I've been happily going along writing programs using Python Turtle Graphics, and occasionally super-charging that module with forays into tkinter when turtle wasn't quite up to the job. An example is shown below.
What would be the most direct translation into "non-terrible" pure tkinter code? Is it always recommended to use OOP with tkinter? If so what would my program look like using that paradigm? If not, how would it look with just procedural tkinter? I've seen so many different ways to work with tkinter and create roots and masters etc., it's all a bit confusing. I'd like to keep the simplicity of the the approach I have used as much a possible. As usual, any help much appreciated.
import turtle
import tkinter as tk
def do_stuff(a_turtle):
for color in ["red", "yellow", "green"]:
a_turtle.color(color)
a_turtle.right(120)
def press():
print("ouch")
if __name__ == "__main__":
screen = turtle.Screen()
screen.bgcolor("cyan")
canvas = screen.getcanvas()
button = tk.Button(canvas.master, text="Press me", command=press)
canvas.create_window(-200, -200, window=button)
my_lovely_turtle = turtle.Turtle(shape="turtle")
do_stuff(my_lovely_turtle)
turtle.done()
Related
Is it possible to use the turtle module to obtain coordinates (turtle.pos() once at the desired locations) without it opening a canvas?
I know this probably seems silly and defeats the point of the turtle module, but it's actually a very useful way of getting the coordinates of some points I need.
Many thanks
Instead of running turtle standalone, you could run it embedded and withdraw the root window on startup:
import tkinter as tk
from turtle import RawTurtle
root = tk.Tk()
root.withdraw()
canvas = tk.Canvas(width=500, height=500)
turtle = RawTurtle(canvas)
turtle.sety(-1)
turtle.circle(1, extent=45)
print(turtle.position())
A friend and I are making a game in pygame. We would like to have a pygame window embedded into a tkinter or WxPython frame, so that we can include text input, buttons, and dropdown menus that are supported by WX or Tkinter. I have scoured the internet for an answer, but all I have found are people asking the same question, none of these have been well answered.
What would be the best way implement a pygame display embedded into a tkinter or WX frame? (TKinter is preferable)
Any other way in which these features can be included alongside a pygame display would also work.
(Note this solution does not work on Windows systems with Pygame 2.
See Using 'SDL_WINDOWID' does not embed pygame display correctly into another application #1574. You can currently download older versions of Pygame here.)
According to this SO question and the accepted answer, the simplest way to do this would be to use an SDL drawing frame.
This code is the work of SO user Alex Sallons.
import os
import pygame
import Tkinter as tk
from Tkinter import *
root = tk.Tk()
embed = tk.Frame(root, width = 500, height = 500) #creates embed frame for pygame window
embed.grid(columnspan = (600), rowspan = 500) # Adds grid
embed.pack(side = LEFT) #packs window to the left
buttonwin = tk.Frame(root, width = 75, height = 500)
buttonwin.pack(side = LEFT)
os.environ['SDL_WINDOWID'] = str(embed.winfo_id())
os.environ['SDL_VIDEODRIVER'] = 'windib'
screen = pygame.display.set_mode((500,500))
screen.fill(pygame.Color(255,255,255))
pygame.display.init()
pygame.display.update()
def draw():
pygame.draw.circle(screen, (0,0,0), (250,250), 125)
pygame.display.update()
button1 = Button(buttonwin,text = 'Draw', command=draw)
button1.pack(side=LEFT)
root.update()
while True:
pygame.display.update()
root.update()
This code is cross-platform, as long as the windib SDL_VIDEODRIVER line is omitted on non Windows systems. I would suggest
# [...]
import platform
if platform.system == "Windows":
os.environ['SDL_VIDEODRIVER'] = 'windib'
# [...]
Here are some links.
For embedding in WxPython An Article on pygame.org
For Embedding in WxPython An Article on the WxPython wiki
For embedding in Tkinter see this SO question
Basically, there are many approaches.
On Linux, you can easily embed any application in a frame inside another. Simple.
Direct Pygame output to a WkPython Canvas
Some research will provide the relevant code.
According to the tracebacks, the program crashes due to TclErrors. These are caused by attempting to access the same file, socket, or similar resource in two different threads at the same time. In this case, I believe it is a conflict of screen resources within threads. However, this is not, in fact, due to an internal issue that arises with two gui programs that are meant to function autonomously. The errors are a product of a separate thread calling root.update() when it doesn't need to because the main thread has taken over. This is stopped simply by making the thread call root.update() only when the main thread is not doing so.
