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adding button status updates to countdown counter
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adding button status updates to countdown counter
#1
I have gotten my script farther and farther along thanks to some help here. I am now trying to get things to where the temperature bar has an automatic cool down to a set level if the keyboard is not pressed, a temperature warning and stop on further key presses until a quarter second cool down occurs and then a critical alert at 100 rounds and 0 round alert. The alerts would come from one button/label. Programatically is there a good example I can reference so I can figure this out a little more easily myself?

This is the code:
import tkinter.ttk as ttk
import tkinter as tk
 
# sets ammo count to initial value of 500 
INITIAL_COUNTER_VALUE = 500
# sets initial time at 100%
INITIAL_TIMER_VALUE = 33000 
# sets initial gun terminal ID
#sets gun rate
RMMAX = 0
# sets initial temparature
TEMP_INITIAL = 30
# sets text string for ammo/temp/low ammo status button
STATUS = "OK"
# initial class declaration for main body of program
class TkApp(tk.Tk):
# these arguments initialize the class and how to form arguments within 
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        # set screen options
        self.geometry("640x400")
        self.configure(bg='black')
        self.title("Sentry Terminal")
        # locally initialize ammo count down
        self.counter = tk.IntVar()
        self.counter.set(INITIAL_COUNTER_VALUE)
        # locally sets the timer count down at 100%
        self.timer = tk.IntVar()
        self.timer.set(INITIAL_TIMER_VALUE)
        # locally sets rmbar to 0%
        self.rmcount = tk.IntVar()
        self.rmcount.set(RMMAX)
        # locally sets tempbar
        self.temperature = tk.IntVar()
        self.temperature.set(TEMP_INITIAL) 
        # locally sets text string for ammo status button
        self.stat = tk.StringVar()
        self.stat.set(STATUS)
        # this arranges the grid row and column groupings.  
        tk.Grid.rowconfigure(self, 0, weight=1, uniform='c')
        tk.Grid.rowconfigure(self, 1, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 2, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 3, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 4, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 5, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 6, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 7, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 8, weight=1, uniform='b')

        tk.Grid.columnconfigure(self, 0, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 1, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 2, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 3, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 4, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 5, weight=1, uniform='a')

        # these are the button and label declarations
        rounds = tk.Label(self, justify=tk.CENTER, textvariable=self.counter)
        rounds.grid(row=3, column=2, columnspan=1, sticky="EW")
        label1 = tk.Label(self, textvariable=self.timer)
        label1.grid(row=7, column=2, sticky="EW")
        temp = tk.Button(self,justify=tk.CENTER,text="Temp",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        temp.grid(row=2,column=4,sticky="NSEW")
        rm = tk.Button(self,justify=tk.CENTER,text="R(M)",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        rm.grid(row=2,column=5,sticky="NSEW")
        # rounds rate bar
        rmbar = ttk.Progressbar(self, orient="vertical", variable=self.rmcount)
        rmbar.grid(row=3,column=5,rowspan=6, sticky="NS")
        # temperature bar
        tempbar = ttk.Progressbar(self, orient="vertical", variable=self.temperature)
        tempbar.grid(row=3,column=4,rowspan=6,sticky="NS")
        # declarative buttons
        timestat = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="TIME AT 100% \n (msecs)")
        timestat.grid(row=7,column=0,columnspan=2,sticky="NSEW")
        roundsr = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="Rounds \n Remaining")
        roundsr.grid(row=3,column=0,columnspan=2,sticky="NS")


        # crit menu bar
        crit = tk.Button(self,justify=tk.CENTER,textvariable=self.stat, bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        crit.grid(row=5,column=0,columnspan=2,sticky="NSEW")
        

        # static center header
        headernew = tk.Button(self, bg='black',state=tk.DISABLED,justify=tk.CENTER, text="UA 571-C \n REMOTE SENTRY WEAPON SYSTEM")
        headernew.grid(row=0,column=1,columnspan=4,rowspan=2,sticky="NSEW")
        # displays gun id on top left and right of screen
        gun_1 = tk.Label(self, borderwidth=7,bg='black',fg='yellow',disabledforeground='yellow',state=tk.DISABLED,text="kp")
        gun_1.grid(row=0,column=0,rowspan=2,sticky="NS")
        gun_2 = tk.Button(self, borderwidth=7,bg='black',fg='yellow',disabledforeground='yellow',state=tk.DISABLED,text="kp")
        gun_2.grid(row=0,column=5,rowspan=2,sticky="NS")


