python中tkinter模块如何消毁组件

python中tkinter模块如何消毁组件,第1张

如何在tkinter窗体上动态创建组件以及销毁组件的方法。

import tkinter

import tkinter.messagebox

import tkinter.simpledialog

btnList = []

# 动态创建组件,并计算组件在窗体上的位置

def place(n):

for i in range(n):

exec('btn'+str(i)+'=tkinter.Button(root,text='+str(i)+')')

eval('btn'+str(i)).place(x=80, y=10+i*30, width=60, height=20)

btnList.append(eval('btn'+str(i)))

root.geometry('200x'+str((n)*30+70)+'+400+300')

return n*30 + 10

# 创建tkinter应用程序

root = tkinter.Tk()

# 窗口标题

root.title('动态创建组件')

# 窗口初始大小和位置

root.geometry('200x180+400+300')

# 不允许改变窗口大小

root.resizable(False, False)

# 增加按钮的按钮

def btnSetClick():

n = tkinter.simpledialog.askinteger(title='输入一个整数',

prompt='想动态增加几个按钮:',

initialvalue=3)

if n and n>0:

startY = place(n)

modify(startY)

# 根据需要禁用和启用“增加按钮”和“清空按钮”

btnSet['state'] = 'disabled'

btnClear['state'] = 'normal'

btnSet = tkinter.Button(root,

text='增加按钮',

command=btnSetClick)

def btnClearClick():

global btnList

# 删除动态创建的按钮

for btn in btnList:

btn.destroy()

btnList = []

modify(20)

btnClear['state'] = 'disabled'

btnSet['state'] = 'normal'

btnClear = tkinter.Button(root,

text='清空按钮',

command=btnClearClick)

# 默认处于禁用状态

btnClear['state'] = 'disabled'

# 动态调整“增加按钮”和“清空按钮”的位置

def modify(startY):

btnSet.place(x=10, y=startY, width=80, height=20)

btnClear.place(x=100, y=startY, width=80, height=20)

modify(20)

root.mainloop()

代码运行后初始状态为:单击“增加按钮”后,在d出的窗口中输入5,然后窗体变为下面的样子:

单击“清空按钮“后恢复到初始状态。

您可以通过my_btn = Button(master, ...) 记住每个按钮的id,其中my_btn 将是按钮的id。然后将它们收集到列表中,并在每次要调用按其 ID 添加的所有按钮时使用 for 循环。见:

import tkinter as tk

button_list = []

master = tk.Tk()

def change_color():

for button in button_list:

button.config(bg='red')

my_btn = tk.Button(master, text="Button 1")

my_btn.pack()

button_list.append(my_btn)

my_btn = tk.Button(master, text="Button 2")

my_btn.pack()

button_list.append(my_btn)

my_btn = tk.Button(master, text="Button 3")

my_btn.pack()

button_list.append(my_btn)

my_btn = tk.Button(master, text="CHANGE COLOR", command=change_color)

my_btn.pack()

master.mainloop()

您可以使用字典而不是列表来选择您需要的按钮,这将是更好的做法。

当然你可以参考上面代码中的所有按钮,但我认为你永远不需要它。

顺便说一句,您不需要使用is not None,因为if btn connected variable 已经返回布尔值,所以您的循环应该如下所示:

for btn in btns_list:

if btn connected variable:

btn.config(text='Press to reconfig', fg='green')

编辑 1:

用字典代替列表的例子:

import tkinter as tk

# dictionary with buttons

d = {}

master = tk.Tk()

def change_color():

# for loop for dict keys

for button in d.keys():

# here we refer to each button(value of button key)

# and change the color

#

# here you can add some if statements to edit particular group

# of buttons

d[button].config(bg='red')

my_btn = tk.Button(master, text="Button 1")

my_btn.pack()

d['group1_btn_name1'] = my_btn

my_btn = tk.Button(master, text="Button 2")

my_btn.pack()

d['group2_btn_name2'] = my_btn

my_btn = tk.Button(master, text="Button 3")

my_btn.pack()

d['group1_btn_name3'] = my_btn

my_btn = tk.Button(master, text="CHANGE COLOR", command=change_color)

my_btn.pack()

master.mainloop()

