Adding image to Tkinter - python

I have added a image file to my code in tkinter but it basically fills my the whole frame so if its possible can you recommend a tutorial that shows or explains how to do this.... unless you can show me on here.
I havent added my full code but the code below should display a test image once you have it saved in the python directory.
I would like to create 'next' button which would open up a new frame with another image on it.
from Tkinter import *
root = Tk()
ButtonImage = PhotoImage(file='test.gif')
testButton = Button(root, image=ButtonImage)
testButton.pack()
root.mainloop()

You could try something like this:
from Tkinter import *
from glob import glob
class ImageFrame(Frame):
def __init__(self, master=None):
Frame.__init__(self, master)
self.images = glob("*.gif")
self.cur = 0
# label showing the image
self.image = PhotoImage()
imagelabel = Label(self, image=self.image)
imagelabel.grid(row=1, column=1)
# button cycling through the images
button = Button(self, text="NEXT", command=self.show_next)
button.grid(row=2, column=1)
# layout and show first image
self.grid()
self.show_next()
def show_next(self):
self.cur = (self.cur + 1) % len(self.images)
self.image.configure(file=self.images[self.cur])
ImageFrame().mainloop()
Some explanations:
glob is used to get a list of all files matching some pattern in the current directory
grid is a simple but quite flexible layout manager for Tkinter (see Tkinter reference)
the show_next method, which is bound to the button, cycles through the images and binds a new image to the PhotoImage using configure
The result is a simple frame showing a large image and a button, cycling though the gif images in the current directory.

There are numerous modules that would help you out with this. You can use the PIL module. Typically what I would do in a situation like yours is use the PIL module to load and paste the image onto the frame. This is how you do this.
from Tkinter import *
from PIL import Image, ImageTk
root = Tk()
Image = Image.open(path).resize((300, 300)), Image.ANTIALIAS
ButtonImage = ImageTk.PhotoImage(Image)
# If you are using image by itself. Without it being a button.
#Image_Label = Label(image = self.HomeImage, borderwidth=0, highlightthickness=0)
# Otherwise
testButton = Button(root, image=ButtonImage)
testButton.pack()
root.mainloop()
I believe that this would definitely help you with resizing the image and loading an image to the screen as a button. We used PIL to load the image onto the frame and resized the image. This is What you were also asking for earlier. I used the resize method on the Image.open() Function. This resizes the image to what you want. The standards are the actual sizes of that image.

Related

Unable to Show Label Image inside a Frame using tkinter

'''
import tkinter as tk
from tkinter import ttk
from tkinter import filedialog as fd
from PIL import ImageTk, Image
root = tk.Tk()
root.geometry("1255x944")
toplevel_frame = ttk.Frame(root)
Title_frame = ttk.Frame(toplevel_frame)
img= tk.PhotoImage(file="logo.PNG")
img = img.subsample(5, 5)
lbl = tk.Label(Title_frame,image=img, compound = tk.LEFT)
lbl.image = img
lbl.grid(row=0,column=0,padx=20, pady=0)
root.mainloop()
'''
It is not showing any error but I am unable to show image inside a frame
As mentioned by #acw1668 in the comments, the frames namely toplevel_frame and Title_frame have not been rendered using any layout function(for more info).
The label with the image(i.e. lbl) is contained within the Title_frame which is within the toplevel_frame. So if the toplevel_frame and the Title_frame are not rendered any widget they contain also would not be rendered. Thus the label with the image(lbl) is not rendered.
This can simply be fixed by using any particular layout function to render these frames.
Using grid the two other lines to be added will look like this -:
toplevel_frame.grid(row=0,column=0)
Title_frame.grid(row=0,column=0)
NOTE: The two lines have to be added in the order they are defined, that is the frames have to be rendered in the order of their definition i.e. toplevel_frame frame first followed by the Title_frame frame followed by the lbl label. This will be more clear looking at the full code as provided below.
With the necessary changes done the full code will look something like this -:
# IMPORTS
import tkinter as tk
from tkinter import ttk
from tkinter import filedialog as fd
from PIL import ImageTk, Image
# ROOT INITIATION
root = tk.Tk()
root.geometry("1255x944")
# IMAGE OBJECT DEFINITION
img= tk.PhotoImage(file="logo.PNG")
img = img.subsample(5, 5)
# WIDGET DEFINITION
toplevel_frame = ttk.Frame(root)
Title_frame = ttk.Frame(toplevel_frame)
lbl = tk.Label(Title_frame,image=img, compound = tk.LEFT)
lbl.image = img
# LAYOUT MANAGEMENT
toplevel_frame.grid(row=0,column=0) # ADDED.
Title_frame.grid(row=0,column=0) # ADDED.
lbl.grid(row=0,column=0,padx=20, pady=0)
# STARTING THE ROOT MAINLOOP
root.mainloop()
NOTE: Further while deciding on the layout management function to use keep this in mind.

