USERGUIDE(1) perl/Tk Documentation USERGUIDE(1)NAME
perl/Tk - Writing Tk applications in perl5.
DESCRIPTION
This manual page is for beginners. It assumes you know
some perl, and have got perl+Tk running. Please run the
'widget' demo before reading this text; it will teach you
the various widget types supported by Tk.
Some background
Tk GUI programming is event-driven. (This may already be
familiar to you.) In event-driven programs, the main GUI
loop is outside of the user program and inside the GUI
library. This loop will watch all events of interest, and
activate the correct handler procedures to handle these
events. Some of these handler procedures may be user-
supplied; others will be part of the library.
For a programmer, this means that you're not watching what
is happening; instead, you are requested by the toolkit to
perform actions whenever necessary. So, you're not
watching for 'raise window / close window / redraw window'
requests, but you tell the toolkit which routine will
handle such cases, and the toolkit will call the
procedures when required.
First requirements
Any perl program that uses Tk needs to include use Tk. A
program should also use use strict and the -w switch to
ensure the program is working without common errors.
Any Tk application starts by creating the Tk main window.
You then create items inside the main window, or create
new windows, before starting the mainloop. (You can also
create more items and windows while you're running.) The
items will be shown on the display after you pack them;
more info on this later. Then you do a Tk mainloop; this
will start the GUI and handle all events. That's your
application. A trivial one-window example is show below:
#! /usr/bin/perl5 -w
use strict;
use Tk;
my $main = new MainWindow;
$main->Label(-text => 'Hello, world!')->pack;
$main->Button(-text => 'Quit',
-command => sub{exit}
)->pack;
MainLoop;
Please run this example. It shows you two items types
also shown in the widget demo; it also shows you how items
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are created and packed. Finally, note the typical Tk
style using -option => value pairs.
Item creation
Tk windows and widgets are hierarchical, i.e. one includes
one or more others. You create the first Tk window using
new MainWindow. This returns a window handle, assigned to
$main in the example above. Keep track of the main
handle.
You can use any Tk handle to create sub-items within the
window or widget. This is done by calling the Tk
constructor method on the variable. In the example above,
the Label method called from $main creates a label widget
inside the main window. In the constructor call, you can
specify various options; you can later add or change
options for any widget using the configure method, which
takes the same parameters as the constructor. The one
exception to the hierarchical structure is the Toplevel
constructor, which creates a new outermost window.
After you create any widget, you must render it by calling
pack. (This is not entirely true; more info later). If
you do not need to refer to the widget after construction
and packing, call pack off the constructor results, as
shown for the label and button in the example above. Note
that the result of the compound call is the result of
pack, which is not a valid Tk handle.
Windows and widgets are deleted by calling destroy on
them; this will delete and un-draw the widget and all its
children, with the exception of Toplevel windows.
Standard Tk types
Button
Radiobutton
Checkbutton
Listbox
Scrollbar
Entry
Text
Canvas
Frame
Toplevel
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Scale
Menu
Menubutton
Variables and callback routines
Most graphical interfaces are used to set up a set of
values and conditions, and then perform the appropriate
action. The Tk toolkit is different from your average
text-based prompting or menu driven system in that you do
not collect settings yourself, and decide on an action
based on an input code; instead, you leave these values to
your toolkit and only get them when the action is
performed.
So, where a traditional text-based system would look like
this: (yes, this is obviously dumb code)
#! /usr/bin/perl5 -w
use strict;
print "Please type a font name\n";
my $font = <>; chop $font;
# Validate font
print "Please type a file name\n";
my $filename = <>; chop $filename;
# Validate filename
print "Type <1> to fax, <2> to print\n";
my $option = <>; chop $option;
if ($option eq 1) {
print "Faxing $filename in font $font\n";
} elsif ($option eq 2) {
print "Now sending $filename to printer in font $font\n";
}
The (slightly larger) example below shows how to do this
is Tk. Note the use of callbacks. Note, also, that Tk
handles the values, and the subroutine uses get to get at
the values. If a user changes his mind and wants to
change the font again, the application never notices; it's
all handled by Tk.
