Redirecting stdout in Python into PyGame - python

I have a pretty strange use-case here, I am trying to put together a handful of simple programs for my students that will help them learn python. To get it working I have a PyGame window embedded in a TKinter frame, and I need to redirect stdout to change something in the PyGame window. I have the redirecting working, if I redirect it to a file it works fine, but if I try to change the text it doesn't work. I hard-coded a string into the PyGame text changing code and that works, but it won't work with the redirected text for some reason.
The redirecting class:
class PrintTest:
def __init__(self, file, game):
self.f = file
self.game = game
def write(self, t):
f.write(t)
self.game.text = game.font.render(t, True, self.game.text_colors[1], self.game.text_colors[2])
self.game.textRect = self.game.text.get_rect()
self.game.textRect.center = (300, 300)
def flush(self):
pass
the game class:
class Game:
def __init__(self, root):
self.root = root
embed = tk.Frame(root, width=600, height=600)
embed.pack(side=tk.LEFT)
os.environ['SDL_WINDOWID'] = str(embed.winfo_id())
if platform.system == "Windows":
os.environ['SDL_VIDEODRIVER'] = 'windib'
self.text_colors = [(255,255,255),
(0,255,0),
(0,0,128)]
# initialize a pygame display
pygame.init()
self.screen = pygame.display.set_mode((600, 600))
self.screen.fill(pygame.Color('red'))
self.clock = pygame.time.Clock()
self.font = pygame.font.Font('freesansbold.ttf', 32)
self.text = self.font.render('Hello, world!', True, self.text_colors[1], self.text_colors[2])
self.textRect = self.text.get_rect()
self.textRect.center = (300, 300)
# TK Creation
helv = font.Font(family='Helvetica', size=18, weight='bold')
self.button = tk.Button(root,
text="Change text",
font=helv,
command=self.change_text).pack()
self.user_input = tk.StringVar()
self.textbox = ttk.Entry(root, width=15, textvariable=self.user_input)
self.textbox.pack()
# ---------------------------------------------------------------
def change_text(self):
print(self.user_input.get())
def run(self):
# Pygame loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
self.screen.fill(pygame.Color('red'))
self.screen.blit(self.text, self.textRect)
pygame.display.update()
try:
self.root.update()
except tk.TclError:
running = False
pygame.quit()
and I set up the stdout like this:
try:
root = tk.Tk()
root.geometry('1000x600')
game = Game(root)
f = open('text.txt', 'w')
sl = PrintTest(f, game)
sys.stdout = sl
game.run()
except Exception:
traceback.print_exc()
pygame.quit()
When I run this as it is, if I type hello in the box, hello is printed to the file, but a null character is put into the pygame box. I don't really know PyGame well enough to know if it is an issue on that end or a redirecting issue. Any help would be greatly appreciated!
(In case you are wondering what the use-case is here, I am going to have them 'finish' some programs to make something happen in PyGame. So if they type print('Hello Friend!') into the given field, it will redirect that to be dialog for someone in the PyGame box. It may not work in the long run, but I gotta get past this to really figure that out)
Edit:
So the problem is that the write function is being called twice for some reason when I click the button, it is calling print on the typed in string then again on an empty string. Still not sure how to fix it, but at least I found the problem

Okay, so I found the problem.
It looks as though print sends two things to stdout, the string to print and the ending character. So it was overwriting the string I wanted printed with a newline character. I changed my PrintTest class to accommodate for this:
class PrintTest:
def __init__(self, file, game):
self.f = file
self.game = game
def write(self, t):
if t != '\n':
self.f.write(t)
self.game.text, self.game.textRect = game.font.render(t, self.game.text_colors[2])
self.game.textRect.center = (300, 300)
def flush(self):
pass

