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()
Related
I'm writing a program, where I want a thread to create a Label and add it to a window in tkinter. Below is an abstracted version of my code. The Label does not show in the window. The thing that has me confused though, is that if if I have something like self.window.geometry("900x900") in the render function, the window will be updated. Why can the shape of the window be updated but not a Label? I've also tried using the update() function in render but to no avail. Thanks in advance.
import tkinter as tk
import threading
class Game(threading.Thread):
def __init__(self):
super().__init__()
self.gui = GUI()
def run():
while True:
# some code
self.gui.render()
class GUI:
def __init__(self, game_board):
self.window = tk.Tk()
self.window.geometry("500x500")
def render():
img = tk.PhotoImage(file="image.png")
label = tk.Label(self.window, image=img)
label.pack()
if __name__ == '__main__':
g = Game()
g.start()
g.gui.window.mainloop()
I have a Tkinter program which I want to pause for 3 seconds.
time.sleep doesn't work and the after method doesn't do exactly what I want to.
here is an example code:
from Tkinter import *
def waithere():
print "waiting..."
root = Tk()
print "1"
root.after(3000,waithere)
print "2"
root.mainloop()
output:
1
2
*3 seconds*
waiting...
the output i want to have:
1
waiting...
*3 seconds*
2
thanks.
Normally it's a very bad idea to have a GUI wait for something. That's imply not how event-based programs work. Or more accurately, GUIs are already in a perpetual wait state, and you don't want to block that with your own waiting.
That being said, tkinter has a way to wait until certain things happen. For example, you can use one of the "wait" functions, such as wait_variable, wait_window, or wait_visibility.
Assuming that you wanted waithere to do the waiting, you could use wait_variable to do the waiting, and after to set the variable after a given amount of time.
Here's the solution based on your original code:
from Tkinter import *
def waithere():
var = IntVar()
root.after(3000, var.set, 1)
print("waiting...")
root.wait_variable(var)
root = Tk()
print "1"
waithere()
print "2"
root.mainloop()
The advantage to using these methods is that your code is still able to respond to events while it is waiting.
I found a way like that, i hope it helps you:
from tkinter import *
def waitToShow():
index = 1
while index < 11:
l1.config(text=index)
l1.after(1000)
l1.update()
index += 1
win = Tk()
l1 = Label(win)
l1.pack()
waitToShow()
win.mainloop()
Just for future reference, refrain from using long or infinite loops in Tkinter; they will prevent the UI from responding to user events (AKA freezing). The method I was taught was to periodically update the field using the after() function.
The after() function creates an alarm-callback meaning when called (with the right parameters) it will queue a call to the target method (in the example below def update(self) with our entered delay. You can use a boolean in the class to exit the loop. Create on on __init__ and then when set to False don't call after() anymore.
Here is an example creating a class inheriting Tkinter.Frame to inherit the functionality.
try:
import tkinter as tk
except:
import Tkinter as tk
import datetime
class DelayedUpdateUI(tk.Frame):
def __init__(self, master=None, **kw):
# Create widgets, if any.
tk.Frame.__init__(self, master=master, **kw)
self.timeStr = tk.StringVar()
self.lblTime = tk.Label(self, textvariable=self.timeStr)
self.lblTime.grid()
# Call update to begin our recursive loop.
self.update()
def update(self):
self.timeStr.set(datetime.datetime.now())
# We use after( milliseconds, method_target ) to call our update
# method again after our entered delay. :)
self.after(1000, self.update)
if __name__ == '__main__':
root = tk.Tk()
DelayedUpdateUI(root).grid()
root.mainloop()
A suggestion based on Bryan's answer:
I understand the recommended way from an event-based perspective, but it does not feel very intuitive to me. I have to look up the trick every time I need it. Therefore, I have created a small mixin class that makes usage a bit more intuitive:
import tkinter as tk
class TkWaitMixin:
"""Simple wait timer that makes Tk waiting functionality
more intiutive. Applies the recommended way according to
https://stackoverflow.com/a/51770561/12646289.