        # this quits by clicking a button labeled q
        quit = tk.Button(self, bg='black', fg='yellow', text='q', command=self.quit)
        quit.grid(row=8,column=0,sticky="SW")

        # these are the attachments for input from keyboard into the application
        # These are the button inputs from the original flash app that were used
        # I added a q as well to quit and close window in case there was a need to close

        self.bind("<KeyPress-f>", self.on_keypress_f)
        self.bind("<KeyRelease-f>", self.on_keyrelease_f)
        self.bind("<KeyPress-a>", self.on_keypress_a)
        self.bind("<KeyPress-b>", self.on_keypress_b)
        self.bind("<KeyPress-c>", self.on_keypress_c)
        self.bind("<KeyPress-d>", self.on_keypress_d)
        self.bind("<KeyPress-r>", self.on_keypress_r)
        self.bind("<KeyPress-q>", self.on_keypress_q)
        self.bind("<KeyPress-space>", self.on_keypress_space)

    # this defines the fire ammo count down sequence and resets 
    def on_keypress_f(self, evet):
        
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)
        # this is logic to try and get ammo warnings
        if counter_value == 490:
          
          stat_value = "OUT"
        else:
          stat_value = "OK"
          self.stat.set(stat_value)
        # this sets the time at 100%
        timer_value = self.timer.get()
        timer_value = timer_value-66 or INITIAL_TIMER_VALUE
        self.timer.set(timer_value)
        # this sets the rmbar to 40%
        rmcount_count = self.rmcount.get()
        rmcount_count = 40
        self.rmcount.set(rmcount_count)
        # this sets the temperature
        temperature_count =  self.temperature.get()
        temperature_count = temperature_count+1
        self.temperature.set(temperature_count)
    def on_keyrelease_f(self, evet):
        #this adds logic to say rate is zero if not firing
        rmcount_count = self.rmcount.get()
        rmcount_count = 0
        self.rmcount.set(rmcount_count)
        # this adds logic to say if not firing cool down
        temperature_count =  self.temperature.get()
        temperature_count = temperature_count-10
        self.temperature.set(temperature_count)
    
    # this sets the gun terminal identification
    # this can also be expanded to do other things if you want to alter the script
    def on_keypress_a(self, evet):
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)

    def on_keypress_b(self, evet):
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)

    def on_keypress_c(self, evet):
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)

    def on_keypress_d(self, evet):
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)

    def on_keypress_space(self, evet):
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)

# this reloads the window, you have to click it to make it the active window again
    def on_keypress_r(self, evet):
        self.destroy()
        self.__init__()

# this quits and closes the window by hitting a single key
    def on_keypress_q(self, evet):
        self.quit()
 
# this executes the main loop and tkinter self delcared class.  It declares the function then runs it in the main loop. 
tk_app = TkApp()
tk_app.mainloop()
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#2
If I need to make a separate thread on each Issue, just say the word and I will do so.
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#3
You could do this by using a timer similar to this post
You can then check on the state of things at a certain interval of time passed and adjust things as needed.
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#4
(Apr-15-2021, 06:26 PM)Yoriz Wrote: You could do this by using a timer similar to this post
You can then check on the state of things at a certain interval of time passed and adjust things as needed.

Well I added these functions to the class:
    def coolbar(self):
        temperature_count = self.temperature.get()
        self.temperature.set(temperature_count)
        while temperature_count >= 20:
          self.temperature.set(temperature_count)
          temperature_count = temperature_count-1
          self.temperature.set(temperature_count)
          print("key not pressed")
 #         time.sleep(0.1)          

    def overheat(self):
        temperature_count = self.temperature.get()
        temperature_count = temperature_count-1
        self.temperature.set(temperature_count)
        print("overheat")
        time.sleep(0.1)
The coolbar or cooldown function auto resets to the starting value on the bar. It behaves kind of like I want.

