I have created a simple command-line game and am considering porting it to GUI. This way I would be able to give the player the option to make choices through clicking buttons, instead of being forced to type in text.
My problem is that it would be tricky to do without the ability to change the text on Label and Button widgets, so how might one go about properly doing this?
Here is what I have so far (after laurencevs's answer):
def goAway(event):
label02.configure(text = " ")
label01.configure(text = "Go away")
time.sleep(1)
label01.configure(text = "GO AWAY.")
time.sleep(1)
label01.configure(text = "Seriously, go AWAY!")
time.sleep(1)
label01.configure(text = "That's it.")
time.sleep(0.5)
quit("GOODBYE.")
button01 = Button(root, text="Click me, see what happens.")
button01.grid(row=1001, column=1001)
button01.bind("<Button-1>", goAway)
But all it does is wait 3 seconds and then close the program. How can I fix this
The idea is that when clicked the button will change the text in the Label label01 to "Go away", wait one second, change the text to "GO AWAY.", etc. and then quit, printing "GOODBYE" to users running it in a terminal.
You absolutely can change the text on a Label or a Button.
All you have to do is use the Label.configure() method. Say you want to change the text in label1 to "Don't Panic", you just do this:
label1.configure(text = "Don't Panic")
The same goes for buttons and other widgets.
If you want to create a Button that does this when it is clicked, you must define a function which changes the label's text, and then use the function's name (for example foo) when creating the Button like this:
button = Button(window, text = "I am a button", command = foo)
The full code for that would look like this:
from tkinter import * # Tkinter in Python 2
def foo():
label1.configure(text = "Don't Panic")
window = Tk()
# other (optional) window setup here
label1 = Label(window, text = "")
button = Button(window, text = "I am a button", command = foo)
# pack the label and button and initiate the window's mainloop here
Related
I am trying to make a program that when conditions are met, goes back to the beginning and waits. But instead of waiting for the user to push a button, it continues through the code.
I am using python 3.7.4 and Windows 10.
I assume this problem occurs because tkinter doesn't wait for user input in this situation, and instead continues through the code.
My code:
from tkinter import *
from tkinter.ttk import *
def start():
print("Start")
# Removes all widgets without destroying root
for widget in root.winfo_children():
widget.destroy()
button_1 = Button(root, text="Begin", command=begin).pack()
button_2 = Button(root, text="Do something else", command=something).pack()
# I want the program to wait here for the user to click a button
def begin():
print("\nDoing stuff")
if True:
start()
print("This should not be printed")
def something():
pass
root = Tk()
root.geometry("300x300")
btn1 = Button(root, text = "Start", command = start)
btn1.pack()
root.mainloop()
This outputs:
Start
Doing stuff
Start
This should not be printed
I want this to output:
Start
Doing stuff
Start
And then wait for the user to select a button.
If you want a function to wait for a user action, you need to explicitly tell it to wait.
Tkinter has three functions for that. One is wait_window, which will wait for a window to be destroyed. One is wait_visibility, which will wait for the visibility of a window to change. The third one is wait_variable, which waits for a specific tkinter variable to be set.
While tkinter is waiting, it's able to service other events.
In your case, the solution might look something like this:
var = BooleanVar(value=False)
def do_something():
something()
var.set(True)
button_2 = Button(root, text="Do something else", command=do_something).pack()
print("waiting...")
root.wait_variable(var)
print("done waiting.")
When you modify your code to include the above snippet, you'll notice that "waiting..." will be printed on stdout, and then nothing else will be printed until you click on the "Do something else" button and something returns, allowing the variable to be modified.
This is what I have tried:
win = Tk()
menubar = Menu(win)
dropDown = Menu(menubar)
dropDown.add_command(label = "Do something", command = ...)
entry = Entry()
dropDown.add(entry)
menubar.add_cascade(label = "Drop Down", menu = dropDown)
win.config(menu = menubar)
win.update()
I have looked through the docs and it seems like there is no way to do it with a single line like dropDown.add_entry(...), but I thought there might be a workaround like using the one of the geometry manager to place the entry in the menu somehow.
