如何使用tkinter将帧放入帧内?

时间:2012-03-23 17:55:11

标签: python tkinter

我正在制作一个基于Avalon Hills 70年代和70年代制作的战略游戏的棒球项目。 80年代,最后一部分是gui。我已经制作了所有运行游戏命令行的代码,并且我已经获得了使用gui选择阵容的代码。我设想在第一行有一个记分牌的3by1网格,一个显示结果,外出,本垒打,双人游戏等的文本框,最后一行在左侧的投手和击球牌之间划分,并且按钮框架。框架将在进攻和防守框架之间翻转。所以首先防守框架提出了投球改变,改变位置和打球等选项。玩球将框架更改为进攻选项,这将是捏击,捏合,偷,等等。但是如何将按钮放在框架内,然后将播放器卡和按钮组合在另一个框架中,然后将其添加到主框架中?

DFrame& OFrame类是内部类(因此是“精灵”,而不是“自我”)。我在2帧之间进行了动态切换。我的问题是破坏DFrame主循环,它只播放第一个的顶部,而self.roadOuts永远不会增加。这就是我所拥有的:

while self.innings < 8.5 or self.homeScore == self.roadScore:
    self.roadOuts = 0
    while self.roadOuts < 3:
        self.dFrame.mainloop()

class DFrame(Frame):
    def __init__(elf, parent):
        Frame.__init__(elf)
        elf._playButton = Button(elf, text = 'Play Ball',
                                command = parent.oMenu)
        elf._playButton.grid(row = 0, column = 0)
        elf._pitchingButton = Button(elf, text = 'Pitching Change',
                                command = parent.pitchingChange)
        elf._pitchingButton.grid(row = 1, column = 0)
        elf._positionButton = Button(elf, text = 'Defensive Substitution',
                                command = parent.positionChange)
        elf._positionButton.grid(row = 0, column = 1)
        elf._alignButton = Button(elf, text = 'Change Positions',
                                command = parent.positionSwap)
        elf._alignButton.grid(row = 1, column = 1)
        elf._doubleButton = Button(elf, text = 'Double Switch',
                                command = parent.doubleSwitch)
        elf._doubleButton.grid(row = 2, column = 0)
        elf._walkButton = Button(elf, text = 'Intentional Walk',
                                command = parent.intentionalWalk)
        elf._walkButton.grid(row = 2, column = 1)
        elf._depthButton = Button(elf, text = 'Change Infield Depth',
                                command = parent.infieldDepth)
        elf._depthButton.grid(row = 3, column = 0)

class OFrame(Frame):
    def __init__(elf, parent):
        Frame.__init__(elf)
        elf._playButton = Button(elf, text = 'Play Ball',
                                command = parent.atBat)
        elf._playButton.grid(row = 0, column = 0)
        elf._pinchHitButton = Button(elf, text = 'Pinch Hit',
                                command = parent.pinchHit)
        elf._pinchHitButton.grid(row = 1, column = 0)
        elf._prfButton = Button(elf, text = 'Pinch Run First',
                                command = parent.pinchRunFirst)
        elf._prfButton.grid(row = 0, column = 1)
        elf._prsButton = Button(elf, text = 'Pinch Run Second',
                                command = parent.pinchRunSecond)
        elf._prsButton.grid(row = 1, column = 1)
        elf._prtButton = Button(elf, text = 'Pinch Run Third',
                                command = parent.pinchRunThird)
        elf._prtButton.grid(row = 2, column = 1)
        elf._stealButton = Button(elf, text = 'Steal',
                                command = parent.steal)
        elf._stealButton.grid(row = 2, column = 0)
        elf._bunt4HitButton = Button(elf, text = 'Bunt for a hit',
                                command = parent.bunt4AHit)
        elf._bunt4HitButton.grid(row = 3, column = 0)
        elf._hitNRunButton = Button(elf, text = 'Hit And Run',
                                command = parent.hitAndRun)
        elf._hitNRunButton.grid(row = 4, column = 0)
        elf._sacButton = Button(elf, text = 'Sacrifice',
                                command = parent.sacrifice)
        elf._sacButton.grid(row = 4, column = 1)
        elf._squeezeButton = Button(elf, text = 'Squeeze',
                                command = parent.squeeze)
        elf._squeezeButton.grid(row = 3, column = 1)

单击DFrame“play ball”按钮时会调用下一个方法,然后它会生成OFrame。

def oMenu(self):
    self.dFrame.grid_forget()
    self.dFrame.destroy()
    self.oFrame = self.OFrame(self)
    self.oFrame.grid(row = 1, column = 1)
    self.oFrame.mainloop()

在击球结束时,我有:

self.oFrame.grid_forget()
self.oFrame.destroy()
self.dFrame = self.DFrame(self)
self.dFrame.grid(row = 1, column = 1)

1 个答案:

答案 0 :(得分:7)

我不确定我理解你的问题。看起来你知道如何将一个帧放在另一个帧中(这与将一个Button添加到一个帧或任何其他小部件真的没什么不同)。我想你要问的是如何动态切换在任何给定时间显示哪个帧。

您可能需要grid_forget方法。使用play_ball按钮应该使defense_frame调用它的grid_forget方法,同时重新网格化attack_frame。当然,如果你正在使用包几何管理器,这将是pack_forget。

修改

添加了您所描述的网格布局的非常基本的工作示例。它可能会做得更好,但这应该让你开始。 (特别是switchOffenseDefense函数和switch_button按钮)。

import Tkinter as tk

base=tk.Tk()  #this is the main frame
root=tk.Frame(base)  #Really this is not necessary -- the other widgets could be attached to "base", but I've added it to demonstrate putting a frame in a frame.
root.grid(row=0,column=0)
scoreboard=tk.Frame(root)
scoreboard.grid(row=0,column=0,columnspan=2)

###
#Code to add stuff to scoreboard ...
# e.g. 
###
scorestuff=tk.Label(scoreboard,text="Here is the scoreboard")
scorestuff.grid(row=0,column=0)
#End scoreboard

#Start cards.
cards=tk.Frame(root)
cards.grid(row=1,column=0)
###
# Code to add pitcher and batter cards
###
clabel=tk.Label(cards,text="Stuff to add cards here")
clabel.grid(row=0,column=0)
#end cards

#Offense/Defense frames....
offense=tk.Frame(root)
offense.grid(row=1,column=1)
offense.isgridded=True #Dynamically add "isgridded" attribute.
offense_label=tk.Label(offense,text="Offense is coolest")
offense_label.grid(row=0,column=0)

defense=tk.Frame(root)
defense.isgridded=False
defense_label=tk.Label(defense,text="Defense is coolest")
defense_label.grid(row=0,column=0)

def switchOffenseDefense():
    print "Called"
    if(offense.isgridded):
        offense.isgridded=False
        offense.grid_forget()
        defense.isgridded=True
        defense.grid(row=1,column=1)
     else:
        defense.isgridded=False
        defense.grid_forget()
        offense.isgridded=True
        offense.grid(row=1,column=1)


switch_button=tk.Button(root,text="Switch",command=switchOffenseDefense)
switch_button.grid(row=2,column=1)

root.mainloop()