I would like to be able to move a point (matplotlib.patches.Ellipse) along a vertical line. To do so, I'm calling the Dragable rectangle class (http://matplotlib.org/1.3.1/users/event_handling.html) inside a PySide QtGui.QWidget.
The dragging of my ellipse works fine, but I'm stuck in how to retrieve the final y-coordinate of the ellipse when I release the mouse button (I want to have a QLabel next to the plot that contains this y-coordinate). From on_release I have its final position:
def on_release(self, event):
if DraggablePoint.lock is not self:
return
self.point.newYcoordinate = self.point.center[1]
self.press = None
DraggablePoint.lock = None
# draw everything but the selected point and store the pixel buffer
canvas = self.point.figure.canvas
axes = self.point.axes
self.point.set_animated(True)
canvas.draw()
self.background = canvas.copy_from_bbox(self.point.axes.bbox)
# now redraw just the point
axes.draw_artist(self.point)
# and blit just the redrawn area
canvas.blit(axes.bbox)
but how can I connect this to the text of my QLabel (and obtain that this label is updated each time the ellipse is moved)?
self.FlexibleValue = patches.Ellipse(xy=(0.5, 0.5), width=0.2, height=0.2, edgecolor='r', facecolor='r', lw=2)
self.axesResp.add_patch(self.FlexibleValue)
self.dragValue = DraggablePoint(self.FlexibleValue)
self.dragValue.connect()
by adding a signal as tcaswell suggested:
def on_release(self, event):
...
self.signal.updatedSignal.emit(str(self.point.newYcoordinate))
and then retrieving the y-coordinate:
self.dragValue.signal.updatedSignal.connect(self.updatedValue)
with:
def updatedValue(self, newValue):
self.labelValue.setText(newValue)
and:
class UpdatedSignal(QtCore.QObject):
updatedSignal = QtCore.Signal(str)
Related
I am writing an application in which the following steps are intended to be executed:
1 - user clicks in blue area (a wx.Panel) and a white circle appears;
2 - user clicks Select Start button;
3 - user clicks in the white circle and it changes to green (by drawing a green circle over the white one)
The problem is that when step 3 is executed the green circle does not appear where the mouse is clicked. For example, clicking in the blue area registers a point at (223, 486). After clicking the Select Start button and then clicking in the white circle a point registers at (211, 464), and a green circle appears outside the white circle. I don’t understand why this is happening and would appreciate any help in resolving the problem.
Using python 2.7 with wxPython 3.0.3.0 on MacOs
import wx
class Test(wx.Frame):
def __init__(self, parent, title):
super(Test, self).__init__(parent, title = title, size = (820,900))
self.startSelected = False
self.radius = 10
self.panel = wx.Panel(self, size=(800,800))
self.panel.SetBackgroundColour(wx.Colour(0,0,200))
self.panel.Bind(wx.EVT_LEFT_DOWN, self.onMouseDown)
self.gbs = wx.GridBagSizer(0,0)
self.startBtn = wx.Button(self, wx.ID_ANY, label = 'Select Start')
self.startBtn.Bind(wx.EVT_BUTTON, self.selectStart)
self.gbs.Add(self.panel, span = (1,4), pos=(1,1),flag=wx.EXPAND | wx.ALL)
self.gbs.Add(self.startBtn, pos=(2,1))
self.SetSizer(self.gbs)
def onMouseDown(self, e):
pt = e.GetPosition()
print pt.x, pt.y
if e.LeftDown():
if self.startSelected:
color = wx.Colour(0,255,0)
self.paint(pt, color)
else:
color = wx.Colour(255,255,255)
self.paint(pt, color)
def paint(self, pt, color):
dc = wx.ClientDC(self)
b = wx.Brush(color)
dc.SetBrush(b)
dc.DrawCircle(pt.x, pt.y, self.radius)
def selectStart(self, e):
self.startSelected = True
if __name__ == '__main__':
app = wx.App()
Test(None, 'Test')
app.MainLoop()
The wx.ClientDC is relative to the object passed to it. As coded in the paint method, dc = wx.ClientDC(self), self is the wx.Frame. Since drawing is done on the wx.Panel, dc = wx.ClientDC(self.panel) should be used. This results in the expected behavior.
