Creating a popup message box with an Entry field - python

I want to create a popup message box which prompts user to enter an input. I have this method inside a class. I am basing my code on this guide by java2s.
class MyDialog:
def __init__(self, parent):
top = self.top = Toplevel(parent)
Label(top, text="Value").pack()
self.e = Entry(top)
self.e.pack(padx=5)
b = Button(top, text="OK", command=self.ok)
b.pack(pady=5)
def ok(self):
print "value is", self.e.get()
self.top.destroy()
root = Tk()
d = MyDialog(root)
root.wait_window(d.top)
But in this, top = self.top = Toplevel(parent) doesn't work for me.
I have a mockup of what I am trying to accomplish.
My program structure looks something like this:
class MainUI:
def__int__(self):
...
self.initUI()
def initUI(self):
.......
Popup = Button(self, text="Enter Value", command=self.showPopup)
def showPopup(self):
#create the popup with an Entry here
How can I create a message box in Python which accepts user input?

I'm a little confused about your two different blocks of code. Just addressing the first block of code, nothing happens because you never enter the mainloop. To do that, you need to call root.mainloop(). The typical way of doing this is to add a button to root widget and bind a callback function to the Button (which includes d=MyDialog() and root.wait_window(d.top))
Here's some basic code which I hope does what you want ...
from Tkinter import *
import sys
class popupWindow(object):
def __init__(self,master):
top=self.top=Toplevel(master)
self.l=Label(top,text="Hello World")
self.l.pack()
self.e=Entry(top)
self.e.pack()
self.b=Button(top,text='Ok',command=self.cleanup)
self.b.pack()
def cleanup(self):
self.value=self.e.get()
self.top.destroy()
class mainWindow(object):
def __init__(self,master):
self.master=master
self.b=Button(master,text="click me!",command=self.popup)
self.b.pack()
self.b2=Button(master,text="print value",command=lambda: sys.stdout.write(self.entryValue()+'\n'))
self.b2.pack()
def popup(self):
self.w=popupWindow(self.master)
self.b["state"] = "disabled"
self.master.wait_window(self.w.top)
self.b["state"] = "normal"
def entryValue(self):
return self.w.value
if __name__ == "__main__":
root=Tk()
m=mainWindow(root)
root.mainloop()
I get the value from the popupWindow and use it in the main program (take a look at the lambda function associated with b2).
Main window:
"Click me" window:
Main window while "click me" is open:

import tkinter as tk
from tkinter import simpledialog
ROOT = tk.Tk()
ROOT.withdraw()
# the input dialog
USER_INP = simpledialog.askstring(title="Test",
prompt="What's your Name?:")
# check it out
print("Hello", USER_INP)
Enjoy ...

I did it in Tkinter without any classes. I created a function that starts a new window.
popup.Tk()
popup.mainloop()
In that window there is an Entry field from where I get the text with a variable which value is: entry.get()
Then you can use that variable for whatever you need and it will take the text from that Entry field.

I just tried this:
def get_me():
s = simpledialog.askstring("input string", "please input your added text")
Source: https://www.youtube.com/watch?v=43vzP1FyAF8

Related

Creating a button in classes. Can someone help why this doesnt work

from tkinter import *
root = Tk()
def main():
Window1 = Window(root, "hello", "500x500",)
class Window:
def __init__(self, root, title, geometry,):
self.root = root
root.title(title)
root.geometry(geometry)
root.mainloop()
class Button(Window):
def __init__(self, message):
self.message = message
super().__init__(root,)
Button(root, text=message,).pack()
root.mainloop()
Button("HI")
main()
One of the two major issues I see is that your Button class is hiding the one that tkinter defines with the same name that would have been available via the from tkinter import *. The second one is that your Button shouldn't be derived from your Window class because subclassing implies there's is an "is a" relationship between the two classes — which is clearly not the case with them.
Below is an object-oriented way to do things that does work:
import tkinter as tk # PEP 8 recommends avoiding `import *`
def main():
root = tk.Tk()
window1 = Window(root, "hello", "500x500")
Button(root, "HI")
root.mainloop()
class Window:
def __init__(self, root, title, geometry):
self.root = root
root.title(title)
root.geometry(geometry)
class Button:
def __init__(self, parent, message):
self.message = message
tk.Button(parent, text=message).pack()
if __name__ == '__main__':
main()
There are a couple of issues.
Firstly, you're creating a subclass of Window called "Button". When you subclass something, it means that it will be of a similar type as it's parent (Window != Button). But more than that, when you define Button, you're actually hiding tkinter's button!
Second, you need to think about the event loop. When working with GUIs, you want to set everything up (where is the button, where are form elements, etc.) before running the mainloop (where possible). You're calling the root.mainloop function in each element, when you should only really call it once (and probably in your main() method).
So how to actually do it? You're code may look something like this
from tkinter import *
class Window:
def __init__(self, root, title, geometry, ):
self.root = root
root.title(title)
root.geometry(geometry)
def add_button(self, label):
btn = Button(self.root, text=label)
btn.pack(side='top')
def main():
root = Tk()
Window1 = Window(root, "hello", "500x500", )
Window1.add_button("Hi!")
root.mainloop()
if __name__ == "__main__":
main()
Here, the window has a method called "add_button", where you can add whatever button you want. Note that it is just creating a new Button object (the parent is "root") and then is "packing" it (feel free to read more about tk's layouts), which puts it in its place
I've also cleaned up the main function and called it under the classic 'if name == "main":' line.
import tkinter as tk
def main():
root = tk.Tk()
window1 = Window(root, "hello", "500x500")
Button(root, "Click me", 2, 2, 10, 5)
root.mainloop()
class Window:
def __init__(self, root, title, geometry):
self.root = root
root.title(title)
root.geometry(geometry)
class Button:
def __init__(self, parent, message, row, column, width, height,):
self.message = message
self.row = row
self.column = column
self.width = width
self.height = height
tk.Button(parent, text=message, height=height, width=width).grid(column=column, row=row)
if __name__ == '__main__':
main()
the grid function isnt working now lol

