1)
self.point1.append(y1)
self.point2.append(x2)
self.point2.append(y2)
def draw(self):
self.canvas.create_line(self.point1[0], self.point1[1], self.point2[0], self.point2[1], width = 2)
walls = []
walls.append(wall(canvas, 90, 90, 100, 200))
walls.append(wall(canvas, 90, 90, 300, 100))
def update():
for wall in walls:
wall.draw()
root.after(int(1000/60), update)
root.after(int(1000/60), update)
root.mainloop()
If I add them manually they are drawing both.
canvas.create_line(90, 90, 100, 200, width = 2)
canvas.create_line(90, 90, 300, 100, width = 2)
Consider this part of your class wall:
class wall:
point1 = []
point2 = []
...
The lists point1 and point2 are defined as class attribute instead of instance attribute. So when you append new coordinates, the previous ones are still there.
To fix this, simply make point and point2 instance attributes instead:
class wall:
def __init__(self, canvas, x1, y1, x2, y2):
self.point1 = []
self.point2 = []
...
Or use the parameters directly:
class wall:
def __init__(self, canvas, x1, y1, x2, y2):
self.canvas = canvas
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
def draw(self):
self.canvas.create_line(self.x1, self.y1, self.x2, self.y2, width = 2)
Use Instance attributes instead of Class attributes.
class wall:
def __init__(self, canvas, x1, y1, x2, y2):
self.canvas = canvas
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
def draw(self):
self.canvas.create_line(self.x1, self.y1, self.x2, self.y2, width=2)
In this test script I draw a square I may zoom in by using the mouse wheel.
If I right click inside a cell I get the right cell coordinates (not x and y, but column and row): this is exactly what I expect it to write to the console in the background.
If I, instead, move the canvas by pressing the mouse left button and dragging it somewhere else, the coordinates are not right any more.
Where do I get the delta x and delta y (or offsets) to give back the right info?
FYI:
1) get_pos() is the method that does the check and produces the result.
2) the following code has been tested on Ubuntu 16.10 (with the latest updates) running Python 3.5.2.
import tkinter as tk
import tkinter.ttk as ttk
class GriddedMazeCanvas(tk.Canvas):
def almost_centered(self, cols, rows):
width = int(self['width'])
height = int(self['height'])
cell_dim = self.settings['cell_dim']
rows = rows % height
cols = cols % width
w = cols * cell_dim
h = rows * cell_dim
if self.zoom < 0:
raise ValueError('zoom is negative:', self.zoom)
zoom = self.zoom
if self.drawn() and 1 != zoom:
w *= zoom
h *= zoom
h_shift = (width - w) // 2
v_shift = (height - h) // 2
return [h_shift, v_shift,
h_shift + w, v_shift + h]
def __init__(self, *args, **kwargs):
if 'settings' not in kwargs:
raise ValueError("'settings' not passed.")
settings = kwargs['settings']
del kwargs['settings']
super().__init__(*args, **kwargs)
self.config(highlightthickness=0)
self.settings = settings
self.bind_events()
def draw_maze(self, cols, rows):
self.cols = cols
self.rows = rows
if self.not_drawn():
self.cells = {}
self.cell_dim = self.settings['cell_dim']
self.border_thickness = self.settings['border_thickness']
self.zoom = 1
self.delete(tk.ALL)
maze, coords = self._draw_maze(cols, rows, fix=False)
lines = self._draw_grid(coords)
return maze, lines
def _draw_maze(self, cols, rows, fix=True):
data = self.settings
to_max = data['to_max']
border_thickness = data['border_thickness']
poligon_color = data['poligon_color']
poligon_border_color = data['poligon_border_color']
coords = self.almost_centered(cols, rows)
if fix:
# Fix for the disappearing NW borders
if to_max == cols:
coords[0] += 1
if to_max == rows:
coords[1] += 1
maze = self.create_rectangle(*coords,
fill=poligon_color,
outline=poligon_border_color,
width=border_thickness,
tag='maze')
return maze, coords
def _draw_grid(self, coords):
data = self.settings
poligon_border_color = data['poligon_border_color']
cell_dim = data['cell_dim']
if coords is None:
if self.not_drawn():
raise ValueError('The maze is still uninitialized.')
x1, y1, x2, y2 = self.almost_centered(self.cols, self.rows)
else:
x1, y1, x2, y2 = coords
zoom = self.zoom
if self.drawn() and 1 != zoom:
if self.zoom < 1:
self.zoom = zoom = 1
print('no zooming below 1.')