A friend and I are making a game in pygame. We would like to have a pygame window embedded into a tkinter or WxPython frame, so that we can include text input, buttons, and dropdown menus that are supported by WX or Tkinter. I have scoured the internet for an answer, but all I have found are people asking the same question, none of these have been well answered.
What would be the best way implement a pygame display embedded into a tkinter or WX frame? (TKinter is preferable)
Any other way in which these features can be included alongside a pygame display would also work.
(Note this solution does not work on Windows systems with Pygame 2.
See Using 'SDL_WINDOWID' does not embed pygame display correctly into another application #1574. You can currently download older versions of Pygame here.)
According to this SO question and the accepted answer, the simplest way to do this would be to use an SDL drawing frame.
This code is the work of SO user Alex Sallons.
import os
import pygame
import Tkinter as tk
from Tkinter import *
root = tk.Tk()
embed = tk.Frame(root, width = 500, height = 500) #creates embed frame for pygame window
embed.grid(columnspan = (600), rowspan = 500) # Adds grid
embed.pack(side = LEFT) #packs window to the left
buttonwin = tk.Frame(root, width = 75, height = 500)
buttonwin.pack(side = LEFT)
os.environ['SDL_WINDOWID'] = str(embed.winfo_id())
os.environ['SDL_VIDEODRIVER'] = 'windib'
screen = pygame.display.set_mode((500,500))
screen.fill(pygame.Color(255,255,255))
pygame.display.init()
pygame.display.update()
def draw():
pygame.draw.circle(screen, (0,0,0), (250,250), 125)
pygame.display.update()
button1 = Button(buttonwin,text = 'Draw', command=draw)
button1.pack(side=LEFT)
root.update()
while True:
pygame.display.update()
root.update()
This code is cross-platform, as long as the windib SDL_VIDEODRIVER line is omitted on non Windows systems. I would suggest
# [...]
import platform
if platform.system == "Windows":
os.environ['SDL_VIDEODRIVER'] = 'windib'
# [...]
Here are some links.
For embedding in WxPython An Article on pygame.org
For Embedding in WxPython An Article on the WxPython wiki
For embedding in Tkinter see this SO question
Basically, there are many approaches.
On Linux, you can easily embed any application in a frame inside another. Simple.
Direct Pygame output to a WkPython Canvas
Some research will provide the relevant code.
According to the tracebacks, the program crashes due to TclErrors. These are caused by attempting to access the same file, socket, or similar resource in two different threads at the same time. In this case, I believe it is a conflict of screen resources within threads. However, this is not, in fact, due to an internal issue that arises with two gui programs that are meant to function autonomously. The errors are a product of a separate thread calling root.update() when it doesn't need to because the main thread has taken over. This is stopped simply by making the thread call root.update() only when the main thread is not doing so.
I am building an Interface with TKinter and I have the problem, that whenever create a new window the standardized tkinter window of 200x200 pixel with nothing in it flashes up for a fraction of a second and AFTER that all my modifications (widgets ect.) are made. This happens before AND after calling the mainloop.
The Main-Interface is created.
Mainloop stats
Flashing window
Main-Interface appears
Also after Mainloop was called this happens with newly created windows.
Main-Interface appears--> Push a button, that creates a new window
Flashing window
new window appears
Sadly I cannot give you a sample code... If I try to do a minimal example, this doesn't happen. Maybe the standard window is created, but it is changed so fast, that it doesn't appear on screen. I don't even know what to look up in this case... searching "tkinter flashing window" yields nothing.
EDIT: I found the source of the problem. It seems to be caused by wm_iconbitmap, FigureCanvasTkAgg and tkinter.Toplevel. If you remove the the icon out of the code, it works fine, no flashing. But if I use it together with one of the other, the window flashes when created. Try it out with the code below. You have to put the icon in the working directory of course.
Here is a code sample and the link to the icon I am using, but I suppose any icon will do.
