First time here so forgive me as this is my FIRST attempt at making a silly GUI game (if you want to call it that). I'm trying to get the user to click a button and the image of their selection pops up. I can't seem to figure out how to get the image to pop up though.
Image does show if I run it separately.
My code:
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text="Welcome! Pick your Pokemon!",
bg="Black", fg="White")
self.WelcomeLabel.pack(fill=X)
self.CharButton = Button(root, text="Charmander", bg="RED", fg="White",
command=self.CharClick)
self.CharButton.pack(side=LEFT, fill=X)
self.SquirtButton = Button(root, text="Squirtle", bg="Blue", fg="White")
self.SquirtButton.pack(side=LEFT, fill=X)
self.BulbButton = Button(root, text="Bulbasaur", bg="Dark Green",
fg="White")
self.BulbButton.pack(side=LEFT, fill=X)
def CharClick(self):
print "You like Charmander!"
global CharSwitch
CharSwitch = 'Yes'
CharSwitch = 'No'
if CharSwitch == 'Yes':
CharPhoto = PhotoImage(file="Charmander.gif")
ChLabel = Label(root, image=CharPhoto)
ChLabel.pack()
k = PokemonClass(root)
root.mainloop()
This works, but the actual image no longer shows, if I keep the PhotoImage OUT of the class it will print but I want to have it print IF they click the specific button:
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text = "Welcome! Pick your Pokemon!", bg = "Black", fg = "White")
self.WelcomeLabel.pack(fill = X)
self.CharButton = Button(root, text = "Charmander", bg = "RED", fg = "White", command = CharClick)
self.CharButton.pack(side = LEFT, fill = X)
self.SquirtButton = Button(root, text = "Squirtle", bg = "Blue", fg = "White")
self.SquirtButton.pack(side = LEFT, fill = X)
self.BulbButton = Button(root, text = "Bulbasaur", bg = "Dark Green", fg = "White")
self.BulbButton.pack(side = LEFT, fill = X)
def CharClick():
print "You like Charmander!"
CharPhoto = PhotoImage(file = "Charmander.gif")
ChLabel = Label(root, image = CharPhoto)
ChLabel.pack()
k = PokemonClass(root)
root.mainloop()
You need to maintain a reference to your PhotoImage object. Unfortunately there is an inconsistency in tkinter in that attaching a Button to a parent widget increments the reference count, but adding an image to a widget does not increment the reference count. As a consequence at the moment the CharPhoto variable goes out of scope at the end of the function CharClick, the number of reference to the PhotoImage falls to zero and the object is made available for garbage collection.
If you keep a reference to the image somewhere, it will appear. When you kept it globally it remained in scope for the entire script and hence appeared.
You can keep a reference to it in the PokemonClass object or in the Label widget.
Below is the later of those options
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text="Welcome! Pick your Pokemon!",
bg="Black", fg="White")
self.WelcomeLabel.pack(fill=X)
self.CharButton = Button(root, text="Charmander", bg="RED", fg="White",
command=self.CharClick)
self.CharButton.pack(side=LEFT, fill=X)
self.SquirtButton = Button(root, text="Squirtle", bg="Blue", fg="White")
self.SquirtButton.pack(side=LEFT, fill=X)
self.BulbButton = Button(root, text="Bulbasaur", bg="Dark Green",
fg="White")
self.BulbButton.pack(side=LEFT, fill=X)
def CharClick(self):
print "You like Charmander!"
global CharSwitch
CharSwitch = 'Yes'
CharPhoto = PhotoImage(file="Charmander.gif")
ChLabel = Label(root, image=CharPhoto)
ChLabel.img = CharPhoto
ChLabel.pack()
CharSwitch = 'No'
k = PokemonClass(root)
root.mainloop()
The solution which helped me is just simply declaring all the image variables on the next line after 'root = Tk()'. Doing so won't spoil your code or anything.
