I have a simple GUI where the user selects a file, which becomes a variable for my main code. Here, my variable output should be the database path (gui_db_path) which the user inputs. When I run this code, called gui_test.py, the variable is printable, and prints to the console.
class GUI:
def __init__(self, window):
# 'StringVar()' is used to get the instance of input field
self.input_db_text = StringVar()
window.title("HyPep 1.0")
window.geometry("700x700")
ttk.Label(window, text='Database sequences .csv:').grid(row=1,column=0)
ttk.Button(window, text = "Browse", command = lambda: self.set_path_database_field()).grid(row = 1,column=2, ipadx=5, ipady=0)
ttk.Entry(window, textvariable = self.input_db_text, width = 70).grid( row = 1, column = 1, ipadx=1, ipady=1)
ttk.Button(window, text = "Analyze").grid(row = 10,column=1, ipadx=5, ipady=15)
def set_path_database_field(self):
self.path_db = askopenfilename()
self.input_db_text.set(self.path_db)
def get_database_path(self):
""" Function provides the database full file path."""
return self.path_db
if __name__ == '__main__':
window = tkinter.Tk()
gui = GUI(window)
window.mainloop()
print(gui.path_db, '\n', gui.path_qu)
gui_db_path = gui.path_db
print(gui_db_path)
My issue is that I need to retrieve this variable for use in another file, user_input.py, but is no longer callable. My code for user_input.py is:
from gui_test import gui_db_path
print(gui_db_path)
Instead of printing to the console in this instance, I get:
ImportError: cannot import name 'gui_db_path' from 'gui_test'
I'm sure there is a simple solution that I am missing, can anyone shed some light?
...
Update: much closer, need to expand the solution:
How would I go about expanding this to retrieve multiple paths? I have been trying this:
gui_test.py:
...
def get_db_path():
window = tkinter.Tk()
gui = GUI(window)
window.mainloop()
return gui.get_database_path()
def get_qu_path():
window = tkinter.Tk()
gui = GUI(window)
window.mainloop()
return gui.get_query_path()
user_input.py:
from gui_test import get_db_path
from gui_test import get_qu_path
gui_db_path = get_db_path()
gui_qu_path = get_qu_path()
Note that the code inside if __name__ == '__main__' block will not be executed when the file is imported. You need to put those code inside a function instead and returns the path at the end of the function:
gui_test.py
...
def get_db_path():
window = tkinter.Tk()
gui = GUI(window)
window.mainloop()
return gui.get_database_path()
Then import this function inside user_input.py:
from gui_test import get_db_path
gui_db_path = get_db_path()
print(gui_db_path)
Related
Please advise on how to retrieve a file's full path into a variable after i pick one using tkinter
The whole idea of my GUI is to:
1. Have few buttions
2. Have address bar with file's full address
Once user clicks the button and picks the file >> file's path is displayed in the address bar as well as stored in a separate variable for future usage later in code
I've done some testing, but when checking for retrieved value - I get None.
def file_picker():
"""Pick enova .xlsx file"""
path = filedialog.askopenfilename(filetypes=(('Excel Documents', '*.xlsx'), ('All Files', '*.*')))
return path
file_button = tkinter.Button(root, text='Users File', width=20, height=3,
bg='white', command=custom_functions.file_picker).place(x=30, y=50)
Apart form that I found another code snippet, but this simply captures line onto the GUI interface, not saving file path in any variable though:
def browsefunc():
filename = filedialog.askopenfilename()
pathlabel.config(text=filename)
print(pathlabel)
browsebutton = tkinter.Button(root, text="Browse", command=browsefunc).pack()
pathlabel = tkinter.Label(root).pack()
Expected result: https://imgur.com/a/NbiOPzG - unfortunatelly I cannot post images yet so uploaded one onto imgur
To capture the full path of a file using Tkinter you can do the following. The output of your full file path will be displayed in the "Entry" field / your address bar as per your requirement in your original post.