How to display an image (on a canvas) selected via filedialog?

I started a project a few days ago but unfortunately I'm stuck. I would like to make an image editor (a very simple one ;D) where a choose an image by using the filedialog then I would have the possibilty to make few modifications like rotations. My problem is that I can choose the image but once I did, I can't show the image on the canvas.
It says : "name 'image' is not define"
I think my problem is that the program want to show the image on the canvas but I haven't selected it yet.
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
root = Tk()
#function to select my image by using the filedialog
def select_image():
file_path = filedialog.askopenfilename()
image = Image.open(file_path)
#button to press to open filedialog
select = Button(root, text="select an image", command=select_image)
select.pack()
#the canvas where the image will be display
canvas = Canvas(root, width= 100, height=100, bg="grey")
canvas.pack()
image_tk = ImageTk.PhotoImage(image)
canvas.create_image(0,0, image= image_tk)
root.mainloop()
It is possible to create an image object before you have an image file to display, but not in the way you're doing it. You simply need to create an empty image object and keep track of the image object id, and then reconfigure that object inside of select_image.
For example, don't define image_tk in the main program. Change the line that creates the image item on the canvas to this:
image_id = canvas.create_image(0,0, anchor="nw")
(note: without the anchor option, the center of the image will be at 0,0. I'm guessing you want the upper-left corner of the image to be at 0,0).
Next, in select_image is where you do all of the work of getting the image, saving a reference to it (to avoid it being deleted when the function returns), and showing it in the canvas. It would look something like this:
def select_image():
# ask the user for the filename
file_path = filedialog.askopenfilename()
# only show the image if they chose something
if file_path:
# open the file
image = Image.open(file_path)
# create the image object, and save it so that it
# won't get deleted by the garbage collector
canvas.image_tk = ImageTk.PhotoImage(image)
# configure the canvas item to use this image
canvas.itemconfigure(image_id, image=canvas.image_tk)
You’ve got a couple of problems here:
You are never calling your function! Your code ignores
select_image() after it is defined
The variable image is only defined inside your (uncalled) function, so when you try to use it via ImageTk.PhotoImage(), it is
undefined.
Try returning the image object this way:
from tkinter import *
from PIL import Image, ImageTk
from tkinter import filedialog
root = Tk()
#function to select my image by using the filedialog
def select_image():
file_path = filedialog.askopenfilename()
return Image.open(file_path)
#button to press to open filedialog
select = Button(root, text="select an image", command=select_image)
select.pack()
#the canvas where the image will be display
canvas = Canvas(root, width= 100, height=100, bg="grey")
canvas.pack()
image_tk = ImageTk.PhotoImage(select_image())
canvas.create_image(0,0, image= image_tk)
root.mainloop()
Note that you are not checking for errors or cancellation in your select_image() function. You’d be better off handling cancel or error inside the function too

Tkinter not changing image on button press

I have loaded an image to tkinter label and that image is diplayed in that label.When i press the button i need to change that image.When the button is pressed older image is gone but the new image is not displayed
My code is
import Tkinter as tk
from PIL import Image, ImageTk
root = tk.Tk()
def change_pic(labelname):
photo1 = ImageTk.PhotoImage(Image.open("demo.jpg"))
labelname.configure(image=photo1)
print "updated"
vlabel=tk.Label(root)
photo = ImageTk.PhotoImage(Image.open('cardframe.jpg'))
vlabel.configure(image=photo)
vlabel.pack()
b2=tk.Button(root,text="Capture",command=lambda:change_pic(vlabel))
b2.pack()
root.mainloop()
In def change_pic(labelname), you need to add labelname.photo = photo1 to make sure photo1 not being garbage collected.
def change_pic(labelname):
photo1 = ImageTk.PhotoImage(Image.open("demo.jpg"))
labelname.configure(image=photo1)
labelname.photo = photo1
print "updated"
P.S. Looks like both labelname.photo = photo1 and labelname.image = photo1 work.
Check this out for more details: http://effbot.org/tkinterbook/label.htm
You can use the label to display PhotoImage and BitmapImage objects.
When doing this, make sure you keep a reference to the image object,
to prevent it from being garbage collected by Python’s memory
allocator. You can use a global variable or an instance attribute, or
easier, just add an attribute to the widget instance.
The following edits were made:
I have organised your code layout and simplified its
syntax where possible. These are to make your code easier to read.
Commonly we make the PIL objects a subset/children of tk.
So long it is a part of root (i.e. it is a child of the root
or any of its child widgets), your PIL objects will work.
Your working code is shown below:
import Tkinter as tk
from PIL import Image, ImageTk
def change_pic():
vlabel.configure(image=root.photo1)
print "updated"
root = tk.Tk()
photo = 'cardframe.jpg'
photo1 = "demo.jpg"
root.photo = ImageTk.PhotoImage(Image.open(photo))
root.photo1 = ImageTk.PhotoImage(Image.open(photo1))
vlabel=tk.Label(root,image=root.photo)
vlabel.pack()
b2=tk.Button(root,text="Capture",command=change_pic)
b2.pack()
root.mainloop()
I got it working with one more line of code:
import tkinter as tk # I am using python 3 on windows so the tkinter is lowercased
from PIL import Image, ImageTk
root = tk.Tk()
def change_pic(labelname):
global photo1 # This is the only new line you need, I believe
photo1 = ImageTk.PhotoImage(Image.open("demo.jpg"))
labelname.configure(image=photo1)
print("updated") # Again I'm using python 3 on windows so syntax may differ.
root.update() # You don't need this statement in this case, but it never hurts
vlabel=tk.Label(root)
photo = ImageTk.PhotoImage(Image.open('cardframe.jpg'))
vlabel.configure(image=photo)
vlabel.pack()
b2=tk.Button(root,text="Capture",command=lambda:change_pic(vlabel))
b2.pack()
root.mainloop()
I believe that the code changes the image locally, so the global statement will change it on the project scope.

