I'm using Python 3.6.0 and I want to save the value of my combobox only when I hit my "Confirm Results" button. I have done a fair bit of searching - but maybe I have the wrong terminology - and I can't find the way to do this.
I am assuming the issues is with my line self.firstfaction_ent.bind("Button-1", self.firstfaction_onEnter). I am fairly confident that "Button-1" is not correct - however I have been trying everything.
from tkinter import *
from tkinter import ttk
class Application(Frame):
def __init__(self, master):
# Initialise the Frame
super(Application, self).__init__(master)
self.grid()
self.create_widgets()
def create_widgets(self):
#Define Combobox for Faction
self.firstfaction_ent=ttk.Combobox(self,textvariable=varSymbol, state='readonly')
self.firstfaction_ent.bind("<Button-1>", self.firstfaction_onEnter)
self.firstfaction_ent['values']=Faction
self.firstfaction_ent.grid(row=2, column=1)
#create a submit button
self.enter_bttn = Button(self,text = "Confirm Your Results", command = self.firstfaction_onEnter).grid(row=7, column=1)
def firstfaction_onEnter(self, event):
Faction_First = varSymbol.get()
print(Faction_First)
#main
root = Tk()
#Window Title & size
root.title("Sports Carnival Entry Window")
root.geometry("600x500")
varSymbol=StringVar(root, value='')
varSecondFaction=StringVar(root, value='')
Faction = ["Blue", "Green", "Yellow", "Red"]
#create a frame in the window
app = Application(root)
root.mainloop( )
You need the confirm_button to capture the selection in the combo box; there is no need to bind the combo box selection to the capture; you also do not need to pass an event to firstfaction_onEnter; you can directly use the combo_box to obtain the value of the selection.
from tkinter import *
from tkinter import ttk
class Application(Frame):
def __init__(self, master):
# Initialise the Frame
super(Application, self).__init__(master)
self.grid()
self.create_widgets()
def create_widgets(self):
#Define Combobox for Faction
self.firstfaction_ent = ttk.Combobox(self, textvariable=varSymbol, state='readonly')
# self.firstfaction_ent.bind("<Button-1>", self.firstfaction_onEnter)
self.firstfaction_ent['values'] = Faction
self.firstfaction_ent.grid(row=2, column=1)
#create a submit button
self.enter_bttn = Button(self, text="Confirm Your Results", command=self.firstfaction_onEnter).grid(row=7, column=1)
def firstfaction_onEnter(self):
Faction_First = self.firstfaction_ent.get()
print(Faction_First)
#main
root = Tk()
#Window Title & size
root.title("Sports Carnival Entry Window")
root.geometry("600x500")
varSymbol=StringVar(root, value='')
varSecondFaction=StringVar(root, value='')
Faction = ["Blue", "Green", "Yellow", "Red"]
#create a frame in the window
app = Application(root)
root.mainloop( )
Related
I am working on a game called 'Flag Quiz' using tkinter. I have a script called mainmenu where I can choose between an easy mode and a hard mode. If I click on one of the buttons the recent mainmenu window disappears and a new tkinter window opens.
Here is my mainmenu script:
from tkinter import *
import tkinter as tk
from hardmode import HardApp
from easymode import EasyApp
class TitleScreen(tk.Tk):
def __init__(self):
super().__init__()
self.title('Flag Quiz')
self.geometry('600x600')
self.resizable(0,0)
self.make_widgets()
def make_widgets(self):
self.background = PhotoImage(file = './background.png')
self.label = Label(self, image=self.background)
self.label.place(x=0, y=0, relwidth=1, relheight=1)
self.easy = Button(self, text="Easy Mode", height=2, width=6, font=('default', 20), command=self.play_easy)
self.hard = Button(self, text="Hard Mode", height=2, width=6, font=('default', 20), command=self.play_hard)
self.easy.place(relx=0.5, rely=0.45, anchor=CENTER)
self.hard.place(relx=0.5, rely=0.55, anchor=CENTER)
def play_easy(self):
self.withdraw()
self.app = EasyApp()
#self.app.start()
def play_hard(self):
self.withdraw()
self.app = HardApp()
#self.app.start()
def start(self):
self.mainloop()
TitleScreen().start()
And here is my easy mode script:
import tkinter as tk
from tkinter import *
import random
import os
import json
class EasyApp(tk.Toplevel):
def __init__(self):
super().__init__()
self.title('Flag Quiz')
self.geometry('')
self.resizable(0,0)
self.score = 0
self.create_widgets()
def create_widgets(self):
# variables
self.user_guess = StringVar(self)
self.text = StringVar(self)
self.text.set(" ")
# initial image
self.scoretext = Label(self, text="Score: ").pack(side='top', fill='x')
self.scorevalue = Label(self, text=self.score).pack(side='top', fill='x')
self.file = random.choice(os.listdir('pngs'))
self.randimg = PhotoImage(file='pngs/{}'.format(self.file))
self.randimg = self.randimg.subsample(2, 2)
self.panel = Label(self, image=self.randimg)
self.panel.pack()
self.country, self.ext = self.file.split('.')