Related
In my code, I have tried to get the user input through text fields, store them in variables and finally print them in a tabular form.
The problem I am facing is that none of the values I enter through the text fields get displayed; when I try printing the variables, they come up empty.
Here's part of my code:
# SPASC
from tkinter import *
import tkinter as tk
import tkinter.ttk as tktrv
root = tk.Tk()
root.title("SPASC")
root.geometry("410x400")
lb1 = Label(root, text="SPASC \n Welcomes You !!!", fg="red", bg="sky blue"
, font=('Arial Black', 20), width=22, anchor=CENTER)
lb2 = Label(root, text="What would you like to compare?",
font=('Arial', 18), anchor=CENTER)
space1 = Label(root, text="\n\n")
lb1.grid(row=0)
lb2.grid(row=5)
space1.grid(row=1)
hpw, mil = StringVar(), StringVar()
def bt_cars():
w1 = Toplevel()
w1.title("Choose Features")
w1.geometry("430x200")
lb3 = Label(w1, text="Choose features for comparison", bg="yellow"
, font=('Arial Black', 18), width=25)
lb4 = Label(w1, text=" ", anchor=CENTER)
fr1 = LabelFrame(w1, width=20, padx=100)
hpw_cb = Checkbutton(fr1, text="Horsepower", variable=hpw, anchor='w', onvalue="Horsepower", offvalue="")
hpw_cb.grid()
hpw_cb.deselect()
mil_cb = Checkbutton(fr1, text="Mileage", variable=mil, anchor='w', onvalue="Mileage", offvalue="")
mil_cb.grid()
mil_cb.deselect()
var_stor = [hpw, mil]
print(hpw)
print(mil)
var_fill = []
for itr1 in var_stor:
if itr1 != "":
var_fill.append(itr1)
print(var_fill)
def car_1():
name1 = StringVar()
c1 = Toplevel()
c1.title("Car 1")
c1.geometry("430x200")
car1_lb1 = Label(c1, text="Car Name:")
name1_ifl = Entry(c1)
name1 = name1_ifl.get()
elm_var_fill = len(var_fill)
ct1 = 0
car1_val = []
for itr2 in var_fill:
if ct1 == elm_var_fill:
break
lb5 = Label(c1, text=itr2.get())
#Creating text field
ftr1_ifl = Entry(c1)
car1_ftr = ftr1_ifl.get()
car1_val.append(car1_ftr)
car1_ftr = None
lb5.grid(row=ct1 + 2, column=1)
ftr1_ifl.grid(row=ct1 + 2, column=2)
ct1 += 1
print(car1_val)
def display():
dp = Toplevel()
dp.title("Results")
dp.geometry("500x200")
car1_pt = 0
car2_pt = 0
car_tree = tktrv.Treeview(dp)
car_tree["columns"] = ("car1col")
car_tree.column("#0", width=120, minwidth=30)
car_tree.column("car1col", width=120, minwidth=30)
car_tree.heading("#0", text="Features" )
car_tree.heading("car1col", text=str(name1))
car_tree.pack()
c1.withdraw()
print(var_fill)
done1_bt = Button(c1, text="Continue", command=display)
name1_ifl.grid(row=0, column=2)
car1_lb1.grid(row=0, column=1)
done1_bt.grid(row=5,column=1)
w1.withdraw()
done_bt = Button(w1, text="Done", command=car_1)
done_bt.grid(row=3, column=1)
lb3.grid(row=0, column=1)
lb4.grid(row=1, column=1)
fr1.grid(row=2, column=1)
root.withdraw()
bt1 = Button(root, text="CARS", width=5, font=('Calibri', 15), command=bt_cars)
bt1.grid(row=7)
space2 = Label(root, text="\n\n")
space2.grid(row=6)
root.mainloop()
I am facing trouble with the variables named: hpw, mil, name1.
Any help would be welcome.
