本文整理汇总了Python中tkinter.Canvas.find_withtag方法的典型用法代码示例。如果您正苦于以下问题:Python Canvas.find_withtag方法的具体用法?Python Canvas.find_withtag怎么用?Python Canvas.find_withtag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tkinter.Canvas
的用法示例。
在下文中一共展示了Canvas.find_withtag方法的3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: TKinterDisplay
# 需要导入模块: from tkinter import Canvas [as 别名]
# 或者: from tkinter.Canvas import find_withtag [as 别名]
#.........这里部分代码省略.........
def renderTextInId(self, tagTocentreOn, tagsToAddTo, content, funcContent):
id1tuple = self.__getCoords(tagTocentreOn)
x1 = id1tuple[0] + ((id1tuple[2] - id1tuple[0]) / 2)
y1 = id1tuple[1] + ((id1tuple[3] - id1tuple[1]) / 2)
txt = self.__renderText(x1, y1, (id1tuple[2] - id1tuple[0]), content, tagsToAddTo)
def handler(event, self=self, content=funcContent):
return self.__eventOnClick(event, content)
self.localCanvas.tag_bind(txt, "<ButtonRelease-1>", handler)
return txt
@abstractmethod
def move(self, tag, xamount, yamount):
self.localCanvas.move(tag, xamount, yamount)
@abstractmethod
def runDisplay(self):
self.localCanvas.mainloop()
def __hideId(self, objectId):
self.localCanvas.itemconfigure(objectId, state="hidden")
pass
def __showId(self, objectId):
self.localCanvas.itemconfigure(objectId, state="normal")
pass
def __sampleDraw(self):
self.localCanvas.create_oval(0, 0, 0, 0, width=0)
def __renderText(self, x, y, width, content, tag):
val = self.localCanvas.create_text(x, y, width=width, text=content, tags=tag, justify="center", font="Helvetica 8 bold", anchor="center")
self.localCanvas.tag_raise(val)
return val
def __drawLine(self, x1, y1, x2, y2, tags=None, colour="black"):
line = self.localCanvas.create_line(x1, y1, x2, y2, tags=tags, width=self.lineThickness, arrow="first", arrowshape=(16,20,6),fill=colour, smooth=True)
self.localCanvas.tag_lower(line)
return # line
def __remove(self, num):
self.localCanvas.delete(num)
def __getCoords(self, ident):
return self.localCanvas.coords(ident)
def __eventOnFrameConfigure(self, event):
'''Reset the scroll region to encompass the inner frame'''
assert self.localCanvas
coord_tuple = self.localCanvas.bbox("all")
if not coord_tuple:
logging.error("Frame reconfigure error on coordinate acquire.")
else:
reconWidth = coord_tuple[2] - coord_tuple[0]
reconHeight = coord_tuple[3] - coord_tuple[1]
self.localCanvas.configure(width=reconWidth)
self.localCanvas.configure(height=reconHeight)
self.localCanvas.configure(scrollregion=self.localCanvas.bbox("all"))
self.localCanvas.update_idletasks()
def __eventOnClick(self, event, content):
self.__createWindowOnId(self.localCanvas.find_withtag(CURRENT), content)
def __createWindowOnId(self, itemId, content):
if self.currentlyRenderedWindow != None:
self.currentlyRenderedWindow()
# self.__remove(self.currentlyRenderedWindow)
idtuple = self.localCanvas.coords(itemId)
if idtuple:
x = idtuple[0]
y = idtuple[1]
frm = Frame(self.localCanvas)
frm.grid(row=0, column=0)
canv = Canvas(frm)
vscroll = Scrollbar(frm, orient="vertical", command=canv.yview)
vscroll.grid(row=0, column=1, sticky=N + S)
canv.grid(row=0, column=0)
canv["yscrollcommand"] = vscroll.set
aframe = Frame(canv)
aframe.grid(row=0, column=0)
Label(aframe, text=content, anchor="center", background="#CCFFCC", borderwidth=6, relief="ridge", justify="left").grid(row=1, column=0)