The coolbar only seems to work when I use a while loop. Unfortunately I can not use a time.sleep function on it as that seems to break things. I think the issue is that it is not updating the screen draw as it is cooling down in the while loop.
Yoriz write Apr-17-2021, 04:30 PM:
Please post all code, output and errors (it it's entirety) between their respective tags. Refer to BBCode help topic on how to post. Use the "Preview Post" button to make sure the code is presented as you expect before hitting the "Post Reply/Thread" button.
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#5
A while loop with a time.sleep will block the GUI's loop which I why I suggested using a timer and altering the state at an interval of time passed.
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#6
(Apr-17-2021, 04:40 PM)Yoriz Wrote: A while loop with a time.sleep will block the GUI's loop which I why I suggested using a timer and altering the state at an interval of time passed.

I have slept some. I will try that approach again. Learning is learning. Failing to make something work teaches one that a way of doing something does not work.

Thanks for the pointers and help!
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#7
With the example you provided using the:
self.after(msec, self.function)
helped a lot.

I just have to figure out logic to make the cycling work properly, but that is progressing slowly, I think. logic in programs is not failable, only the creator is.
Reply
#8
The bars are working the way I want now. the self.after(msec, functionname) command did the trick.

This function:
    def coolbar(self):
        temperature_count = self.temperature.get()
        if temperature_count >= 21:
          temperature_count = self.temperature.get()
          temperature_count = temperature_count-1 or TEMP_INITIAL      
          self.temperature.set(temperature_count)
          print("key not pressed", temperature_count)
          self.after(300, self.coolbar)
with this one on key release f:

    def on_keyrelease_f(self, evet):
        #this adds logic to say rate is zero if not firing
        #this automatically turns off rate bar moment key is released fixing a logic issue
        rmcount_count = self.rmcount.get()
        rmcount_count = 0
        self.rmcount.set(rmcount_count)
        temperature_count =  self.temperature.get()
        if temperature_count >= 20:
          self.coolbar()
but I had to add this on keypress f:

    def on_keypress_f(self, evet):        
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)
        counter_value = self.counter.get()
        # this is logic to try and get ammo warnings
        counter_value = self.counter.get()

        self.reload()
        self.critical()
        self.out()

 
        # this sets the time at 100%
        timer_value = self.timer.get()
        timer_value = timer_value-66 or INITIAL_TIMER_VALUE
        self.timer.set(timer_value)
        # this sets the rmbar to 40%
        rmcount_count = self.rmcount.get()
        rmcount_count = 40
        self.rmcount.set(rmcount_count)
        # this sets the temperature
        temperature_count =  self.temperature.get()
        temperature_count = temperature_count+1
        self.temperature.set(temperature_count)
        if temperature_count == 90:
          self.coolbar()
          self.overheat()
        else:
          state_stat = self.stat.get()
          state_stat = ""
          self.stat.set(state_stat)
Now on to updating a label depending upon temp reading or ammo levels. I am thinking it is a logic issue with the way the readings are taken and then updated.

import tkinter.ttk as ttk
import tkinter as tk
import datetime as dt
import time
#import os
#from tkinter import messagebox
from threading import Thread

 
# sets ammo count to initial value of 500 
INITIAL_COUNTER_VALUE = 500
# sets initial time at 100%
INITIAL_TIMER_VALUE = 33000 
# sets initial gun terminal ID
#sets gun rate
RMMAX = 0
# sets initial temparature
TEMP_INITIAL = 20
# sets text string for ammo/temp/low ammo status button
STATUS = ""

COOLED = 20

GUN = ""

# initial class declaration for main body of program
class TkApp(tk.Tk):
# these arguments initialize the class and how to form arguments within 
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        # set screen options
        self.geometry("640x400")
        self.configure(bg='black')
        self.title("Sentry Terminal")
        # locally initialize ammo count down
        self.counter = tk.IntVar()
        self.counter.set(INITIAL_COUNTER_VALUE)
        # locally sets the timer count down at 100%
        self.timer = tk.IntVar()
        self.timer.set(INITIAL_TIMER_VALUE)
        # locally sets rmbar to 0%
        self.rmcount = tk.IntVar()
        self.rmcount.set(RMMAX)
        # locally sets tempbar
        self.temperature = tk.IntVar()
        self.temperature.set(TEMP_INITIAL) 
        # locally sets text string for ammo status button
        self.stat = tk.StringVar()
        self.stat.set(STATUS)
#
        self.cooldown = tk.IntVar()
        self.stat.set(COOLED)

        self.gun = tk.StringVar()
        self.gun.set(GUN)

