I am trying to understand how to apply a button to a transparent background while keeping its shape. When I generate the code below, there is a gray background around the border that appears, and it also looks like it loses its shape.
Colors Used
Sidebar: #2E3A4B at 53%
Button: #2C2F33 at 100%
from tkinter import *
def btn_clicked():
""" Prints to console a message every time the button is clicked """
print("Button Clicked")
root = Tk()
# Configures the frame, and sets up the canvas
root.geometry("1440x1024")
root.configure(bg="#ffffff")
canvas = Canvas(root, bg="#ffffff", height=1024, width=1440, bd=0, highlightthickness=0, relief="ridge")
canvas.place(x=0, y=0)
background_img = PhotoImage(file=f"background.png")
background = canvas.create_image(719.5, 512.5, image=background_img)
img0 = PhotoImage(file=f"img0.png")
alarm_button = Button(image=img0, borderwidth=0, highlightthickness=0, command=btn_clicked, relief="flat")
alarm_button.place(x=9, y=119, width=90, height=90)
root.resizable(False, False)
root.mainloop()
Required Images
How it looks:
How it should look:
Good news! I was able to get that answer to a related question you found to work. To make it easier to reuse I've converted it into a formal class and added a couple of methods. In addition I made it flash the image off and back on when it's clicked to give the user some visual feedback like "real" tkinter Buttons do.
Note that it responds to mouse button <ButtonRelease-1> events. That's a better choice in most cases than the <Button-1> event because if the user accidentally presses the button, they can move the mouse off the widget image to avoid setting off the event.
Turns out that using the PIL module was unnecessary. Here's the code:
import tkinter as tk # PEP 8 recommends avoiding `import *`.
class CanvasButton:
""" Create leftmost mouse button clickable canvas image object.
The x, y coordinates are relative to the top-left corner of the canvas.
"""
flash_delay = 100 # Milliseconds.
def __init__(self, canvas, x, y, image_path, command, state=tk.NORMAL):
self.canvas = canvas
self.btn_image = tk.PhotoImage(file=image_path)
self.canvas_btn_img_obj = canvas.create_image(x, y, anchor='nw', state=state,
image=self.btn_image)
canvas.tag_bind(self.canvas_btn_img_obj, "<ButtonRelease-1>",
lambda event: (self.flash(), command()))
def flash(self):
self.set_state(tk.HIDDEN)
self.canvas.after(self.flash_delay, self.set_state, tk.NORMAL)
def set_state(self, state):
""" Change canvas button image's state.
Normally, image objects are created in state tk.NORMAL. Use value
tk.DISABLED to make it unresponsive to the mouse, or use tk.HIDDEN to
make it invisible.
"""
self.canvas.itemconfigure(self.canvas_btn_img_obj, state=state)
BGR_IMG_PATH = "sunset_background.png"
BUTTON_IMG_PATH = "alarm_button.png"
def btn_clicked():
""" Prints to console a message every time the button is clicked """
print("Button Clicked")
root = tk.Tk()
background_img = tk.PhotoImage(file=BGR_IMG_PATH)
bgr_width, bgr_height = background_img.width(), background_img.height()
root.geometry(f'{bgr_width}x{bgr_height}')
root.title("TKinter button over transparent background")
root.configure(bg="white")
canvas = tk.Canvas(root, bg="white", height=bgr_height, width=bgr_width, bd=0,
highlightthickness=0, relief="ridge")
canvas.place(x=0, y=0)
background = canvas.create_image(0, 0, anchor='nw', image=background_img)
canvas_btn1 = CanvasButton(canvas, 0, 128, BUTTON_IMG_PATH, btn_clicked)
canvas_btn2 = CanvasButton(canvas, 0, 256, BUTTON_IMG_PATH, btn_clicked)
root.resizable(False, False)
root.mainloop()
Screenshot of the result:
Close up:
Related
I have placed some widgets on a canvas (ultimately to enable scrolling). Here is the simplified code:
import tkinter as tk
from tkinter import ttk
root = tk.Tk()
root.geometry('400x400')
canvas = tk.Canvas(root, background = 'white')
canvas.pack(expand = True, fill = 'both')
canvas.create_window((10,30), window = ttk.Label(root, text = 'A label'))
canvas.bind('<MouseWheel>', lambda event: print(event))
root.mainloop()
The mousewheel event does work on the canvas but does not work on the area where with the widget. Is there a way around it?