self.countries = self.load_lookup()
self.countryname = [country for country in self.countries if country['alpha2'] == self.country]
self.s = []
for i in range(0,3):
country = random.choice(self.countries)
self.s.append(country['de'])
self.s.append(self.countryname[0]['de'])
random.shuffle(self.s)
self.btndict = {}
for i in range(4):
self.btndict[self.s[i]] = Button(self, text=self.s[i], height=2, width=35, font=('default', 20), command=lambda j=self.s[i]: self.check_input(j))
self.btndict[self.s[i]].pack()
def check_input(self, d):
if d != self.countryname[0]['de']:
print("Falsch")
else:
self.score += 5
for widget in self.winfo_children():
widget.destroy()
self.create_widgets()
def load_lookup(self):
with open('lookup.json') as file:
self.obj = file.read()
self.countryobj = json.loads(self.obj)
return self.countryobj
# def start(self):
# self.mainloop()
After clicking the close button (the default button on windows/osx to close a window) the window from my easy mode app disappears but PyCharm says that my program is still running.
I made some investigations and removed the self.withdraw() function in the function play_easy(self) in my mainmenu script. So now the mainmenu is still open after I click on the easy mode button. If I'm closing both windows now, the program fully ends.
Replacing self.withdraw() with self.destroy() is not working. The main menu is closed, but a new empty window opens instead.
Any suggestions on how to handle this problem so that my program fully ends if I click the close button within the easy/hard mode window?
You have two windows - main window created with Tk and subwindow created with Toplevel. When you use close button to close main window then it should also close all subwindows but when you close subwindow then it doesn't close main window (parent window) but only own subwindows - because usually it can be useful to display again main window to select other options and open again subwindow.
One of the methods is to destroy first window and use Tk to create new window.
But in this method you can't use some button in second window to go back to first window - and sometimes it can be problem. Even if you create again first window then it will not remeber previous values (if you have some Entry or other widgets to set values)
# from tkinter import * # PEP8: `import *` is not preferred`
import tkinter as tk
class EasyApp(tk.Tk): # use `Tk` instead of `Toplevel`
def __init__(self):
super().__init__()
self.scoretext = tk.Label(self, text="EasyApp")
self.scoretext.pack()
#def start(self):
# self.mainloop()
class TitleScreen(tk.Tk):
def __init__(self):
super().__init__()
self.button = tk.Button(self, text="Easy Mode", command=self.play_easy)
self.button.pack()
def play_easy(self):
self.destroy() # destroy current window
self.app = EasyApp()
def start(self):
self.mainloop()
TitleScreen().start()
Other method is to use self.wm_protocol("WM_DELETE_WINDOW", self.on_close) to execute function on_close when you use close button and in this function destroy main window (master).
This way you can still use Button to go back to main window which will remember previous content.
