wxpython - Post custom event that propagates - python

Right now I have a child panel that post some event. I've tried
myEvent = events.ChangedAvailModelsEvent()
#self.GetEventHandler().ProcessEvent(myEvent)
wx.PostEvent(self, myEvent)
I create my event with
ChangedAvailModelsEvent, EVT_CHANGEDAVAILMODELS = NewEvent()
I bind with
self.Bind(events.EVT_CHANGEDAVAILMODELS, self.OnUpdate)
which takes place in some nth grandparent. I have print statements telling me the event was processed, but I my function is never called afterwards. I'm not sure what the problem is. I feel like the event is not propagating upwards. Any help?

Change it to use NewCommandEvent instead of NewEvent. Command events will automatically propagate up the parent chain in search of a handler. Non-command events will only be processed by the object they are posted to. See http://wiki.wxpython.org/self.Bind_vs._self.button.Bind.

Related

Tkinter's event_generate command ignored

I am trying to figure out how to unittest a bind command in a dialog window. I'm attempting this with tkinter's event_generate. It is not working the way I expect. For this StackOverflow question I've set up some code with a single call to event_generate. Sometimes that line works and sometimes it is as if the line doesn't even exist.
The bind in the dialog's __init__ method looks like this:
self.bind('<BackSpace>', #Print "BackSpace event generated."
lambda event: print(event.keysym, 'event generated.'))
Any action in the dialog will call back to its terminate method (The dialog is based on Frederik Lundh's example Dialog in 'An Introduction to Tkinter'.)
def terminate(self, event=None):
print('terminate called') # Make sure we got here and the next line will be called
self.event_generate('<BackSpace>')
self.parent.focus_set()
self.destroy()
When the dialog is called using the code below any user action will end up calling terminate. In each case "terminate called" and "BackSpace event generated." are displayed. This proves that the call to event_generate is set up correctly.
parent = tk.Tk()
dialog = Dialog(parent)
dialog.wait_window()
In case it's relevant I ought to mention that I have moved Lundh's call to self.wait_window from his dialog's __init__ method to the caller. Whilst this breaks the neat encapsulation of his dialog it appears to be necessary for automated unittests. Otherwise the unittest will display the dialog and halt waiting for user input. I don't like this solution but I'm not aware of any alternative.
The problem I'm having is when wait_window is replaced with a direct call to the terminate method. This is the sort of thing that I'd expect to be able to do in unittesting which is to test my GUI code without running tkinter's mainloop or wait_window.
parent = tk.Tk()
dialog = Dialog(parent)
dialog.terminate()
This only prints "terminate called" and does not print "BackSpace event generated.". The call to event_generate appears to have no effect. If I follow the call in the debugger I can see that tkinter's event_generate() is being called with the correct arguments. self = {Dialog} .99999999, sequence = {str}'<BackSpace>', kw = {dict}{}
In view of the warning in the TkCmd man pages about window focus I have verified the dialog with the binding is given focus in its __init__ method.
Tkinter is not executing the callback. Why?
EDIT: This bare bones code shows update working. However, it only works if it is called in __init__ before event_generate is called by the main program. (This puzzle has been raised as a separate question)
class UpdWin(tk.Tk):
def __init__(self):
super().__init__()
self.bind('<BackSpace>',
lambda event: print(event.keysym, 'event generated.'))
self.update() # Update works if placed here
app = UpdWin()
app.event_generate('<BackSpace>')
# app.update() # Update doesn't work if placed here
Six Years On
4/12/2021. See Mark Roseman's excellent web site for a detailed explanation of why any use of update is a bad idea.
The problem posed by this six year old question is entirely avoided by better program design in which tkinter widget objects are never subclassed. Instead they should be created by composition where they can be easily monkey patched. (This advice is contrary to patterns shown in Frederik Lundh's example Dialog in 'An Introduction to Tkinter'.)
For unittest design, not only is there no need to start Tk/Tcl via tkinter but it is also unwise.
event_generate will by default process all event callbacks immediately. However, if you don't call update before calling event_generate, the window won't be visible and tkinter will likely ignore any events. You can control when the generated event is processed with the when attribute. By default the value is "now", but another choice is "tail" which means to append it to the event queue after any events (such as redraws) have been processed.
Full documentation on the when attribute is on the tcl/tk man page for event_generate: http://tcl.tk/man/tcl8.5/TkCmd/event.htm#M34
Don't know if this is relevant to your problem, but I got widget.event_generate() to work by calling widget.focus_set() first.
#lemi57ssss I know this is an old question, but I just want to highlight the point brought up by Bryan Oakley and to correct your last code to make it work. He said you have to update first before it can respond to the generated event. So if you switch the positions of update() and event_generate(), you will get the "BackSpace event generated." text printed out.
It worked when you put the update() in the __init__() was because of the same reason, i.e., it got called first before the event_generated().
See the amended code below:
class UpdWin(tk.Tk):
def __init__(self):
super().__init__()
self.bind('<BackSpace>',
lambda event: print(event.keysym, 'event generated.'))
#self.update() # Update works if placed here
app = UpdWin()
app.update() # Update also works if you placed it here
app.event_generate('<BackSpace>')