NOTE:- Please excuse the amount of code; I wanted others to replicate the error and see it for themselves
For the variables hpw and mil, these variables are empty strings that's why you are not getting any value from those checkboxes. To get values from the checkboxes replace these lines of code:
var_stor = [hpw, mil]
with
var_stor = [hpw_cb.cget('onvalue'), mil_cb.cget('onvalue')]
since you want the onvalue then you must use cget() method to access those values.
also, replace
lb5 = Label(c1, text=itr2.get())
with
lb5 = Label(c1, text=itr2)
because now you have required values (not objects) in a list, so just need to access those values.
For the variable name1 you can use #BokiX's method.
The problem is you are using get() wrong. You cannot use get() right after Entry() because as soon as entry is created it's getting the input before the user can even input something.
Use this code:
def get_input(text):
print(text)
e = Entry(root)
e.pack()
b = Button(root, text="Print input", command=lambda: get_input(e.get()))
b.pack()
Now get() method will not be executed before you click the button.
I am writing a program to generate draft emails, and I am trying to set it up with a tkinter GUI. I'm on Python 3.5 with tkinter 8.6.
My issue is that I cannot get rowspan to work. I want to have the first row span a few rows, but when I add 'rowspan' the row doesn't change size. If I add 'sticky=tK.N+tK.S', I get errors that those mean nothing. So then I started messing with how I was importing tkinter, trying it as importing from, importing as tk, importing *, but everything I change breaks soemthing else, and still doesn't get the north-south stickiness that I am looking for so that the row will stretch out and fill the space.
I am pretty sure that this is an issue with how I am importing tkinter, and any advice would be tremendously appreciated. I also can't get tkinter to work if I use 'import tkinter as tk" because then I get errors like name 'StringVar' is not defined". I tried fixing that by moving where my root was declared, but that created issues with GUI.
Help! Thanks :)
import os
# pull in GUI stuff
import tkinter as tk #import Tk, Label, Button, W, E, N, S, StringVar, OptionMenu, Entry, Text, END, WORD
from PIL import Image, ImageTk
path = os.getcwd()
# init GUI
class GUI:
def __init__(self, master):
self.master = master
master.title("Email Draft Builder")
# set logo image
f = os.getcwd() + "\\cgs_logo.gif"
# lock in image for use outside this section
im = Image.open(f)
ph = ImageTk.PhotoImage(im)
# vars to show dynamic text for displays 1 and 2
self.box1_titleText = tk.StringVar()
self.box2_titleText = tk.StringVar()
self.box1_content = tk.StringVar()
self.box2_content = tk.StringVar()
# main/container pane info
self.label = tk.Label(master, text="Email Draft Composer", image = ph, bg = "#ffffff")
self.label.image = ph
self.label.grid(columnspan = 3, row = 0, rowspan = 2, sticky=tk.N+
tk.S, column=1)
# ROW 1
self.readLast_button = tk.Button(master, text="Read Training File", command=self.dataOps)
self.readLast_button.grid(row=3, column=0,sticky=tk.W)
# ROW 2
self.file_button = tk.Button(master, text="Unused", command=self.chooseSite)
self.file_button.grid(row=4, column=0,sticky=tk.W)
# ROW 3
self.pullSite_button = tk.Button(master, text="Show Site Info:", command=self.pullSite)
self.pullSite_button.grid(row=5, column=0,sticky=tk.W)
self.getSite = tk.Entry(master)
self.getSite.grid(row=5, column=1,sticky=tk.W)
# ROW 4
self.sendEmail_button = tk.Button(master, text="Build Email", command=self.sendEmail)
self.sendEmail_button.grid(row=6, column=0,sticky=tk.W)