# from tkinter import * # PEP8: `import *` is not preferred`
import tkinter as tk
class EasyApp(tk.Toplevel): # still use `Toplevel`
def __init__(self, master): # send main window as master/parent
super().__init__(master) # it will also set `self.master = master`
self.scoretext = tk.Label(self, text="EasyApp")
self.scoretext.pack()
self.button = tk.Button(self, text="Go Back", command=self.go_back)
self.button.pack()
# run `on_close` when used `close button`
#self.protocol("WM_DELETE_WINDOW", self.on_close)
self.wm_protocol("WM_DELETE_WINDOW", self.on_close)
def go_back(self):
self.destroy() # destroy only current window
self.master.deiconify() # show again main window
def on_close(self):
self.destroy() # destroy current window
self.master.destroy() # destroy main window
class TitleScreen(tk.Tk):
def __init__(self):
super().__init__()
self.entry = tk.Entry(self)
self.entry.pack()
self.entry.insert('end', "You can change text")
self.button = tk.Button(self, text="Easy Mode", command=self.play_easy)
self.button.pack()
def play_easy(self):
self.withdraw()
self.app = EasyApp(self) # send main window as argument
def start(self):
self.mainloop()
TitleScreen().start()
Here's a fairly simple architecture for doing what you want. An application class is derived from Tk() which hides the default "root" window it normally displays and all the windows it does display are subclasses of a custom Toplevel subclass I've named BaseWin.
This class is just a Toplevel with its protocol for being delete (closed) set to call an a method named on_close(). This additional method simply destroys the current window before quits the application's mainloop() causing it to terminate.
The first window—an instance of the TitleScreen class—is displayed automatically when an instance of the application class is created. This window has two Buttons one labelled Easy Mode and the other Hard Mode. When one of them is clicked, an instance of the appropriate Toplevel subclass is created after the current window is removed by it call its destroy() method.
mainmenu.py
import tkinter as tk
from tkinter.constants import *
from tkinter import font as tkfont
from basewin import BaseWin
from easymode import EasyApp
from hardmode import HardApp
class SampleApp(tk.Tk):
def __init__(self):
super().__init__()
self.title('Flag Quiz')
self.geometry('600x600')
self.resizable(FALSE, FALSE)
self.title_font = tkfont.Font(family='Helvetica', size=18, weight="bold")
self.withdraw() # Hide default root Tk window.
startpage = TitleScreen(self.master)
self.mainloop()
class TitleScreen(BaseWin):
def __init__(self, master):
super().__init__(master)
self.make_widgets()
def make_widgets(self):
label = tk.Label(self, text="This is the Start Page", font=self.master.title_font)
label.pack(side="top", fill="x", pady=10)
self.easy = tk.Button(self, text="Easy Mode", font=('default', 20),
command=self.play_easy)
self.hard = tk.Button(self, text="Easy Mode", font=('default', 20),
command=self.play_hard)
self.easy.pack()
self.hard.pack()
def play_easy(self):
self.destroy()
self.app = EasyApp(self.master)
def play_hard(self):
self.destroy()
self.app = HardApp(self.master)
if __name__ == '__main__':
SampleApp()
basewin.py
import tkinter as tk
from tkinter.constants import *
class BaseWin(tk.Toplevel):
def __init__(self, master):
super().__init__(master)
self.protocol("WM_DELETE_WINDOW", self.on_close)
def on_close(self):
self.destroy() # Destroy current window
self.master.quit() # Quit app.
easymode.py
import tkinter as tk
from tkinter.constants import *
from basewin import BaseWin
class EasyApp(BaseWin):
def __init__(self, master):
super().__init__(master)
self.title('Flag Quiz')
self.resizable(FALSE, FALSE)
self.make_widgets()
def make_widgets(self):
label = tk.Label(self, text="This is the Easy App", font=self.master.title_font)
label.pack(side="top", fill="x", pady=10)
hardmode.py
import tkinter as tk
from tkinter.constants import *
from basewin import BaseWin
class HardApp(BaseWin):
def __init__(self, master):
super().__init__(master)
self.title('Flag Quiz')
self.resizable(FALSE, FALSE)
self.make_widgets()
def make_widgets(self):
label = tk.Label(self, text="This is the Hard App", font=self.master.title_font)
label.pack(side="top", fill="x", pady=10)
Hey guys I have to classes that both create a Frame. The first one contains a button that is supposed to close its frame. The second frame simply contains a Label. My code should first create the frame with the button and when the button is pressed the second window should show up. What happens is that when pressing the button a "merged" window is created that contains the button and the label.