Related

tkinter background not showing

I made new method called start() and pasted my mainloop() there, but it's not showing a picture anymore. How to fix it?
class Beerpong():
def __init__(self):
self.__main = Tk()
self.__main.title("Beerpong made by: x")
#Making background for game
bg_image = PhotoImage(file="beerpong_table.gif")
bg = Label(self.__main,image=bg_image)
bg.pack()
def start(self):
self.__main.mainloop()
def main():
ui = Beerpong()
ui.start()
main()
The problem is the PhotoImage created in the __init__() method is getting destroyed when it returns because it's stored in a the local variable bg_image (and local variables disappear when a function exits).
Here's some documentation I found that describes this (search for the "# keep a reference!" comment in the example code):
So here's how to apply the recommend way to to your own code (by making it an attribute of something that will still exist after the method returns):
from tkinter import *
class Beerpong():
def __init__(self):
self.__main = Tk()
self.__main.title("Beerpong made by: x")
#Making background for game
bg_image = PhotoImage(file="beerpong_table.gif")
bg = Label(self.__main,image=bg_image)
bg.image = bg_image # Save a reference to the PhotoImage.
bg.pack()
def start(self):
self.__main.mainloop()
def main():
ui = Beerpong()
ui.start()
main()

How to Clear the window in tkinter (Python)?

I want to hide/remove all the buttons from my window (temporarily) with the "hide_widgets" function so I can put them back after but its just not working for me, I have tried using grid_hide() and destroy() and anything I have tried so for from searching stackoverflow as not worked either.
Here is my program so far:
from tkinter import *
class Application(Frame):
#GUI Application
def __init__(self, master):
#Initialize the Frame
Frame.__init__(self,master)
self.grid()
self.create_widgets()
def create_widgets(self):
#Create new game etc...
#Title
self.title = Label(self,text = "Gnome")
self.title.grid()
#New Game
self.new_game = Button(self,text = "New Game")
self.new_game ["command"] = self.create_new_game
self.new_game.grid()
#Load Game
self.load_game = Button(self,text = "Load Game")
self.load_game ["command"] = self.display_saves
self.load_game.grid()
#Settings
self.settings = Button(self,text = "Settings")
self.settings ["command"] = self.display_settings
self.settings.grid()
#Story
self.story = Button(self,text = "Story")
self.story ["command"] = self.display_story
self.story.grid()
#Credits
self.credits = Button(self,text = "Credits")
self.credits ["command"] = self.display_credits
self.credits.grid()
def hide_widgets(self):
#clear window
new_game.grid_forget()
def create_new_game(self):
#Create new game file
self.hide_widgets
self.instruction = Label(self, text = "Name World:")
self.instruction.grid()
self.world_name = Entry(self)
self.world_name.grid()
def display_saves(self):
#display saved games and allow to run
print("saves")
def display_settings(self):
#display settings and allow to alter
print("settings")
def display_story(self):
#display story
print("story")
def display_credits(self):
#display credits
print("credits")
root = Tk()
root.title("Welcome")
width, height = root.winfo_screenwidth(), root.winfo_screenheight()
root.geometry('%dx%d+0+0' % (width,height))
app = Application(root)
root.mainloop()
Thank you in advance.
You can hide the Buttons by calling each one's grid_forget() method.
To make that easier you might want to create a self.buttons list or dictionary that contains them all.
Alternatively there's also a grid_slaves() method you might be able to use on the Application instance that will give you a list of all the widgest it manages (or just the ones in a specified row or column). The Buttons should be in one of these lists. I've never used it, so I don't know how easy it would be to identify them in the list returned however.
Ok I got it working now, silly me forgot "()" in self.hide_widgets(), i just never thought about it because there was no error as it was creating a variable instead.
Have you tried replacing new_game.grid_forget() with self.new_game.grid_forget()?
Check this answer out for an explanation as to why self needs to be referenced explicitly. I ran a very simple script to test this behavior and it worked fine.

