I'm creating a GUI for my application with Tkinter, and when I create a Label, the text is always at the center of the label, is there a way to set the text to start from the top left ?
big_text_area = Label(self.master, text='Hello, World!', width=70, height=25, bg='white', foreground='black')
big_text_area.place(x=380, y=30)
Example:
I believe the position of your label is determined by the .place() function. So if you want the label to be at the top left, you should do:
big_text_area.place(x = 0, y = 0)
Tutorialspoint and effbot have a documentation for the .place() function and the arguments it takes. Most have default values so keep that in mind.
Another thing I would point out is that the width and height keyword arguments do not change the size of your text. Rather, they change the rectangular box around your text. This might be the reason why your text is still in the middle even if you set its positions to the top left. effbot again has the details on the Label widget.
Just a quick working example: (Python 3.7)
from tkinter import *
master = Tk()
master.geometry("200x200")
# to change text size, use font=("font name", size)
w = Label(master, text="Hello, world!", font=("Helvetica", 22))
# explicitly set the text to be at the top left corner
w.place(anchor = NW, x = 0, y = 0)
mainloop()
Font question is also answered in this post: How do I change the text size in a Label widget?
Related
How are you supposed to go around sizing all the buttons to be the same size regardless of the text you insert inside, they should all size according to the biggest one.
There is an answer to a similar question like mine already, but it is done using grid and I am using a canvas to place a background image in the window and to place the buttons.
Is it even worth the hassle to get your buttons to the same size according to text automatically, since my text will always be around the same...
I tried getting the size of the buttons using cget() but that returns 0. Where does it store its width then since it has to size itself somehow even if it does it according to text? Can access that in any way? I was thinking of using that value to adjust the value of other buttons somehow, but it turned out as a fail.
If you are wondering why am I making it into a class, idk either, wanted to try it.
I had it working by putting all the buttons in a frame and telling them to fill=x but using a frame destroys the point of using a canvas since the background can't be seen because the frame covers it. Is there a way to make the frame transparent in the canvas, that could also potentially solve my problem.
from tkinter import *
class ThreeButtonMenu():
def __init__(self, button1_text, button2_text, button3_text, image_height = 600, image_width = 500, bg_input = 'space_background.png'):
self.root = Tk()
HxW = str(image_height)+'x'+str(image_width)
self.root.geometry(HxW)
self.root.maxsize(image_height,image_width)
self.root.minsize(image_height,image_width)
self.root.title('Guess')
bg = PhotoImage(file=bg_input)
background_canvas = Canvas(self.root, width = 600, height=500)
background_canvas.pack(fill="both", expand=True)
background_canvas.create_image(0,0, image=bg, anchor='nw')
button1 = Button(self.root, text=button1_text, font = ('Lato',28))
button2 = Button(self.root, text=button2_text, font = ('Lato',28))
button3 = Button(self.root, text=button3_text, font = ('Lato',28), command = self.root.destroy)
button1_window = background_canvas.create_window(300,45, anchor=N, window=button1)
button2_window = background_canvas.create_window(300,160, anchor=N, window=button2)
button3_window = background_canvas.create_window(300,275, anchor=N, window=button3)
print(button1.cget('width'))
print(button2.cget('width'))
print(button3.cget('width'))
self.root.mainloop()
start_menu = ThreeButtonMenu('Start Game', 'Leaderboard', 'Quit')
Thank you for your answers.
You would typically do this when you use a geometry manager (pack, place, or grid).
For example, you need to call pack on each of the buttons. See example of pack below.
import tkinter as tk
root = tk.Tk()
for text in (
"Hello", "short", "All the buttons are not the same size",
"Options", "Test2", "ABC", "This button is so much larger"):
button = tk.Button(root, text=text)
button.pack(side="top", fill="x")
root.mainloop()
I'm working on a little text editor and currently making the buttons, on the picture bellow the 'B' button for bold. I would like to reduce his size in order to make him fit his true size, like a square box, and get rid of the extra-height.
How could I go below this size that seems to be the default minimum? Both the frame and button height are set to 1 and expecting an integer, so I'm not allowed to go below with something like 0.5.
top_menu = tk.Frame(root)
bold_button = tk.Button(top_menu, text='B', font=('EB Garamond ExtraBold',)) #here a tuple because tkinter needs it when the font name have multiple spaces
bold_button.pack(side='left', padx=4)
The width and height attributes are in units of characters (eg: 1 means the size of one average character). You can specify the width and height in units of pixels if the button has an image.
A button can have both an image and text, so a simple trick is to add a one-pixel transparent pixel as an image, which will then allow you to specify the size in pixels.
The padx and pady options also contributes to the size of the button. If you are trying to get a precise size, you need to set those to zero.
