I got this code from usingpython.com which is a "type the colour not the word" game.
I am using this code to build an improved version of this game and something is wrong and I can't figure why.
So, I want to change the label where the words are (named "label"), to something like "Game Over! Your score is bla bla bla" when the countdown hits 0. So, i did this (what I added is just the 2 last lines):
def nextColour():
#use the globally declared 'score' and 'play' variables above.
global score
global timeleft
#if a game is currently in play...
if timeleft > 0:
#...make the text entry box active.
e.focus_set()
#if the colour typed is equal to the colour of the text...
if e.get().lower() == colours[1].lower():
#...add one to the score.
score += 1
#clear the text entry box.
e.delete(0, tkinter.END)
#shuffle the list of colours.
random.shuffle(colours)
#change the colour to type, by changing the text _and_ the colour to a random colour value
label.config(fg=str(colours[1]), text=str(colours[0]))
#update the score.
scoreLabel.config(text="Score: " + str(score))
elif timeleft == 0:
ĺabel.config(text="Game Over! Your score is: " + score)
This is not working. When the countdown hits 0 the game just does nothing and stops.
I was thinking if I can do this with a while loop...
Updating a widgets value
See this answer for more details.
You can change the text value of a Label widget 'dynamically' using its textvariable option with a StringVar object, or with the .configure() method of the Label object. As mentioned in the answer above, the .configure() method has the benefit of one less object to track
With textvariable and StringVar:
# Use tkinter for Python 3.x
import Tkinter as tk
from Tkinter import Label
root = tk.Tk()
# ...
my_string_var = tk.StringVar(value="Default Value")
my_label = Label(root, textvariable=my_string_var)
my_label.pack()
#Now to update the Label text, simply `.set()` the `StringVar`
my_string_var.set("New text value")
With .configure()
# ...
my_label = Label(root, text="Default string")
my_label.pack()
#NB: .config() can also be used
my_label.configure(text="New String")
See effbot.org for more details.
Debugging Checks
Without looking at all your code, I would also recommend checking various other issues listed below for possible cause.
To extend on your comments (on this post), there may be various reasons why the program doesn't 'work' as expected:
The program never enters the final if block (if timeleft == 0) and so the .config method does not get the chance to update the variable
The global variable timeleft does reach 0, but after that iteration, it increments above 0 and re-enters the first if block (if timeleft>0), overriding the .config() you desire.
Another part of the code may be calling a .config() on your widget and overriding your desired changes
Planning your GUI
To prevent these things from happening, I highly recommend taking a step back, getting some pen and paper and thinking about the overall design of your application. Specifically ask yourself:
How can the user interact with this widget? What actions/events will cause changes to this widget?
Think of all the combinations of these events and ask yourself if these events conflict with one-another.
Also consider drawing a flow-chart for the application, from when the user launches the application to the possible paths they can take before closing, making sure blocks in the flow do not contradict each other.
Finally, also have a look into the Model-View-Controller architecture (and its variants) for good application design
initial label-
lbl_selection_value1=Label(root, text="Search Option 1")
lbl_selection_value1.grid(row=0,column=0,padx=1)
updated label-
lbl_selection_value1.destroy()
lbl_selection_value1_updated = Label(root, text='New Text')
lbl_selection_value1_updated.grid(row=0, column=0, padx=1)
Related
I'm trying to overwrite an existing keyboard function on the enter key with a custom hotkey. The problem is, I cannot stop the default action from occurring also. Worse yet, it occurs after the custom action, so I don't have the chance to retroactively correct it as well.
Here are the relevant parts of the code:
from tkinter import *
from tkinter import ttk
from keyboard import *
root = Tk()
root.geometry('400x300')
'''This is the problematic function called by the hotkey'''
def entr_key(text):
'''Enter key results in printing of the line to the right of cursor'''
curs_pos = text.index(INSERT)
right_hand = text.get(curs_pos,END)
right_hand = right_hand.split('\n')[:1] #lines -> strs in a list, selects the first
print (right_hand)
return
'''THIS IS THE MAIN WIDGET FOR THIS FRAME'''
text_view = ttk.Frame(root, padding=10)
text_view.grid()
text_box = Text(text_view, width=45, wrap=WORD)
text_box.grid(column=0, row=1)
text_box.insert('1.0', 'This is a Text widget demo,\nThis text is aimed at testing the enter key function')
add_hotkey("enter", lambda: entr_key(text_box))
root.mainloop()
(I've changed up some variable names to be more understandable, apologies if I missed any but it's not the source of the problem!)
I've also (unsuccesfully) tried other ways of doing this, eg:
while True:
if is_pressed('enter'):
entr_key(text_box)
'''AND ALSO'''
on_press_key("enter", lambda x=None: entr_key(text_box))
Just to be clear, I don't want the default action of enter key moving the text to a new line.
