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- """Drag-and-drop support for Tkinter.
- This is very preliminary. I currently only support dnd *within* one
- application, between different windows (or within the same window).
- I am trying to make this as generic as possible -- not dependent on
- the use of a particular widget or icon type, etc. I also hope that
- this will work with Pmw.
- To enable an object to be dragged, you must create an event binding
- for it that starts the drag-and-drop process. Typically, you should
- bind <ButtonPress> to a callback function that you write. The function
- should call Tkdnd.dnd_start(source, event), where 'source' is the
- object to be dragged, and 'event' is the event that invoked the call
- (the argument to your callback function). Even though this is a class
- instantiation, the returned instance should not be stored -- it will
- be kept alive automatically for the duration of the drag-and-drop.
- When a drag-and-drop is already in process for the Tk interpreter, the
- call is *ignored*; this normally averts starting multiple simultaneous
- dnd processes, e.g. because different button callbacks all
- dnd_start().
- The object is *not* necessarily a widget -- it can be any
- application-specific object that is meaningful to potential
- drag-and-drop targets.
- Potential drag-and-drop targets are discovered as follows. Whenever
- the mouse moves, and at the start and end of a drag-and-drop move, the
- Tk widget directly under the mouse is inspected. This is the target
- widget (not to be confused with the target object, yet to be
- determined). If there is no target widget, there is no dnd target
- object. If there is a target widget, and it has an attribute
- dnd_accept, this should be a function (or any callable object). The
- function is called as dnd_accept(source, event), where 'source' is the
- object being dragged (the object passed to dnd_start() above), and
- 'event' is the most recent event object (generally a <Motion> event;
- it can also be <ButtonPress> or <ButtonRelease>). If the dnd_accept()
- function returns something other than None, this is the new dnd target
- object. If dnd_accept() returns None, or if the target widget has no
- dnd_accept attribute, the target widget's parent is considered as the
- target widget, and the search for a target object is repeated from
- there. If necessary, the search is repeated all the way up to the
- root widget. If none of the target widgets can produce a target
- object, there is no target object (the target object is None).
- The target object thus produced, if any, is called the new target
- object. It is compared with the old target object (or None, if there
- was no old target widget). There are several cases ('source' is the
- source object, and 'event' is the most recent event object):
- - Both the old and new target objects are None. Nothing happens.
- - The old and new target objects are the same object. Its method
- dnd_motion(source, event) is called.
- - The old target object was None, and the new target object is not
- None. The new target object's method dnd_enter(source, event) is
- called.
- - The new target object is None, and the old target object is not
- None. The old target object's method dnd_leave(source, event) is
- called.
- - The old and new target objects differ and neither is None. The old
- target object's method dnd_leave(source, event), and then the new
- target object's method dnd_enter(source, event) is called.
- Once this is done, the new target object replaces the old one, and the
- Tk mainloop proceeds. The return value of the methods mentioned above
- is ignored; if they raise an exception, the normal exception handling
- mechanisms take over.
- The drag-and-drop processes can end in two ways: a final target object
- is selected, or no final target object is selected. When a final
- target object is selected, it will always have been notified of the
- potential drop by a call to its dnd_enter() method, as described
- above, and possibly one or more calls to its dnd_motion() method; its
- dnd_leave() method has not been called since the last call to
- dnd_enter(). The target is notified of the drop by a call to its
- method dnd_commit(source, event).
- If no final target object is selected, and there was an old target
- object, its dnd_leave(source, event) method is called to complete the
- dnd sequence.
- Finally, the source object is notified that the drag-and-drop process
- is over, by a call to source.dnd_end(target, event), specifying either
- the selected target object, or None if no target object was selected.
- The source object can use this to implement the commit action; this is
- sometimes simpler than to do it in the target's dnd_commit(). The
- target's dnd_commit() method could then simply be aliased to
- dnd_leave().
- At any time during a dnd sequence, the application can cancel the
- sequence by calling the cancel() method on the object returned by
- dnd_start(). This will call dnd_leave() if a target is currently
- active; it will never call dnd_commit().