I'm creating a popup window in tkinter and want to hide it until it is created, labeled and centered on the screen to prevent the window to briefly flash empty at the wrong position.
But if i implemente these the resulting window acts if its contents were never distributed by pack() and the size of the window is set to a default 200 x 200 px.
I also tried after() and update_idletasks() since i guessed the issue in the sequence of drawing but with no success.
To hide it i use the withdraw() and deiconify() functions as stated in many other Posts including this one:
Tkinter - Preload window?
My resulting code looks like this:
Frame creation
class NotificationPopup(Tk.Toplevel):
def __init__(self, root, text, title):
Tk.Toplevel.__init__(self, root)
# Hide window until created
self.withdraw()
# Slaved to parent. Shown over parent window
self.transient(root)
# Stops interaction with parent until child is solved
self.grab_set()
self.label = Tk.Label(self, text=text, justify=Tk.LEFT, padx=10)
self.label.pack()
self.button = Tk.Button(self, text='Ok', command=self.destroy)
self.button.pack()
self.button.focus_set()
self.resizable(False, False)
self.relief = Tk.GROOVE
# Bind return to the button to close the window
self.button.bind('<Return>', (lambda event: self.destroy()))
Toolbox.center_toplevel(self)
# Show window
self.deiconify()
Center method
# Center a window based on screen dimensions and window size
def center_toplevel(toplevel):
toplevel.update_idletasks()
# Toplevel window dimensions
w = toplevel.winfo_width()
h = toplevel.winfo_height()
# get screen width and height
ws = toplevel.winfo_screenwidth() # width of screen
hs = toplevel.winfo_screenheight() # height of screen
# calculate x and y coordinates for the Tk root window
x = (ws / 2) - (w / 2)
y = (hs / 2) - (h / 2)
# Set dimension of window and placement on screen
toplevel.geometry('%dx%d+%d+%d' % (w, h, x, y))
Running the code without withdraw() on my application Shows the width and heigt at 450 and 400 px while including withdraw() shrinks it to 200 x 200 px and don't refit it to it's content.
Struggle is that I am capable of rendering one line of text with Sprites in Pygame, I am also capable of rendering multi-line text, but without the Sprites, but I can't figure out way how to render multi-line text using Sprites.
I've got this for rendering one line text using Sprites (I am going to skip the basic for running Pygame code - background, init etc.):
class Score(pygame.sprite.Sprite):
.
.
def update(self, lives, score):
.
.
self.text = "LIVES: %d SCORE: %d" % (lives, score)
self.image = self.font.render(self.text, True, self.color)
self.rect = self.image.get_rect()
.
.
.
.
def main():
.
.
score = pygame.sprite.RenderUpdates()
score.add(Score())
.
.
while 1:
.
.
score.clear(screen, background)
score_list = score.draw(screen)
pygame.display.update(score_list)
score.update(lives, score)
.
.
I just want to know if it's even possible to do it using my render method or if I should focus on doing it some other way?
And maybe one related question; Is this method the right way to render objects (images) in Pygame?
Thank you for any help.
You could render the strings with FONT.render first, then create a transparent surface and blit the separate text surfaces onto it. To figure out the width of the transparent base image, you can use the .get_width() method of the separate text surfaces and for the height you can use FONT.get_height().
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
FONT = pg.font.Font(None, 40)
BLUE = pg.Color('dodgerblue1')
class Score(pg.sprite.Sprite):
def __init__(self, pos):
super(Score, self).__init__()
self.lives = 3
self.score = 0
self.rect = pg.Rect(pos, (1, 1))
self.update_image()
def update_image(self):
height = FONT.get_height()
# Put the rendered text surfaces into this list.
text_surfaces = []
for txt in ('lives {}'.format(self.lives),
'score {}'.format(self.score)):
text_surfaces.append(FONT.render(txt, True, BLUE))
# The width of the widest surface.
width = max(txt_surf.get_width() for txt_surf in text_surfaces)
# A transparent surface onto which we blit the text surfaces.
self.image = pg.Surface((width, height*2), pg.SRCALPHA)
for y, txt_surf in enumerate(text_surfaces):
self.image.blit(txt_surf, (0, y*height))
# Get a new rect (if you maybe want to make the text clickable).
self.rect = self.image.get_rect(topleft=self.rect.topleft)
def main():
score = Score((100, 100))
all_sprites = pg.sprite.Group(score)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_s:
# Increment the score and update the image.
# It would be nicer to turn the score into a
# property and update the image automatically.
score.score += 1
score.update_image()
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
I have some code that moves images left and right but I do not want them to appear on top of the right border, which I draw as a rectangle.