#! /usr/bin/perl5 -w
use strict;
use Tk;
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my $main = new MainWindow;
$main->Label(-text => 'Print file')->pack;
my $font = $main->Entry(-width => 10);
$font->pack;
my $filename = $main->Entry(-width => 10);
$filename->pack;
$main->Button(-text => 'Fax',
-command => sub{do_fax($filename, $font)}
)->pack;
$main->Button(-text => 'Print',
-command => sub{do_print($filename, $font)}
)->pack;
MainLoop;
sub do_fax {
my ($file, $font) = @_;
my $file_val = $file->get;
my $font_val = $font->get;
print "Now faxing $file_val in $font_val\n";
}
sub do_print {
my ($file, $font) = @_;
$file = get $file;
$font = get $font;
print "Sending file $file to printer in $font\n";
}
The packer. Grouping and frames.
In the examples above, you must have noticed the pack
calls. This is one of the more complicated parts of Tk.
The basic idea is that any window or widget should be
subject to a Tk widget placement manager; the packer is
the most useful placement manager.
The actions of the packer are rather simple: when applied
to a widget, the packer positions that widget on the
indicated position within the remaining space in its
parent. By default, the position is on top; this means
the next items will be put below. You can also specify
the left, right, or bottom positions. Specify position
using -side => 'right'.
Additional packing parameters specify the behavior of the
widget when there is some space left in the frame or when
the window size is increased. If widgets should maintain
a fixed size, specify nothing; this is the default. For
widgets that you want to fill up the current horizontal
space, specify -fill => 'x', y, or both; for widgets that
should grow, specify -expand => 'yes'. These parameters
are not shown in the example below; see the widget demo.
If you want to group some items within a window that have
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a different packing order than others, you can include
them in a Frame. This is a do-nothing window type that is
meant for packing (and to play games with borders and
colors).
The example below shows the use of pack and frames:
#! /usr/bin/perl5 -w
use strict;
use Tk;
# Take top, the bottom -> now implicit top is in the middle
my $main = new MainWindow;
$main->Label(-text => 'At the top (default)')->pack;
$main->Label(-text => 'At the bottom')->pack(-side => 'bottom');
$main->Label(-text => 'The middle remains')->pack;
# Since left and right are taken, bottom will not work...
my $top1 = $main->Toplevel;
$top1->Label(-text => 'Left')->pack(-side => 'left');
$top1->Label(-text => 'Right')->pack(-side => 'right');
$top1->Label(-text => '?Bottom?')->pack(-side => 'bottom');
# But when you use frames, things work quite alright
my $top2 = $main->Toplevel;
my $frame = $top2->Frame;
$frame->pack;
$frame->Label(-text => 'Left2')->pack(-side => 'left');
$frame->Label(-text => 'Right2')->pack(-side => 'right');
$top2->Label(-text => 'Bottom2')->pack(-side => 'bottom');
MainLoop;
More than one window
Most real applications require more than one window. As
you read before, you can create more outermost windows by
using Toplevel. Each window is independent; exiting a
toplevel window does not affect the others. Exiting the
main window will end the application. The example below
shows a trivial three-window application:
#! /usr/bin/perl5 -w
use strict;
use Tk;
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my $main = new MainWindow;
fill_window($main, 'Main');
my $top1 = $main->Toplevel;
fill_window($top1, 'First top-level');
my $top2 = $main->Toplevel;
fill_window($top2, 'Second top-level');
MainLoop;
sub fill_window {
my ($window, $header) = @_;
$window->Label(-text => $header)->pack;
$window->Button(-text => 'close',
-command => sub{destroy $window}
)->pack(-side => 'left');
$window->Button(-text => 'exit',
-command => sub{exit}
)->pack(-side => 'right');
}
More callbacks
So far, all callback routines shown called a user
procedure. You can also have a callback routine call
another Tk routine. This is the way that scroll bars are
implemented: scroll-bars can call a Tk item or a user
procedure, whenever their position has changed. The Tk
item that has a scrollbar attached calls the scrollbar
when its size or offset has changed. In this way, the
items are linked. You can still ask a scrollbar's
position, or set it by hand - but the defaults will be
taken care of.