One solution I thought might work was to put the canvas in a container and run an event on that:
import tkinter as tk
from tkinter import ttk
class ScrollContainer(ttk.Frame):
def __init__(self, parent):
super().__init__(master = parent)
canvas = tk.Canvas(self, background = 'white')
canvas.pack(expand = True, fill = 'both', side = 'left')
canvas.create_window((10,30), window = ttk.Label(root, text = 'A label'))
self.bind('<MouseWheel>', lambda event: print(event))
self.pack(expand = True, fill = 'both')
root = tk.Tk()
root.geometry('400x400')
ScrollContainer(root)
root.mainloop()
But that one doesn't trigger an event at all. Can someone help with this problem? I just want to be able to trigger an event when the mouse is over the frame or canvas regardless of the children (or canvas windows). It does work to create an event on the root itself but I need this to be more focused.
The second solution does not work because the canvas is above the Frame so that the event happens in the canvas and not the frame and there is no trigger defined for canvas event. The solution may be using bind_all to trigger events to all canvas items
canvas.bind_all('<MouseWheel>', lambda event: print(event))
Only be careful that the x and y coordinates captured from the event will be the item coordinates and not the canvas ones
I think most of us must have seen the command prompt(windows) and how when we open it and click on it's icon and it shows a menu. Can we do a similar thing with tkinter? This is not the normal menubar.
Here is an illustration of the command prompt one.
This is just an exampel of a work around without the need of doing all your window management by your own. Of course it will need improvements but as a start: Popup stolen from
import tkinter as tk
from PIL import Image, ImageTk
def popup(event):
popup_menu.tk_popup(event.x_root, event.y_root, 0)
def set_icon():
global top, popup
top = tk.Toplevel(root)
top.overrideredirect(1)
top.attributes('-topmost',True)
offset = 30
x,y = root.winfo_rootx(),root.winfo_rooty()-offset
width, height = offset,offset
top.geometry("%dx%d+%d+%d" % (width,height, x,y))
my_label = tk.Label(top, image=photo)
my_label.pack(fill='both')
global popup_menu
popup_menu = tk.Menu(top, tearoff=0)
popup_menu.add_command(label="Delete",
command=lambda :print('del'))
popup_menu.add_command(label="Select All",
command=lambda :print('sel'))
top.bind("<Button-1>", popup)
def grab(event):
top.geometry(f'+{event.x+10}+{event.y+2}')
root=tk.Tk()
ico = Image.open('prac_img/p2.png')
photo = ImageTk.PhotoImage(ico)
root.iconphoto(False,photo)
#root.wm_iconphoto(False,photo)
root.bind('<Configure>',grab)
root.update_idletasks()
set_icon()
root.mainloop()
Another way would be to code your own titlebar and the use of overrideredirecr(1) which will undecorate your window by the window manager of your system.
I want to put a background image in a Frame, this is the code that I'm trying to run without success.
import tkinter as tk
from tkinter import *
root = tk.Tk()
F1 = Frame(root)
F1.grid(row=0)
photo = PhotoImage(file="sfondo.png")
label = Label(F1, image=photo)
label.image = photo
label.place(x=0, y=0)
b = tk.Button(label, text="Start")
b.grid(row=8, column=8)
root.mainloop()
If I run the code as this, only a little point in the top left corner is displayed (the frame without nothing in, even if I placed the label inside of it). If I replace the label parent with root, it displays the button with a little part of the image as backgound (only the perimeter of the button is colored for a few pixels). However what I want is a full displayed background image in the frame where I can put the widgets that I want.
I tried to with the place method as this and PIL module
import tkinter as tk
from tkinter import *
from PIL import Image, ImageTk
root = tk.Tk()
F1 = Frame(root)
F1.grid(row=0)
image = Image.open("sfondo.png")
render = ImageTk.PhotoImage(image)
img = tk.Label(F1, image=render)
img.image = render
img.place(x=0, y=40)
b = tk.Button(img, text="Start")
b.grid(row=8, column=8)
root.mainloop()
Here more or less I'm having the same problems, if I set the parent of the label to root, the button is displayed with the perimeter coloured.
If I set the parent to F1 nothing happens and in both cases if I set the parent as root and remove the button, the image is fully displayed.
But what I want is that the image is fully displayed in the frame and after diplay on the background image the widgets.
You could put an image on a Canvas, and then place a Button on that by putting it inside a Canvas window object which can hold any Tkinter widget.
Additional widgets can be added in a similar fashion, each inside its own Canvas window object (since they can hold only a single widget each). You can workaround that limitation by placing a Frame widget in the Canvas window, and then putting other widgets inside it.