import tkinter as tk
class Window1(tk.Frame):
def __init__(self):
tk.Frame.__init__(self)
self.grid()
self.btn = tk.Button(self,text = "button",command = self.run)
self.btn.grid(row = 0,column = 0)
def run(self):
tk.Frame.quit(self)
class Window2(tk.Frame):
def __init__(self):
tk.Frame.__init__(self)
self.grid()
self.label = tk.Label(self,text = "label ")
self.label.grid(row = 0,column = 0)
w = Window1()
w.mainloop()
v = Window2()
v.mainloop()
The first picture is before you press the button, the next one after you pressed the button. The problem seems that tk.Frame.quit(self) doesn't work correctly. I tried similar ways to close the window such as:
tk.Frame.destroy(self)
but that doesn't help either.
edit: I solved it by inheriting the class from tk.TK instead of tk.Frame
Frame doesn't create window - it only group elements. Tk() creates window.
To close window you have to destroy() object create by Tk(). But you don't creat it manually root = tk.Tk() so tkinter create it automatically, but you have no access to this root to close it.
If widget doesn't have parent then it uses root and your Frame does it too.
import tkinter as tk
class Window1(tk.Frame):
def __init__(self, master):
# send `root` to `Frame` as its parent
tk.Frame.__init__(self, master)
# `Frame` will keep `master as `self.master`
# so we don't have to do `self.master = master` manually
self.grid()
self.btn = tk.Button(self, text="Hello Button", command=self.run)
self.btn.grid(row=0, column=0)
def run(self):
# use `master` (`root`) to destroy it
self.master.destroy()
class Window2(tk.Frame):
def __init__(self, master):
tk.Frame.__init__(self, master)
self.grid()
self.label = tk.Label(self, text="Hello Label")
self.label.grid(row=0, column=0)
root = tk.Tk() # create main window as `root`
Window1(root) # send `root` to `Window1` and later to `Frame`
root.mainloop()
root = tk.Tk()
Window2(root)
root.mainloop()
I want to create some simple tkinter python app (like StickyNotes on Windows), i have create the class mainApplication and i do not know how to by just simply triggering the button create another instance of this class which will be displayed pararell to other window (or even multiple windows). I know how to assigned function to pushButton, and other simple stuff but the problem is with this pararell window displaying. Thanks in advance for help.
class mainApplication(Frame):
_ids = count(0)
def __init__(self, parent):
""" """
self.id = next(self._ids)
Frame.__init__(self, parent)
self.parent = parent
self.parent.minsize(width=200,height=100)
self.parent.geometry(('%dx%d+%d+%d' % (200, 100, 1700, 0+self.id*100)))
self.initUI()
def initUI(self):
""" """
self.parent.title("a2l")
self.pack(fill=BOTH, expand=True)
style = Style()
style.configure("TFrame", background="#333")
frame1 = Frame(self, style="TFrame")
frame1.pack(fill=X)
self.lbl0 = Label(frame1, text="api", width=7, background="#333", foreground = "red")
self.lbl0.pack(side=TOP, padx=5, pady=5)
self.closeButton = Button(self, text="new", command = self.createNewInstance)
self.closeButton.pack(side=RIGHT, padx=5, pady=5)
#=======================================================================
# self.generateButton = Button(self, text="GENERATE", command = self.)
# self.generateButton.pack(side=RIGHT, padx=5, pady=5)
#=======================================================================
def createNewInstance(self):
y = mainApplication()
return y
if __name__ == "__main__":
root = Tk()
x = mainApplication(root).pack(side="top", expand=False)
Tk().mainloop()
You shouldn't create more than one Tk() window in one application with tkinter. Instead tkinter provides a widget called Toplevel which can be useful for this kind of thing.
It creates another window which can exist along side the Tk() window and alongside other Toplevel widgets.
You could use this to create a series of persistent windows with whatever text or widgets you wanted on them at any kind of trigger including a Button.