"""
def start_wait_timer(self, milliseconds):
self.resume = tk.BooleanVar(value=False)
self.master.after(milliseconds, self.resume.set, True)
# Assume master attribute is available:
# https://stackoverflow.com/a/53595036/12646289
def wait_on_timer(self):
self.master.wait_variable(self.resume)
Example usage:
import tkinter as tk
class MyWindow(tk.Tk, TkWaitMixin):
def __init__(self, master):
self.master = master
self.message_label = tk.Label('')
self.message_label.pack(padx=50, pady=50)
def show_message(self, message, milliseconds):
self.start_wait_timer(milliseconds)
self.message_label['text'] = message
self.wait_on_timer()
self.message_label['text'] = ''
root = tk.Tk()
mywin = MyWindow(master=root)
mywin.show_message('Hello world', 2000)
root.mainloop()
Obviously, this will only be of use if you use classes in your tkinter code. Also note that the master attribute should be available in the main class to which the mixin is added.
Edit
Alternatively, usage can be made even easier with a context manager:
import tkinter as tk
class TkWait:
def __init__(self, master, milliseconds):
self.duration = milliseconds
self.master = master
def __enter__(self):
self.resume = tk.BooleanVar(value=False)
return self
def __exit__(self, exc_type, exc_val, exc_tb):
self.master.after(self.duration, self.resume.set, True)
self.master.wait_variable(self.resume)
Note that the waiting starts when the context manager is exited.
Example usage:
import tkinter as tk
class MyWindow(tk.Tk):
def __init__(self, master):
self.master = master
self.message_label = tk.Label('')
self.message_label.pack(padx=50, pady=50)
def show_message(self, message, milliseconds):
with TkWait(self.master, milliseconds):
self.message_label['text'] = message
self.message_label['text'] = ''
root = tk.Tk()
mywin = MyWindow(master=root)
mywin.show_message('Hello world', 2000)
root.mainloop()
You forgot to do the () at root.after(3000,waithere <<<<-)
from tkinter import *
def waithere():
print("waiting...")
root = Tk()
print("1")
root.after(3000,waithere())
print("2")
root.mainloop()
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.
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.
I'm trying to show a jpg image as background for a GUI thing I'm building.
I can get it to work in a single method:
from Tkinter import *
from PIL import Image, ImageTk
class MakeGUI(object):
master = None
w = None
def __init__(self):
self.canvasSizeY = 400 #height
self.canvasSizeX = 640 #width
def setupCanvas(self):
"""
preps the canvas for drawing.
"""
self.master = Tk()
self.w = Canvas(self.master, width=self.canvasSizeX, height=self.canvasSizeY)
self.w.config(bg='white')
image = Image.open("background.jpg")
photo = ImageTk.PhotoImage(image)
self.w.create_image(0,0, image=photo, anchor=NW)
self.w.pack()
mainloop()
def main():
makeGUI = MakeGUI()
makeGUI.setupCanvas()
if __name__ == '__main__':
main()
But when I try and make the canvas in one method, and show the canvas in another, it doesn't show the jpg (when I've been testing, I've created and shown & text and rectangles using this approach):
from Tkinter import *
from PIL import Image, ImageTk
class MakeGUI(object):
master = None
w = None
def __init__(self):
self.canvasSizeY = 400 #height
self.canvasSizeX = 640 #width
def setupCanvas(self):
"""
preps the canvas for drawing.
"""
self.master = Tk()
self.w = Canvas(self.master, width=self.canvasSizeX, height=self.canvasSizeY)
self.w.config(bg='white')
image = Image.open("background.jpg")
photo = ImageTk.PhotoImage(image)
self.w.create_image(0,0, image=photo, anchor=NW)
def showImage(self):
"""
pushes the image to the screen
"""
self.w.pack()
self.w.mainloop()
def main():
makeGUI = MakeGUI()
makeGUI.setupCanvas()
if __name__ == '__main__':
main()
I want to use the GUI dynamically to show some text as I work through some editing, so I'm interested to understand what I've got wrong before I get too far into the build in case its a showstopper...
The most obvious problem is that in the second case you are never calling showImage. Even after you do call that function, your image probably won't show up. Images will be garbage-collected if there isn't a reference to them. It may seem like there's a reference because you're adding it to a canvas, but that isn't enough.
You'll need to do something like:
self.photo = ImageTk.PhotoImage(image)
Finally, I recommend that you take the call to mainloop out of showImage. mainloop must always be called exactly once, so most typically it is the last line of code in your program, or the last line of code in your main function.
A more common way to make a Tkinter application is to subclass either the Tk object or a Frame object, rather than having your main application be a generic object. For example:
class MyApp(tk.Tk):
def __init__(self):
tk.Tk.__init__(self)
...
self.setupCanvas(...)
...
if __name__ == "__main__":
app = MyApp()
app.mainloop()