canvWindow = canv.create_window(x, y, window=aframe)
canv.coords(canvWindow, x, y)
self.localCanvas.update_idletasks()
canv["scrollregion"] = canv.bbox("all")
def destroyAll():
self.__remove(canvWindow)
canv.destroy()
aframe.destroy()
vscroll.destroy()
frm.destroy()
self.currentlyRenderedWindow = destroyAll
Button(frm, text="Close", command=lambda : destroyAll()).grid(row=2, column=0)
示例2: Game
# 需要导入模块: from tkinter import Canvas [as 别名]
# 或者: from tkinter.Canvas import find_withtag [as 别名]
class Game(object):
"""
"""
def __init__(self, wnd, w, h):
"""
"""
Database.init()
self.hexa_size = 80
self.width = w
self.height = h
self.canvas = Canvas(
wnd, width=self.width, height=self.height,
bg='#0080FF', highlightthickness=0, bd=0)
self.canvas.pack()
wnd.resizable(False, False)
self.player = Player(1)
self.inventory = Inventory()
self.hexagons = []
self.defaultBoardArgs = (2, 3, True)
self.canvas.tag_bind('hexagon', "<Button-1>", self.hexAction)
# TODO : Remove these tests
self.player.debug()
Database.debug_items()
self.inventory.addItem(0)
self.inventory.addItem(1)
self.inventory.addItem(0)
self.inventory.addItem(2)
self.inventory.addItem(0)
self.inventory.debug()
Database.debug_enemies()
def hexAction(self, event):
tmp = self.canvas.find_withtag(CURRENT)
if tmp:
id = tmp[0]
index = self.getHexIndexByID(id)
if self.hexagons[index].hasTag('Player'):
print("Action: Open Inventory")
elif self.hexagons[index].hasTag('Enemy'):
print("Action: Attack")
else:
print("Action: Move")
movePos = self.hexagons[index].position
if movePos[0] == 0 and movePos[1] == 0:
return
def move(t, nIndex):
self.hexagons[nIndex].setEntity(t.entity)
t.unsetEntity()
move(self.hexagons[self.getPlayerHexIndex()], index)
doneIDs = []
def moveUtil(t):
nPos = [t.position[0] - movePos[0], t.position[1] - movePos[1]]
if nPos[0] % 2 and not t.position[0] % 2:
nPos[1] -= 1
nPos = tuple(nPos)
nIndex = self.getHexIndexByPosition(nPos)
if nIndex == -1:
if not((nPos[0] < t.position[0] and nPos[1] < t.position[0]) or (nPos[0] > t.position[0] and nPos[1] == t.position[1])):
t.unsetEntity()
doneIDs.append(t.id)
return
if not nIndex in doneIDs:
moveUtil(self.hexagons[nIndex]) # Bad recursion... but works with small boards
move(t, nIndex)
doneIDs.append(t.id)
for t in self.hexagons:
if t.id in doneIDs:
continue
moveUtil(t)
def getBoardWidth(self, row=-1):
return self.defaultBoardArgs[1]
def getBoardHeight(self, column):
# This code is a bit tricky
# Since the board is composed of hexagons
# The height isn't the same on every row
# (at least that's how we handled everything)
# We use the self.defaultBoardArgs
# Basically, it'll handle the board's form
# If self.defaultBoardArgs[2] is True, then the first
# column will have the lowest number
# of rows, eg. if self.defaultBoardArgs[0] is set to 2
# then the first column will have 2 rows
# The other columns have 1 more row
# The best way to understand is to try it x)
n = 0
if column % 2 :
if self.defaultBoardArgs[2]:
n = self.defaultBoardArgs[0] + 1
else:
n = self.defaultBoardArgs[0]
else:
if self.defaultBoardArgs[2]:
n = self.defaultBoardArgs[0]
else:
n = self.defaultBoardArgs[0] + 1
#.........这里部分代码省略.........
示例3: Board
# 需要导入模块: from tkinter import Canvas [as 别名]
# 或者: from tkinter.Canvas import find_withtag [as 别名]
#.........这里部分代码省略.........
