How to clear Tkinter canvas on button press - python

I am trying to create a button that will clear a canvas and then put an image in the canvas selected from a Tkinter file dialog. I am using the canvas.delete("all") method shared here to try clearing the canvas before selecting a new image, but the new image is appearing above the existing image rather than replacing it.
from Tkinter import *
import Tkinter, Tkconstants, tkFileDialog
from PIL import Image, ImageTk
root = Tk()
canvas1 = Canvas(root, width=500, height=500)
canvas1.pack()
class widgets:
def __init__(self, parent):
self.myParent = parent
self.myContainer1 = Frame(parent)
self.myContainer1.pack()
self.button1 = Button(self.myContainer1, command=self.button1click)
self.button1.config(text="Select Image")
self.button1.pack(side=TOP)
def button1click(self):
canvas1.delete("all")
path = tkFileDialog.askopenfilename(filetypes=[("Image File", '.png')])
im = Image.open(path)
tkimage = ImageTk.PhotoImage(im)
imglabel = Label(canvas1, image=tkimage)
imglabel.image = tkimage
imglabel.pack()
widgets = widgets(root)
root.mainloop()

Related

create tkinter button with OOP on a same window: issue

I am a beginner in Python. I created a GUI with nice buttons. To do this I did a change of images: when the mouse hovers the button and when the mouse leaves the button. I did this with this pretty ugly code, but it works:
from tkinter import *
from PIL import Image, ImageTk
root = Tk()
root.title("My first Python GUI")
root.geometry("1130x800")
canvas = Canvas(root, bg="#a9dfbf")
canvas.pack(fill=BOTH, expand=True)
button_1_onHover = Image.open("Buttons/button1_hover.png")
button_1_onLeave = Image.open("Buttons/button1_leave.png")
button_2_onHover = Image.open("Buttons/button2_hover.png")
button_2_onLeave = Image.open("Buttons/button2_leave.png")
root.button_1_onLeave = ImageTk.PhotoImage(button_1_onLeave)
root.button_1_onHover = ImageTk.PhotoImage(button_1_onHover)
root.button_2_onLeave = ImageTk.PhotoImage(button_2_onLeave)
root.button_2_onHover = ImageTk.PhotoImage(button_2_onHover)
def on_enter(event):
button1.config(image=root.button_1_onHover)
def on_leave(leave):
button1.config(image=root.button_1_onLeave)
def on_enter2(event):
button2.config(image=root.button_2_onHover)
def on_leave2(leave):
button2.config(image=root.button_2_onLeave)
button1 = Button(root, image=root.button_1_onLeave, bg="#a9dfbf", width=400, height=150, bd=0, relief="sunken", activebackground="#a9dfbf")
button2 = Button(root, image=root.button_2_onLeave, bg="#a9dfbf", width=400, height=150, bd=0, relief="sunken", activebackground="#a9dfbf")
canvas.create_window(300, 150, window=button1)
canvas.create_window(300, 350, window=button2)
button1.bind("<Enter>", on_enter)
button1.bind("<Leave>", on_leave)
button2.bind("<Enter>", on_enter2)
button2.bind("<Leave>", on_leave2)
root.mainloop()
This is the visual result:
visual result of the ugly code (it work)
BUT...
The problem is that to make a single button, it takes 15 lines of code.
If I want to create 10 buttons, it becomes incredibly repetitive and unpleasant.
Being a beginner, I heard about object-oriented programming, and so I turned my code into a class that I called NewButton:
from tkinter import *
from PIL import Image, ImageTk
class NewButton:
def __init__(self, imageHover, imageLeave, width, height, hposition, vposition):
self.root = Tk()
self.root.title("My first Python GUI")
self.root.geometry("1130x800")
canvas = Canvas(self.root, bg="#a9dfbf")
canvas.pack(fill=BOTH, expand=True)
self.width = width
self.height = height
self.hposition = hposition
self.vposition = vposition
self.imageHover = Image.open(f"Buttons/{imageHover}.png")
self.imageLeave = Image.open(f"Buttons/{imageLeave}.png")
self.root.imageLeave = ImageTk.PhotoImage(self.imageLeave)
self.root.imageHover = ImageTk.PhotoImage(self.imageHover)
self.button = Button(self.root, image=self.root.imageLeave, bg="#a9dfbf", width=self.width, height=self.height, bd=0, relief="sunken", activebackground="#a9dfbf")
