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Trying to get a really basic curses menu to work. I've been following a tutorial but I've kinda split off to doing my own thing. I tried to touch on everything with comments. I just want to figure out how to get the selections to work.
import sys
import curses
import time
def menu(window, dims):
window.nodelay(0) # not sure what this does, lol
window.clear() # clear window
selection = -1 # the menu code is from the tutorial
option = 0 # so most of this is foreign to me
while selection < 0: # loop
graphics = [0]*2 # point to list
graphics[option] = curses.A_REVERSE # set graphic, reverse BKGND color
window.border() # border
window.addstr(1, dims[1]/2-2, "Menu")
window.addstr(3, dims[1]/2-2, "Play", graphics[0])
window.addstr(4, dims[1]/2-2, "Exit", graphics[1])
window.refresh() # refresh the window
action = window.getch() # get input
if action == curses.KEY_UP: # if key is up
option = (option - 1) # go up?
elif action == curses.KEY_DOWN: # key is down
option = (option + 1) # go down?
elif action == ord('\n'): # if RETURN
selection = option # make selection
window.clear() # clear all
if selection == 0: # if is 0, do nothing right now.
return # it's not changing selection
elif selection == 1: # so waiting for that to add here
return
def main(): # main function // ran first
window = curses.initscr() # making new window
dims = window.getmaxyx() # getting window dimensions
if not curses.has_colors(): # color test
curses.endwin() # color test
print "no colors" # color test
sys.exit() # color test
else: # color test
curses.start_color() # color test
curses.noecho() # don't echo the keys on the screen
curses.cbreak() # don't wait enter for input
curses.curs_set(0) # don't show cursor
main_loop(window, dims) # go into main loop
def main_loop(window, dims):
while menu(window, dims):
pass
window.clear()
window.addstr(dims[0]/2, (dims[1]-4)/2, "Exiting...")
window.refresh()
time.sleep(1)
curses.noecho()
curses.cbreak()
curses.curs_set(1)
curses.endwin()
if __name__ == '__main__':
main()
I was missing window.keypad(1) to actually activate the input.
I added it just before the main_loop().
Related
I keep getting an invalid syntax error with this. So, how can I resolve this and where can I find related documentation in the future.
import cv2
import numpy as np
drawing = False # true if mouse is pressed
mode = True # if True, draw rectangle. Press 'm' to toggle to curve
ix,iy = -1,-1
class DessinerLigne:
def dessinerLigne(self):
# Create a black image
self.img=np.zeros((512,512,3),np.uint8)
def draw_circle(event,x,y,flags,param):
global ix,iy,drawing,mode
if event == cv2.EVENT_LBUTTONDOWN:
drawing = True
ix,iy = x,y
elif event == cv2.EVENT_MOUSEMOVE:
if drawing == True:
if mode == True:
cv2.rectangle(img,(ix,iy),(x,y),(0,255,0),-1)
else:
cv2.circle(img,(x,y),5,(0,0,255),-1)
elif event == cv2.EVENT_LBUTTONUP:
drawing = False
if mode == True:
cv2.rectangle(img,(ix,iy),(x,y),(0,255,0),-1)
else:
cv2.circle(img,(x,y),5,(0,0,255),-
img = np.zeros((512,512,3), np.uint8)
cv2.imshow("Image", self.img)
# If q is pressed then exit program
self.k=cv2.waitKey(0)
if self.k==ord('q'):
cv2.destroyAllWindows()
if __name__=="__main__":
DL=DessinerLigne()
DL.dessinerLigne()
There clearly are multiple issues with this script. Ones that need immediate attention are:
There's an indentation error in the definition of dessinerLigne class.
Change:
class DessinerLigne:
def dessinerLigne(self):
# Create a black image
self.img=np.zeros((512,512,3),np.uint8)
to:
class DessinerLigne:
def dessinerLigne(self):
# Create a black image
self.img=np.zeros((512,512,3),np.uint8)
and the indentation error should be fixed.
There's an incomplete line of code in line 32.
Is line 33 a part of the method draw_circle()? If so, it has be properly indented. Add 4 whitespaces in front of it.
You seem to have pasted the code from somewhere. During this process, it is very likely that some invisible control characters that might break the syntax may have arrived. Use an editor that has 'show invisible' features to resolve this issue.
Just started using python one week ago. At the moment I am trying to code a small program class which creates a menu in a terminal. The idea is to go through the menu using up / down keys. You can select a menu item by pressing enter. I control the keys being pressed using the module "keyboard".