self.redPointsVariableLabel.setVar(self.redPointsVariableLabel.getVar().get()+1)
else:
self.bluePointsVariableLabel.setVar(self.bluePointsVariableLabel.getVar().get()+1)
destCoordX1,destCoordY1,destCoordX2,destCoordY2=self.getGuiCoord(dest[1],dest[0])
currentCellId=self.draw_circle(destCoordX2,destCoordY2,destCoordX1,destCoordY1, playerColor, tag,playerColor)#placement du pion déplacé
if (cap): self.selectPawn(currentCellId,tag)#Après capture, le pion est toujours sélectionné
self.hasPlayed=True
if(not(self.hasCaptured)): self.changePlayer(currentCellId,i,j)#Aucune capture, changement de joueur
else:
departA=self.coordToLetter(ancientSelectedCellTags[0][1])
departB=str(int(ancientSelectedCellTags[0][2])+1)
destA=self.coordToLetter(i)
destB=str(j+1)
message="le coup "+departA+departB+"-"+destA+destB+" n'est pas permis"+"\n"+dr.strerr(errCode)
MessageBox("ERROR "+str(errCode),message)
def selectPawn(self,currentCellId,tag):
"""
:param currentCellId: id de la case a selectionner
:param tag: tags du pion
"""
self.guiBoard.itemconfig(currentCellId,fill="green",tags=(tag,"selected"))
def deselectPawn(self,ancientSelectedCellId,playerColor,ancientSelectedCellTags):
"""
:param ancientSelectedCellId: id de la case précédemment sélectionnée
:param playerColor: couleur du joueur (red ou blue)
:param ancientSelectedCellTags: tags de la case précédemment sélectionnée
"""
self.guiBoard.itemconfig(ancientSelectedCellId,fill=playerColor,tags=ancientSelectedCellTags[0])
def getGuiCoord(self,i,j):
"""
:param i: coordonnée x
:param j: coordonnée y
:return: les coordonnées des coins supérieur gauche et inférieur droit de la case
"""
coordX1 = (i * self.cellSize)
coordY1 = (j * self.cellSize)
coordX2 = coordX1 + self.cellSize
coordY2 = coordY1 + self.cellSize
return(coordX1,coordY1,coordX2,coordY2)
def bindEvent(self,event):
i = int(event.x / self.cellSize)
j = int(event.y / self.cellSize)
if(dr.outside(self.logicBoard,j,i)): return
playerColor="red" if self.player==1 else "blue"
if(dr.caseNoire(j,i)):#Si l'on a cliqué sur une case noire
coordX1,coordY1,coordX2,coordY2=self.getGuiCoord(i,j)
tag="c"+str(i)+str(j)
if (dr.isFree(self.logicBoard,j,i)):#Si l'on a cliqué sur une case vide
currentCellId=self.guiBoard.find_withtag("r"+str(i)+str(j))[0]#recherche de l'ID de la case vide
else:#Si l'on a cliqué sur un pion
currentCellId=self.guiBoard.find_withtag(tag)[0]#recherche de l'ID du pion
ancientSelectedCellId=self.guiBoard.find_withtag("selected")#recherche de l'ancienne case sélectionée
if (ancientSelectedCellId):#Si une case à déjà été sélectionnée
ancientSelectedCellId=ancientSelectedCellId[0]#On récupère l'id du tuple
ancientSelectedCellTags=self.guiBoard.gettags(ancientSelectedCellId)#On récupère les tags de la case qui était selectionée
ancientSelectedCellCoordI=int(ancientSelectedCellTags[0][1])
ancientSelectedCellCoordJ=int(ancientSelectedCellTags[0][2])
if (not(dr.isFree(self.logicBoard,j,i))):#Si on sélectionne une case remplie
if (self.hasCaptured==True):#Si l'on a déjà capturé
if (ancientSelectedCellCoordJ==j and ancientSelectedCellCoordI==i and dr.playerColor(self.logicBoard[j][i])==self.player):
#J'ai cliqué sur moi même : Tour fini
self.changePlayer(ancientSelectedCellId,i,j)
self.deselectPawn(ancientSelectedCellId,playerColor,ancientSelectedCellTags)
return
elif (dr.playerColor(self.logicBoard[j][i])==self.player):#Si on selectionne un de nos pions
self.deselectPawn(ancientSelectedCellId,playerColor,ancientSelectedCellTags)
self.selectPawn(currentCellId,tag)
return
self.moveGuiPiece(i,j,ancientSelectedCellTags,ancientSelectedCellCoordJ,ancientSelectedCellCoordI,ancientSelectedCellId,playerColor)
else:#Aucune case n'était sélectionnée
if(not(dr.isFree(self.logicBoard,j,i))):
if (dr.playerColor(self.logicBoard[j][i])==self.player):
self.selectPawn(currentCellId,tag)