Print to the IDLE Shell when a tkinter button is pressed - python-3.x

I am trying to create a small window that shows up in the corner of your screen. The window will have a keyboard on it. I want to be able to make the computer think that you pressed a button on your keyboard when a button in the window is pressed. This is the code I have so far:
from tkinter import *
top = Tk()
frame1 = Frame(top)
btn = Button(frame1,text="q",command= 'print("q",end="")')
btn2 = Button(frame1,text="w",command= 'print("w",end="")')
btn3 = Button(frame1,text="e",command= 'print("e",end="")')
btn4 = Button(frame1,text="r",command= 'print("r",end="")')
btn5 = Button(frame1,text="t",command= 'print("t",end="")')
btn6 = Button(frame1,text="y",command= 'print("y",end="")')
btn7 = Button(frame1,text="u",command= 'print("u",end="")')
btn8 = Button(frame1,text="i",command= 'print("i",end="")')
btn9 = Button(frame1,text="o",command= 'print("o",end="")')
btn10 = Button(frame1,text="p",command='print("p",end="")')
frame2 = Frame(top)
btn11 = Button(frame2,text="a",command='print("a",end="")')
btn12 = Button(frame2,text="s",command='print("s",end="")')
btn13 = Button(frame2,text="d",command='print("d",end="")')
btn14 = Button(frame2,text="f",command='print("f",end="")')
btn15 = Button(frame2,text="g",command='print("g",end="")')
btn16 = Button(frame2,text="h",command='print("h",end="")')
btn17 = Button(frame2,text="j",command='print("j",end="")')
btn18 = Button(frame2,text="k",command='print("k",end="")')
btn19 = Button(frame2,text="l",command='print("l",end="")')
frame3 = Frame(top)
btn20 = Button(frame3,text="z",command='print("z",end="")')
btn21 = Button(frame3,text="x",command='print("x",end="")')
btn22 = Button(frame3,text="c",command='print("c",end="")')
btn23 = Button(frame3,text="v",command='print("v",end="")')
btn24 = Button(frame3,text="b",command='print("b",end="")')
btn25 = Button(frame3,text="n",command='print("n",end="")')
btn26 = Button(frame3,text="m",command='print("m",end="")')
btnArr1 = [btn,btn2,btn3,btn4,btn5,btn6,btn7,btn8,btn9,btn10]
btnArr2 = [btn11,btn12,btn13,btn14,btn15,btn16,btn17,btn18,btn19]
btnArr3 = [btn20,btn21,btn22,btn23,btn24,btn25,btn26]
for x in range(0,len(btnArr1),1):
btnArr1[x].pack(side=LEFT)
frame1.pack()
for x in range(len(btnArr2)-1,-1,-1):
btnArr2[x].pack(side=RIGHT)
frame2.pack()
for x in range(len(btnArr3)-1,-1,-1):
btnArr3[x].pack(side=RIGHT)
frame3.pack()
top.mainloop()
When I run it, it does nothing. I tried using the plain code without the single quotes, and I tried using an exec() statement in the command parameter. Both tries failed.
I am using python 3.6.2
If anyone has any idea why this is, I would love to hear what you have to say. Thank you for your time!

The command= option requires a function or other callable object - a string does not qualify. You could try command=lambda: print("q",end="") to create such a function for each button.

Related

How to fix unidentified character problem while passing data from TKinter to Photoshop via Python script?