The example below shows a listbox with a scroll bar.
Moving the scrollbar moves the listbox. Scanning a
listbox (dragging an item with the left mouse button)
moves the scrollbar.
#! /usr/bin/perl5 -w
use strict;
use Tk;
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my $main = new MainWindow;
my $box = $main->Listbox(-relief => 'sunken',
-width => -1, # Shrink to fit
-height => 5,
-setgrid => 'yes');
my @items = qw(One Two Three Four Five Six Seven
Eight Nine Ten Eleven Twelve);
foreach (@items) {
$box->insert('end', $_);
}
my $scroll = $main->Scrollbar(-command => ['yview', $box]);
$box->configure(-yscrollcommand => ['set', $scroll]);
$box->pack(-side => 'left', -fill => 'both', -expand => 'yes');
$scroll->pack(-side => 'right', -fill => 'y');
MainLoop;
Canvases and tags
One of the most powerful window types in Tk is the Canvas
window. In a canvas window, you can draw simple graphics
and include other widgets. The canvas area may be larger
than the visible window, and may then be scrolled. Any
item you draw on the canvas has its own id, and may
optionally have one or more tags. You may refer to any
item by its id, and may refer to any group of items by a
common tag; you can move, delete, or change groups of
items using these tags, and you can bind actions to tags.
For a properly designed (often structured) canvas, you can
specify powerful actions quite simply.
In the example below, actions are bound to circles (single
click) and blue items (double-click); obviously, this can
be extended to any tag or group of tags.
#! /usr/bin/perl5 -w
use strict;
use Tk;
# Create main window and canvas
my $main = new MainWindow;
my $canvas = $main->Canvas;
$canvas->pack(-expand => 'yes', -fill => 'both');
# Create various items
create_item($canvas, 1, 1, 'circle', 'blue', 'Jane');
create_item($canvas, 4, 4, 'circle', 'red', 'Peter');
create_item($canvas, 4, 1, 'square', 'blue', 'James');
create_item($canvas, 1, 4, 'square', 'red', 'Patricia');
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# Single-clicking with left on a 'circle' item invokes a procedure
$canvas->bind('circle', '<1>' => sub {handle_circle($canvas)});
# Double-clicking with left on a 'blue' item invokes a procedure
$canvas->bind('blue', '<Double-1>' => sub {handle_blue($canvas)});
MainLoop;
# Create an item; use parameters as tags (this is not a default!)
sub create_item {
my ($can, $x, $y, $form, $color, $name) = @_;
my $x2 = $x + 1;
my $y2 = $y + 1;
my $kind;
$kind = 'oval' if ($form eq 'circle');
$kind = 'rectangle' if ($form eq 'square');
$can->create(($kind, "$x" . 'c', "$y" . 'c',
"$x2" . 'c', "$y2" . 'c'),
-tags => [$form, $color, $name],
-fill => $color);
}
# This gets the real name (not current, blue/red, square/circle)
# Note: you'll want to return a list in realistic situations...
sub get_name {
my ($can) = @_;
my $item = $can->find('withtag', 'current');
my @taglist = $can->gettags($item);
my $name;
foreach (@taglist) {
next if ($_ eq 'current');
next if ($_ eq 'red' or $_ eq 'blue');
next if ($_ eq 'square' or $_ eq 'circle');
$name = $_;
last;
}
return $name;
}
sub handle_circle {
my ($can) = @_;
my $name = get_name($can);
print "Action on circle $name...\n";
}
sub handle_blue {
my ($can) = @_;
my $name = get_name($can);
print "Action on blue item $name...\n";
}
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