Update
import tkinter
from tkinter import ttk, StringVar
from tkinter.filedialog import askopenfilename
class GUI:
def __init__(self, window):
# 'StringVar()' is used to get the instance of input field
self.input_text = StringVar()
self.input_text1 = StringVar()
self.path = ''
self.path1 = ''
window.title("Request Notifier")
window.resizable(0, 0) # this prevents from resizing the window
window.geometry("700x300")
ttk.Button(window, text = "Users File", command = lambda: self.set_path_users_field()).grid(row = 0, ipadx=5, ipady=15) # this is placed in 0 0
ttk.Entry(window, textvariable = self.input_text, width = 70).grid( row = 0, column = 1, ipadx=1, ipady=1) # this is placed in 0 1
ttk.Button(window, text = "Enova File", command = lambda: self.set_path_Enova_field()).grid(row = 1, ipadx=5, ipady=15) # this is placed in 0 0
ttk.Entry(window, textvariable = self.input_text1, width = 70).grid( row = 1, column = 1, ipadx=1, ipady=1) # this is placed in 0 1
ttk.Button(window, text = "Send Notifications").grid(row = 2, ipadx=5, ipady=15) # this is placed in 0 0
def set_path_users_field(self):
self.path = askopenfilename()
self.input_text.set(self.path)
def set_path_Enova_field(self):
self.path1 = askopenfilename()
self.input_text1.set(self.path1)
def get_user_path(self):
""" Function provides the Users full file path."""
return self.path
def get_enova_path1(self):
"""Function provides the Enova full file path."""
return self.path1
if __name__ == '__main__':
window = tkinter.Tk()
gui = GUI(window)
window.mainloop()
# Extracting the full file path for re-use. Two ways to accomplish this task is below.
print(gui.path, '\n', gui.path1)
print(gui.get_user_path(), '\n', gui.get_enova_path1())
Note: I added a comment to point you to where the full file path is stored, in my example it's 'path' & 'path1'.
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
I am trying to set the text of an Entry widget using a button in a GUI using the tkinter module.
This GUI is to help me classify thousands of words into five categories. Each of the categories has a button. I was hoping that using a button would significantly speed me up and I want to double check the words every time otherwise I would just use the button and have the GUI process the current word and bring the next word.
The command buttons for some reason are not behaving like I want them to. This is an example:
import tkinter as tk
from tkinter import ttk
win = tk.Tk()
v = tk.StringVar()
def setText(word):
v.set(word)
a = ttk.Button(win, text="plant", command=setText("plant"))
a.pack()
b = ttk.Button(win, text="animal", command=setText("animal"))
b.pack()
c = ttk.Entry(win, textvariable=v)
c.pack()
win.mainloop()
So far, when I am able to compile, the click does nothing.
You might want to use insert method. You can find the documentation for the Tkinter Entry Widget here.
This script inserts a text into Entry. The inserted text can be changed in command parameter of the Button.
from tkinter import *
def set_text(text):
e.delete(0,END)
e.insert(0,text)
return
win = Tk()
e = Entry(win,width=10)
e.pack()
b1 = Button(win,text="animal",command=lambda:set_text("animal"))
b1.pack()
b2 = Button(win,text="plant",command=lambda:set_text("plant"))
b2.pack()
win.mainloop()
If you use a "text variable" tk.StringVar(), you can just set() that.
No need to use the Entry delete and insert. Moreover, those functions don't work when the Entry is disabled or readonly! The text variable method, however, does work under those conditions as well.
import Tkinter as tk
...
entry_text = tk.StringVar()
entry = tk.Entry( master, textvariable=entry_text )
entry_text.set( "Hello World" )
You can choose between the following two methods to set the text of an Entry widget. For the examples, assume imported library import tkinter as tk and root window root = tk.Tk().
Method A: Use delete and insert
Widget Entry provides methods delete and insert which can be used to set its text to a new value. First, you'll have to remove any former, old text from Entry with delete which needs the positions where to start and end the deletion. Since we want to remove the full old text, we start at 0 and end at wherever the end currently is. We can access that value via END. Afterwards the Entry is empty and we can insert new_text at position 0.
entry = tk.Entry(root)
new_text = "Example text"
entry.delete(0, tk.END)
entry.insert(0, new_text)
Method B: Use StringVar
You have to create a new StringVar object called entry_text in the example. Also, your Entry widget has to be created with keyword argument textvariable. Afterwards, every time you change entry_text with set, the text will automatically show up in the Entry widget.
entry_text = tk.StringVar()
entry = tk.Entry(root, textvariable=entry_text)
new_text = "Example text"
entry_text.set(new_text)
Complete working example which contains both methods to set the text via Button:
This window
is generated by the following complete working example:
import tkinter as tk
def button_1_click():
# define new text (you can modify this to your needs!)
new_text = "Button 1 clicked!"