# coding=utf-8
import numpy as np
import matplotlib as mpl
from matplotlib.backends.backend_tkagg import FigureCanvasTkAgg
import tkinter as tk
import os
class INTERFACE(object):
def __init__(self):
self.root = tk.Tk()
self.root.protocol("WM_DELETE_WINDOW", self.EXIT)
self.root.wm_iconbitmap( os.path.abspath("icon.ico")) #<---- !!!!!!
self.root.geometry("1024x768")
canvas = FigureCanvasTkAgg(self.testfigure(), master=self.root) #<---- !!!!!!
canvas.get_tk_widget().grid(sticky=tk.N+tk.W+tk.E+tk.S)
self.root.rowconfigure(0, weight=1)
self.root.columnconfigure(0, weight=1)
def testfigure(self):
x=np.linspace(0, 2*np.pi,100)
y=np.sin(x)
fig = mpl.figure.Figure()
sub = fig.add_subplot(111)
sub.plot(x,y)
return fig
def EXIT(self):
Top = tk.Toplevel(master=self.root)
Top.wm_iconbitmap( os.path.abspath("icon.ico")) #<---- !!!!!!
Top.transient(self.root)
Top.resizable(width=False, height=False)
Top.title("Exit")
tk.Message(Top,text="Do you really want to quit?", justify=tk.CENTER, width=300).grid(row=0,columnspan=3)
tk.Button(Top,text="YES",command=self.root.destroy).grid(row=1,column=0)
tk.Button(Top,text="No",command=self.root.destroy).grid(row=1,column=1)
tk.Button(Top,text="Maybe",command=self.root.destroy).grid(row=1,column=2)
def start(self):
self.root.mainloop()
if __name__ == '__main__':
INTERFACE().start()
I know this is an old question, but I've experienced a similar situation and have found a solution.
In my case, I've isolated the issue to the use of iconbitmap. I've managed to solve it by calling iconbitmap with the after method just before calling root.mainloop().
Example:
from tkinter import *
root = Tk()
w = Label(root, text="Hello, world!")
w.pack()
root.geometry('300x300+500+500')
root.after(50, root.iconbitmap('icon.ico'))
root.mainloop()
This method has worked on Toplevel() windows with icons as well.
Tested on Win 8.1 with Python 3.5.0.
Edit: Upon further inspection I've noticed that the behavior changes relative to root.geometry's presence as well. My initial example didn't have it and I only noticed after a few tries that it still had the same issue. The time delay in the after method doesn't seem to change anything.
Moving root.geometry below the after method yields the same issue for some reason.
Most likely, somewhere in your initialization code you're calling update or update_idletasks, which causes the current state of the GUI to be drawn on the screen.
Another possible source of the problem is if you're creating multiple instances of Tk rather than Toplevel.
Without seeing your code, though, all we can do is guess.
Your best route to solving this problem is to create a small example that has the same behavior. Not because we need it to help you, but because the effort you put into recreating the bug will likely teach you what is causing the bug.
This should work but it requires win32gui
import win32gui
def FlashMyWindow(title):
ID = win32gui.FindWindow(None, title)
win32gui.FlashWindow(ID,True)
I'm working on a simple tkinter game, and have run into a problem. I want to be able to move an image to a random spot on the screen when you click on it, but what I thought would work hasn't. Below is the code:
spr_earth=PhotoImage(file="earth.gif")
x=r.randrange(64,roomw-64)
y=r.randrange(64,roomh-64)
earth=canvas.create_image(x,y,image=spr_earth)
x1,x2,y1,y2=canvas.bbox(earth)
def click(event):
if ((event.x>x1) and (event.x<x2)) and ((event.y>y1) and (event.y<y2)):
canvas.move(earth,r.randrange(64,roomw-64),r.randrange(64,roomh-64))
root.bind_all("<Button-1>",click)
root.mainloop()
I thought this would work, but it clearly doesn't. You can click on it, but it appears to teleport into space an beyond :)
I'd appreciate anyone's input on this problem. thanks
From reading the documentation, it looks like move coordinates are relative to the current position.
Perhaps something like this would work (warning, this code is untested):
def click(event):
if ((event.x>x1) and (event.x<x2)) and ((event.y>y1) and (event.y<y2)):
canvas.coords(earth,(r.randrange(64,roomw-64),r.randrange(64,roomh-64)))
for what it's worth, the following simplified script seemed to work for me:
import Tkinter as tk
from random import randrange
root = tk.Tk()
canvas = tk.Canvas(root,width=400,height=400)
canvas.pack()
image = tk.PhotoImage(file='mouse.gif')
def position():
return randrange(0,400),randrange(0,400)
mouse = canvas.create_image(*position(),image=image)
def click(event):
canvas.coords(mouse,position())
canvas.bind('<Button-1>',click)
root.mainloop()
(The mouse always stayed partially on the canvas).