See my example below for a demonstration:
from tkinter import *
class App:
def __init__(self, root):
self.root = root
self.top = [] #list to contain the Toplevel widgets
self.entry = Entry(self.root)
self.button = Button(self.root, text="Create window", command=self.command)
self.entry.pack()
self.button.pack()
def command(self): #called when button is pressed
self.top.append(Toplevel(self.root)) #adds new Toplevel to the list
Label(self.top[len(self.top)-1], text=self.entry.get()).pack() #Adds label equal to the entry widget to the new toplevel
root = Tk()
App(root)
root.mainloop()
I am developing a GUI on Python and I have the following problem: I want to have the picture at the top of the window and buttons right underneath it. I am using the Tkinter module and whatever geometry I use (place, pack or grid) the buttons don't move. The are only displayed if I move the image using grid to row 1 (which is the second row), otherwise they don't appear at all. Here is the code I am using for now. For reference the picture has dimensions of 291x87 pixels.
import Tkinter
from Tkinter import *
def main():
window =Tk()
window.geometry("300x300")
window.title("Dienes Blocks Application")
window.iconbitmap(default='favicon.ico')
app = HomeScreen(window)
window.mainloop()
class HomeScreen(Frame):
def __init__(self, master):
Frame.__init__(self,master)
self.create_buttons()
self.sparx_head()
def sparx_head(self):
self.grid()
photo = Tkinter.PhotoImage(file="logosmall.gif")
sparx_header = Label(image=photo)
sparx_header.image = photo # keep a reference!
sparx_header.grid(column=0, row=0, columnspan=2, rowspan=2, sticky='NSEW')
def create_buttons(self):
self.grid()
#teacher button
teacher_button = Tkinter.Button(self, text="Teacher")
teacher_button.grid(column=0, row=10)
# student button
student_button = Tkinter.Button(self, text="Student")
student_button.grid(column=2, row=10)
# prototype button
prototype_button = Tkinter.Button(self, text="Prototype")
prototype_button.grid(column=1, row=10)
if __name__ == "__main__":
main()
You just need to use self in the image label:
sparx_header = Label(self,image=photo)
They were not having the same parent & that's why you were having this problem
I get the error "NameError: global name 'entryWidget' is not defined" in the following piece of Python 3 tkinter code:
from tkinter import *
import tkinter
def displayText():
tkinter.messagebox.showinfo("Tkinter Entry Widget", "Text value =" + entryWidget)
class Application(Frame):
def createWidgets(self):
root.title("TITLE")
textFrame = Frame(root)
entryLabel = Label(textFrame)
entryLabel["text"] = "Enter the text:"
entryLabel.pack(side=LEFT)
entryWidget = Entry(textFrame)
entryWidget["width"] = 50
entryWidget.pack(side=LEFT)
textFrame.pack()
button = Button(root, text="Submit", command=displayText)
button.pack()
self.QUIT = Button(self)
self.QUIT["text"] = "QUIT"
self.QUIT["fg"] = "red"
self.QUIT["command"] = self.quit
self.QUIT.pack()
def __init__(self, master=None):
Frame.__init__(self, master)
self.pack()
self.createWidgets()
root = Tk()
app = Application(master=root)
app.mainloop()
root.destroy()
The code itself is designed to create a text box (with text next to it), an enter button for the text box and a quit button. When text is entered in the text box and enter is pressed then a message box should appear telling the user what they entered. The quit button just quits the script.
How can I fix the error I am getting (I am aware what the error means, just don't know how to fix it in this scenario). Note that I am new to tkinter and GUI code.
What about something like that:
from tkinter import *
import tkinter
class Application(Frame):
def createWidgets(self):
root.title("TITLE")
textFrame = Frame(root)
entryLabel = Label(textFrame)
entryLabel["text"] = "Enter the text:"
entryLabel.pack(side=LEFT)
self.entryWidget = Entry(textFrame)
self.entryWidget["width"] = 50
self.entryWidget.pack(side=LEFT)
textFrame.pack()
button = Button(root, text="Submit", command=self.displayText)
button.pack()
self.QUIT = Button(self)
self.QUIT["text"] = "QUIT"
self.QUIT["fg"] = "red"
self.QUIT["command"] = self.quit
self.QUIT.pack()
def displayText(self):
tkinter.messagebox.showinfo("Tkinter Entry Widget", "Text value =" + self.entryWidget.get())
def __init__(self, master=None):
Frame.__init__(self, master)
self.pack()
self.createWidgets()
root = Tk()
app = Application(master=root)
app.mainloop()
root.destroy()
I don't have tkinter here so I can't check it. But I hope it will help.
Move definition of displayText into the createWidgets method.