Is there an instant-updating function for texts or patterns as button.config() in tkinter?

I wrote a modified program of the 'mines' game, and I hope it shows every step/click graphically. I use time.sleep(0.5) to make a pause. So, in general the main program is like:
check_block():
if mine == 0:
buttons[current].config(image = tile_clicked)
elif mine == 1:
buttons[current].config(image = tile[1])
...
while(1):
time.sleep(0.5)
check_block()
get_next()
if check_fail():
break
However, the buttons don't update every 0.5 second: they are all updated together when the game(loop) finishes.
I guess it's just like 'cout' in C++: if you don't flush they will get stacked. So, is there a method to get them updated step by step, or say, instantly?
Thanks!
In all GUI systems you have to allow the message loop to run so that Windowing events occur promptly. So do not use a while loop like this. Instead, create a method that calls check_block() and get_next() and use after to call that function after a delay. At the end of that function, you use after again to call the same function again so that this function is called every 0.5 second forever. The after function queues a timer event and then lets the message queue be processed. Once your timer event fires, the callback function is run which allows you to do things and keep the UI responsive.
You should never call sleep in a GUI program. This is because the GUI must be "awake" at all times so that it can service events (including internal events that cause the screen to update). Instead, leverage the already-running eventloop by using the after method to put events on the queue at regular intervals.
In your case, you would replace the while loop with something like:
def do_check():
check_block()
if not check_fail():
root.after(500, do_check)
# in your initialization code, start the loop by calling it directly:
do_check()
I don't know what your get_next function does, so I don't know if you need to call it periodically too. Probably not. I'm guessing it waits for the next button press, which you don't need to do with tkinter or most other GUI toolkits. Instead, you configure the button to call a function when clicked.
Regardless, the way to do the type of looping you want is to place events on the event queue at a regular interval.

Event triggered when selecting a ListBox item

I initialize a wx.ListBox like this :
mylistbox = wx.ListBox(self, style=wx.LB_SINGLE)
mylistbox.Bind(wx.EVT_LISTBOX, self.OnEventListBox)
# some other things (append some items to the list)
mylistbox.SetSelection(5)
I also have :
def OnEventListBox(self, event):
print 'hello'
# plus lots of other things
How to make that the command mylistbox.SetSelection(5) in the initialization is immediately followed by the call of OnEventListBox?
Remark : It seems that SetSelection() doesn't generate a wx.EVT_LISTBOX automatically.
From the documentation:
Note that [SetSelection] does not cause any command events to be emitted...
This is on purpose, so that the events don't all trigger while you're trying to set up the UI. You could just manually call OnEventListBox for the desired functionality.
Better yet, if you don't need the event for what you're doing on init, you could extract the initialisation into a separate function, then call that on init and in OnEventListBox.

wxPython, how do I fire events?