recipients = ["mgancsos#cogstate.com","mgancsos#gmail.com","kkiernan#cogstate.com;mchabon#cogstate.com","ashortland#cogstate.com"]
self.receiver = tk.StringVar()
self.receiver.set(recipients[0])
self.menu1 = tk.OptionMenu(master, self.receiver, *recipients)
self.menu1.grid(row=6, column=1,sticky=tk.W)
# ROW 5
self.close_button = tk.Button(master, text="Close", command=root.destroy)
self.close_button.grid(row=7, column=0,sticky=tk.W)
# ROW 6
self.box1_title = tk.Label(master, textvariable=self.box1_titleText, bg = "#fffff0", borderwidth=1, relief = "groove", width = 15)
self.box1_title.grid(columnspan=1, row = 8, column=0, sticky=tk.W)
self.box1_pane = tk.Label(master, textvariable=self.box1_content, bg = "#fffff0", borderwidth=1, relief = "groove", width = 55)
self.box1_pane.grid(columnspan=1, row = 8, column=1, sticky=tk.W)
# ROW 7
self.box2_title = tk.Label(master, textvariable=self.box2_titleText, bg = "#ffff00", borderwidth=1, relief = "groove", width = 15)
self.box2_title.grid(columnspan=1, row = 9, column=0, sticky='nw')
self.box2_pane = tk.Label(master, textvariable=self.box2_content, bg = "#ffffff", borderwidth=1, relief = "groove", width = 55)
self.box2_pane.grid(columnspan=1, row = 9, column=1, sticky='NW')
# ROW 8
self.display1 = tk.Text(master, wrap=tk.WORD)
self.display1.grid(columnspan=1, row = 10, column=1, sticky=tk.W)
def dataOps(self):
return(1)
def chooseSite(self):
return(1)
def pullSite(self):
return(1)
def sendEmail(self):
return(1)
root = tk.Tk()
root.geometry('800x800')
root["bg"] = "#ffffff"
my_gui = GUI(root)
root.mainloop()
I've been programming a random operator name generator for Rainbox Six Siege and I want the operators picture to appear when their name comes up. The image appears fine, but it won't go away. This is my Code:
from tkinter import *
import tkinter
import random
names = ['Sledge','Thatcher','Ash','Thermite','Twitch','Montagne','Glaz','Fuze','Blitz','IQ','Buck','Blackbeard','Capitão','Hibana']
name = ["Smoke","Mute","Castle","Pulse","Doc","Rook","Kapkan","Tachanka","Jäger","Bandit","Frost","Valkyrie","Caveira","Echo"]
root = tkinter.Tk()
def pickName():
rad = random.choice(names)
photo = PhotoImage(file=rad+".png")
label = Label(image=photo)
label.image = photo # keep a reference!
label.pack()
nameLabel.configure(text=rad, foreground="white", background="blue")
root.configure(background='blue')
def pickName1(): nameLabel.configure(text=random.choice(name),background="orange",foreground="black")
root.configure(background='orange')
root.title("Operator Picker")
root.geometry("250x100")
nameLabel = tkinter.Label(root, text="", font=('Helvetica', 32))
nameLabel.pack()
Grid()
f1 = tkinter.Frame(root, height=100, width=100) #defines frame size in
pixels
f1.pack(side=tkinter.LEFT) #packs on the left
f1.pack_propagate(0) #tells frame not to let children control size
pickButton1 = tkinter.Button(f1, command=pickName, text="Pick
Attack",background="blue",foreground="white")
pickButton1.pack(fill=tkinter.BOTH, expand=1) #takes up all available space
f2 = tkinter.Frame(root, height=100, width=100)
f2.pack(side=tkinter.RIGHT)
f2.pack_propagate(0)
pickButton2 = tkinter.Button(f2, command=pickName1, text="Pick
Defend",background="orange",foreground="black")
pickButton2.pack(fill=tkinter.BOTH, expand=1)
root.mainloop()
Note: This is still a WIP, all I need is to know how to get rid of the pictures once they appear. This is what it looks like when more than one image appears: https://imgur.com/eroXLLn
You are adding a new Label every time you call that function. Instead, you should make the Label only once (probably in the initialization stage), and update the picture. Just like you update the text for nameLabel, plus the step to keep the reference.