Problem with Python Tkinter Button command

I wrote a login/sign up system in python using Tkinter. The code is something like:
class Sign_Up:
def __init__(self, root):
self.root = root
root.geometry('500x500')
self.name = StringVar()
...
label_0 = Label(root, ...)
entry_0 = entry(root, text = name)
...
self.b = Button(root, command = flag, ...)
self.mainloop()
def flag(self):
name1 = self.name.get()
...
Flag function checks whether the username is available or passwords match and shows relative messages from tkinter.mesagebox.
Everything works fine and desired when I call the function below:
def signup():
root = Tk()
s = Sign_Up(root)
signup()
However, when I write another class Menu which is a class for a window that has 2 buttons: Sign up and Sign in and pass this function to its button command, it does not work:
class Menu:
def __init__(self, root):
self.root = root
...
self b1 = (root, command = signup, ...)
root.mainloop()
def signup(self):
root = Tk()
s = Sign_Up(root)
Sign up function does not work with command and I assume that the problem is about get function in the flag function above because every time it shows a warning 'fill in the blanks' which is supposed to be displayed when the length of the entries is 0.
As I said, flag function and sign up class works properly independently, but it does not work when I pass it to tkinter button command. How can I fix this?
I solved this problem, Tk() only has to be used for the first window, for the next ones, Toplevel() should be used.

Allow user to change default text in tkinter entry widget.

I'm writing a python script that requires the user to enter the name of a folder. For most cases, the default will suffice, but I want an entry box to appear that allows the user to over-ride the default. Here's what I have:
from Tkinter import *
import time
def main():
#some stuff
def getFolderName():
master = Tk()
folderName = Entry(master)
folderName.pack()
folderName.insert(END, 'dat' + time.strftime('%m%d%Y'))
folderName.focus_set()
createDirectoryName = folderName.get()
def callback():
global createDirectoryName
createDirectoryName = folderName.get()
return
b = Button(master, text="OK and Close", width=10, command=callback)
b.pack()
mainloop()
return createDirectoryName
getFolderName()
#other stuff happens....
return
if __name__ == '__main__':
main()
I know next to nothing about tkInter and have 2 questions.
Is over-riding the default entry using global createDirectoryName within the callback function the best way to do this?
How can I make the button close the window when you press it.
I've tried
def callback():
global createDirectoryName
createDirectoryName = folderName.get()
master.destroy
but that simply destroys the window upon running the script.
I don't know how experienced are you in Tkinter, but I suggest you use classes.
try:
from tkinter import * #3.x
except:
from Tkinter import * #2.x
class anynamehere(Tk): #you can make the class inherit from Tk directly,
def __init__(self): #__init__ is a special methoed that gets called anytime the class does
Tk.__init__(self) #it has to be called __init__
#further code here e.g.
self.frame = Frame()
self.frame.pack()
self.makeUI()
self.number = 0 # this will work in the class anywhere so you don't need global all the time
def makeUI(self):
#code to make the UI
self.number = 1 # no need for global
#answer to question No.2
Button(frame, command = self.destroy).pack()
anyname = anynamehere() #remember it alredy has Tk
anyname.mainloop()
Also why do you want to override the deafult Entry behavior ?
The solution would be to make another button and bind a command to it like this
self.enteredtext = StringVar()
self.entry = Entry(frame, textvariable = self.enteredtext)
self.entry.pack()
self.button = Button(frame, text = "Submit", command = self.getfolder, #someother options, check tkitner documentation for full list)
self.button.pack()
def getfolder(self): #make the UI in one method, command in other I suggest
text = self.enteredtext.get()
#text now has whats been entered to the entry, do what you need to with it