Tix/TkInter, FolderDialog won't stay open when clicked

I realize that the first suggestion will be to "stop using Tix", but I like some of the widgets even though they haven't been maintained since '08. One thing I've noticed is that some of the dialog boxes won't stay open. For instance I'm using a FileEntry Widget inside of a LabelFrame Widget inside of the notebook widget. The file dialog looks as follows.
And when you click on the file dialog button you get:
The red arrow shows the drop down to files in that filter, but nothing happens when I click it. You can see a brief flash (like in the milliseconds) like an event loop was checked or something but then nothing. The same with the other buttons on FileEntry.
For the full code to this, you can see here
I think the relevant parts are:
import os, os.path, sys, Tix
from Tkconstants import *
import tkFileDialog
import traceback, tkMessageBox
from Tkinter import *
class pyigblast_gui():
def __init__(self,root):
#Initialization
self.root = root
self.exit = -1
self.dir = None
self.argument_dict = {'query':''}
#local
_program_name = sys.argv[0]
_directory_name = os.path.dirname(_program_name)
def MainMenu(self):
main_menu = Tix.Frame(self.root,bd=2,relief=RAISED)
return main_menu
def TabNotebook(self):
notebook_frame = self.root
notebook = Tix.NoteBook(notebook_frame, ipadx=5, ipady=5, bg='black')
notebook.add('f_and_d', label="Files and Databases", underline=0,
createcmd=lambda self=self,nb=notebook,name='f_and_d': self.files_and_directories(nb,name))
notebook.add('readme', label="Usage", underline=0,
createcmd=lambda self=self,nb=notebook,name='readme': self.readme(nb,name) )
return notebook
def files_and_directories(self,nb,name):
f_and_d_page = nb.page(name)
options = "label.padX4"
self.input_frame = Tix.LabelFrame(f_and_d_page,options=options)
self.input_frame.pack(side=TOP,expand=0,fill=BOTH)
self.make_fasta_entry()
#self.input_frame.grid(in_=f_and_d_page,row=0,column=0,columnspan=2)
def make_fasta_entry(self):
message = Tix.Message(self.input_frame,relief=Tix.FLAT, width=500, anchor=W,
text='Enter the entry FASTA file here',font=('Arial',16))
self.fasta_entry = Tix.FileEntry(self.input_frame, label="Select a FASTA file:",selectmode="normal")
message.pack(side=TOP,expand=1,fill=BOTH,padx=3,pady=3)
self.fasta_entry.pack(side=TOP,fill=X,padx=3,pady=3)
def build(self):
window_info = self.root.winfo_toplevel()
window_info.wm_title('PyIgBLAST - GUI')
#if window_info <= 800:
window_info.geometry('1500x900+10+10')
frame1 = self.MainMenu()
frame1.pack(side=BOTTOM, fill=X)
frame2 = self.TabNotebook()
frame2.pack(side=TOP,expand=1,fill=BOTH,padx=5,pady=5)
window_info.wm_protocol("WM_DELETE_WINDOW", lambda self=self:self.quitcmd())
def loop(self):
while self.exit < 0:
# There are 2 whiles here. The outer one lets you continue
# after a ^C interrupt.
try:
# This is the replacement for _tkinter mainloop()
# It blocks waiting for the next Tcl event using select.
while self.exit < 0:
self.root.tk.dooneevent(0)
except SystemExit:
# Tkinter uses SystemExit to exit
self.exit = 1
return
except KeyboardInterrupt:
if tkMessageBox.askquestion ('Interrupt', 'Really Quit?') == 'yes':
# self.tk.eval('exit')
self.exit = 1
return
continue
except:
# Otherwise it's some other error - be nice and say why
t, v, tb = sys.exc_info()
text = ""
for line in traceback.format_exception(t,v,tb):
text += line + '\n'
try: tkMessageBox.showerror ('Error', text)
except: pass
self.exit = 1
raise SystemExit, 1
def destroy(self):
self.root.destroy()
if __name__ == '__main__':
root = Tix.Tk()
pyigblast_class = pyigblast_gui(root)
pyigblast_class.build()
pyigblast_class.loop()
pyigblast_class.destroy()
Also in a seperate but unrelated warning given by Tix, I get this output to the terminal.
(TixForm) Error:Trying to use more than one geometry
manager for the same master window.
Giving up after 50 iterations.
If anyone can tell me about what I need to change with Tix to keep the dialog open and/or why it says I'm using two geometry managers I would appreciate it!
Thanks,
J
Ok, shine that noise.
The ttk solution is so much cleaner and more customizable. Here is a very elegant solution recapitulating this exact file dialog, but is much cleaner using ttk.
http://www.pyinmyeye.com/2012/08/tkinter-filedialog-demo.html

Where should i place mainloop?