else:
cell_dim *= zoom
lines = []
for i, x in enumerate(range(x1, x2, cell_dim)):
line = self.create_line(x, y1, x, y2,
fill=poligon_border_color,
tags=('grid', 'grid_hl_{}'.format(i)))
lines.append(line)
for i, y in enumerate(range(y1, y2, cell_dim)):
line = self.create_line(x1, y, x2, y,
fill=poligon_border_color,
tags=('grid', 'grid_vl_{}'.format(i)))
lines.append(line)
return lines
def drawn(self):
return hasattr(self, 'cells')
def not_drawn(self):
return not self.drawn()
def bind_events(self):
self.bind('<Button-4>', self.onZoomIn)
self.bind('<Button-5>', self.onZoomOut)
self.bind('<ButtonPress-1>', self.onScrollStart)
self.bind('<B1-Motion>', self.onScrollMove)
self.tag_bind('maze', '<ButtonPress-3>', self.onMouseRight)
def onScrollStart(self, event):
print(event.x, event.y, self.canvasx(event.x), self.canvasy(event.y))
self.scan_mark(event.x, event.y)
def onMouseRight(self, event):
col, row = self.get_pos(event)
print('zoom:', self.zoom, ' col, row:', col, row)
def onScrollMove(self, event):
delta = event.x, event.y
self.scan_dragto(*delta, gain=1)
def onZoomIn(self, event):
if self.not_drawn():
return
max_zoom = 9
self.zoom += 1
if self.zoom > max_zoom:
print("Can't go beyond", max_zoom)
self.zoom = max_zoom
return
print('Zooming in.', event.num, event.x, event.y, self.zoom)
self.draw_maze(self.cols, self.rows)
def onZoomOut(self, event):
if self.not_drawn():
return
self.zoom -= 1
if self.zoom < 1:
print("Can't go below one.")
self.zoom = 1
return
print('Zooming out.', event.num, event.x, event.y, self.zoom)
self.draw_maze(self.cols, self.rows)
def get_pos(self, event):
x, y = event.x, event.y
cols, rows = self.cols, self.rows
cell_dim, zoom = self.cell_dim, self.zoom
x1, y1, x2, y2 = self.almost_centered(cols, rows)
print('x1, y1, x2, y2:', x1, y1, x2, y2,
' bbox:', self.bbox('maze'))
if not (x1 <= x <= x2 and y1 <= y <= y2):
print('Here we are out of bounds.')
return None, None
scale = zoom * cell_dim
col = (x - x1) // scale
row = (y - y1) // scale
return col, row
class CanvasButton(ttk.Button):
def freeze_origin(self):
if not hasattr(self, 'origin'):
canvas = self.canvas
self.origin = canvas.xview()[0], canvas.yview()[0]
def reset(self):
canvas = self.canvas
x, y = self.origin
canvas.yview_moveto(x)
canvas.xview_moveto(y)
def __init__(self, *args, **kwargs):
if 'canvas' not in kwargs:
raise ValueError("'canvas' not passed.")
canvas = kwargs['canvas']
del kwargs['canvas']
super().__init__(*args, **kwargs)
self.config(command=self.reset)
self.canvas = canvas
root = tk.Tk()
settings = {'cell_dim': 3,
'to_max': 200,
'border_thickness': 1,
'poligon_color': '#F7F37E',
'poligon_border_color': '#AC5D33'}
frame = ttk.Frame(root)
canvas = GriddedMazeCanvas(frame,
settings=settings,
width=640,
height=480)
button = CanvasButton(frame, text='Reset', canvas=canvas)
button.freeze_origin()
canvas.draw_maze(20, 10)
canvas.grid(row=0, column=0, sticky=tk.NSEW)
button.grid(row=1, column=0, sticky=tk.EW)
frame.rowconfigure(0, weight=1)
frame.grid()
root.mainloop()
Looking at a previously answered question, I learned how to find the delta x and delta y I was looking for.
So, the solution is:
def get_pos(self, event):
x, y = event.x, event.y
cols, rows = self.cols, self.rows
cell_dim, zoom = self.cell_dim, self.zoom
x1, y1, x2, y2 = self.almost_centered(cols, rows)
# the following line stores deltax and deltay into x0, y0
x0, y0 = int(self.canvasx(0)), int(self.canvasy(0))
# then it is trivial to compute the solution
xa, ya = x1 - x0, y1 - y0
xb, yb = x2 - x0, y2 - y0
if not (xa <= x <= xb and ya <= y <= yb):
print('Here we are out of bounds.')
return None, None
scale = zoom * cell_dim
col = (x - xa) // scale
row = (y - ya) // scale
return col, row