In order to use my class, one has to create an object and add menu items by means of the method "add_menu". The latter mentioned method has two arguments, the first one is used for the name of the menu item, the second one is used to hand over a function, which will be called in case enter was pressed.
In order to check if a key was pressed, I use the method keyboard.on_press from the module keyboard. In case a key was pressed, the method keyboard.on_press executes the method handle_menu of the menu object. The handle_menu method uses a list named "controller" in order to organize the selection of a menu item. Basically, it is just a list like [0,0,1,0]. The element being 1 indicates the currently selected menu item.
Now to my problem: My menu has a menu item "Exit". If this is selected and enter is pressed, I want the whole program to stop. Therefore, if exit was pressed the attribute exit is changed from 0 to 1. In the while loop of my program I always check if object.exit is != 1, if not the program should end. Somehow this does not always work. If I scroll down immediately from the beginning, without pressing enter at other menu items, it works. However, if I press enter several times at other menu items and then go to the exit menu item, the program does not end anymore (or only if I press enter for 10-20 times). I have the feeling that the keyboard.on_press method and the while loop are sometimes uncoupled in the background and run asynchronously? I do not really understand what is going on...
import keyboard #Using module keyboard
import os
class bcolors:
HEADER = '\033[95m'
OKBLUE = '\033[94m'
OKGREEN = '\033[92m'
WARNING = '\033[93m'
FAIL = '\033[91m'
ENDC = '\033[0m'
BOLD = '\033[1m'
UNDERLINE = '\033[4m'
def start_function():
print('Start works')
def save_function():
print('Save works')
def option_function():
print('Option works')
class c_menu:
def __init__ (self):
self.exit = 0
self.menu = []
self.functions = []
self.controller = []
def add_menu(self, menu, function):
self.menu.append(menu)
self.functions.append(function)
if len(self.controller) == 0:
self.controller.append(1)
else:
self.controller.append(0)
def start_menu(self):
os.system('cls' if os.name == 'nt' else 'clear')
for menu_item in range(len(self.menu)):
if self.controller[menu_item] == 1:
print(bcolors.WARNING + self.menu[menu_item])
else:
print(bcolors.OKBLUE + self.menu[menu_item])
def handle_menu(self, event):
os.system('cls' if os.name == 'nt' else 'clear')
if event.name == 'down':
if self.controller.index(1) != (len(self.controller) - 1):
self.controller.insert(0,0)
self.controller.pop()
elif event.name == 'up':
if self.controller.index(1) != 0:
self.controller.append(0)
self.controller.pop(0)
for menu_item in range(len(self.menu)): #printing all menu items with the right color
if self.controller[menu_item] == 1:
print(bcolors.WARNING + self.menu[menu_item])
else:
print(bcolors.OKBLUE + self.menu[menu_item])
if event.name == 'enter':
if self.functions[self.controller.index(1)] == 'exit':
self.exit = 1
return
self.functions[self.controller.index(1)]()
main_menu = c_menu()
main_menu.add_menu('Start', start_function)
main_menu.add_menu('Save', save_function)
main_menu.add_menu('Option', option_function)
main_menu.add_menu('Exit', 'exit')
main_menu.start_menu()
keyboard.on_press(main_menu.handle_menu)
while main_menu.exit != 1:
pass
I think I understood the problem. The program is actually ending properly, however, the last "enter" pressed is still in a kind of buffer (or something similar) and after the end of program, the terminal command "python menu.py" is executed again and again (it goes so fast that it looks like the program did not end). Unfortunately, I do not really understand why this is happening.
My solution so far, I use "keyboard.send('ctrl+c')" at the very end of my program (after the while loop). This prevents the terminal to re-execute the command "python menu.py" again.
In my program, I'm taking a screenshot of a part of my screen, which works. But when I add anything in front of calling the function it's in, it no longer gets past the ImageGrab part.
This works:
def takePictures():
print("3")
if __name__ == '__main__':
print("1")
im = ImageGrab.grab(bbox=(760, 250, 1160, 680)) # X1,Y1,X2,Y2
print("2")
im.save('ALL.png')
#im.show()
takePictures()
This doesn't:
def takePictures():
print("3")
if __name__ == '__main__':
print("1")
im = ImageGrab.grab(bbox=(760, 250, 1160, 680)) # X1,Y1,X2,Y2
#^^^ Doesnt get past this line
print("2")
im.save('ALL.png')
#im.show()
if input() == "":
takePictures()
I've also tried it with inputs from keys on a different window and it's the same.