Tkinter Large Text Dialogue (save string on button click)

I am trying to make a large text-entry popup as part of a gui. The idea is to get paragraph-long user-input. The problem is that the method get_big_text() returns before the button is pushed. How can I have a separate window pop-up like this, and be able to save the user's text to a variable in my control program? Everything else in my program has been working out, until I tried to implement this. I am new to gui programming. I get the feeling that there is something fundamentally different about waiting for user input here, but I can't wrap my head around it in the functional context.
My goal is to have the line print(foo.get_big_text()) print the user's text, but of course it prints None because the get_big_text() method finishes.
I have left out the details of the rest of the gui, and wrote an __init__() that probably doesn't need to be there, but this is the basics of how my gui is coming along. The Toplevel widget is the only widget in my gui that is not somehow connected to root.
from tkinter import *
class Gui:
def __init__(self, root):
tframe = Frame(root)
tframe.pack(side='top')
bframe = Frame(root)
bframe.pack(side='bottom')
self.txt = Text(tframe)
self.txt.insert('0.0', 'Totally foobar')
self.txt.pack()
self.btn = Button(bframe, text='OK')
self.btn.pack()
def get_big_text(self, title='', text=''):
popup = Toplevel(height=160, width=180)
popup.title(title)
txtframe = Frame(popup)
txtframe.pack()
big_text = Text(txtframe)
big_text.insert('0.0',text)
big_text.pack()
btnframe = Frame(popup)
btnframe.pack()
grab_text = Button(btnframe)
grab_text.config(text="Done", command=lambda: big_text.get('0.0', 'end'))
grab_text.pack()
root=Tk()
root.title('Example')
foo = Gui(root)
print(foo.get_big_text())
root.mainloop()
You should pass the text to one function in your class and then do whatever you want with it (like printing):
from Tkinter import *
class Gui:
def __init__(self, root):
tframe = Frame(root)
tframe.pack(side='top')
bframe = Frame(root)
bframe.pack(side='bottom')
self.txt = Text(tframe)
self.txt.insert('0.0', 'Totally foobar')
self.txt.pack()
self.btn = Button(bframe, text='OK')
self.btn.pack()
def f(self, text):
print(text)
def get_big_text(self, title='', text=''):
popup = Toplevel(height=160, width=180)
popup.title(title)
txtframe = Frame(popup)
txtframe.pack()
big_text = Text(txtframe)
big_text.insert('0.0',text)
big_text.pack()
btnframe = Frame(popup)
btnframe.pack()
grab_text = Button(btnframe)
grab_text.config(text="Done", command=lambda: self.f(big_text.get('0.0', 'end')))
grab_text.pack()
root=Tk()
root.title('Example')
foo = Gui(root)
foo.get_big_text()
root.mainloop()
If you want to print the text after the gui finished you can do this modifications:
On Gui.f:
def f(self, text):
self.text = text
At the end of your code:
root.mainloop()
print(foo.text)
After some suggestions from #xndrme, and some hard thinking, I realized the solution is quite simple. It's just that I'm not used to programing in this functional style. Really fun to discover this, though.
I wanted the get_big_text() method to return the text so that I could pass it somewhere else and "do something" with it when the text comes. The solution was to pass an anonymous function to the method and "tell it" what should be done with it when it does come.
Note the new callback parameter in get_big_text()
from tkinter import *
class Gui:
def __init__(self, root):
tframe = Frame(root)
tframe.pack(side='top')
bframe = Frame(root)
bframe.pack(side='bottom')
self.txt = Text(tframe)
self.txt.insert('0.0', 'Totally foobar')
self.txt.pack()
self.btn = Button(bframe, text='OK')
self.btn.pack()
def get_big_text(self, callback, title='', text=''):
popup = Toplevel(height=160, width=180)
popup.title(title)
txtframe = Frame(popup)
txtframe.pack()
big_text = Text(txtframe)
big_text.insert('0.0',text)
big_text.pack()
btnframe = Frame(popup)
btnframe.pack()
grab_text = Button(btnframe)
grab_text.config(text="Done", command=lambda:callback(big_text.get('0.0', 'end')))
grab_text.pack()
root=Tk()
root.title('Example')
foo = Gui(root)
foo.get_big_text(lambda x:print(x))
root.mainloop()
The general flow for a dialog is to create the window, then call wait_window to wait until the window has been dismissed by the user. Your function can then return whatever you want.
There's a bit of a chicken-and-egg thing going on, in that you need to get the value from the dialog before the dialog is destroyed since the text widget will be destroyed when the toplevel is destroyed. You do this by explicitly managing the destruction of the window (read: get the value before actually destroying the window).
Here's a working example, trying to preserve as much as code as possible but without using a global import:
import Tkinter as tk
class CustomDialog(object):
def __init__(self, parent, title="Enter a paragraph", default_text=""):
self.parent = parent
self.title = title
self.default = default_text
def show(self):
self.popup = tk.Toplevel(self.parent)
self.popup.title(self.title)
txtframe = tk.Frame(self.popup)
txtframe.pack()
self.big_text = tk.Text(txtframe)
self.big_text.insert('1.0',self.default)
self.big_text.pack()
btnframe = tk.Frame(self.popup)
btnframe.pack()
grab_text = tk.Button(btnframe)
grab_text.config(text="Done", command=self.done)
grab_text.pack()
# make sure our "done" method gets called even if the
# user destroys the window
self.popup.wm_protocol("WM_DELETE_WINDOW", self.done)
# wait for the window to be destroyed
root.wait_window(self.popup)
return self.data
def done(self, *args):
# get the data from the window, then destroy
# the window and return to the caller
self.data = self.big_text.get("1.0", "end-1c")
self.popup.destroy()
class Example(tk.Frame):
def __init__(self, parent):
tk.Frame.__init__(self, parent)
b = tk.Button(self, text="Get Input", command=self.go)
b.pack()
def go(self):
dialog = CustomDialog(self, default_text="totally foobar")
result = dialog.show()
print "result:", result
if __name__ == "__main__":
root = tk.Tk()
Example(root).pack(fill="both", expand=True)
root.mainloop()
Another option that you have is to pass a callback to your dialog, and tie that callback to the "done" button. That way, whenever the user clicks the button, you execute the callback to do whatever you want with the data before destroying the window.
That is how you implement a non-modal dialog, since you don't necessarily have to destroy the window. Font dialogs are a good example of this, where you might want to keep the dialog open for quite a while, and affect whatever is currently selected.
The effbot site has a decent writeup on dialogs. See http://effbot.org/tkinterbook/tkinter-dialog-windows.htm