- """
- import tkinter
- __all__ = ["dnd_start", "DndHandler"]
- # The factory function
- def dnd_start(source, event):
- h = DndHandler(source, event)
- if h.root:
- return h
- else:
- return None
- # The class that does the work
- class DndHandler:
- root = None
- def __init__(self, source, event):
- if event.num > 5:
- return
- root = event.widget._root()
- try:
- root.__dnd
- return # Don't start recursive dnd
- except AttributeError:
- root.__dnd = self
- self.root = root
- self.source = source
- self.target = None
- self.initial_button = button = event.num
- self.initial_widget = widget = event.widget
- self.release_pattern = "<B%d-ButtonRelease-%d>" % (button, button)
- self.save_cursor = widget['cursor'] or ""
- widget.bind(self.release_pattern, self.on_release)
- widget.bind("<Motion>", self.on_motion)
- widget['cursor'] = "hand2"
- def __del__(self):
- root = self.root
- self.root = None
- if root:
- try:
- del root.__dnd
- except AttributeError:
- pass
- def on_motion(self, event):
- x, y = event.x_root, event.y_root
- target_widget = self.initial_widget.winfo_containing(x, y)
- source = self.source
- new_target = None
- while target_widget:
- try:
- attr = target_widget.dnd_accept
- except AttributeError:
- pass
- else:
- new_target = attr(source, event)
- if new_target:
- break
- target_widget = target_widget.master
- old_target = self.target
- if old_target is new_target:
- if old_target:
- old_target.dnd_motion(source, event)
- else:
- if old_target:
- self.target = None
- old_target.dnd_leave(source, event)
- if new_target:
- new_target.dnd_enter(source, event)
- self.target = new_target
- def on_release(self, event):
- self.finish(event, 1)
- def cancel(self, event=None):
- self.finish(event, 0)
- def finish(self, event, commit=0):
- target = self.target
- source = self.source
- widget = self.initial_widget
- root = self.root
- try:
- del root.__dnd
- self.initial_widget.unbind(self.release_pattern)
- self.initial_widget.unbind("<Motion>")
- widget['cursor'] = self.save_cursor
- self.target = self.source = self.initial_widget = self.root = None
- if target:
- if commit:
- target.dnd_commit(source, event)
- else:
- target.dnd_leave(source, event)
- finally:
- source.dnd_end(target, event)
- # ----------------------------------------------------------------------
- # The rest is here for testing and demonstration purposes only!
- class Icon:
- def __init__(self, name):
- self.name = name
- self.canvas = self.label = self.id = None
- def attach(self, canvas, x=10, y=10):
- if canvas is self.canvas:
- self.canvas.coords(self.id, x, y)
- return
- if self.canvas:
- self.detach()
- if not canvas:
- return
- label = tkinter.Label(canvas, text=self.name,
- borderwidth=2, relief="raised")
- id = canvas.create_window(x, y, window=label, anchor="nw")
- self.canvas = canvas
- self.label = label
- self.id = id
- label.bind("<ButtonPress>", self.press)
- def detach(self):
- canvas = self.canvas
- if not canvas:
- return
- id = self.id
- label = self.label
- self.canvas = self.label = self.id = None
- canvas.delete(id)
- label.destroy()
- def press(self, event):
- if dnd_start(self, event):
- # where the pointer is relative to the label widget:
- self.x_off = event.x
- self.y_off = event.y
- # where the widget is relative to the canvas:
- self.x_orig, self.y_orig = self.canvas.coords(self.id)
- def move(self, event):
- x, y = self.where(self.canvas, event)
- self.canvas.coords(self.id, x, y)
- def putback(self):
- self.canvas.coords(self.id, self.x_orig, self.y_orig)
- def where(self, canvas, event):
- # where the corner of the canvas is relative to the screen:
- x_org = canvas.winfo_rootx()
- y_org = canvas.winfo_rooty()
- # where the pointer is relative to the canvas widget:
- x = event.x_root - x_org
- y = event.y_root - y_org
- # compensate for initial pointer offset
- return x - self.x_off, y - self.y_off
- def dnd_end(self, target, event):
- pass
- class Tester:
- def __init__(self, root):
- self.top = tkinter.Toplevel(root)
- self.canvas = tkinter.Canvas(self.top, width=100, height=100)
- self.canvas.pack(fill="both", expand=1)
- self.canvas.dnd_accept = self.dnd_accept
- def dnd_accept(self, source, event):
- return self
- def dnd_enter(self, source, event):
- self.canvas.focus_set() # Show highlight border
- x, y = source.where(self.canvas, event)
- x1, y1, x2, y2 = source.canvas.bbox(source.id)
- dx, dy = x2-x1, y2-y1
- self.dndid = self.canvas.create_rectangle(x, y, x+dx, y+dy)
- self.dnd_motion(source, event)
- def dnd_motion(self, source, event):
- x, y = source.where(self.canvas, event)
- x1, y1, x2, y2 = self.canvas.bbox(self.dndid)
- self.canvas.move(self.dndid, x-x1, y-y1)
- def dnd_leave(self, source, event):
- self.top.focus_set() # Hide highlight border
- self.canvas.delete(self.dndid)
- self.dndid = None
- def dnd_commit(self, source, event):
- self.dnd_leave(source, event)
- x, y = source.where(self.canvas, event)
- source.attach(self.canvas, x, y)
- def test():
- root = tkinter.Tk()
- root.geometry("+1+1")
- tkinter.Button(command=root.quit, text="Quit").pack()
- t1 = Tester(root)
- t1.top.geometry("+1+60")
- t2 = Tester(root)
- t2.top.geometry("+120+60")
- t3 = Tester(root)
- t3.top.geometry("+240+60")
- i1 = Icon("ICON1")
- i2 = Icon("ICON2")
- i3 = Icon("ICON3")
- i1.attach(t1.canvas)
- i2.attach(t2.canvas)
- i3.attach(t3.canvas)
- root.mainloop()
- if __name__ == '__main__':
- test()
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