What are the options in Tkinter to keep a widget (in my example a rectangle) on top of some other widgets (in my code a tile, which is an image)?
I am drawing the rectangle and the image on one canvas.
I can image that using two canvas could do the trick, but are there any other options/settings?
Thanks
import Tkinter as tk # for Python2
import PIL.Image, PIL.ImageTk
win = tk.Tk()
#Create a canvas
canvas = tk.Canvas(win, height = 500, width = 500)
#Create a rectangle on the right of the canvas
rect = canvas.create_rectangle(250, 0, 500, 250, width = 2, fill = "red")
#Create an image
SPRITE = PIL.Image.open("sprite.png")
tilePIL = SPRITE.resize((100, 100))
tilePI = PIL.ImageTk.PhotoImage(tilePIL)
tile = canvas.create_image(100, 100, image = tilePI, tags = "a tag")
#Place the canvas
canvas.grid(row = 1, column = 0, rowspan = 5)
#Move the tile to the right.
#The tile will go on top of red rectangle. How to keep the rectangle on top of the tile?
canvas.coords(tile, (300, 100))
canvas.mainloop()
Use tag_raise() method:
canvas.tag_raise(tile)
I am new to Python and even newer to Tkinter.
I am currently practicing how to use Frames and Labels and
the problem I am encountering is, when I put Labels on a frame with some buttons next to each label,
the alignment is not good to look at.
Here is the code:
from Tkinter import *
class GUI():
def __init__(self):
self.namelist = ["Mark","Anna","Jason","Lenna","Leo","Zucharich","Robinson","AReallyLongNameThatMightExist"]
self.canvas = Canvas(width=1200,height=700)
self.canvas.pack(expand=YES,fill=BOTH)
def Friends(self):
controlframe = Frame(self.canvas)
controlframe.place(x=600,y=300)
#Frame for showing names of friends
for x in self.namelist:
frame = Frame(controlframe)
frame.pack()
Name = Label(frame,text="%s "%x).pack(side=LEFT)
chatButton = Button(frame,text="Chat").pack(side=LEFT)
delButton = Button(frame,text="Delete").pack(side=LEFT)
setcloseButton = Button(frame,text="Set Close").pack(side=LEFT)
setgroupButton = Button(frame,text="Set Group").pack(side=LEFT)
mainloop()
GUI = GUI()
GUI.Friends()
What should I do so that the alignment of the Label(=name) and the button is equal to the other ones so that they will form a shape of a rectangle and not some zigzag?
It is almost always better in Tk to use the grid geometry manager. It is much more flexible once you come to understand how it works. Converting your example to use grid solves your problem as shown below but you should experiment with it a bit. Try removing the 'sticky="W"' from the label for instance and see that the centering of the widgets within the row or column can be controlled. To get your frame responding to resizes sensibly you should investigate the columnconfigure and rowconfigure options for the grid geometry management as well.
from Tkinter import *
class GUI():
def __init__(self):
self.namelist = ["Mark","Anna","Jason","Lenna",
"Leo","Zucharich","Robinson",
"AReallyLongNameThatMightExist"]
self.canvas = Canvas(width=1200,height=700)
self.canvas.pack(expand=YES,fill=BOTH)
def Friends(self):
frame = Frame(self.canvas)
frame.place(x=600,y=300)
#Frame for showing names of friends
row = 0
for x in self.namelist:
label = Label(frame,text="%s "%x)
chatButton = Button(frame,text="Chat")
delButton = Button(frame,text="Delete")
setcloseButton = Button(frame,text="Set Close")
setgroupButton = Button(frame,text="Set Group")
label.grid(row=row, column=0, sticky="W")
chatButton.grid(row=row, column=1)
delButton.grid(row=row, column=2)
setcloseButton.grid(row=row, column=3)
setgroupButton.grid(row=row, column=4)
row = row + 1
mainloop()
GUI = GUI()
GUI.Friends()