        # this arranges the grid row and column groupings.  
        tk.Grid.rowconfigure(self, 0, weight=1, uniform='c')
        tk.Grid.rowconfigure(self, 1, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 2, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 3, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 4, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 5, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 6, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 7, weight=1, uniform='b')
        tk.Grid.rowconfigure(self, 8, weight=1, uniform='b')

        tk.Grid.columnconfigure(self, 0, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 1, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 2, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 3, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 4, weight=1, uniform='a')
        tk.Grid.columnconfigure(self, 5, weight=1, uniform='a')

        # these are the button and label declarations
        rounds = tk.Label(self, justify=tk.CENTER, textvariable=self.counter)
        rounds.grid(row=3, column=2, columnspan=1, sticky="EW")
        label1 = tk.Label(self, textvariable=self.timer)
        label1.grid(row=7, column=2, sticky="EW")

        temp = tk.Button(self,justify=tk.CENTER,text="Temp",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        temp.grid(row=2,column=4,sticky="NSEW")

        rm = tk.Button(self,justify=tk.CENTER,text="R(M)",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        rm.grid(row=2,column=5,sticky="NSEW")
        # rounds rate bar
        rmbar = ttk.Progressbar(self, orient="vertical", variable=self.rmcount)
        rmbar.grid(row=3,column=5,rowspan=6, sticky="NS")

        # temperature bar
        tempbar = ttk.Progressbar(self, orient="vertical", variable=self.temperature)
        tempbar.grid(row=3,column=4,rowspan=6,sticky="NS")

        # declarative buttons
        timestat = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="TIME AT 100% \n (msecs)")
        timestat.grid(row=7,column=0,columnspan=2,sticky="NSEW")
        roundsr = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="Rounds \n Remaining")
        roundsr.grid(row=3,column=0,columnspan=2,sticky="NS")


        # crit menu bar
        crit = tk.Button(self,justify=tk.CENTER,textvariable=self.stat, bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow')
        crit.grid(row=5,column=0,columnspan=2,sticky="NSEW")
        

        # static center header
        headernew = tk.Button(self, bg='black',state=tk.DISABLED,justify=tk.CENTER, text="UA 571-C \n REMOTE SENTRY WEAPON SYSTEM")
        headernew.grid(row=0,column=1,columnspan=4,rowspan=2,sticky="NSEW")




        # displays gun id on top left and right of screen
        gun_1 = tk.Label(self, borderwidth=7,bg='black',fg='yellow',disabledforeground='yellow',state=tk.DISABLED,textvariable=self.gun)
        gun_1.grid(row=0,column=0,rowspan=2,sticky="NS")
        gun_2 = tk.Button(self, borderwidth=7,bg='black',fg='yellow',disabledforeground='yellow',state=tk.DISABLED,textvariable=self.gun)
        gun_2.grid(row=0,column=5,rowspan=2,sticky="NS")


        # this quits by clicking a button labeled q
        quit = tk.Button(self, bg='black', fg='yellow', text='q', command=self.quit)
        quit.grid(row=8,column=0,sticky="SW")

        # these are the attachments for input from keyboard into the application
        # These are the button inputs from the original flash app that were used
        # I added a q as well to quit and close window in case there was a need to close

        self.bind("<KeyPress-f>", self.on_keypress_f)
        self.bind("<KeyRelease-f>", self.on_keyrelease_f)
        self.bind("<KeyPress-a>", self.on_keypress_a)
        self.bind("<KeyPress-b>", self.on_keypress_b)
        self.bind("<KeyPress-c>", self.on_keypress_c)
        self.bind("<KeyPress-d>", self.on_keypress_d)
        self.bind("<KeyPress-r>", self.on_keypress_r)
        self.bind("<KeyPress-q>", self.on_keypress_q)
        self.bind("<KeyPress-space>", self.on_keypress_space)
    #    self.coolbar(temperature_count)

