'How to get widget name in event?
from tkinter import *
main = Tk()
def flipper(event):
# I'd like to do this:
#if widgetname == switcher:
#do stuff
#if widgetname == switcher1:
#do stuff
return
switcher = Label(main, bg='white', text="click here", font="-weight bold")
switcher.grid()
switcher.bind("<Button-1>", flipper)
switcher1 = Label(main, bg='white', text="click here", font="-weight bold")
switcher1.grid()
switcher1.bind("<Button-1>", flipper)
switcher2 = Label(main, bg='white', text="click here", font="-weight bold")
switcher2.grid()
switcher2.bind("<Button-1>", flipper)
switcher3 = Label(main, bg='white', text="click here", font="-weight bold")
switcher3.grid()
switcher3.bind("<Button-1>", flipper)
switcher4 = Label(main, bg='white', text="click here", font="-weight bold")
switcher4.grid()
switcher4.bind("<Button-1>", flipper)
switcher5 = Label(main, bg='white', text="click here", font="-weight bold")
switcher5.grid()
switcher5.bind("<Button-1>", flipper)
main.mainloop()
In my event function I'd like to do different things based on the label that is clicked. What im stumped on is that I can only get the identifier number of the widget that is clicked, not the name. If I could get the identifier of all my widgets then I could do:
def flipper(event):
if event.widget == switcher.identifier():
do stuff
but I can't find how to get the id of a specified widget either...
How can I get the name of a widget by its identifier (event.widget())?
Or how can I get the identifier of a specified widget name?
If neither are possible, then I'd have to make a different function and bind for each label which is a lot of work that hopefully is not necessary.
Edit:
from tkinter import *
main = Tk()
def flipper(event, switch):
if switch.widget == 's1':
print("got it")
switcher = Label(main, bg='white', text="click here", font="-weight bold")
switcher.grid()
switcher.bind("<Button-1>", flipper)
switcher.widget = 's1'
main.mainloop()
Solution 1:[1]
You can use event.widget to get standard parameters from clicked widget
example:
import tkinter as tk
def callback(event):
print(event.widget['text'])
main = tk.Tk()
switcher = tk.Label(main, text="click here")
switcher.grid()
switcher.bind("<Button-1>", callback)
main.mainloop()
You can assign own variables to widgets
switcher.extra = "Hello"
and then get it
event.widget.extra
example:
import tkinter as tk
def callback(event):
print(event.widget['text'])
print(event.widget.extra)
main = tk.Tk()
switcher = tk.Label(main, text="click here")
switcher.grid()
switcher.bind("<Button-1>", callback)
switcher.extra = "Hello"
main.mainloop()
You can use lambda to bind function with arguments
bind("<Button-1>", lambda event:callback(event, "Hello"))
example:
import tkinter as tk
def callback(event, extra):
print(event.widget['text'])
print(extra)
main = tk.Tk()
switcher = tk.Label(main, text="click here")
switcher.grid()
switcher.bind("<Button-1>", lambda event:callback(event, "Hello"))
main.mainloop()
Solution 2:[2]
I had the same issue I found easy way was to use bind method. apparent name property is private but can be accessed via _name This is useful if you plan to generate widgets dynamically at runtime
# Import Module
from tkinter import *
# create root window
root = Tk()
# root window title and dimension
root.title("Welcome to Test window")
# Set geometry (widthxheight)
root.geometry('350x200')
#adding a label to the root window
lbl = Label(root, text = "Press a button")
lbl.grid()
#define mouse up event
def mous_up(ev:Event):
#get calling widget from event
sender:Button = ev.widget
#set label text
lbl.configure(text = sender._name + " up")
#read foreground color from button
#If red make green, else make red
if sender.cget('fg') == "red":
#normal color
sender.configure(fg='lime')
#mouse over color
sender.configure(activeforeground='green')
else:
#normal color
sender.configure(fg="red")
#mouse over color
sender.configure(activeforeground='darkred')
#define mouse down event
def mous_down(ev:Event):
lbl.configure(text = str(ev.widget._name) + " down")
# button widget with red color text
# inside
btn = Button(root, text = "Click me" ,
fg = "red",name = "button-A")
#bind mouse up and mouse down events
btn.bind('<ButtonRelease-1>',mous_up)
btn.bind('<Button-1>',mous_down)
# set Button grid
btn.grid(column=0, row=1)
#Create another button
btn = Button(root, text = "Click me2" ,
fg = "red",name="button2")
#bind mouse up and mouse down events
btn.bind('<ButtonRelease-1>',mous_up)
btn.bind('<Button-1>',mous_down)
#absolute placement of button instead of
#using grid system
btn.place(x=50,y=100)
# all widgets will be here
# Execute Tkinter
root.mainloop()
Solution 3:[3]
Quick and dirty - you could have the function check a switcher attribute.
def flipper(event, switch):
if switch.widget == 's1':
do_stuff
return stuff
if switch.widget == 's2':
do_stuff
return stuff
switcher1.widget = 's1'
switcher2.widget = 's2'
Solution 4:[4]
I know this is an old post, but I had the same problem and I thought I should share a solution in case anyone is interested. You can give your widget a name by creating a subclass of the widget. E.g. "Button" is a widget. You can make a child widget "MyButton" which inherits from button and then add an instance variable to it (e.g. name, uniqueID etc.)
Here is a code snippet
class MyButton(Button):
def __init__(self, master = None, textVal = "", wName = ""):
Button.__init__(self, master, text = textVal)
self.widgetID = wName #unique identifier for each button.
When you want to create a new button widget, use b = MyButton(.....), instead of b = Button(.......)
This way, you have all the functionality of a button, plus the unique identifier.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | furas |
| Solution 2 | David Myers |
| Solution 3 | |
| Solution 4 | Alex |