I made a GUI Application which looks like this:
The ones marked red are Tkinter Text widgets and the ones marked yellow are Tkinter Entry widgets
After taking user input, the data is to be added to a PSD file and then rendered as an image. But Lets say, after taking the following data as input:
It renders the following Photoshop file:
How do I fix this issue that it does not recognize "\n" properly and hence the rendered document is rendered useless.
Here is the code which deals with converting of the accepted user data into strings and then adding it to Photoshop template and then rendering it:
def DataAdder2CSV():
global edate, eSNO, eage, egender, ename, ePID, econtact, ecomp, eallergy, ehistory, eR
e=edate.get()
a=eSNO.get()
d=eage.get()
f=egender.get()
b=ename.get()
c=ePID.get()
g=econtact.get()
h=ecomp.get(1.0,END)
i=eallergy.get(1.0,END)
j=ehistory.get(1.0,END)
k=eR.get(1.0,END)
data=[a,b,c,d,e,f,g,h,i,j,k]
file=open("Patient_Data.csv","a", newline="")
writer=csv.writer(file, delimiter=",")
writer.writerow(data)
file.close()
messagebox.showinfo("Prescription Generator", "Data has been saved to the database successfully!")
import win32com.client, os
objShell = win32com.client.Dispatch("WScript.Shell")
UserDocs = objShell.SpecialFolders("MyDocuments")
from tkinter import filedialog
ExpDir=filedialog.askdirectory(initialdir=UserDocs, title="Choose Destination Folder")
psApp = win32com.client.Dispatch("Photoshop.Application")
psApp.Open("D:\Coding\Python Scripts\Dr Nikhil Prescription App\Prescription Generator\Presc_Template.psd")
doc = psApp.Application.ActiveDocument
lf1 = doc.ArtLayers["name"]
tol1 = lf1.TextItem
tol1.contents = b
lf2 = doc.ArtLayers["age"]
tol2 = lf2.TextItem
tol2.contents = d
lf3 = doc.ArtLayers["gender"]
tol3 = lf3.TextItem
tol3.contents = f
lf4 = doc.ArtLayers["pid"]
tol4 = lf4.TextItem
tol4.contents = c
lf4 = doc.ArtLayers["date"]
tol4 = lf4.TextItem
tol4.contents = e
lf5 = doc.ArtLayers["contact"]
tol5 = lf5.TextItem
tol5.contents = g
lf6 = doc.ArtLayers["complaint"]
tol6 = lf6.TextItem
varH=" "+h.rstrip("\n")
tol6.contents =varH
lf7 = doc.ArtLayers["allergy"]
tol7 = lf7.TextItem
tol7.contents = i.rstrip("\n")
lf8 = doc.ArtLayers["history"]
tol8 = lf8.TextItem
varJ=" "+j.rstrip("\n")
tol8.contents =varJ
lf9 = doc.ArtLayers["R"]
tol9 = lf9.TextItem
tol9.contents = k.rstrip("\n")
options = win32com.client.Dispatch('Photoshop.ExportOptionsSaveForWeb')
options.Format = 13
options.PNG8 = False
pngfile =ExpDir+f"/{c}-{b}_({e}).png"
doc.Export(ExportIn=pngfile, ExportAs=2, Options=options)
messagebox.showinfo("Prescription Generator", "Prescription has been saved in the desired location successfully!")
There are 3 ways of expressing new line characters:
MacOS uses \r
Linux uses \n
Windows uses \r\n
Python and tkinter use \n but it looks like psApp.Application uses \r instead. That is why the document isn't rendered properly. For more info read the answers to this question.

How to disable anti-aliasing in QGIS export (pyqgis)

I'm trying to save a print layout as BMP in QGIS through python code, but want to turn of antialiasing and can't seem to figure out how to do it
def saveImage(self, layout, filename="defaultexport", extension=".bmp"):
"""Saves given layout as an image"""
filefolder = get_save_location()
filepath = os.path.join(filefolder, filename + extension)
if not os.path.isdir(filefolder):
os.makedirs(filefolder)
exporter = QgsLayoutExporter(layout)
context = QgsLayoutRenderContext(layout)
context.setFlag(context.FlagAntialiasing, False)
export_settings = exporter.ImageExportSettings()
export_settings.generateWorldFile = False
export_settings.dpi = 25
export_settings.flags = context.FlagAntialiasing
result = exporter.exportToImage(filepath, export_settings)
Is what I have. I have no idea what I'm doing with the QgsLayoutRenderContext, but it's about the only thing that seemed like it might do it. Saving manually and turning of the AA setting in save dialog works fine, but I need to do it through pyqgis
Revisting this project knowing some more Python and PyQt5 stuff this was an easy one
exporter = QgsLayoutExporter(layout)
context = QgsLayoutRenderContext(layout)
context.setFlag(context.FlagAntialiasing, False)
export_settings = exporter.ImageExportSettings()
export_settings.generateWorldFile = False
export_settings.dpi = 25
export_settings.flags = context.flags()
result = exporter.exportToImage(self.filepath, export_settings)
Needed to use context.flags()