# delete content from position 0 to end
entry.delete(0, tk.END)
# insert new_text at position 0
entry.insert(0, new_text)
def button_2_click():
# define new text (you can modify this to your needs!)
new_text = "Button 2 clicked!"
# set connected text variable to new_text
entry_text.set(new_text)
root = tk.Tk()
entry_text = tk.StringVar()
entry = tk.Entry(root, textvariable=entry_text)
button_1 = tk.Button(root, text="Button 1", command=button_1_click)
button_2 = tk.Button(root, text="Button 2", command=button_2_click)
entry.pack(side=tk.TOP)
button_1.pack(side=tk.LEFT)
button_2.pack(side=tk.LEFT)
root.mainloop()
Your problem is that when you do this:
a = Button(win, text="plant", command=setText("plant"))
it tries to evaluate what to set for the command. So when instantiating the Button object, it actually calls setText("plant"). This is wrong, because you don't want to call the setText method yet. Then it takes the return value of this call (which is None), and sets that to the command of the button. That's why clicking the button does nothing, because there is no command set for it.
If you do as Milan Skála suggested and use a lambda expression instead, then your code will work (assuming you fix the indentation and the parentheses).
Instead of command=setText("plant"), which actually calls the function, you can set command=lambda:setText("plant") which specifies something which will call the function later, when you want to call it.
If you don't like lambdas, another (slightly more cumbersome) way would be to define a pair of functions to do what you want:
def set_to_plant():
set_text("plant")
def set_to_animal():
set_text("animal")
and then you can use command=set_to_plant and command=set_to_animal - these will evaluate to the corresponding functions, but are definitely not the same as command=set_to_plant() which would of course evaluate to None again.
One way would be to inherit a new class,EntryWithSet, and defining set method that makes use of delete and insert methods of the Entry class objects:
try: # In order to be able to import tkinter for
import tkinter as tk # either in python 2 or in python 3
except ImportError:
import Tkinter as tk
class EntryWithSet(tk.Entry):
"""
A subclass to Entry that has a set method for setting its text to
a given string, much like a Variable class.
"""
def __init__(self, master, *args, **kwargs):
tk.Entry.__init__(self, master, *args, **kwargs)
def set(self, text_string):
"""
Sets the object's text to text_string.
"""
self.delete('0', 'end')
self.insert('0', text_string)
def on_button_click():
import random, string
rand_str = ''.join(random.choice(string.ascii_letters) for _ in range(19))
entry.set(rand_str)
if __name__ == '__main__':
root = tk.Tk()
entry = EntryWithSet(root)
entry.pack()
tk.Button(root, text="Set", command=on_button_click).pack()
tk.mainloop()
e= StringVar()
def fileDialog():
filename = filedialog.askopenfilename(initialdir = "/",title = "Select A
File",filetype = (("jpeg","*.jpg"),("png","*.png"),("All Files","*.*")))
e.set(filename)
la = Entry(self,textvariable = e,width = 30).place(x=230,y=330)
butt=Button(self,text="Browse",width=7,command=fileDialog).place(x=430,y=328)
I'm trying to create a program in python using tkinter, and this program is supposed to have a list of books created by the user. On the main window (the one with the list), there should be a menubar with the option to add a book to the list. When clicked, this option should open another window, this time with one entrybox, where the user should enter the book's title and an add button, to add the button to the list.
The list is saved in a .txt file.
