我正在创建一个触摸屏图形用户界面,它有多个输入小部件,可以使用小键盘进行编辑。我如何知道用户选择了哪个条目小部件?我已经创建了一个迂回的方式,每个条目都被编码为一个按钮,当点击时,按钮编辑一个‘选定’变量,小键盘使用这个变量来知道要编辑哪个,但是有更好的方法吗?可能用焦点?(我有按钮小部件工作,但我想使用评论条目小部件,而且一些不相关的代码已经被删除,所以帖子不会太长)
class MyApp(Tk):
def __init__(self,*args, **kwargs):
Tk.__init__(self, *args, **kwargs)
container = Frame(self)
container.pack(side="top", fill="both", expand = True)
self.shared_data = {
'codeOne' : StringVar(),
'codeTwo' : StringVar(),
'selectedCode' : StringVar(),
}
def setCode(self, value):
#function updates selected variable
selectedVar = self.shared_data['selectedCode']
if selectedVar.get() == 'codeOne':
code = self.shared_data['codeOne']
elif selectedVar.get() == 'codeTwo':
code = self.shared_data['codeTwo']
else: #non selected
print('nothing selected')
return False
old = code.get()
if type(value) == int:
code.set(old+str(value))
else:
code.set(old[0:len(old)-1])
return True
def setVariable(self, variable, value):
variable.set(value)
return True
class MenuPage(Frame):
def __init__(self, parent, controller):
Frame.__init__(self, parent)
self.controller = controller
Label(self, text="Code 1:", font='Helvetica 15').grid(row=2, column=0, columnspan=3, sticky=E, pady=10)
Button(self, textvariable=controller.shared_data['codeOne'], font=MENU_ENTRIES, width=7, bg='grey99', command=lambda:controller.setVariable(controller.shared_data['selectedCode'],'codeOne')).grid(row=2, column=1, pady=10)
#Entry(self, textvariable=controller.shared_data['codeOne'], font='Helvetica 15').grid(row=2, column=3, columnspan=1, pady=10, sticky=W)
Label(self, text="Code 2:", font='Helvetica 15').grid(row=3, column=0, columnspan=3, sticky=E, pady=10)
Button(self, textvariable=controller.shared_data['codeTwo'], font=MENU_ENTRIES, width=7, bg='grey99', command=lambda:controller.setVariable(controller.shared_data['selectedCode'],'codeTwo')).grid(row=2, column=1, pady=10)
#Entry(self, textvariable=controller.shared_data['codeTwo'], font='Helvetica 15').grid(row=3, column=3, columnspan=3, pady=10, sticky=W)
Button(self, text="1", width=3, command=lambda:controller.setCode(1)).grid(row=1, column=3, rowspan=2, padx=(20,5), pady=10)
Button(self, text="2", width=3, command=lambda:controller.setCode(2)).grid(row=1, column=4, rowspan=2, padx=5, pady=10)
Button(self, text="3", width=3, command=lambda:controller.setCode(3)).grid(row=1, column=5, rowspan=2, padx=5, pady=10)
Button(self, text="4", width=3, command=lambda:controller.setCode(4)).grid(row=3, column=3, rowspan=2, padx=(20,5), pady=10)
Button(self, text="5", width=3, command=lambda:controller.setCode(5)).grid(row=3, column=4, rowspan=2, padx=5, pady=10)
Button(self, text="6", width=3, command=lambda:controller.setCode(6)).grid(row=3, column=5, rowspan=2, padx=5, pady=10)
Button(self, text="7", width=3, command=lambda:controller.setCode(7)).grid(row=5, column=3, rowspan=2, padx=(20,5), pady=10)
Button(self, text="8", width=3, command=lambda:controller.setCode(8)).grid(row=5, column=4, rowspan=2, padx=5, pady=10)
Button(self, text="9", width=3, command=lambda:controller.setCode(9)).grid(row=5, column=5, rowspan=2, padx=5, pady=10)
Button(self, text="DELETE", width=7, command=lambda:controller.setCode('delete')).grid(row=7, column=3, rowspan=2, columnspan=2, padx=(20,5), pady=10)
Button(self, text="0", width=3, command=lambda:controller.setCode(0)).grid(row=7, column=5, rowspan=2, padx=5, pady=10)
app = MyApp()
app.mainloop()
我想如果你有一个传统的鼠标和键盘,它的工作原理会完全相同。当用户触摸一个条目小部件时,该小部件将获得焦点。您的函数只需将文本输入到具有焦点的小部件中。这正是“焦点”概念存在的问题。在
删除您的按钮,将条目小部件放回原处,并将
setCode
改为:您可能还需要关注第一个条目小部件。为此,您需要保留对它的引用(最佳做法是将小部件的创建与使用}将其添加到窗口中是一种最佳做法,即使您不需要引用):
^{pr2}$grid
、pack
或{相关问题 更多 >
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