Error using checkmouse

I'm trying to use checkmouse in order to undraw something from my window. When someone clicks the button it should undraw the text and write something else. I'm using checkMouse and getX() and getY() to do this but i keep receiving this error that states:
File "C:\Users\User\Documents\python\project2.py", line 71, in panel
if (clicknew.getX()>90 and clicknew.getX()<210) and (clicknew.getY()>35 and clicknew.getY() < 0):
AttributeError: 'NoneType' object has no attribute 'getX'
this code that i have done so far is as follows:
from graphics import *
#creating the game panel window
def panel():
#grey window, with coordinates flipped, with banners etc
win = GraphWin("Start Panel", 300,200)
win.setCoords(0,0,300,200)
win.setBackground("light grey")
#drawing the BoilerMazer banner with text
boilermazer = Rectangle(Point(0,200),Point(300,160))
boilermazer.setFill("white")
boilermazer.draw(win)
#text inside
banner1 = Text(Point(150,180),"BoilerMazer")
banner1.setStyle("bold")
banner1.setSize(20)
banner1.draw(win)
#initial game panel is going to have two buttons and a top scores object
#top score "screen"
toprec = Rectangle(Point(60,140),Point(240,50))
toprec.setFill("white")
toprec.draw(win)
#text inside toprec
topscores = Text(Point(150,130),"TOP SCORES")
topscores.setSize(8)
topscores.draw(win)
border = Text(Point(150,120),"======")
border.draw(win)
bigmac = Text(Point(150,110),"Big Mac 21")
bigmac.setSize(8)
bigmac.draw(win)
tt = Text(Point(150,90),"T.T 23")
tt.setSize(8)
tt.draw(win)
cshell = Text(Point(150,75),"C-Shell 25")
cshell.setSize(8)
cshell.draw(win)
macmac = Text(Point(150,55),"MacMac 27")
macmac.setSize(8)
macmac.draw(win)
#new player button that will eventually be clicked
new1 = Point(90,35)
new2 = Point(210,0)
newrec = Rectangle(new1,new2)
newrec.setFill("chartreuse2")
newrec.draw(win)
#new player button text
newplayer = Text(Point(150,18),"NEW PLAYER")
newplayer.draw(win)
#reset button
resetrec = Rectangle(Point(240,35),Point(300,0))
resetrec.setFill("red")
resetrec.draw(win)
#resettext
reset = Text(Point(270,18),"RESET")
reset.draw(win)
#secondary panel window is the game panel after they click new player
#set up points that we check between for the new player button first
#setting up the checkmouse
clicknew = win.checkMouse()
if (clicknew.getX()>90 and clicknew.getX()<210) and (clicknew.getY()>35 and clicknew.getY() < 0):
newplayer.undraw()
you can find the graphics window here:http://mcsp.wartburg.edu/zelle/python/graphics.py
I don't understand what I'm doing wrong, is there some other method that I'm supposed to be using? Thanks for your help
According to the docs, checkMouse() returns None if no mouse click has been detected priorly. So that seems to be the case.
You could put a loop around the call to checkMouse and keep checking if clicknew is not None and only in that case go on in your program. But maybe there's a better way...
UPDATE:
Example:
while True:
clicknew = win.getMouse()
if clicknew:
break
else:
time.sleep(0.1) # avoid busy waiting
# clicknew is set now => use it