I am making my own button class, subclass of a panel where I draw with a DC, and I need to fire wx.EVT_BUTTON when my custom button is pressed. How do I do it?
The Wiki is pretty nice for reference. Andrea Gavana has a pretty complete recipe for building your own custom controls. The following is taken directly from there and extends what FogleBird answered with (note self is referring to a subclass of wx.PyControl):
def SendCheckBoxEvent(self):
""" Actually sends the wx.wxEVT_COMMAND_CHECKBOX_CLICKED event. """
# This part of the code may be reduced to a 3-liner code
# but it is kept for better understanding the event handling.
# If you can, however, avoid code duplication; in this case,
# I could have done:
#
# self._checked = not self.IsChecked()
# checkEvent = wx.CommandEvent(wx.wxEVT_COMMAND_CHECKBOX_CLICKED,
# self.GetId())
# checkEvent.SetInt(int(self._checked))
if self.IsChecked():
# We were checked, so we should become unchecked
self._checked = False
# Fire a wx.CommandEvent: this generates a
# wx.wxEVT_COMMAND_CHECKBOX_CLICKED event that can be caught by the
# developer by doing something like:
# MyCheckBox.Bind(wx.EVT_CHECKBOX, self.OnCheckBox)
checkEvent = wx.CommandEvent(wx.wxEVT_COMMAND_CHECKBOX_CLICKED,
self.GetId())
# Set the integer event value to 0 (we are switching to unchecked state)
checkEvent.SetInt(0)
else:
# We were unchecked, so we should become checked
self._checked = True
checkEvent = wx.CommandEvent(wx.wxEVT_COMMAND_CHECKBOX_CLICKED,
self.GetId())
# Set the integer event value to 1 (we are switching to checked state)
checkEvent.SetInt(1)
# Set the originating object for the event (ourselves)
checkEvent.SetEventObject(self)
# Watch for a possible listener of this event that will catch it and
# eventually process it
self.GetEventHandler().ProcessEvent(checkEvent)
# Refresh ourselves: the bitmap has changed
self.Refresh()
Create a wx.CommandEvent object, call its setters to set the appropriate attributes, and pass it to wx.PostEvent.
http://docs.wxwidgets.org/stable/wx_wxcommandevent.html#wxcommandeventctor
http://docs.wxwidgets.org/stable/wx_miscellany.html#wxpostevent
This is a duplicate, there is more information here on constructing these objects:
wxPython: Calling an event manually

Tkinter: invoke event in main loop

How do you invoke a tkinter event from a separate object?
I'm looking for something like wxWidgets wx.CallAfter. For example, If I create an object, and pass to it my Tk root instance, and then try to call a method of that root window from my object, my app locks up.
The best I can come up with is to use the the after method and check the status from my separate object, but that seems wasteful.
To answer your specific question of "How do you invoke a TkInter event from a separate object", use the event_generate command. It allows you to inject events into the event queue of the root window. Combined with Tk's powerful virtual event mechanism it becomes a handy message passing mechanism.
For example:
from tkinter import *
def doFoo(*args):
print("Hello, world")
root = Tk()
root.bind("<<Foo>>", doFoo)
# some time later, inject the "<<Foo>>" virtual event at the
# tail of the event queue
root.event_generate("<<Foo>>", when="tail")
Note that the event_generate call will return immediately. It's not clear if that's what you want or not. Generally speaking you don't want an event based program to block waiting for a response to a specific event because it will freeze the GUI.
I'm not sure if this solves your problem though; without seeing your code I'm not sure what your real problem is. I can, for example, access methods of root in the constructor of an object where the root is passed in without the app locking up. This tells me there's something else going on in your code.
Here's an example of successfully accessing methods on a root window from some other object:
from tkinter import *
class myClass:
def __init__(self, root):
print("root background is %s" % root.cget("background"))
root = Tk()
newObj = myClass(root)
Here below just some doc and link to better understand Bryan's answer above.
function description from New Mexico Tech :
w.event_generate(sequence, **kw)
This method causes an event to trigger without any external stimulus. The handling of the event is the same as if it had been triggered by an external stimulus. The sequence argument describes the event to be triggered. You can set values for selected fields in the Event object by providing keyword=value arguments, where the keyword specifies the name of a field in the Event object.
list and description of tcl/tk event attributes here

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