Reputation: 52941
Is it possible to bind all widgets to one command, with a single line? It would be nice if I could type in one line as opposed to doing each widget individually.
Upvotes: 11
Views: 13276
Reputation: 50
bind_all
unfortunately binds every single widget in the entire Tkinter program, even in other windows. Since the main issue of binding each widget individually is that it is repetitive in code and does not work with a modular widget hierarchy, I instead made a function that returns all subwidgets of a given widget:
def ALL_CHILDREN_OF(widget):
done = []
for child in widget.winfo_children():
if len(child.winfo_children()) == 0:
done.append(child)
else:
done.append(widget)
done.extend(ALL_CHILDREN_OF(child))
return done
Then I can take the returned iterable and bind each item:
for widget in ALL_CHILDREN_OF(shuffleRepsWindow):
widget.bind_all('<Button-1>', lambda event: print(widget))
Upvotes: 0
Reputation: 385970
You would use the bind_all method on the root window. This will then apply to all widgets (unless you remove the bindtag "all" from some widgets). Note that these bindings fire last, so you can still override the application-wide binding on specific widgets if you wish.
Here's a contrived example:
import Tkinter as tk
class App:
def __init__(self):
root = tk.Tk()
root.bind_all("<1>", self.woot)
label1 = tk.Label(text="Label 1", name="label1")
label2 = tk.Label(text="Label 2", name="label2")
entry1 = tk.Entry(name="entry1")
entry2 = tk.Entry(name="entry2")
label1.pack()
label2.pack()
entry1.pack()
entry2.pack()
root.mainloop()
def woot(self, event):
print "woot!", event.widget
app=App()
You might also be interested in my answer to the question How to bind self events in Tkinter Text widget after it will binded by Text widget? where I talk a little more about bindtags.
Upvotes: 19
Reputation: 5555
You mean something like this code which handles all mouse events handled with single function?
from Tkinter import *
class ButtonHandler:
def __init__(self):
self.root = Tk()
self.root.geometry('600x500+200+200')
self.mousedown = False
self.label = Label(self.root, text=str(self.mousedown))
self.can = Canvas(self.root, width='500', height='400', bg='white')
self.can.bind("<Motion>",lambda x:self.handler(x,'motion'))
self.can.bind("<Button-1>",lambda x:self.handler(x,'press'))
self.can.bind("<ButtonRelease-1>",lambda x:self.handler(x,'release'))
self.label.pack()
self.can.pack()
self.root.mainloop()
def handler(self,event,button_event):
print('Handler %s' % button_event)
if button_event == 'press':
self.mousedown = True
elif button_event == 'release':
self.mousedown = False
elif button_event == 'motion':
if self.mousedown:
r = 5
self.can.create_oval(event.x-r, event.y-r, event.x+r, event.y+r, fill="orange")
self.label.config(text=str(self.mousedown))
button_event = ButtonHandler()
Upvotes: -2
Reputation: 347
You could also just define a function that calls on all your widgets, and call that function. Or better yet create a class that call on your widgets in init and import the class...
Upvotes: -3
Reputation: 12971
If you have a list that contains all your widgets, you could iterate over them and assign the events.
Upvotes: -2