Your program will pause at
if input() == "":
takePictures()
until you activate the python executing window and hit the enter key.
If you want to take screen shots, you can use, say
time.sleep(10)
giving yourself 10 seconds to activate the window you want to take a screen shot of.
I have a script that continually takes in text and outputs text (its a text based game)
I would like to run it through a tkinter GUI as opposed to the console
Python : Converting CLI to GUI
This question perfectly answers how to convert "print" into a GUI insert.
The problem is that my game obviously runs through a ton of loops, and that screws up the "app.mainloop()" because it either never runs (and then the GUI never shows up) or you run it first, and it doesn't let anything else run.
I suppose I could try and and stagger these loops somehow, but that seems very hackish. I could also try to modify my entire codebase to run inside the app.mainloop(), but what I really think I need is multiple threads. Problem is, I have no idea how to make that work.
There are a few other questions, but they either don't work or don't make much sense:
Tkinter with multiple threads
Run process with realtime output to a Tkinter GUI
Thanks.
Edit: extremely simplified code:
def moveNorth():
print('You have moved north')
def interpreter(command):
if command == 'go north':
moveNorth()
else:
print('invalid command')
def listener():
playerchoice = sys.stdin.readline().strip()
return playerchoice
if __name__ == '__main__':
print('Welcome')
while playing:
interpreter(listener())
I think you might be making it more complicated than it needs to be.
For Tkinter at least it is very simple change console interactions into a GUI interaction instead.
The simplest example I can give is to use an Entry field for user input and a Text widget for the output.
Here is a simple example of a console based game being moved to a GUI using Tkinter.
Console number guessing game:
import random
print("simple game")
print("-----------")
random_num = random.randint(1, 5)
print(random_num)
x = True
while x == True:
#Input for user guesses.
guess = input("Guess a number between 1 and 5: ")
if guess == str(random_num):
#Print answer to console.
print("You win!")
x = False
else:
print("Try again!")
Here is the Tkinter GUI example of the same game:
import tkinter as tk
import random
root = tk.Tk()
entry_label = tk.Label(root, text = "Guess a number between 1 and 5: ")
entry_label.grid(row = 0, column = 0)
#Entry field for user guesses.
user_entry = tk.Entry(root)
user_entry.grid(row = 0, column = 1)
text_box = tk.Text(root, width = 25, height = 2)
text_box.grid(row = 1, column = 0, columnspan = 2)
text_box.insert("end-1c", "simple guessing game!")
random_num = random.randint(1, 5)
def guess_number(event = None):
#Get the string of the user_entry widget
guess = user_entry.get()
if guess == str(random_num):
text_box.delete(1.0, "end-1c") # Clears the text box of data
text_box.insert("end-1c", "You win!") # adds text to text box
else:
text_box.delete(1.0, "end-1c")
text_box.insert("end-1c", "Try again!")
user_entry.delete(0, "end")
# binds the enter widget to the guess_number function
# while the focus/cursor is on the user_entry widget
user_entry.bind("<Return>", guess_number)
root.mainloop()
As you can see there is a bit more code for the GUI but most of that is the GUI design.
The main part that you need to change is the use of entry vs input for your answers and the use of insert vs print for your response. The rest is really just design stuff.
If you want to keep the questions on a continuous nature you can update the label with a new question or you could even use tkinters askstring function for each new question. There are many options.
the main thing is getting the value of the user answer, using that answer to test with the question, then printing the results to the text box.
I'm running two threads in my python program, one thread which uses python curses to run a menu system and waits for input, and one thread which does analysis based on menu choices and outputs it's status via the built in print() function. My problem here is that print doesn't play well with curses, as, if curses.echo() is on, then it prints to the line where I am waiting for input, and if curses.noecho() is used, then the output is not displayed at all.
Since I want control over where and when the output is displayed, my solution to this initially was to set window.timeout(1000) and then have the input loop like this:
try:
c = window.getkey()
except:
c = -1 #timeout or error in input
if c == -1:
check_for_input()
elif c == 'KEY_RESIZE':
...
This works quite well to allow me to check for output from stdout every second, and then if need be update the menu, while still allowing user input. The problem that I'm having is that I have no idea how to capture stdout and choose to display it when I need to. Is this at all possible?
So I figured this one out, but as a disclaimer, I have no idea if this is thread safe (no problems thus far though).
It's possible to capture the output of print using the python library io, and more specifically StringIO from that library.
