I've found a countdown code and modified it so it counts up to a given number. It all works, but every time I push the button to run the functions, the existing label stays there and the new one gets put on top. (If I pack them, they get put underneath each other). It's because they get created inside the function, but I can't seem to find a way around it.
It might be a newbie question, but I'm just trying to learn :)
Code:
import time
from tkinter import *
import threading
betongtrykk = Tk()
betongtrykk.geometry("400x300")
canvas = Canvas(
betongtrykk,
bg = "#FFFFFF",
height = 300,
width = 400,
bd = 0,
highlightthickness = 0,
relief = "ridge"
)
canvas.place(x = 0, y = 0)
utnyttelseres = 65
def cd(timer_label_obj,ts):
while ts < utnyttelseres:
timer_label_obj.config(text=ts)
ts =1
timer_label_obj.place(x=100, y=150)
time.sleep(0.01)
if ts == utnyttelseres:
timer_label_obj.config(text=utnyttelseres)
def countup(t):
timer = Label(betongtrykk)
th = threading.Thread(target=cd,args=[timer,t])
th.start()
submitCountdown = Button(betongtrykk, padx=5, pady=5, text="Submit", font=("Arial", 20), command= lambda:countup(0))
submitCountdown.place(x= 100, y=100)
betongtrykk.mainloop()
CodePudding user response:
You can use the <widget>.destroy()
method on the Label widget once the countdown is complete. This method will delete the widget and remove it from the screen.
Corrected Code:
import time
from tkinter import *
import threading
betongtrykk = Tk()
betongtrykk.geometry("400x300")
canvas = Canvas(
betongtrykk,
bg = "#FFFFFF",
height = 300,
width = 400,
bd = 0,
highlightthickness = 0,
relief = "ridge"
)
canvas.place(x = 0, y = 0)
utnyttelseres = 65
def cd(timer_label_obj,ts):
while ts < utnyttelseres:
timer_label_obj.config(text=ts)
ts =1
timer_label_obj.place(x=100, y=150)
time.sleep(0.01)
if ts == utnyttelseres:
timer_label_obj.config(text=utnyttelseres)
timer_label_obj.destroy()
def countup(t):
timer = Label(betongtrykk)
th = threading.Thread(target=cd,args=[timer,t])
th.start()
submitCountdown = Button(betongtrykk, padx=5, pady=5, text="Submit", font=("Arial", 20), command = lambda:countup(0))
submitCountdown.place(x= 100, y=100)
betongtrykk.mainloop()
Alternate Solution:
If you want the countdown label to be removed JUST before the next countdown starts, you can make timer
a global variable and use the .destroy()
method on it before creating the new countdown label in countup
.
def cd(timer_label_obj,ts):
while ts < utnyttelseres:
timer_label_obj.config(text=ts)
ts =1
timer_label_obj.place(x=100, y=150)
time.sleep(0.01)
if ts == utnyttelseres:
timer_label_obj.config(text=utnyttelseres)
def countup(t):
global timer
try:
timer.destroy()
except NameError:
pass
timer = Label(betongtrykk)
th = threading.Thread(target=cd,args=[timer,t])
th.start()