    def coolbar(self):
        temperature_count = self.temperature.get()
        if temperature_count >= 21:
          temperature_count = self.temperature.get()
          temperature_count = temperature_count-1 or TEMP_INITIAL      
          self.temperature.set(temperature_count)
          print("key not pressed", temperature_count)
          self.after(300, self.coolbar)
    

    def overheat(self):
        rmcount_count = self.rmcount.get()
        rmcount_count = 0
        self.rmcount.set(rmcount_count)
        state_stat = self.stat.get()
        state_stat = "OVERHEAT"
        self.stat.set(state_stat)
        time.sleep(0.7)

    def critical(self):
        counter_value = self.counter.get()
        if counter_value <= 50:
          counter_value = self.counter.get()
          state_stat = self.stat.get()
          state_stat = "CRITICAL"
          self.stat.set(state_stat)
          counter_value = self.counter.get()
          print("ammo CRIT", counter_value) 

    def out(self):
        counter_value = self.counter.get()
        if counter_value == 1:
          state_stat = self.stat.get()
          state_stat = "OUT"
          self.stat.set(state_stat)
          counter_value = self.counter.get()
          print("ammo CRIT", counter_value) 

    def reload(self):
        counter_value = self.counter.get()
        if counter_value >= 1:
          state_stat = self.stat.get()
          state_stat = ""
          self.stat.set(state_stat)
          counter_value = self.counter.get()
          print("ammo CRIT", counter_value)


    # this defines the fire ammo count down sequence and resets 
    def on_keypress_f(self, evet):        
        counter_value = self.counter.get()
        counter_value = counter_value-1 or INITIAL_COUNTER_VALUE
        self.counter.set(counter_value)
        counter_value = self.counter.get()
        # this is logic to try and get ammo warnings
        counter_value = self.counter.get()

        self.reload()
        self.critical()
        self.out()

 
        # this sets the time at 100%
        timer_value = self.timer.get()
        timer_value = timer_value-66 or INITIAL_TIMER_VALUE
        self.timer.set(timer_value)
        # this sets the rmbar to 40%
        rmcount_count = self.rmcount.get()
        rmcount_count = 40
        self.rmcount.set(rmcount_count)
        # this sets the temperature
        temperature_count =  self.temperature.get()
        temperature_count = temperature_count+1
        self.temperature.set(temperature_count)
        if temperature_count == 90:
          self.coolbar()
          self.overheat()
        else:
          state_stat = self.stat.get()
          state_stat = ""
          self.stat.set(state_stat)

    def on_keyrelease_f(self, evet):
        #this adds logic to say rate is zero if not firing
        #this automatically turns off rate bar moment key is released fixing a logic issue
        rmcount_count = self.rmcount.get()
        rmcount_count = 0
        self.rmcount.set(rmcount_count)
        temperature_count =  self.temperature.get()
        if temperature_count >= 20:
          self.coolbar()
   
    # this sets the gun terminal identification
    # this can also be expanded to do other things if you want to alter the script
    def on_keypress_a(self, evet):
        which_gun = self.gun.get()
        which_gun = "A"
        self.gun.set(which_gun)

    def on_keypress_b(self, evet):
        which_gun = self.gun.get()
        which_gun = "B"
        self.gun.set(which_gun)

    def on_keypress_c(self, evet):
        which_gun = self.gun.get()
        which_gun = "C"
        self.gun.set(which_gun)

    def on_keypress_d(self, evet):
        which_gun = self.gun.get()
        which_gun = "D"
        self.gun.set(which_gun)

    def on_keypress_space(self, evet):
        print("space pressed")

# this reloads the window, you have to click it to make it the active window again
    def on_keypress_r(self, evet):
        self.destroy()
        self.__init__()

# this quits and closes the window by hitting a single key
    def on_keypress_q(self, evet):
        self.quit()
 
# this executes the main loop and tkinter self delcared class.  It declares the function then runs it in the main loop. 
tk_app = TkApp()

tk_app.mainloop()
I am slowly figuring this out.
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