本文整理汇总了Python中swampy.Gui.bu方法的典型用法代码示例。如果您正苦于以下问题:Python Gui.bu方法的具体用法?Python Gui.bu怎么用?Python Gui.bu使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类swampy.Gui
的用法示例。
在下文中一共展示了Gui.bu方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Hwindow
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
class Hwindow():
"""Creates host/join menu."""
def __init__(self):
self.h = Gui() # make h window
self.h.title('Othello!')
self.h.la(text='Game Name (no spaces)')
self.entryField = self.h.en()
self.h.gr(cols=2)
hostButton = self.h.bu(text='Host Game', command=self.host)
joinButton = self.h.bu(text='Join Game',command=self.join)
self.h.mainloop()
def host(self):
"""Creates a game w/ 2 players and 2 computers."""
name = self.entryField.get()
data = {
'gameName': name
}
req = urllib2.Request('http://othello.herokuapp.com/createGame')
req.add_header('Content-Type', 'application/json')
response = urllib2.urlopen(req, json.dumps(data))
self.h.destroy() # close h window
os.system('python board_piece_final_tweaked1.py ' + name + ' black')
def join(self):
"""Joins an existing game w/ 2 players and 2 computers."""
name = self.entryField.get()
self.h.destroy() # close h window
os.system('python board_piece_final_tweaked1.py ' + name + ' white')
示例2: figure1
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def figure1():
print 'Figure 17.3 a'
g = Gui()
b1 = g.bu(text='OK', command=g.quit)
b2 = g.bu(text='Cancel')
b3 = g.bu(text='Help')
g.mainloop()
示例3: figure4
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def figure4():
print 'Figure 17.4 a'
g = Gui()
options = dict(side=LEFT, padx=10, pady=10)
b1 = g.bu(text='OK', command=g.quit, **options)
b2 = g.bu(text='Cancel', **options)
b3 = g.bu(text='Help', **options)
g.mainloop()
示例4: figure7
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def figure7():
print 'Figure 17.5'
g = Gui()
options = dict(side=TOP, fill=X)
b1 = g.bu(text='OK', command=g.quit, **options)
b2 = g.bu(text='Cancel Command', **options)
b3 = g.bu(text='Help', **options)
g.mainloop()
g.destroy()
示例5: figure9
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def figure9():
print 'Figure 17.7 a'
g = Gui()
options = dict(side=LEFT)
b1 = g.bu(text='OK', command=g.quit, **options)
b2 = g.bu(text='Cancel', **options)
b3 = g.bu(text='Help', **options)
g.geometry('300x150')
g.mainloop()
示例6: figure8
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def figure8():
print 'Figure 17.6'
g = Gui()
options = dict(side=TOP, fill=X)
# create the widgets
g.fr()
la = g.la(side=TOP, text='List of colors:')
lb = g.lb(side=LEFT)
sb = g.sb(side=RIGHT, fill=Y)
g.endfr()
bu = g.bu(side=BOTTOM, text='OK', command=g.quit)
# fill the listbox with color names
colors = []
for line in open('/etc/X11/rgb.txt'):
t = line.split('\t')
name = t[-1].strip()
colors.append(name)
for color in colors:
lb.insert(END, color)
# tell the listbox and the scrollbar about each other
lb.configure(yscrollcommand=sb.set)
sb.configure(command=lb.yview)
g.mainloop()
g.destroy()
示例7: Gwindow
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
class Gwindow():
"""Creates local/internet menu."""
def __init__(self):
self.g = Gui() # make g window
self.g.title('Othello!')
self.g.gr(cols=2)
localButton = self.g.bu(text='Local Game', command=self.local)
internetButton = self.g.bu(text='Internet Game', command=self.internet)
self.g.mainloop()
def local(self):
"""Creates a game w/ 2 players on 1 computer."""
self.g.destroy() # close g window
os.system('python board_piece_final_tweaked.py') # start local game
def internet(self):
"""Leads to next menu."""
self.g.destroy() # close g window
Hwindow()
示例8: Vector
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
vec = Vector(item)
ca.bind("<ButtonPress-1>", vec.select)
def make_circle(event):
"""Makes a circle item at the location of a button press."""
dx = event.x
dy = event.y
pos = ca.canvas_coords([[event.x, event.y], [event.x + 10, event.y + 10]])
print pos
item = ca.rectangle(pos, fill="red")
item = Vector(item)
ca.bind("<ButtonPress-3>", make_circle)
def make_text(event=None):
"""Pressing Return in the Entry makes a text item."""