Move tkinter label using button command

I am trying to recreate the boardgame monopoly using python and tkinter. I know how to place a label on a canvas or a frame, but how should I do this command is being run from another function in the class? I tried it using some function within the class Board, but then the error rises that the label, canvas, etc. are not defined as this happens in __init__(self,parent). How can I solve these errors? Or should I take a different approach to this? Hope I made my problem clear.
import tkFileDialog
from random import randint
class Board(Frame):
def __init__(self,parent):
##create the board
frame = Frame(parent)
frame.pack()
Frame.__init__(self,parent)
frame2 = Frame(frame)
frame2.pack()
c=Canvas(frame2,width=480,height=480)
c.pack(expand=YES,fill=BOTH)
c.background=PhotoImage(file='Board.gif')
c.create_image(0,0,image=c.background,anchor='nw')
##Add player 1
player1=PhotoImage(file='plane.gif')
label_player1 = Label(c,image=player1)
label_player1.image=player1
label_player1.place(x=430,y=420)
##Add player 2
player2=PhotoImage(file='car.gif')
label_player2 = Label(c,image=player2)
label_player2.image=player2
label_player2.place(x=430,y=450)
button = Button(frame, text="Next turn", command=self.next_turn)
button.pack()
button = Button(frame, text="Roll the dice", command=self.roll)
button.pack()
def roll(self):
number=randint(2,12)
if b==0:
self.place_player_down()
return number
def place_player_down(self):
for i in range(number+1):
h=int(430-i*30)
while h>=0:
player2=PhotoImage(file='car.gif')
label_player2 = Label(c,image=player2)
label_player2.image=player2
label_player2.place(x=h,y=420)
root = Tk()
board = Board(root)
board.pack()
root.mainloop()
The approach is correct (wrap your Tkinter widgets in a class with the event handler functions as methods), but you forgot to set the widgets as attributes of the class using the reference to self:
class Board(Frame):
def __init__(self,parent):
# ...
self.c = Canvas(frame2,width=480,height=480)
self.c.pack(expand=YES,fill=BOTH)
# ...
def place_player_down(self):
# Use 'self.c', not just 'c'
I think you want to do something similar with the value number, but it that case I would send it as an argument to place_player_down:
def roll(self):
number=randint(2,12)
if b==0:
self.place_player_down(number)
return number # Keep in mind that this value is returned but not used anymore
def place_player_down(self, number):
# Use 'number'

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