photo_label = tkinter.Label()
def pickName():
rad = random.choice(names)
photo = PhotoImage(file=rad+".png")
photo_label.configure(image = photo)
photo_label.image = photo # keep a reference!
photo_label.pack()
nameLabel.configure(text=rad, foreground="white", background="blue")
and your whole code should look like:
from tkinter import *
import tkinter
import random
names = ['Sledge','Thatcher','Ash','Thermite','Twitch','Montagne','Glaz','Fuze','Blitz','IQ','Buck','Blackbeard','Capitão','Hibana']
name = ["Smoke","Mute","Castle","Pulse","Doc","Rook","Kapkan","Tachanka","Jäger","Bandit","Frost","Valkyrie","Caveira","Echo"]
root = tkinter.Tk()
photo_label = tkinter.Label()
def pickName():
rad = random.choice(names)
photo = PhotoImage(file=rad+".png")
photo_label.configure(image = photo)
photo_label.image = photo # keep a reference!
photo_label.pack()
nameLabel.configure(text=rad, foreground="white", background="blue")
root.configure(background='blue')
def pickName1(): nameLabel.configure(text=random.choice(name),background="orange",foreground="black")
root.configure(background='orange')
root.title("Operator Picker")
root.geometry("250x100")
nameLabel = tkinter.Label(root, text="", font=('Helvetica', 32))
nameLabel.pack()
Grid()
f1 = tkinter.Frame(root, height=100, width=100) #defines frame size inpixels
f1.pack(side=tkinter.LEFT) #packs on the left
f1.pack_propagate(0) #tells frame not to let children control size
pickButton1 = tkinter.Button(f1, command=pickName, text="PickAttack",background="blue",foreground="white")
pickButton1.pack(fill=tkinter.BOTH, expand=1) #takes up all available space
f2 = tkinter.Frame(root, height=100, width=100)
f2.pack(side=tkinter.RIGHT)
f2.pack_propagate(0)
pickButton2 = tkinter.Button(f2, command=pickName1, text="PickDefend",background="orange",foreground="black")
pickButton2.pack(fill=tkinter.BOTH, expand=1)
root.mainloop()
I want to create a GUI with Tkinter, such that you are at a grocery store, you enter the item, price, and quantity, and each item will appear on the top part of the screen.
I have a top and bottom frame, and when I place an entry it goes right in the middle of the bottom frame. I have tried justifying the position to the left, anchoring it, sticking it and doing whatever, but it's not moving.
This is my code.
from Tkinter import *
root = Tk()
root.title("project")
root.geometry("700x850+0+0")
textInput = StringVar()
class MenuBoard(object):
def __init__(self,master):
self.master = master
mainFrame = Frame(self.master,bg = "white",width=700,height=400)
mainFrame.grid(row=0,column=0)
labelFrame = Frame(self.master, bg = "red",height=40,width=700)
labelFrame.grid(row=0,column=0,sticky = N)
welcomeLabel = Label(self.master, text = "",fg= "black",bg="red",)
welcomeLabel.config(font=("Courier New",23))
welcomeLabel.grid(row=0,column=0,sticky = N)
actual = MenuBoard(root)
root.mainloop()
-Use
bottomFrame.grid_propagate(False)
to expand the frame and
storeItemEntry.grid(pady=30)
Or whatever value you want for pady. You might have to give row and column numbers to grid() if you're going to place other widgets in bottomFrame.
You saw "a strange dark grey background" as mentioned in the comment because you gave bg = "grey" to bottomFrame. The background wasn't visible initially because the frame shrank to fit the Entry. You can change the color to what you want or remove it entirely.