canvas.create_window(self.hposition, self.vposition, window=self.button)
def on_enter(event):
self.button.config(image=self.root.imageHover)
def on_leave(leave):
self.button.config(image=self.root.imageLeave)
self.button.bind("<Enter>", on_enter)
self.button.bind("<Leave>", on_leave)
self.root.mainloop()
NewButton("button1_hover","button1_leave",400,150,300,150)
NewButton("button2_hover","button2_leave",400,150,300,350)
In the constructor of my class, I define the image used on hover, the image used on leave, the width of the button, its height, as well as the position of this button (horizontal position and vertical position).
Still in the constructor, I placed my 2 functions which change the image according to the enter/leave state.
Then I create my buttons as NewButton objects and give the characteristics of the button.
When I run my code, python creates the buttons for me, but in a different window.
This is the visual result:
result with POO code (not working)
What I want is to put all the buttons that I create on the same window, and that's not what I get with my code.
Can you tell me what's wrong?
Thank you (and sorry for my frenglish!)
SOLUTION by acw1668 that i try (it doesn't work):
His suggestion: "You need to create root and canvas outside the class and pass canvas to the class instance instead."
what I have done:
from tkinter import *
from PIL import Image, ImageTk
root = Tk()
root.title("My first Python GUI")
root.geometry("1130x800")
canvas = Canvas(root, bg="#a9dfbf")
canvas.pack(fill=BOTH, expand=True)
class NewButton:
def __init__(self, canvas, imageHover, imageLeave, width, height, hposition, vposition):
self.canvas = canvas
self.width = width
self.height = height
self.hposition = hposition
self.vposition = vposition
self.imageHover = Image.open(f"Buttons/{imageHover}.png")
self.imageLeave = Image.open(f"Buttons/{imageLeave}.png")
self.canvas.imageLeave = ImageTk.PhotoImage(self.imageLeave)
self.canvas.imageHover = ImageTk.PhotoImage(self.imageHover)
self.button = Button(self.canvas, image=self.canvas.imageLeave, bg="#a9dfbf", width=self.width, height=self.height, bd=0, relief="sunken", activebackground="#a9dfbf")
canvas.create_window(self.hposition, self.vposition, window=self.button)
def on_enter(event):
self.button.config(image=self.canvas.imageHover)
def on_leave(leave):
self.button.config(image=self.canvas.imageLeave)
self.button.bind("<Enter>", on_enter)
self.button.bind("<Leave>", on_leave)
self.canvas.mainloop()
NewButton(canvas,"button1_hover","button1_leave",400,150,300,150)
NewButton(canvas,"button2_hover","button2_leave",400,150,300,350)
You need to create root and canvas outside the class and then pass canvas to the class:
from tkinter import *
from PIL import Image, ImageTk
class NewButton:
def __init__(self, canvas, imageHover, imageLeave, width, height, hposition, vposition):
self.canvas = canvas
self.width = width
self.height = height
self.hposition = hposition
self.vposition = vposition
imageHover = Image.open(f"Buttons/{imageHover}.png")
imageLeave = Image.open(f"Buttons/{imageLeave}.png")
self.imageLeave = ImageTk.PhotoImage(imageLeave)
self.imageHover = ImageTk.PhotoImage(imageHover)
self.button = Button(canvas, image=self.imageLeave, bg="#a9dfbf", width=self.width, height=self.height, bd=0, relief="sunken", activebackground="#a9dfbf")
self.button.bind("<Enter>", self.on_enter)
self.button.bind("<Leave>", self.on_leave)
self.item_id = canvas.create_window(self.hposition, self.vposition, window=self.button)
def on_enter(self, event):
self.button.config(image=self.imageHover)
def on_leave(self, event):
self.button.config(image=self.imageLeave)
root = Tk()
root.title("My first Python GUI")
root.geometry("1130x800")
canvas = Canvas(root, bg="#a9dfbf")
canvas.pack(fill=BOTH, expand=True)
NewButton(canvas,"button1_hover","button1_leave",400,150,300,150)
NewButton(canvas,"button2_hover","button2_leave",400,150,300,350)
root.mainloop()