I have a program written in IDLE3.3 and tkinter where I don't know where to place the mainloop(). The program creates a systray icon that creates a little note if you click on "new note" in the context menu. If there is the line "self.root.mainloop()" at the end of Note.init(), the note is shown, but only one note. if I create a second one, the first note is dead and nothing further happens.
But if I don't call the mainloop() in the init-method, i see that there a several notes created because it is printed in the shell.
So the question is, where should I place the mainloop so that every newly created notw is shown and works? Sorry for that possibly stupid question but I can't figure it out.
from tkinter import *
import sys
from PyQt4.QtGui import *
import threading
class Note():
yellow=["#e7e37c","#d9d574"]
def __init__(self,noteset=None, properties=None):
self.root=Tk()
self.noteset=noteset
self.properties=properties
self.screen_width = self.root.winfo_screenwidth()
self.screen_height = self.root.winfo_screenheight()
print("No initial properties to load => creating new note")
self.notecolor=self.yellow[0]
self.gripcolor=self.yellow[1]
self.root.overrideredirect(1)
self.text=""
self.font="arial"
self.fontsize=10
self.sizeX=250
self.sizeY=200
self.posX=int(self.screen_width/2 - self.sizeX/2)
self.posY=int(self.screen_height/2 - self.sizeY/2)
self.root.wm_geometry("%sx%s+%s+%s" %(self.sizeX, self.sizeY, self.posX, self.posY) )
self.root.wm_attributes("-topmost",1)
self.GUI()
self.bindings()
self.root.mainloop()
def bindings(self):
self.frmGRIP.bind("<ButtonPress-1>", self.StartMove)
self.frmGRIP.bind("<ButtonRelease-1>", self.StopMove)
self.frmGRIP.bind("<B1-Motion>", self.OnMotion)
def StartMove(self, event):
self.startx = event.x
self.starty = event.y
def OnMotion(self, event):
mousex,mousey=self.root.winfo_pointerxy()
self.root.geometry("+%s+%s" % (mousex-self.startx, mousey-self.starty))
def StopMove(self, event):
self.posX = self.root.winfo_x()
self.posY = self.root.winfo_y()
def GUI(self):
self.frmTOP=Frame(master=self.root,height=15)
self.frmBOTTOM=Frame(master=self.root,width=300,height=300)
self.frmGRIP=Frame(self.frmTOP,bg=self.gripcolor,height=15)
self.frmRESIZE=Frame(self.frmBOTTOM,width=300,height=10)
self.frmTEXT=Frame(self.frmBOTTOM,bg=self.notecolor,width=300,height=300)
self.frmRESIZE_empty=Frame(self.frmRESIZE,bg=self.notecolor,height=10)
self.frmRESIZE_grip=Frame(self.frmRESIZE,bg=self.gripcolor,width=10,height=10)
self.frmTOP.pack(fill=X,expand=NO)
self.frmBOTTOM.pack(side=BOTTOM,fill=BOTH,expand=YES)
self.frmGRIP.pack(side=LEFT,fill=X,expand=YES)
self.frmRESIZE.pack(side=BOTTOM,fill=X)
self.frmTEXT.pack(side=BOTTOM,fill=BOTH,expand=YES)
self.frmRESIZE_empty.pack(side=LEFT,fill=X,expand=YES)
self.frmRESIZE_grip.pack(side=LEFT,expand=NO)
self.T=Text(self.frmTEXT,
height=6,width=30,
bd=0,wrap=WORD,pady=3,padx=5,
bg=self.notecolor,undo=1,
font=(self.font,self.fontsize)
)
self.T.insert(END,self.text)
self.T.pack(fill=BOTH,expand=YES)
class Noteset():
def __init__(self):
self.notes = []
def newNote(self):
note=Note(noteset=self)
self.notes.append(note)
print(self.notes)
return note
class Main():
def __init__(self):
self.N=Noteset()
app = QApplication(sys.argv)
trayIcon = QSystemTrayIcon(QIcon("J:\\python\\SimpleNotes.ico"), app)
menu = QMenu()
ActionNewNote = menu.addAction("new Note")
ActionNewNote.triggered.connect(self.newNote)
trayIcon.setContextMenu(menu)
trayIcon.show()
app.exec()
def newNote(self):
self.N.newNote()
Main()
You cannot successfully use Qt and Tkinter together. Also, if you remove Qt from the above you have the additional problem that you should not create more than once instance of Tk.
To answer your specific question, mainloop is normally the very last line of code that you execute. Since it is an infinite loop, any code after you call mainloop won't execute until the main window is destroyed.
The normal structure for a Tkinter application goes something like this:
import Tkinter as tk
class MyApp(...):
def __init__(self, root, ...):
...
...
root = tk.Tk()
myApp(root)
root.mainloop()
Its not a good idea to mix gui frameworks as each of the mainloops block each other, your better off to code the whole thing in one or the other.