I need either a way to "break" the key event so that only the custom action takes place, or a way for the custom action to occur after default action, so I can retroactively edit it out
EDIT!!!
I've found a workaround: at the start of entr_key() I call time.sleep(0.01). During this, the default action of the enter key occurs first, and I can retroactively edit it out when the custom function resumes. The delay is slight enough to not be noticeable at all.
But still, if anyone knows how to prevent the default action from occurring completely, I would really appreciate it.
Hi i'm a beginner in python and I really got int trouble with some methods, I wanna give some number from Entry of tkinter class and show them with a chart,
but the thing is that I cant get int number:
so the chart wont work [here is the picture of my code , I get some bumber from entry but i cant make them integer number]
1: https://i.stack.imgur.com/2Vuvn.jpg
2: https://i.stack.imgur.com/Pa23V.jpg
Welcome. I'm posting a complete, I think, answer to this question but there are a couple of etiquette things you should know:
Please don't post screenshots of your code. Copy and paste into the editor.
Please post just enough code to show your problem, but which is complete enough that we can just copy it into our own editors / IDEs and run without a lot of modification.
The previous commenters are correct that this question has probably been answered a hundred times, so please try to search through previous answers before posting your question.
Having said that, I have not answered this question before, so here's my rendition. I know you're a beginner so I've tried to keep it as simple as possible, but you're also tackling TKinter so I've not made it overly simplistic.
import tkinter as tk
def main():
global entryVar, lableVar
#create a tkinter window:
rootWin = tk.Tk() #creates a root window
rootWin.title('Entry Test') #shows text on the title bar
rootWin.geometry('500x200') #sets the displayable size of the window
#we'll need these variables and they MUST be tk.StringVar()
entryVar = tk.StringVar() #variable to hold the entry value
lableVar = tk.StringVar() #variable to hold the lable value
#create an entry widget:
entry = tk.Entry(
rootWin,
width = 5,
textvariable = entryVar
)
entry.pack(expand=1)
entry.bind('<Return>', getEntryValue) #bind enter key to widget
entry.bind('<KP_Enter>', getEntryValue, add='+') #bind the other enter key to widget
#create a lable widget
lable = tk.Label(
rootWin,
textvariable = lableVar
)
lable.pack(expand=1)
lableVar.set("This is where the lable is.")
entry.focus_set() #set focus on the entry widget for convenience
rootWin.mainloop()
def getEntryValue(event):
global entryVar, lableVar
x = entryVar.get() #get the value from Entry
x = int(x) #change it to an int
lableVar.set(x) #set the lable variable
entryVar.set("") #clear the entry variable
if __name__ == "__main__":
main()
So, what's going on here is that we make a window in the usual way. I've created both an Entry() widget to get some input, and a Label() widget to show whatever has been input. I've broken the Entry() and Label() declarations up over multiple lines just to make them easier to read.
You can attach variables to many TKinter widgets to that you can .get() and .set() their values more easily, but they almost always need to be TKinter variable types such as StringVar() or IntVar(). I've created two such variables, one for the Entry() widget and another for the Label() widget.
I've also added "bindings" to the Entry() widget to both show how that works and to make data entry a bit more convenient. I don't know if you have a separate number pad on your computer keyboard so I've bound both the main <enter> key as well as the number pad's <enter> key. When you hit either one of those keys, the Entry() widget will call the getEntryValue() function which does the work of getting the value and displaying it on the window.
For convenience, entry.focus_set() immediately puts the focus on the Entry() widget, then the TKinter window enters the .mainloop() to do its stuff.
The getEntryValue() function is called by the events which we set on the Entry() widget. I broke it down into more lines than necessary to illustrate what needs to happen. First we retrieve the value of the Entry() widget through its variable, entryVar. You do that using entryVar's .get() method: x = entryVar.get(). That returns a string value which you will have to convert to an integer using the normal int() function available in Python. For this purposes of this demonstration I've chosen to display that value to a Label() widget which I've placed in the window, so I use the Label() widget's variable lableVar: lableVar.set(x). You don't have to convert the integer back into a string before doing this.
I then clear out the entryVar variable so that there isn't anything left in the Entry() widget to get in the way of our next entry.
I've used entryVar and lableVar as globals just to simplify the example.
And that's how you do it.
I guess the problem is here:
a=str(e3.get())
Try something like this:
a=int(e3.get())
Since what you want is an integer
My problem is that when creating a Radiobutton it is automatically checked and i can't uncheck it. I create it inside a frame of x and y dimensions.