python : bind function to button

this is my python code GUI generated from PAGE 4.6.
I want to create a function which will change the textbox value in real time example
tbCapturedImage.set("test 1").
take a look at
self.btnCapture.bind('<Button-1>', self.Capture_a)
but it cant seems to change the value of the textbox.
self.tbCapturedImage = Text(self.TLabelframe1)
self.tbCapturedImage.place(relx=0.04, rely=0.65, relheight=0.33
, relwidth=0.93)
self.tbCapturedImage.configure(background="white")
self.tbCapturedImage.configure(font="TkTextFont")
self.tbCapturedImage.configure(selectbackground="#c4c4c4")
self.tbCapturedImage.configure(width=206)
self.tbCapturedImage.configure(wrap=WORD)
self.btnCapture = Button(master)
self.btnCapture.place(relx=0.01, rely=0.92, height=45, width=982)
self.btnCapture.configure(activebackground="#d9d9d9")
self.btnCapture.configure(disabledforeground="#a7a4a7")
self.btnCapture.configure(font=font11)
self.btnCapture.configure(text='''Capture Image''')
self.btnCapture.bind('<Button-1>', self.Capture_a)
self.Labelframe1 = LabelFrame(master)
self.Labelframe1.place(relx=0.25, rely=0.48, relheight=0.43
, relwidth=0.74)
self.Labelframe1.configure(relief=GROOVE)
self.Labelframe1.configure(text='''Color Detection''')
self.Labelframe1.configure(width=740)
self.Labelframe2 = LabelFrame(master)
self.Labelframe2.place(relx=0.25, rely=0.05, relheight=0.43
, relwidth=0.35)
self.Labelframe2.configure(relief=GROOVE)
self.Labelframe2.configure(text='''Perspective Transformation''')
self.Labelframe2.configure(width=350)
self.Labelframe3 = LabelFrame(master)
self.Labelframe3.place(relx=0.61, rely=0.05, relheight=0.43
, relwidth=0.38)
self.Labelframe3.configure(relief=GROOVE)
self.Labelframe3.configure(text='''Haar-Like Detection''')
self.Labelframe3.configure(width=380)
def Capture():
tbCapture.Set("test")
def Capture_a(self,event):
self.Capture()
if __name__ == '__main__':
vp_start_gui()
You have to use self and set instead of Set
And probably you should use tbCapturedImage instead of tbCapture
def Capture(self): # self
self.tbCapturedImage.set("test") # self, set and tbCapturedImage
BTW: you can use command= in Button instead of bind
self.btnCapture = Button(master, command=self.Capture)
or
self.btnCapture.configure(command=self.Capture)
command= doesn't send event so method doesn't need argument event

How to manually set the toggle state of wxpython platebutton

I am building an application using platebutton iin wxpython. The problem is that I am not able to manually SetState of the toogle buton. I used SetState(0) but it does not change the state of toggle button. Any help would be great. Thanks. Sample code:
self.infinity= platebutton.PlateButton(self._ribbon,wx.ID_NEW, bmp = wx.Bitmap('infinity.bmp'), pos = (0,0), size = (38,18), style= platebutton.PB_STYLE_NOBG |platebutton.PB_STYLE_TOGGLE)
def OnInfinityToggled(self,event):
if event.GetEventObject().IsPressed():
self.popupmenu = wx.Menu()
Session = self.popupmenu.Append(-1, "Session")
self.Bind(wx.EVT_MENU, self.SessionMenu, Session)
self.PopupMenu(self.popupmenu,(2,23))
else:
pass
def SessionMenu(self, event):
print 5
self.infinity.SetState(0)
self.infinity.Raise()
PLATE_NORMAL = 0
PLATE_PRESSED = 1
PLATE_HIGHLIGHT = 2
SetState(0) means set to normal.
Here's how I managed to toggle state:
btn._ToggleState()
btn._pressed = True
I had the same problem. Playing around I managed to resolve my problem with
button._SetState(ix)
button.Refresh()
where ix = your choice of state.

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