The following should be close to what you're looking for:
from Tkinter import *
root = Tk()
root.title("project")
root.geometry("700x850+0+0")
textInput = StringVar()
class MenuBoard(object):
def __init__(self,master):
self.master = master
mainFrame = Frame(self.master,bg = "white",width=700,height=400)
mainFrame.grid(row=0,column=0)
labelFrame = Frame(self.master, bg = "red",height=40,width=700)
labelFrame.grid(row=0,column=0,sticky = N)
welcomeLabel = Label(self.master, text = "Main Heading Here",fg= "black",bg="red",)
welcomeLabel.config(font=("Courier New",23))
welcomeLabel.grid(row=0,column=0,sticky = N)
bottomFrame = Frame(self.master, bg = "grey", height=450,width=700) #Change/remove bg
bottomFrame.grid(row=1, column=0)
bottomFrame.grid_propagate(False)
storeItemEntry = Entry(bottomFrame, font=("Courier New",10,"bold"), textvariable=textInput, bd =4)
storeItemEntry.grid(pady=30)
actual = MenuBoard(root)
root.mainloop()
UPDATE:
Based on your comments, here is a rough implementation to work with.
from Tkinter import *
root = Tk()
root.title("project")
root.geometry("700x850+0+0")
class MenuBoard(object):
def __init__(self,master):
self.master = master
mainFrame = Frame(self.master,bg = "white",width=700,height=400)
mainFrame.grid(row=0,column=0)
mainFrame.grid_propagate(False)
mainFrame.grid_columnconfigure(0, weight=1)
heading = " Store Item".ljust(45)[:45] + "Item Price" # Pad the text with white spaces
listHeading = Label(mainFrame, text=heading, anchor="w", font=("Courier New",14,"bold"))
listHeading.grid(row=1, column=0, pady=5, stick="we")
# Use Text widget so you can keep inserting items
self.listItems = Text(mainFrame, font=("Courier New",12))
self.listItems.grid(row=2, column=0, pady=5, stick="we")
self.listItems.config(state="disabled") # Prevents edits on the Text
welcomeLabel = Label(mainFrame, text = "Main Heading Here",fg= "black",bg="red",)
welcomeLabel.config(font=("Courier New",23))
welcomeLabel.grid(row=0,column=0, stick="we")
bottomFrame = Frame(self.master, bg = "grey", height=450,width=700) #Change/remove bg
bottomFrame.grid(row=1, column=0)
bottomFrame.grid_propagate(False)
storeItemLabel = Label(bottomFrame, text="Food Item: ")
storeItemLabel.grid(row=0, column=0)
self.storeItemEntry = Entry(bottomFrame, font=("Courier New",10,"bold"), bd =4)
self.storeItemEntry.grid(row=0, column=1, pady=15)
priceLabel = Label(bottomFrame, text="Price: ")
priceLabel.grid(row=2, column=0)
self.priceEntry = Entry(bottomFrame, font=("Courier New",10,"bold"), bd =4)
self.priceEntry.grid(row=2, column=1,)
btn = Button(bottomFrame, text="Add Item", command=self.add)
btn.grid(row=3, column=1, pady=15)
def add(self):
price = self.storeItemEntry.get() # Get item name from Entry
#Get price, format name and price
groceryItem = price.ljust(50)[:50] + "$%s" %(self.priceEntry.get())
self.listItems.config(state="normal") # Enable edits on the Text
self.listItems.insert("end", "\n "+groceryItem) # Edit Text
self.listItems.config(state="disabled") # Prevents edits on the Text
actual = MenuBoard(root)
root.mainloop()
A couple of things to note:
I removed some of your frames because they seemed redundant, you can add them back if needed.
Since you're working with a class, I added the self keyword to some of the attributes so I can use/call them later in other methods without errors. I left out the attributes that I do not need to call after creation.
StringVar/textvariable is not needed since you're updating the list with a button click.
There are lots of refinements I did not do (i.e. checking to see if a valid input is given before updating the list, ability to delete from the list, etc).