I've tried the .deselect() function but it changes nothing
(Python 3.6)
code:
frm = ttk.Frame(root)
frm.place(x=0,y=0,width=1000,height=1000)
Ek = ttk.Radiobutton(frm,text="text")
Ek.place(x=100,y=400)
And photo of it:
photo
First, if we just wanted to modify your code to give us a single unchecked radio button all by itself, this would do the trick.
from tkinter import Tk, IntVar, Radiobutton, mainloop, ttk
root = Tk()
frm = ttk.Frame(root)
frm.place(x = 0, y = 0, width = 1000, height = 1000)
v = IntVar()
Ek = ttk.Radiobutton(frm, text = "text", variable = v, value = 1)
Ek.place(x = 100, y = 100)
mainloop()
Aside from the boilerplate for setup at the beginning and end, the only thing we had to change in your original code was to add the arguments variable = v, value = 1 to the Radiobutton call.
Those extra arguments don't really make sense in isolation, for the same reason that it doesn't generally make sense to have a single radio button. Once we add two of them, we can see what's going on a bit better.
In the documentation #Stack posted (this thing), the first code sample looks like this:
from Tkinter import *
master = Tk()
v = IntVar()
Radiobutton(master, text="One", variable=v, value=1).pack(anchor=W)
Radiobutton(master, text="Two", variable=v, value=2).pack(anchor=W)
mainloop()
If we run that, we get two unchecked radio buttons by default. If we then change the value=1 part to value=0, the first radio button shows up checked, and if we change value=2 to value=0, the second radio button shows up checked. So value=0 seems to give us buttons that are checked by default, but we don't know why yet. Let's experiment a bit more.
If we try to delete pieces in the new sample until we get back to something more closely resembling what you wrote originally, we can sort of see what happened. Deleting the value arguments entirely and running it like this:
Radiobutton(master, text="One", variable=v).pack(anchor=W)
Radiobutton(master, text="Two", variable=v).pack(anchor=W)
leaves us with neither button checked by default, though then further deleting the variable arguments to make the code look like your original call:
Radiobutton(master, text="One").pack(anchor=W)
Radiobutton(master, text="Two").pack(anchor=W)
gives us two buttons that are both checked by default, which gets us back to your original problem.
Basically, we're running into various odd corner cases here because we just started fiddling with code and forgot what a radio button actually represents.
What the concept of a radio button represents in the first place is the value of a variable. Not the entire variable, just one of the things it might be equal to. And the set of radio buttons itself, taken together, gives us a visual representation of a discrete variable: a thing that can be in 1 of N states.
So the API for Radiobuttons, naturally, is asking us for some information like "what python variable do you want us to use to hold these values?" (that's roughly the variable keyword) and "what values do you want us to glue to each of these buttons behind the scenes to distinguish the different states?" (that's the value keyword).
As expected, the code works best in the case above where the values were 1 and 2, because in that case the code is properly reflecting what a radio button actually is, conceptually. When we collide the values or set them to zero or leave them out entirely, things get a bit weird and less predictable because we're then dealing with the implementation details of the tkinter API, rather than with the simple concept of a radio button that the API is meant to implement.
Laptop's about to die, so I'm gonna go ahead and hit send. Hope that wasn't too wordy. Good luck. :)
Radiobuttons need to be associated with one of the special Tkinter variables (StringVar, etc), and are designed to work in groups of two or more. If you don't specify a variable, one will be created for you. The default value of a Radiobutton is the empty string, which is also the default variable will be set to.
Just assign a different value to the declared variable
from tkinter import Tk, IntVar, Radiobutton, mainloop, ttk
root = Tk()
frm = ttk.Frame(root)
frm.place(x=0,y=0,width=100,height=400)
language=StringVar(value='portuguese')
Ek = ttk.Radiobutton(frm,variable="language",text="spanish",value="spanish")
Ek.place(x=10,y=50)
Ek = ttk.Radiobutton(frm,variable="language",text="english",value="english")
Ek.place(x=10,y=85)
mainloop()
I have an application that, for a part of it, will take a user's input and format it into a standardized time format. To do this, i have a time input that has a focusout event tied to it that calls the time parser/replacer method. However, while testing it and just setting a message label to output some stuff, i noticed that it only triggers once...
Below is some sample code to show the problem.
from Tkinter import *
root=Tk()
message_var = StringVar()
message = Label(root, textvariable=message_var, height=2, width=35, bg="light grey")
time_var = StringVar()
time = Entry(root, textvariable=time_var, validate="focusout", validatecommand=time_update)
lose_focus_var = StringVar()
lose_focus_textbox = Entry(root, textvariable=lose_focus_var)
message_var.set("Enter a time below.")
lose_focus_var.set("Click here to lose focus.")
def time_update():
"""
Updates the time field to show standardized times.