I am using Python 3.6 (but I'm not tagging it because I'll get a thousand mods from the Python tag who have no interest in answering my question voting to close for no reason)
No, there is no way using the standard menus to have a menu that accepts user input. This is simply not how menus are designed to work.
If you need the user to type in a string, you need to use a dialog.
Here is a simple program where you can click a menu button to prompt the user for input. Then do something with that input. In this case print to console.
We need to write a function that makes use of askstring() from simpledialog that you can import from Tkinter. Then take the results of that string the user types and do something with it.
import tkinter as tk
from tkinter import simpledialog
win = tk.Tk()
win.geometry("100x50")
def take_user_input_for_something():
user_input = simpledialog.askstring("Pop up for user input!", "What do you want to ask the user to input here?")
if user_input != "":
print(user_input)
menubar = tk.Menu(win)
dropDown = tk.Menu(menubar, tearoff = 0)
dropDown.add_command(label = "Do something", command = take_user_input_for_something)
# this entry field is not really needed her.
# however I noticed you did not define this widget correctly
# so I put this in to give you an example.
my_entry = tk.Entry(win)
my_entry.pack()
menubar.add_cascade(label = "Drop Down", menu = dropDown)
win.config(menu = menubar)
win.mainloop()
The code below shows part of my program and the issue im facing.
def checkAnswer():
mainAnswer = answer01.get()
if len(mainAnswer) == 0:
messagebox.showwarning(message='Please answer the question!')
return
if int(mainAnswer) != answer:
messagebox.showwarning(message='Incorrect! The correct answer is: ' + str(answer))
else:
nxtquest.config(state=NORMAL)
messagebox.showinfo(message='Correct! :)')question01 = Label(easy)
question01.grid(row=2, column=0)
answer01 = Entry(easy)
answer01.grid(row=3, column=2)
answer01.bind('<Return>', func=lambda e:checkAnswer())
start = Button(easy, text = "Start!", command=ask, bg='green', fg='white')
start.grid(row=3, column=3)
nxtquest = Button(easy, text='Next Question', command=ask)
nxtquest.grid(row=5, column=2)
checkbut = Button(easy, text='Check', command=checkAnswer)
checkbut.grid(row=4, column=2)
#check button and answer01 enabled after start pressed
launch = 1
if launch == 1:
answer01.config(state=DISABLED)
checkbut.config(state=DISABLED)
nxtquest.config(state=DISABLED)
The issue which im struggling here is that whenever i run the program everything is okay. When the window is displayed checkbut, nxtquest and label answer01 are greyed out (disabled).
The start button enables only checkbut and answer01 and then is destroyed. (So far so good)
So nxtquest will enable once the input is correct as seen in the
else:
nxtquest.config(state=NORMAL)
But when I reach another question the nxtquest button is already enabled, this is the problem!
How could I make it so the button will enable itself only after the warning message box is displayed?
Could I ask for some help with this and possibly suggestions if you see any rookie mistakes ?
Whilst I don't know of any way you could do this with a messagebox widget (although I'm sure there's an event you could use as the trigger) you can most certainly do this by substituting the messagebox with a Toplevel widget and using .protocol("WM_DELETE_WINDOW", callback()) on the widget.
This would mean that whenever the Toplevel widget was "closed" we would actually be overwriting the action taken when the event was raised and would manually handle the closing of the widget as well as whatever else we wanted it to do.
This would look something like the below:
from tkinter import *
root = Tk()
button = Button(root, text="Ok", state="disabled")
button.pack()
top = Toplevel(root)
def close():
top.destroy()
button.configure(state="active")
top.protocol("WM_DELETE_WINDOW", close)
root.mainloop()
If you close the Toplevel widget you will see that the button is now active instead. This would equally work if we added a Button to the Toplevel widget which called the function close().
I use the tkinter function to create a new window, it works fine.
When I link from this window to another window, the button moves to the first window. I don't understand why it moves.