This is the program I wrote so far:
import sys
from tkinter import *
def newBook():
def add():
BookTitle = v.get()
bookTitle = '\n' + BookTitle
books = open('c:/digitalLibrary/books.txt', 'a')
books.write(bookTitle)
books.close()
addWindow = Tk()
v = StringVar()
addWindow.geometry('250x40+500+100')
addWindow.title('digitalLibrary - Add Book')
newBookEntry = Entry(addWindow,textvariable=v)
newBookEntry.pack()
addButton = Button(addWindow, text='ADD', command=add)
addButton.pack()
def refresh():
books = open('c:/digitalLibrary/books.txt', 'r')
bookList = books.readlines()
books.close()
for i in range (0, len(bookList)):
bookOne = Label(text=bookList[i])
bookOne.grid(row=i, column=0, sticky=W)
def quitProgram():
tfQuit = messagebox.askyesno(title='Close Program', message='Are you sure?')
if tfQuit:
window.destroy()
window = Tk()
menubar = Menu(window)
window.geometry('400x400+200+100')
window.title('digitalLibrary')
booksmenu = Menu(menubar, tearoff=0)
booksmenu.add_command(label='Add Book', command=newBook)
booksmenu.add_command(label='Delete Book')
booksmenu.add_command(label='Close Program', command=quitProgram)
menubar.add_cascade(label='digitalLibrary', menu=booksmenu)
books = open('c:/digitalLibrary/books.txt', 'r')
bookList = books.readlines()
books.close()
for i in range (0, len(bookList)):
bookOne = Label(window, text=bookList[i])
bookOne.grid(row=i, column=0, sticky=W)
refreshButton = Button(window, text='Refresh', command=refresh)
refreshButton.grid(row=0, column=1)
window.config(menu=menubar)
window.mainloop()
It seems logical to me that this should work, but it just doesn't. When I click the ADD button on the Add Book window, all it does is add the line break to the .txt file.
I know that it works if I use the OS library and create a separate python file for the add book window, but I'd rather put it all in one code, if possible.
I've tried many things, and tried searching it in the web, but I got nowhere.
The root cause of your problem is that you are creating more than once instance of Tk. You cannot do this. If you want to create a popup window, create an instance of Toplevel. A proper Tkinter application creates exactly once instance of Tk with exactly one invocation of mainloop.
If your main goal is to simply get input from the user (versus learning how to write your own dialog), you might want to consider using one of the built-in dialogs.
For example:
import tkinter.simpledialog as tkSimpleDialog # python 3.x
...
def newBook():
BookTitle = tkSimpleDialog.askstring("Add Book","What is the name of the book?")
if BookTitle is not None:
bookTitle = '\n' + BookTitle
books = open('/tmp/books.txt', 'a')
books.write(bookTitle)
books.close()
The following code is a program to append buttons onto an existing program so selection can occur on a more friendly interface rather than inside the code. I am trying to use drop down menu's but the setEthAnt1 function seems to have an error: TypeError: setEthAnt1() takes no arguments (1 given). I do not know what arg i am failing to pass in. Does anyone have any ideas?
from Tkinter import *
import ThreegroupsGraphics as three
def run():
three.main()
def setEthAnt1():
name = var.get()
print name
three.OneTo2Ant = name
print three.OneTo2Ant
root = Tk()
var = StringVar()
var.set("Group 1 Ethnic Antagonism")
OptionMenu(root, var, "1","2","3","4","5","6","7","8","9","10", command = setEthAnt1).pack()
butn = Button(root, text = 'run', command = run)
butn.pack()
root.mainloop()
When you specify a command for an OptionMenu, the value of the selected item will be sent into the command, which essentially makes your var.get() unneeded. See below:
from Tkinter import *
import ThreegroupsGraphics as three
def run():
three.main()
def setEthAnt1(name):
print name
three.OneTo2Ant = name
print three.OneTo2Ant
root = Tk()
var = StringVar()
var.set("Group 1 Ethnic Antagonism")
OptionMenu(root, var, "1","2","3","4","5","6","7","8","9","10", command = setEthAnt1).pack()
butn = Button(root, text = 'run', command = run)
butn.pack()
root.mainloop()
If you don't want setEthAnt1 to have any parameters and still use var.get(), you can make the command for the OptionMenu a lamda function like so:
OptionMenu(root, var, "1","2","3","4","5","6","7","8","9","10", command = lambda _: setEthAnt1).pack()