N.B. This is for Python3
Essentially, the solution was to set sys.stdout to an instance of io.StringIO and read from that.
external_output = None
stdout_buff = io.StringIO()
sys.stdout = stdout_buff
stream_pos = 0 # lst read position of the stdout stream.
while True: #input loop
...
if stdout_buff.tell() > stream_pos:
stdout_buff.seek(stream_pos)
external_output = stdout_buff.read()
stream_pos = stdout_buff.tell()
...
Below I've included a short example of the menu system I was using in case the above isn't clear to anyone having this issue, in the hopes that this will clear it up.
Cheers!
Unmodified Version
So the menu's display and event loop used to look a lot like this: (note that this is a simplified version of things and therefore a lot to do with displaying the menu and displaying what a user types has been left out). This basic example displays a menu and allows user to exit the program, enter digits into their selection, or enter their selection, which is then printed out.
import sys
import curses
def menu(stdscr):
# initial startup settings
curses.start_color()
curses.use_default_colors()
stdscr.timeout(1000) #timeout the input loop every 1000 milliseconds
user_selection = ''
# other unrelated initial variables
while True: #display loop
stdscr.clear()
# the following is actually in a function to handle automatically
# taking care of fitting output to the screen and keeping
# track of line numbers, etc. but for demonstration purposes
# I'm using the this
start_y = 0
stdscr.addstr(start_y, 0, 'Menu Options:')
stdscr.addstr(start_y+1, 0, '1) option 1')
stdscr.addstr(start_y+2, 0, '1) option 2')
stdscr.addstr(start_y+3, 0, '1) option 3')
stdscr.addstr(start_y+4, 0, '1) option 4')
while True: #input loop
c = stdscr.getkey()
if c == 'KEY_RESIZE':
handle_window_resize() # handle changing stored widths and height of window
break #break to redraw screen
elif c.isdigit():
# if user typed a digit, add that to the selection string
# users may only select digits as their options
user_selection += c
elif c == '\n':
# user hit enter to submit their selection
if len(user_selection) > 0:
return user_selection
elif c == 'q':
sys.exit()
result = curses.wrapper(menu)
print(result)
In this example the problem still occurs that any output from a thread running simultaneously to this one will be printed at the cursor of stdscr where the program is currently waiting for input from the user.
Modified Version
import sys
import curses
from io import StringIO
def menu(stdscr):
# initial startup settings
curses.start_color()
curses.use_default_colors()
stdscr.timeout(1000) #timeout the input loop every 1000 milliseconds
user_selection = ''
# other unrelated initial variables
# output handling variables
external_output = None # latest output from stdout
external_nlines = 2 # number of lines at top to leave for external output
stdout_buff = StringIO()
sys.stdout = stdout_buff
stream_pos = 0 # lst read position of the stdout stream.
while True: #display loop
stdscr.clear()
# the following is actually in a function to handle automatically
# taking care of fitting output to the screen and keeping
# track of line numbers, etc. but for demonstration purposes
# I'm using the this
if external_output is not None:
stdscr.addstr(0, 0, "stdout: " + external_output)
start_y = external_nlines
stdscr.addstr(start_y, 0, 'Menu Options:')
stdscr.addstr(start_y+1, 0, '1) option 1')
stdscr.addstr(start_y+2, 0, '1) option 2')
stdscr.addstr(start_y+3, 0, '1) option 3')
stdscr.addstr(start_y+4, 0, '1) option 4')
while True: #input loop
try:
c = stdscr.getkey()
except:
c = -1 # 1000ms timeout or error
if c == -1:
if stdout_buff.tell() > stream_pos:
# current stdout_buff pos is greater than last read
# stream position, so there is unread output
stdout_buff.seek(stream_pos)
external_output = stdout_buff.read().strip() #strip whitespace
stream_pos = stdout_buff.tell() #set stream_pos to end of stdout_buff
break #redraw screen with new output
elif c == 'KEY_RESIZE':
handle_window_resize() # handle changing stored widths and height of window
break #break to redraw screen
elif c.isdigit():
# if user typed a digit, add that to the selection string
# users may only select digits as their options
user_selection += c
elif c == '\n':
# user hit enter to submit their selection
if len(user_selection) > 0:
sys.stdout = sys.__stdout__ # reset stdout to normal
return user_selection
elif c == 'q':
sys.stdout = sys.__stdout__ # reset stdout to normal
sys.exit()
result = curses.wrapper(menu)
print(result)