Here's an example showing how to display a single Button:
from PIL import Image, ImageTk
import tkinter as tk
IMAGE_PATH = 'sfondo.png'
WIDTH, HEIGTH = 200, 200
root = tk.Tk()
root.geometry('{}x{}'.format(WIDTH, HEIGHT))
canvas = tk.Canvas(root, width=WIDTH, height=HEIGTH)
canvas.pack()
img = ImageTk.PhotoImage(Image.open(IMAGE_PATH).resize((WIDTH, HEIGTH), Image.ANTIALIAS))
canvas.background = img # Keep a reference in case this code is put in a function.
bg = canvas.create_image(0, 0, anchor=tk.NW, image=img)
# Put a tkinter widget on the canvas.
button = tk.Button(root, text="Start")
button_window = canvas.create_window(10, 10, anchor=tk.NW, window=button)
root.mainloop()
Screenshot:
Edit
While I don't know of a way to do it in Frame instead of a Canvas, you could derive your own Frame subclass to make adding multiple widgets easier. Here's what I mean:
from PIL import Image, ImageTk
import tkinter as tk
class BkgrFrame(tk.Frame):
def __init__(self, parent, file_path, width, height):
super(BkgrFrame, self).__init__(parent, borderwidth=0, highlightthickness=0)
self.canvas = tk.Canvas(self, width=width, height=height)
self.canvas.pack()
pil_img = Image.open(file_path)
self.img = ImageTk.PhotoImage(pil_img.resize((width, height), Image.ANTIALIAS))
self.bg = self.canvas.create_image(0, 0, anchor=tk.NW, image=self.img)
def add(self, widget, x, y):
canvas_window = self.canvas.create_window(x, y, anchor=tk.NW, window=widget)
return widget
if __name__ == '__main__':
IMAGE_PATH = 'sfondo.png'
WIDTH, HEIGTH = 350, 200
root = tk.Tk()
root.geometry('{}x{}'.format(WIDTH, HEIGTH))
bkrgframe = BkgrFrame(root, IMAGE_PATH, WIDTH, HEIGTH)
bkrgframe.pack()
# Put some tkinter widgets in the BkgrFrame.
button1 = bkrgframe.add(tk.Button(root, text="Start"), 10, 10)
button2 = bkrgframe.add(tk.Button(root, text="Continue"), 50, 10)
root.mainloop()
Result:
Update
It recently dawned on me that there actually is a simpler way to do this than creating a custom Frame subclass as shown in my previous edit above. The trick is to place() a Label with image on it in the center of the parent Frame — you are then free to use other geometry managers like pack() and grid() as you normally would — as illustrated in the sample code below. Not only is it less complicated, it's also a more "natural" way of adding widgets than needing to call a non-standard method such as add().
from PIL import Image, ImageTk
import tkinter as tk
IMAGE_PATH = 'sfondo.png'
WIDTH, HEIGHT = 250, 150
root = tk.Tk()
root.geometry('{}x{}'.format(WIDTH, HEIGHT))
# Display image on a Label widget.
img = ImageTk.PhotoImage(Image.open(IMAGE_PATH).resize((WIDTH, HEIGHT), Image.ANTIALIAS))
lbl = tk.Label(root, image=img)
lbl.img = img # Keep a reference in case this code put is in a function.
lbl.place(relx=0.5, rely=0.5, anchor='center') # Place label in center of parent.
# Add other tkinter widgets.
button = tk.Button(root, text="Start")
button.grid(row=0, column=0)
button = tk.Button(root, text="Continue")
button.grid(row=0, column=1, padx=10)
root.mainloop()
Result#2
P.S. You can download a copy of the sfondo.png background image from here.
I'm making a card game (called monster master) to develop my python skills, specifically OOP.
I have a GUI that has a few static objects: Player 1's side of the table, Player 2's side, a wee line in the middle and I'm now trying to implement an 'end turn' button.
I have tried a lot of different things to try to get this button to display, but I just can't get it to appear even if there are no errors. Just saying that there are a few commented out lines that I've temporarily taken away for the sake of trying to understand the problem with this button.
Here's the code that I'm currently using to try:
def RunGame():
class App():
"""docstring for App"""
def draw():
# Setting up canvas dimensions
canvas_width = 640
canvas_height = 480
master = Toplevel()
master.title("Monster Master by Charles Cameron - Game")
master.resizable(width=False, height=False)
master.geometry("640x480")
w = Canvas(master,
width=canvas_width,
height=canvas_height)
w.pack()
# Drawing static objects
CentrePoints = [(0, canvas_height/2), (canvas_width/2, canvas_height/2),
(canvas_width, canvas_height/2)]
#Left, centre and right centres (save me from retyping them)
Player1Area = w.create_rectangle(CentrePoints[0], canvas_width,
canvas_height, fill="#303AFE") #Player1 Area
Player2Area = w.create_rectangle(0, 0, CentrePoints[2],
fill="#C31B1B") #Player2 Area
Barrier = w.create_line(CentrePoints[0], CentrePoints[2],
fill="#0090E3", width=20) # Centre barrier
# class GameBtn():
# class EndTurnBtn():
# def __init__(self, BtnName, master):
BtnName = Button(master, bg="white", command=lambda:print("Clicked!"))
image = ImageTk.PhotoImage(file="imgs\EndTurn.png")
BtnName.config(image=image, width="70", height="70")
BtnName.pack(side=RIGHT)
# ChangeTurn = GameBtn.EndTurnBtn('ChangeTurn', master)
master.mainloop()
Window = App()
App.draw()
The button code for the actual button worked fine when I tried it in its own script but stopped working when I put it inside this program.