I used methods and features that you may or may not be aware of (.ljust(50)[:50], %s, etc)
I hope this helps :).
Any ideas why the leftresult_label label does not update? The function seems to work but the label does not update. I have looked everywhere and can't find an answer. The 'left' value gets set but the label does not change.
from tkinter import *
root = Tk(className="Page Calculator")
read = IntVar()
total = IntVar()
left = IntVar()
read.set(1)
total.set(1)
left.set(1)
read_label = Label(root,text="Pages Read:")
read_label.grid(column=1, row=1)
total_label = Label(root,text="Total Pages:")
total_label.grid(column=1, row=2)
read_entry = Entry(root,textvariable=read)
read_entry.grid(column=2, row=1)
total_entry = Entry(root,textvariable=total)
total_entry.grid(column=2, row=2)
def func1():
left.set(total.get() - read.get())
print(left.get())
calculate_button = Button(root,text="Calculate",command= func1)
calculate_button.grid(column=2, row=3)
percenet_label = Label(root,text="Percent Finished:")
percenet_label.grid(column=1, row=4)
left_label = Label(root,text="Pages Left:")
left_label.grid(column=1, row=5)
percenetresult_label = Label(root,text=left.get())
percenetresult_label.grid(column=2, row=4)
leftresult_label = Label(root,text="")
leftresult_label.grid(column=2, row=5)
root.mainloop()
To make the function do the job, you'd rather have your label:
leftresult_label = Label(root, textvariable=left)
Once it's tkinter class variable, tkinter takes care about when you change the value. Once you click the button,
def func1():
left.set(total.get() - read.get())
percent.set(int(read.get()*100/total.get()))
left and percent values, which are instances of tkinter.IntVar() class have immidiate effect on widgets (labels in this case) where those values are set as textvariable, just as you have it at Entry widgets.
Here is full code:
from tkinter import *
root = Tk(className="Page Calculator")
read = IntVar()
total = IntVar()
left = IntVar()
percent = IntVar()
read.set(1)
total.set(1)
left.set(1)
percent.set(1)
def func1():
left.set(total.get() - read.get())
percent.set(int(read.get()*100/total.get()))
read_label = Label(root,text="Pages Read:")
read_label.grid(column=1, row=1)
read_entry = Entry(root,textvariable=read)
read_entry.grid(column=2, row=1)
total_label = Label(root,text="Total Pages:")
total_label.grid(column=1, row=2)
total_entry = Entry(root,textvariable=total)
total_entry.grid(column=2, row=2)
calculate_button = Button(root,text="Calculate",command= func1)
calculate_button.grid(column=2, row=3)
percenet_label = Label(root,text="Percent Finished:")
percenet_label.grid(column=1, row=4)
left_label = Label(root,text="Pages Left:")
left_label.grid(column=1, row=5)
percenetresult_label = Label(root,textvariable=percent)
percenetresult_label.grid(column=2, row=4)
leftresult_label = Label(root,textvariable=left)
leftresult_label.grid(column=2, row=5)
root.mainloop()
code including progress bar. update_idletasks() used to keep label and progress bar running.
from tkinter import *
from tkinter import ttk
root = Tk()
root.title('Counter Test')
root.iconbitmap('IT.ico')
root.geometry("800x400")
def missing():
while i < 100:
progress1['value'] = i
label1.config(text=progress1['value'])
root.update_idletasks()
i += 1
progress1 = ttk.Progressbar(root, orient=HORIZONTAL, length=250, mode='determinate')
progress1.pack(pady=15)
label1 = Label(root, text="")
label1.pack(pady=15)
button_1 = Button(root, text="Missing", command=missing)
button_1.pack(pady=15)
button_q = Button(root, text="Quit", command=root.destroy)
button_q.pack(pady=15)
root.mainloop()
so to update controls immediately, like updating labels and TreeView elements this code worked for me.
window = tk.Tk()
window.update_idletasks()