Here is a simple example:
import tkinter as tk
root = tk.Tk()
root.geometry("200x100")
pixel = tk.PhotoImage(width=1, height=1)
toolbar = tk.Frame(root)
toolbar.pack(side="top")
for size in (12, 16, 24, 32):
button = tk.Button(toolbar, text=str(size), width=size, height=size,
image=pixel, compound="center", padx=0, pady=0)
button.pack(side="left")
root.mainloop()
I think you could try to use a ttk.Button and give it a ttk.Style and set the font size:
s = ttk.Style()
s.configure('my_button', font=('Helvetica', 12))
b = ttk.Button(..., style='my_button')
Configuring a button (or any widget) in Tkinter is done by calling a configure method "config"
To change the size of a button called button1 you simple call
button1.config( height = WHATEVER, width = WHATEVER2 )
If you know what size you want at initialization these options can be added to the constructor.
button1 = Button(self, text = "Send", command = self.response1, height = 100, width = 100)
I'm working on a GUI with tkinter and i have a problem.
When i add a scrollbar to my app, the frame on my canvas overlaps the outlines (see image)
Here is the code:
from tkinter import *
window = Tk()
window.geometry("400x225")
scrollbar1 = Scrollbar(window, orient=VERTICAL)
canvas1 = Canvas(window, bg="#003333", yscrollcommand=scrollbar1.set)
frame1 = Frame(canvas1, bg="#003333")
scrollbar1.config(command=canvas1.yview)
scrollbar1.pack(side=RIGHT, fill=Y)
canvas1.pack(fill=BOTH, expand=True)
canvas1.create_window((0, 0), window=frame1, anchor="nw")
for x in range(20):
string = "line " + str(x)
label1 = Label(frame1, fg="white", bg="#003333", text=string, font=("Calibri Bold", 14))
label1.pack(pady=5)
window.update()
canvas1.config(scrollregion=canvas1.bbox("all"))
window.mainloop()
I don't know if it's possible but i want the frame to fit within the canvas and keeping the outlines as well.
I hope you get my problem and can probably help me out! Thanks in advance.
The highlightthickness
Specifies a non-negative value indicating the width of the highlight rectangle to draw around the outside of the widget when it has the input focus.
So, this is not really the "border" that you want. It is a part of the drawing space within the canvas, when you use window_create to draw a window, the parent of that window is the canvas, which begins before the highlight and so the window slides over it.
A solution, as also suggested by #martineau would be to make this 0 by specifying highlightthickness=0 and as you suggested that you need the "border" around the whole thing, you can either create a container frame and specify the bd parameter, or just set the bd of the window window.config(bd=2).
I'm programming a little game with tkinter and briefly, I'm stuck.
I have a kind od starting menu, in which are two buttons and one label.
If I just create the frame everything is fine, it has the size 500x500 pixels
I want the background not to change when I create the buttons and the labe, but it adapts the size whatever I do. Here is my code:
import tkinter as tk
def startgame():
pass
mw = tk.Tk() #Here I tried (1)
mw.title('The game')
back = tk.Frame(master=mw, width=500, height=500, bg='black')
back.pack()
go = tk.Button(master=back, text='Start Game', bg='black', fg='red',
command=lambda:startgame()).pack()
close = tk.Button(master=back, text='Quit', bg='black', fg='red',
command=lambda:quit()).pack()
info = tk.Label(master=back, text='Made by me!', bg='red',
fg='black').pack()
mw.mainloop()
I've searched around on stackoverflow and didn't get anything useful!
I've found just one question a bit similar to mine but the answer didn't work. I tried this:
(1) mw.resizable(width=False, height=False)
I can't imagine what is the problem, I'm really desperate.
You turn off pack_propagate by setting pack_propagate(0)
Turning off pack_propagate here basically says don't let the widgets inside the frame control it's size. So you've set it's width and height to be 500. Turning off propagate stills allows it to be this size without the widgets changing the size of the frame to fill their respective width / heights which is what would happen normally
To turn off resizing the root window, you can set root.resizable(0, 0), where resizing is allowed in the x and y directions respectively.
To set a maxsize to window, as noted in the other answer you can set the maxsize attribute or minsize although you could just set the geometry of the root window and then turn off resizing. A bit more flexible imo.