Hope it's not too dumb a question to ask, quite an amateur at python still and honestly can't find the answer anywhere online.
Many thanks
Your button exists, but it's past the edge of the window. This is because you made your window 640x480, and then completely filled it with a 640x480 canvas. Remove the master.geometry("640x480") line and the window will stretch to contain both your canvas and your button.
You might be thinking "but I don't want the button to appear to the side of the canvas. I want the button to be on the canvas. The canvas only really exists because I wanted to color sections of the background". Embedding widgets on a canvas is possible using create_window (see How to place a widget in a Canvas widget in Tkinter?), but it may be more practical to create colored backgrounds by stacking Frame objects together and giving them individual colors. Example:
from tkinter import Tk, Frame, Button
root = Tk()
root.geometry("640x480")
top_player_frame = Frame(root, height=230, bg="red")
barrier = Frame(root, height=20, bg="green")
bottom_player_frame = Frame(root, height = 230, bg="blue")
#configure column 0 so frames can stretch to fit width of window
root.columnconfigure(0, weight=1)
top_player_frame.grid(row=0, sticky="we")
barrier.grid(row=1, sticky="we")
bottom_player_frame.grid(row=2, sticky="we")
bottom_player_end_turn_button = Button(bottom_player_frame, text="End Turn")
#use `place` here because `pack` or `grid` will collapse the frame to be only as tall as all the widgets it contains, i.e. just this button
bottom_player_end_turn_button.place(x=10,y=10)
root.mainloop()
Result:
I want to obtain a button out of a Canvas. I've tried to pack the canvas in the button widget, but that didn't work. Googling a bit, I've found (here: How do you create a Button on a tkinter Canvas?) that the Canvas method create_window might help. But there should be something wrong in the way I'm using it.
import Tkinter
DIM = 100
root = Tkinter.Tk()
frame = Tkinter.Frame(root)
button = Tkinter.Button(None, width=DIM, height=DIM, command=root.quit)
circle = Tkinter.Canvas(frame, width=DIM, height=DIM)
circle.create_oval(5, 5, DIM-5, DIM-5, fill="red")
circle.create_window(0, 0, window=button)
frame.grid()
circle.grid(row=1, column=1)
root.mainloop()
If I erase the create_window line, I can se my painting but I can't (obviously) click on it. But in this way, the button widget cover my circle and shows a sad empty button.
Basically, I want to create a button with a red circle painted inside.
Tkinter doesn't allow you to directly draw on widgets other than the canvas, and canvas drawings will always be below embedded widgets.
The simple solution is to create the effect of a button using just the canvas. There's really nothing special about doing this: just create a canvas, then add bindings for ButtonPress and ButtonRelease to simulate a button being pressed.
Here's a rough idea:
class CustomButton(tk.Canvas):
def __init__(self, parent, width, height, color, command=None):
tk.Canvas.__init__(self, parent, borderwidth=1,
relief="raised", highlightthickness=0)
self.command = command
padding = 4
id = self.create_oval((padding,padding,
width+padding, height+padding), outline=color, fill=color)
(x0,y0,x1,y1) = self.bbox("all")
width = (x1-x0) + padding
height = (y1-y0) + padding
self.configure(width=width, height=height)
self.bind("<ButtonPress-1>", self._on_press)
self.bind("<ButtonRelease-1>", self._on_release)
def _on_press(self, event):
self.configure(relief="sunken")
def _on_release(self, event):
self.configure(relief="raised")
if self.command is not None:
self.command()
To complete the illusion you'll want to set a binding on <Enter> and <Leave> (to simulate the active state), and also make sure that the cursor is over the button on a button release -- notice how real buttons don't do anything if you move the mouse away before releasing.
What you can do is bind the canvas to the mouse:
import Tkinter
DIM = 100
root = Tkinter.Tk()
frame = Tkinter.Frame(root)
circle = Tkinter.Canvas(frame)
circle.create_oval(5, 5, DIM-5, DIM-5, fill="red")
frame.grid()
circle.grid(row=1, column=1)
##################################
def click(event):
root.quit()
circle.bind("<Button-1>", click)
##################################
root.mainloop()
Now, if a user clicks inside the canvas, function click will be called (essentially, the canvas has now been made a button).
Notice though that function click will be called if a user clicks anywhere in the canvas. If you want to make it so that click is only called when a user clicks in the circle, you can use event.x and event.y to get a hold of the x and y coordinates of the click. Once you have those, you can run a calculation to determine whether those coordinates are within the circle. Here is a reference on that.