text = en.get()
item = ca.text([0, 0], text)
item = Vector(item)
g.row([0, 1])
bu = g.bu("Make text item:", make_text)
en = g.en()
en.bind("<Return>", make_text)
g.mainloop()
示例9: res
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def res():
u=entry.get() #get the entry from the txt field(input USN)
final_res(u.upper()) #pass the usn into the function
win = Gui() #initialise a win object
win.title('GPA Analysis')
win.row()
logo1=PIL.open('logo.png')
logo=ImageTk.PhotoImage(logo1)
win.la(image=logo)
win.row([0,0], padx=50)
win.la(text='Analysing 4th sem, ECE results \n of the year 2014')
win.col()
win.bu(text='About the app', command=ab_app)
win.bu(text='About the Developer', command=ab_dev)
win.la(text='Kindly mail your feedback to \n [email protected]')
win.endcol()
win.col([0,3],pady=70,padx=50)
win.la(text='Enter your USN')
entry=win.en(text='1BM12EC129')
win.bu(text='View result analysis', command=res) #function res is invoked when the bu is clicked
win.endcol()
win.row([0,4], padx=1)
win.col()
bms=PIL.open('bmslogo.png')
bms=ImageTk.PhotoImage(bms)
win.la(image=bms)
示例10: callback1
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def callback1():
"""called when the user presses 'Create circle' """
global circle
circle = canvas.circle([0, 0], 100)
def callback2():
"""called when the user presses 'Change color' """
# if the circle hasn't been created yet, do nothing
if circle == None:
return
# get the text from the entry and try to change the circle's color
color = entry.get()
try:
circle.config(fill=color)
except TclError, message:
# probably an unknown color name
print message
# create the widgets
g.bu(text="Create circle", command=callback1)
entry = g.en()
g.bu(text="Change color", command=callback2)
g.mainloop()
示例11: main
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
def main():
"""
Launches login system everytime the script is run, users have the option of signing in, or signing up if they have not already established an account and accout information. Upon login/signup, the main application is launched
"""
def newusergui():
"""
for anyone who needs to register, this adds them to the database system
"""
def newuser():
global username
for user in users.find():
for info in user:
if user[info]==newusername.get():
label.config(text="That username is already in use.")
return
if newpassword.get()==repeatnewpassword.get():
users.insert({'user':newusername.get(), 'password': newpassword.get()})
db.add_user(newusername.get(), newpassword.get())
label.config(text="Thank you for signing up!")
username = newusername.get()
launch()
else:
label.config(text="Your passwords don't match! Please try again")
usernamelabel=g.la(text='Username:')
newusername=g.en()
newpasswordlabel=g.la(text='Password:')
newpassword=g.en(show='*')
repeatpasswordlabel=g.la(text='Re-enter Password')
repeatnewpassword=g.en(show='*')
button=g.bu(text="Let's get started!",command=newuser)
label=g.la()
def logingui():
"""
this launches the general sign-in gui for those who have registered
"""
def close():
global username
for user in users.find():
if password.get()==user['password'] and usernameentry.get() == user['user']:
label.config(text= "You are now logged in!")
username = usernameentry.get()
g.quit()
launch()
return True
else:
label.config(text= "We do not recognize your username or password, please try again.")
usernamelabel=g.la(text = "MusicSwAPPer Username: ")
usernameentry = g.en()
passwordlabel=g.la("MusicSwAPPer Password: ")
password = g.en(show = '*')
button=g.bu(text="Let's get started!",command=close)
label=g.la()
g=Gui()
g.title('Launch MusicSwAPPer')
signuporlogin = g.la(text = 'Please Sign-In or Sign-Up!')
g.row()
login = g.bu(text = 'Sign in', command=logingui)
sign = g.bu(text = 'Sign up', command=newusergui)
g.endrow()
g.mainloop()
示例12: make_button
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
if button:
make_button(n-1)
if n == 0:
return button
def make_label():
g.la(text='Thank you.')
def print_button():
global count
count += 1
print count,"pressed"
b = g.bu(text='Press me', command=print_button)
if(count == 3):
return
def callback1(n):
print n
g.bu(text='Now press me.', command=callback2)
def callback2():
g.la(text='Nice job.')
def a():
callback1(10)
g.bu(text='Press me.', command=lambda:callback1(10))
g.mainloop()
示例13: Gui
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
from swampy.Gui import *
g = Gui()
g.title('Gui')
def make_button():
b2 = g.bu(text = 'Press here too..!!!', command = make_label)
def make_label():
g.la(text = 'Nice job !')
b1 = g.bu(text = 'Press here', command = make_button)
g.mainloop()
示例14: Gui
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
from swampy.Gui import *
import Tkinter
import Image as PIL
import ImageTk
g = Gui()
g.title('Image Viewer')
canvas = g.ca(width = 400, height = 400)
photo = Tkinter.PhotoImage(file = 'danger.gif')
''' PhotoImage reads a file and returns a PhotoImage object that
Tkinter can display '''
canvas.image([0,0], image = photo)
g.la(image = photo)
g.bu(image = photo)
g.mainloop()
示例15: drop
# 需要导入模块: from swampy import Gui [as 别名]
# 或者: from swampy.Gui import bu [as 别名]
self.dragy = event.y
self.move(dx, dy)
def drop(self, event):
self.config(fill=self.fill)
def make_circle(event):
pos = ca.canvas_coords([event.x, event.y])
item = ca.circle(pos, 5, fill='white')
Draggable(item)
def make_text(event=None):
text = en.get()
item = ca.text([0,0], text)
Draggable(item)
g = Gui()
g.title('Draggable Demo')
ca = g.ca(width=500, height=500, bg='black')
ca.bind('<ButtonPress-3>', make_circle)
g.row([1,0])
en = g.en()
bu = g.bu('Make text item:', make_text)
en.bind('<Return>', make_text)
g.mainloop()