"""
cur_entry = time_var.get()
if len(cur_entry) == 0:
message_var.set("0!")
elif len(cur_entry) == 1:
message_var.set("1!")
elif len(cur_entry) == 2:
message_var.set("2!")
elif len(cur_entry) == 3:
message_var.set("3!")
elif len(cur_entry) == 4:
message_var.set("4!")
elif len(cur_entry) == 5:
message_var.set("5!")
else:
message_var.set("TOO MANY!")
time_var.set("")
message.pack()
time.pack()
lose_focus_textbox.pack()
To reproduce my issue, run the code above. In the window that appears, click into the blank textbox, enter any number of characters, then click into the textbox that says "Click here to lose focus." You'll see that the message widget updates correctly! Yay!
However, if you click into the first textbox again, change the number of characters, then click the Lose Focus box again, the message will not update again. You will need to kill the window and re-run the code for the messages widget to update again.
If i add the time_update call to the other textbox (and refactor time_update to figure out which textbox called it), the message update will happen once for each text box. But only once.
Is there a way for me to re-trigger the <FocusOut> event, other than destroying the Entry widget and recreating it? Why doesn't it trigger every time?
One problem, as you mention in a comment to your own question, is that you're not returning True or False. The whole point of the validation is to let tkinter know if it should allow the edit or not, and it does this based on the return value.
Beyond that, however, the main problem is that you're changing the value of the widget within the validation function. When you do that, tkinter will automatically disable the validation. There are workarounds, but you really shouldn't be changing the value in the validation function. If I were a user, I would find this behavior to be extremely frustrating.
If you want to change the value when it loses focus, consider adding a binding to <FocusOut> rather than using the validation functions.
I'm using Tkinter to create a GUI for a simple geometry calculator I'm creating.
Basically, what I have is an Entry box. What I want is for the program/GUI/system to detect when the user of the program hits the 'Enter' or 'return' key WHILE they are in the Entry box. When this is detected, I want the contents of the Entry box to be appended to a list I have defined earlier. I also want a simple label to be created on the GUI that displays the contents of the list (including the appended item(s)). Note that the list begins with nothing in it.
Here is my code so far:
from tkinter import *
#Window setup(ignore this)
app = Tk()
app.title('Geometry Calculator')
app.geometry('384x192+491+216')
app.iconbitmap('Geo.ico')
app.minsize(width=256, height=96)
app.maxsize(width=384, height=192)
app.configure(bg='WhiteSmoke')
#This is the emtry list...
PointList = []
#Here is where I define the variable that I will be appending to the list (which is the object of the Entry box below)
StrPoint = StringVar()
def list_add(event):
#I don't really know how the bind-checking works and how I would implement it; I want to check if the user hits enter while in the Entry box here
if event.char == '':
PointList.append(StrPoint)
e1 = Entry(textvariable=StrPoint).grid(row=0, column=0)
app.bind('<Return>', list_add)
mainloop()
I don't really know the proper way to check for 'Return' and then use it in an if statement.
I hope you understand what I'm trying to get help with, and I've looked all around for an explanation that I could understand with no success.
Instead of binding with the app just bind it with the Entry widget object,i.e,e1
from tkinter import *
#Window setup(ignore this)
app = Tk()
app.title('Geometry Calculator')
app.geometry('384x192+491+216')
app.iconbitmap('Geo.ico')
app.minsize(width=256, height=96)
app.maxsize(width=384, height=192)
app.configure(bg='WhiteSmoke')
#This is the emtry list...
PointList = []
#Here is where I define the variable that I will be appending to the list (which is the object of the Entry box below)
StrPoint = StringVar()
def list_add(event):
print ("hello")
#I don't really know how the bind-checking works and how I would implement it; I want to check if the user hits enter while in the Entry box here
if event.char == '':
PointList.append(StrPoint)
e1 = Entry(textvariable=StrPoint)
e1.grid(row=0, column=0)#use grid in next line,else it would return None
e1.bind('<Return>', list_add)# bind Entry
mainloop()
The solution is to set the binding on the widget itself. That way, the binding will only apply while focus is on that widget. And since you're binding on a specific key, you don't need to check for the value later. You know the user pressed return, because that's the only thing that will cause the binding to fire.
...
e1.bind('<Return>', list_add)
...
You have another problem in that your list_add function needs to call the get method of the variable rather than accessing the variable directly. However, since you aren't using any of the special features of a StringVar, you really don't need it -- it's just one more thing you have to manage.
Here's how to do it without the StringVar:
def list_add(event):
PointLit.append(e1.get())
...
e1 = Entry(app)
e1.grid(row=0, column=0)
e1.bind('<Return>', list_add)
Note that you need to create the widget and lay out the widget in two steps. Doing it the way you did it (e1=Entry(...).grid(...) will cause e1 to be None since that is what .grid(...) returns.