但请记住 - 字典中的每个键都应该是唯一的,因此按钮名称(键)都应该不同 (btn_name1, btn_name2, btn_name3)。您可以通过添加诸如some_group_btn1, some_group_btn2 ... other_group_btnnnn... 之类的前缀来对它们进行分组

您可以创建具有任何名称的按钮和组,但某些东西(例如_)应该划分组前缀和按钮名称,以便在字典键中定义特定的组名称。例如,您可以添加这样的 if 语句:

if 'group1' in button.split('_'):

d[button].config(bg='red')

它将修改仅引用group1 组的按钮。但是请记住,由于拆分 *** 作,您想要的除号_ 或- 应该始终相同。

检查字典键here

关于拆分here

from tkinter import *

#1.获取到小圆当前的圆心坐标(x1, y1)

#2.获取到小圆移动的圆心坐标(x2, y2)

#3.把小圆从坐标(x1, y1)移动到坐标(x2, y2)

__author__ = {'name' : 'Hongten',

              'mail' : '[email protected]',

              'blog' : 'http://www.cnblogs.com/',

              'QQ': '648719819',

              'created' : '2013-09-20'}

class Eay(Frame):

    

    def createWidgets(self):

        ## The playing field

        self.draw = Canvas(self, width=500, height=500)

        #鼠标位置

        self.mouse_x = 450

        self.mouse_y = 250

        

        #圆心坐标(x,y)

        self.oval_zero_x = 250

        self.oval_zero_y = 250

        #外面大圆半径

        self.oval_r = 100

        

        #里面小圆半径

        self.oval_R = 30

        self.oval_r1 = self.oval_r - self.oval_R + 0.5

        self.oval_r2 = self.oval_r - self.oval_R - 0.5

        #小圆

        self.letter_ball_x1 = 250

        self.letter_ball_y1 = 250

                

        # The ball 外面大圆

        self.ball = self.draw.create_oval((self.oval_zero_x - self.oval_r),

                                          (self.oval_zero_y - self.oval_r),

                                          (self.oval_zero_x + self.oval_r),

                                          (self.oval_zero_y + self.oval_r),

                                          fill="white")

        self.ball = self.draw.create_oval((self.oval_zero_x - self.oval_r1),

                                          (self.oval_zero_y - self.oval_r1),

                                          (self.oval_zero_x + self.oval_r1),

                                          (self.oval_zero_y + self.oval_r1),

                                          fill="blue")

        self.ball = self.draw.create_oval((self.oval_zero_x - self.oval_r2),

                                          (self.oval_zero_y - self.oval_r2),

                                          (self.oval_zero_x + self.oval_r2),

                                          (self.oval_zero_y + self.oval_r2),

                                          fill="white")

        

        #里面小圆

        self.ball_over = self.draw.create_oval((self.oval_zero_x - self.oval_R),

                                               (self.oval_zero_y - self.oval_R),

                                               (self.oval_zero_x + self.oval_R),

                                               (self.oval_zero_y + self.oval_R),

                                               fill="red")

        self.draw.pack(side=LEFT)

    def mouseMove(self, event):

        self.mouse_x = event.x

        self.mouse_y = event.y

        if SHOW_LOG:

            print('#' * 50)

            print('鼠标的坐标为:({}, {})'.format(self.mouse_x, self.mouse_y))

            print('小圆当前坐标为:({}, {})'.format(self.letter_ball_x1, self.letter_ball_y1))

        '''获取到小圆移动的圆心坐标(x2, y2)'''

        ax_x = abs(self.mouse_x - self.oval_zero_x)

        ax_y = abs(self.mouse_y - self.oval_zero_y)

        if SHOW_LOG:

            print('坐标A(oval_zero_x, oval_zero_y)到坐标X(mouse_x, mouse_y)的距离为AX')

            print('AX中ax_x = {}, ax_y = {}'.format(ax_x, ax_y))

        ax_len = ((ax_x ** 2) + (ax_y ** 2))**0.5

        if SHOW_LOG:

            print('AX的长度为:{}'.format(ax_len))

            