Whenever you set grid or pack on a widget it will return None. So, if you want to be able to keep a reference to the widget object you shouldn't be setting a variabe to a widget where you're calling grid or pack on it. You should instead set the variable to be the widget Widget(master, ....) and then call pack or grid on the widget instead.
import tkinter as tk
def startgame():
pass
mw = tk.Tk()
#If you have a large number of widgets, like it looks like you will for your
#game you can specify the attributes for all widgets simply like this.
mw.option_add("*Button.Background", "black")
mw.option_add("*Button.Foreground", "red")
mw.title('The game')
#You can set the geometry attribute to change the root windows size
mw.geometry("500x500") #You want the size of the app to be 500x500
mw.resizable(0, 0) #Don't allow resizing in the x or y direction
back = tk.Frame(master=mw,bg='black')
back.pack_propagate(0) #Don't allow the widgets inside to determine the frame's width / height
back.pack(fill=tk.BOTH, expand=1) #Expand the frame to fill the root window
#Changed variables so you don't have these set to None from .pack()
go = tk.Button(master=back, text='Start Game', command=startgame)
go.pack()
close = tk.Button(master=back, text='Quit', command=mw.destroy)
close.pack()
info = tk.Label(master=back, text='Made by me!', bg='red', fg='black')
info.pack()
mw.mainloop()
If you want a window as a whole to have a specific size, you can just give it the size you want with the geometry command. That's really all you need to do.
For example:
mw.geometry("500x500")
Though, you'll also want to make sure that the widgets inside the window resize properly, so change how you add the frame to this:
back.pack(fill="both", expand=True)
Try parent_window.maxsize(x,x); to set the maximum size. It shouldn't get larger even if you set the background, etc.
Edit: use parent_window.minsize(x,x) also to set it to a constant size!
Here is the most simple way.
import tkinter as tk
root = tk.Tk()
root.geometry('200x200')
root.resizable(width=0, height=0)
root.mainloop()
I don't think there is anything to specify.
It's pretty straight forward.
There are 2 solutions for your problem:
Either you set a fixed size of the Tkinter window; mw.geometry('500x500')
OR
Make the Frame adjust to the size of the window automatically;back.place(x = 0, y = 0, relwidth = 1, relheight = 1)
*The second option should be used in place of back.pack()
from tkinter import *
root = Tk()
width = root.winfo_screenwidth() #get your Windows width size
height = root.winfo_screenheight() #get your Windows height size
root.geometry("%dx%d" % (width, height))
root.resizable(False,False)
root.mainloop()
#full size Tkinter
I want to keep some text on a scrollable tkinter canvas static, or anchored. It should not move with the scrollbars.
How can I do this?
from tkinter import *
root=Tk()
frame=Frame(root,width=300,height=300)
frame.grid(row=0,column=0)
canvas=Canvas(frame,bg='#FFFFFF',width=300,height=300,scrollregion=(0,0,500,500))
hbar=Scrollbar(frame,orient=HORIZONTAL)
hbar.pack(side=BOTTOM,fill=X)
hbar.config(command=canvas.xview)
vbar=Scrollbar(frame,orient=VERTICAL)
vbar.pack(side=RIGHT,fill=Y)
vbar.config(command=canvas.yview)
canvas.config(width=300,height=300)
canvas.config(xscrollcommand=hbar.set, yscrollcommand=vbar.set)
canvas.pack(side=LEFT,expand=True,fill=BOTH)
canvas.create_text(10, 10, text='Static Text # 1', anchor = NW, fill = 'red')
canvas.create_text(10, 100, text='Static Text # 2', anchor = NW, fill = 'red')
canvas.create_text(150, 10, text='Scrollable Text # 1', anchor = NW)
canvas.create_text(150, 100, text='Scrollable Text # 2', anchor = NW)
root.mainloop()
If you do not need the text box to be transparent, the easiest thing to do is to not put the text on the canvas but to place a Label over the canvas.
import tkinter as tk
root = tk.Tk()
c = tk.Canvas(root)
c.place(x=0, y=0)
r = c.create_rectangle(100, 100, 200, 200, outline='red',
fill='yellow', width=10)
ct = c.create_text(110, 150, text='canvas text', anchor='w')
lt = tk.Label(c, text='label text')
lt.place(x=110, y=110)
If you do want the transparency, then you must intercept move commands between the canvas and scrollbars so as to also move the 'static' items to the canvas coordinates that correspond to the original screen (window) coordinates. This is complicated by the fact that Scrollbar.set expects two fractions, so a canvas calls x/yscrollcommand with two fractions. Similarly, moving the scrollbar slider causes the scrollbar to call its command (canvas x/yview) with a fraction, which I suspect is the upper or left fraction. In the other hand, clicking the scrollbar buttons calls x/yview with a number and units.
I think what I would do is create a list of tuples of static item id, and the 4 canvas.bbox coordinates of the item. Next replace canvas.xscrollcommand, canvas.yscrollcommand, hbar.set, and vbar.set with wrappers named, for instance, xscroll, yscroll, xset, and yset. In each wrapper, call the wrapped function. Then call a new static_set function that uses canvas.canvasx/y(screenx/y, gridspacing=1) to convert screen coords to the new canvas coordinates and canvas.coords(item id, *canvas coords) to place the item.
I leave you to work out the details. If you are not familiar with the NMT Tkinter reference, learn to use it. This is the source of the info above.
Code Edits: Don't use name t for both labels. Change parent of lt from root to canvas c, as suggested by mcu.