Here is the code for the first window,
import tkinter
window = tkinter.Tk()
window.title ("Login")
window.geometry ("300x150")
username = "Gurdip"
password = "1234"
def login():
if txtUser.get() == username and txtPass.get() == password:
import NewWindow
lblUser = tkinter.Label(window, text="Username:")
lblUser.pack()
txtUser = tkinter.Entry(window)
txtUser.pack()
lblPass = tkinter.Label(window, text="Password:")
lblPass.pack()
txtPass = tkinter.Entry(window)
txtPass.pack()
btnenter = tkinter.Button(window, text="Enter", command=login)
btnenter.pack()
And for the second window
import tkinter
window = tkinter.Tk()
window.title ("The Royal Liberty School")
window.geometry ("300x150")
def webpage():
import webbrowser
webbrowser.open("http://www.royalliberty.org.uk/")
lblRlib = tkinter.Label(window, text="Welcome to the Royal Liberty School\n\nClick the link to go to our website")
lblRlib.pack()
def button():
webbutton = tkinter.Button(text ="Royal Liberty School", command = webpage)
webbutton.pack()
button()
My guess is that you're reporting that the "Royal Liberty School" button is appearing on the wrong window, rather than actually moving. I've never heard of a button moving before.
if that guess is correct, it's probably because you aren't giving it an explicit parent, so it's defaulting to the root window.
If all of that code belongs to a single program, you have another problem. You should always only ever create a single instance of Tk. If you need more than one window, create instances of Toplevel.
You are calling both by the name window. This means that there are two windows on the screen both acsessed by the name window. It is more conventional to use tkinter's Toplevel as follows
NewWindow = Toplevel(window)
Then, any items you want to place on this NewWindow, just use it in the place of window
MyButton = Button(NewWindow, text=hi)
As the other answer said, it is incorrect to have to Tk() in one program so you must use the Toplevel.
When opening a new tkinter window, I only want the user to be able to click buttons on the new window. They should not be able to click on buttons from other windows that are part of the application. How would I accomplish this?
Here is a snip of my code:
def exportEFS(self):
self.exportGUI = Toplevel()
Button(self.exportGUI, text='Backup', command=self.backup).pack(padx=100,pady=5)
Button(self.exportGUI, text='Restore', command=self.restore).pack(padx=100,pady=5)
def backup(self):
self.backupWindow = Toplevel()
message = "Enter a name for your Backup."
Label(self.backupWindow, text=message).pack()
self.entry = Entry(self.backupWindow,text="enter your choice")
self.entry.pack(side=TOP,padx=10,pady=12)
self.button = Button(self.backupWindow, text="Backup",command=self.backupCallBack)
self.button.pack(side=BOTTOM,padx=10,pady=10)
In this snip, once the backupWindow is opened, the exportGUI remains open, but the user should not be able to click "Backup" or "Restore" while the backupWindow is opened.
Thanks!
You will want to call grab_set on the TopLevel window so that all keyboard and mouse events are sent to that.
def exportEFS(self):
self.exportGUI = Toplevel()
Button(self.exportGUI, text='Backup', command=self.backup).pack(padx=100,pady=5)
Button(self.exportGUI, text='Restore', command=self.restore).pack(padx=100,pady=5)
def backup(self):
self.backupWindow = Toplevel()
self.backupWindow.grab_set()
message = "Enter a name for your Backup."
Label(self.backupWindow, text=message).pack()
self.entry = Entry(self.backupWindow,text="enter your choice")
self.entry.pack(side=TOP,padx=10,pady=12)
self.button = Button(self.backupWindow, text="Backup",command=self.backupCallBack)
self.button.pack(side=BOTTOM,padx=10,pady=10)
What you can do is set the state to disabled. As so:
self.button.config(state="disabled")
And to enable it, you just use:
self.button.config(state="normal")
However, you must assign your buttons to variables first, like this:
self.backup=Button(self.exportGUI, text='Backup', command=self.backup)
self.backup.pack(padx=100,pady=5)
self.restore=Button(self.exportGUI, text='Restore', command=self.restore)
self.restore.pack(padx=100,pady=5)
so you would disable these using:
self.backup.config(state="disabled")
self.restore.config(state="disabled")
and re-enable using:
self.backup.config(state="normal")
self.restore.config(state="normal")
Please note however, that while the button is disabled, nothing can be changed to that button, both through the code, or through the user using it. So that means if you wanted to change the text of that button, you would have to change the state of the button to "normal" before changing it (if it already isn't in that state, which by default, all widgets are in that state when first created).
Cheers :)