        #如果鼠标坐标在(ax_len > |r-R|)

        if ax_len > abs(self.oval_r - self.oval_R):

            ac_len = abs(self.oval_r - self.oval_R)

            if SHOW_LOG:

                print('AC的产度为:{}'.format(ac_len))

        

            if int(self.mouse_x - self.oval_zero_x) != 0:

                if int(self.mouse_y - self.oval_zero_y) != 0:

                    #求直线斜率  y = kx + b

                    k = (self.mouse_y - self.oval_zero_y)/(self.mouse_x - self.oval_zero_x)

                    if SHOW_LOG:

                        print('鼠标到大圆圆心的直线的斜率为:{}'.format(k))

                    b = self.mouse_y - (k * self.mouse_x)

                    ###################################################

                

                    #小圆移动后的坐标

                    #这里有三个条件:

                    #    1.小圆的圆心坐标(x1, y1)在直线AC上(y = kx + b)

                    #    2.(r-R)^2 = x1^2 + y1^2   由1,2可以得到 =>  (r-R)^2 = x1^2 + 2*x1*k*b + b^2   => x1有两个值,通过3判断x1的符号,从而求出y1

                    #    3.if self.mousex_x > 0:

                    #          x1 > 0

                    #这是一个二元二次方程,方程的解有两组,不过通过鼠标的位置self.mouse_x(self.mouse_y)可以判断圆心坐标x1(y1)

                    letter_ball_x2 = ((ac_len * (abs(self.mouse_x - self.oval_zero_x)))/ax_len) + self.letter_ball_x1

                    letter_ball_y2 = (letter_ball_x2 * k) + b

                    if SHOW_LOG:

                        print('小圆当前坐标为:({}, {})'.format(self.letter_ball_x1, self.letter_ball_y1))

                        print('小圆移动后坐标为:({}, {})'.format(letter_ball_x2, letter_ball_y2))

                    #把小圆从坐标(x1, y1)移动到坐标(x2, y2)

                    self.moved_x2 = letter_ball_x2 - self.letter_ball_x1

                    self.moved_y2 = letter_ball_y2 - self.letter_ball_y1

                    if SHOW_LOG:

                        print('需要移动的距离是:({}, {})'.format(int(self.moved_x2), int(self.moved_y2)))

                    self.draw.move(self.ball_over, int(self.moved_x2), int(self.moved_y2))

                    self.letter_ball_x1 = letter_ball_x2

                    self.letter_ball_y1 = letter_ball_y2

                else:

                    print('鼠标在X轴上') 

            else:

                print('鼠标在Y轴上')

        else:

            if SHOW_LOG:

                print('小圆的移动后的坐标就是鼠标坐标')

            #小圆移动后的坐标

            letter_ball_x2 = self.mouse_x

            letter_ball_y2 = self.mouse_y

            if SHOW_LOG:

                print('小圆移动后坐标为:({}, {})'.format(letter_ball_x2, letter_ball_y2))

            #把小圆从坐标(x1, y1)移动到坐标(x2, y2)

            self.moved_x2 = letter_ball_x2 - self.letter_ball_x1

            self.moved_y2 = letter_ball_y2 - self.letter_ball_y1

            if SHOW_LOG:

                print('需要移动的距离是:({}, {})'.format(int(self.moved_x2), int(self.moved_y2)))

            self.draw.move(self.ball_over, int(self.moved_x2), int(self.moved_y2))

            self.letter_ball_x1 = letter_ball_x2

            self.letter_ball_y1 = letter_ball_y2

    

    def move_ball(self, *args):

        #当鼠标在窗口中按下左键拖动的时候执行

        Widget.bind(self.draw, "<B1-Motion>", self.mouseMove)

        #当鼠标在大圆内移动的时候执行

        #self.draw.tag_bind(self.ball, "<Any-Enter>", self.mouseMove)

    def __init__(self, master=None):

        global letter_ball_x2

        letter_ball_x2 = 0

        global letter_ball_y2

        letter_ball_y2 = 0

        global SHOW_LOG

        SHOW_LOG = True

        

        Frame.__init__(self, master)

        Pack.config(self)

        self.createWidgets()

        self.after(10, self.move_ball)

game = Eay()

game.mainloop()

效果


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原文地址: http://outofmemory.cn/bake/11661505.html

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