threading and tkinter

I'm making an image manipulation class to be used in an intro CS course, using PIL for image manipulation and Tkinter to show the picture. In order for the users to be able to see the picture while manipulating it, I have the graphics operations running on a separate thread, using code similar to this question. This seems to be working (i.e., nothing crashes), but I can't get the image to display -- Tk is starting up, but no window comes up. The code looks like this:
self.root = Tk.Toplevel()
self.frame = tk.Frame(self.root, width=self.image.size[0], height=self.image.size[1])
img = ImageTk.PhotoImage(self.image)
self.label = tk.Label(self.frame, image=img)
self.label.image = img
self.label.pack()
self.frame.pack()
tick()
self.root.mainloop()
The tick function is similar to the one in the linked question. I suspect that my problem is due a a misunderstanding of Tkinter, but I really have no idea.
Also, I can't seem to get the program to exit nicely -- even if I set daemon=True when I construct the Thread which this is running on, I still have to hit C-c when I'm finished. That looks kinda ugly, and I'd rather not bother the students with spurious error messages.
EDIT: Here's some more code.
class Picture():
##
# Constructor. Creates Picture either by passing in the path of an image file as param
# or by passing in a tuple in the format of (x, y) to indicate the size of a blank image.
# Example 1: Picture("image.jpg") constructs Picture with image.jpg
# Example 2: Picture((500, 500)) constructs Picture with a blank image of size 500*500
def __init__(self, param):
# Check if parameter is the right type, because we can't
# overload functions
if isinstance(param, tuple) and len(param) == 2:
self.image = Image.new('RGB', (param))
elif isinstance(param, str):
self.image = Image.open(param)
else:
raise TypeError('Parameter to Picture() should be a string or 2-tuple!')
# Default values for pen
self.pen_color = (0, 0, 0)
self.pen_position = (0, 0)
self.pen_width = 1.0
self.pen_rotation = 0
# Pixel data of the image
self.pixel = self.image.load()
# Draw object of the image
self.draw = ImageDraw.Draw(self.image)
# The main window, and associated widgets.
self.root = None
self.label = None
self.frame = None
# Threading support, so that we can show the image while
# continuing to draw on it.
self.request_queue = queue.Queue()
self.result_queue = queue.Queue()
self.thread = threading.Thread(target=self._thread_main)
self.thread.start()
def _thread_main(self):
"""
Runs the main Tkinter loop, as well as setting up all the
necessary GUI widgets and whatnot. By running Tkinter on
a separate thread, we can keep the picture displaying
even after the user's program is finished drawing on it.
"""
def tick():
"""
Called whenever Tk's main loop is idle. This lets us perform
drawing operations on the right thread.
"""
try:
f, args, kwargs = self.request_queue.get_nowait()
except queue.Empty:
pass
else:
value = f(*args, **kwargs)
self.result_queue.put(value)
self.root.after_idle(tick)
self.root = tk.Toplevel()
self.frame = tk.Frame(self.root, width=self.image.size[0], height=self.image.size[1])
img = ImageTk.PhotoImage(self.image)
self.label = tk.Label(self.frame, image=img)
# This line ensures that Python doesn't try to garbage collect
# our photo, due to a bug in Tk.
self.label.image = img
self.label.pack()
self.frame.pack()
tick()
self.root.mainloop()
def _submit_operation(self, f, *args, **kwargs):
"""
Submits an operation to the request queue. The arguments
should consist of a function, any positional arguments
to said function, and any keyword arguments to the function.
If f returns a value, that value will be returned.
Any function that does something with the picture (i.e.,
saving it, drawing to it, reading from it, etc.) should
be called only by submitting it to the queue.
"""
self.request_queue.put((f, args, kwargs))
return self.result_queue.get()
##
# Display the picture.
def display(self):
def display_func():
img = ImageTk.PhotoImage(self.image)
self.label.configure(image=img)
self.label.image = img
self.label.pack()
self.frame.pack()
self._submit_operation(display_func)

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