How can I open an image in Python?

I have looked at a lot of tutorials tried them all, but nothing seemed to work through Pygame, PIL, Tkinter. it could be because of me of course, cause Im a greenie...
from Tkinter import *
root = Tk()
photo = PhotoImage(file="too.jpg")
label = Label(root, image=photo)
label.pack()
root.mainloop()
Your code is correct but it won't work because of the jpgfile.
If you want to use the PhotoImage class you can only read read GIF and PGM/PPM images from files (see docs).
For other file formats you can use the Python Imaging Library (PIL).
Here's your example using PIL:
from Tkinter import *
from PIL import Image, ImageTk
root = Tk()
image = Image.open("too.jpg")
photo = ImageTk.PhotoImage(image)
label = Label(image=photo)
label.image = photo # keep a reference!
label.pack()
root.mainloop()
The line label.image = photo is necessary if you want to avoid your image getting garbage-collected.

Python 3- How to retrieve an image from the web and display in a GUI using TKINTER?

I want a function that, when a button is clicked, it will take an image from the web using URLLIB and display it in a GUI using TKINTER.
I'm new to both URLLIB and TKINTER, so I'm having an incredibly difficult time doing this.
Tried this, but it obviously doesn't work because it uses a textbox and only will display text.
def __init__(self, root):
self.root = root
self.root.title('Image Retrieval Program')
self.init_widgets()
def init_widgets(self):
self.btn = ttk.Button(self.root, command=self.get_url, text='Get Url', width=8)
self.btn.grid(column=0, row=0, sticky='w')
self.entry = ttk.Entry(self.root, width=60)
self.entry.grid(column=0, row=0, sticky='e')
self.txt = tkinter.Text(self.root, width=80, height=20)
self.txt.grid(column=0, row=1, sticky='nwes')
sb = ttk.Scrollbar(command=self.txt.yview, orient='vertical')
sb.grid(column=1, row=1, sticky='ns')
self.txt['yscrollcommand'] = sb.set
def get_url(self):
s = urllib.request.urlretrieve("http://www.smellymonkey.com/monkeys/images/ill-monkey.gif", "dog.gif")
tkimage = ImageTk.PhotoImage(im)
self.txt.insert(tkinter.INSERT, s)
I don't use python 3, but I can give an answer that works in python 2.5+. I assume the code will work nearly identically on python 3.
Before we get started, we need to import Tkinter and create the root window:
import Tkinter as tk
root = tk.Tk()
Next, to download the image using urllib:
import urllib
URL = "http://www.smellymonkey.com/monkeys/images/ill-monkey.gif"
u = urllib.urlopen(URL)
raw_data = u.read()
u.close()
You now have the binary data for the image in the variable raw_data. Tkinter accepts a data option, but unfortunately you can't feed it this raw data. It expects the data to be encoded as base64. This is easy enough to do:
import base64
b64_data = base64.encodestring(raw_data)
image = tk.PhotoImage(data=b64_data)
Now that we have an image, time to put it on the screen:
label = tk.Label(image=image)
label.pack()
You should now see the image on the screen.
The above only works for .gif images, but other image formats are almost as easy to handle. The simplest method is to write the raw image data to disk (or use urllib to directly download the data to a file) and reference the file when creating the PhotoImage object. Of course, this only works for image formats directly supported by the PhotoImage class.
Your other choice is to use PIL (Python Image Library) which supports many different image formats. The technique remains roughly the same, only you must first create a PIL image, then convert it to a format usable by Tkinter. For more information about PIL consult the Python Imaging Library Handbook and also the effbot documentation on The Tkinter PhotoImage Class

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