Displaying an image on a label by selecting the image via button

When the button is clicked, browse window should pop up asking for the image file to select and that image needs to be displayed on a label. Unable to define the function clicked() to do so.
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
from tkinter.filedialog import askopenfilename
root = Tk()
#def clicked():
# path=filedialog.askopenfilename(filetypes=[("Image File",'.jpg')])
label = Label(root, image = logo)
label.pack()
button = Button(root, text = "Load Image", command = clicked)
button.pack()
root.mainloop()
This May Help You
from tkinter import *
from tkinter import filedialog
from PIL import Image,ImageTk
class GUI(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
w,h = 650, 650
master.minsize(width=w, height=h)
master.maxsize(width=w, height=h)
self.pack()
self.file = Button(self, text='Browse', command=self.choose)
self.choose = Label(self, text="Choose file").pack()
#Replace with your image
self.image = PhotoImage(file='test.png')
self.label = Label(image=self.image)
self.file.pack()
self.label.pack()
def choose(self):
ifile = filedialog.askopenfile(parent=self,mode='rb',title='Choose a file')
path = Image.open(ifile)
self.image2 = ImageTk.PhotoImage(path)
self.label.configure(image=self.image2)
self.label.image=self.image2
root = Tk()
app = GUI(master=root)
app.mainloop()
root.destroy()

tkinter background image in Frame

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.

How to open the filedialog after pressing the button?

I would like to open the filedialog after pressing a button. Then I could choose an image and display it on a canvas. (My goal is to do a very simple image editor) Unfortunately, the filedialog open up automatically when I start the program. Is there a way for example to do something like this:
press a button to open the filedialog
choose an image
display the image on the canvas
Here is my code that I've done so far
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
root = Tk()
#function to select my image by using the filedialog
def select_image():
file_path = filedialog.askopenfilename()
return Image.open(file_path)
#button to press to open filedialog
select = Button(root, text="select an image", command=select_image)
select.pack()
#the canvas where the image will be display
canvas = Canvas(root, width= 400, height=400, bg="grey")
canvas.pack()
image_tk = ImageTk.PhotoImage(select_image())
canvas.create_image(200,200, image= image_tk)
root.mainloop()
The filedialog opens because of this line:
image_tk = ImageTk.PhotoImage(select_image())
My Solution is:
from tkinter import Tk, filedialog, Frame, Button, Canvas
from PIL import Image, ImageTk
class Gui:
def __init__(self, master):
self.master = master
self.create_widgets()
def create_widgets(self):
self.select = Button(self.master, text="select an image", command=self.select_image)
self.select.pack()
self.canvas = Canvas(self.master, width= 400, height=400, bg="grey")
self.canvas.pack()
def select_image(self):
file_path = filedialog.askopenfilename()
des = Image.open(file_path)
bg_image = ImageTk.PhotoImage(des)
self.canvas.bg_image = bg_image
self.canvas.create_image(200,200, image=self.canvas.bg_image)
if __name__ == "__main__":
root = Tk()
my_gui = Gui(root)
root.mainloop()

Python Tkinter Scrollbar just resizes the frame it is in instead of making the canvas scrollable

I´d like to make a scrollbar to scroll over a canvas filled with pics. The Problem i´m facing is, that instead of using the scrollbar the frame just gets bigger. No matter what I do the Frame always resizes with the the canvas filled with pictures. If I force the the maxsize to any value the Frame won't get bigger, but the Scrollbar then isn't scrollable either.
Here is the Code i wrote:
from Tkinter import *
from tkFileDialog import *
from PIL import Image, ImageTk
class Gui(Frame):
def __init__(self, master=None):
Frame.__init__(self,master)
self.pack(expand=False, fill=BOTH)
self.master.title("Picscroll")
self.master.minsize(400,400)
scroll = Picscroll(self)
scroll.pack(fill=Y, side=LEFT)
class Picscroll(Frame):
def __init__(self, master=None):
Frame.__init__(self,master)
canvas = Canvas(self)
canvas.config(scrollregion=canvas.bbox("all"))
yscrollbar = Scrollbar(self, width=16, orient=VERTICAL)
yscrollbar.pack(side=RIGHT, fill=Y)
yscrollbar.config(command=canvas.yview)
canvas.config(yscrollcommand=yscrollbar.set)
canvas.pack(side=LEFT, expand=True, fill = BOTH)
size = 64, 64 #rendering TestPic
File = r"Download.png"
img = Image.open(File)
img.thumbnail(size)
render = ImageTk.PhotoImage(img)
for i in range(20): #filling canvas with testpics
for j in range(2):
label1 = Label(canvas, image=render)
label1.image = render
label1.grid(column=j, row=i)
a = Gui()
a.mainloop()
Please excuse my English skills

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