In this chapter, we start creating amazing GUIs using Python 3:
Creating our first Python GUI
Preventing the GUI from being resized
Adding a label to the GUI form
Creating buttons and changing their text property
Text box widgets
Setting the focus to a widget and disabling widgets
Combo box widgets
Creating a check button with different initial states
Using radio button widgets
Using scrolled text widgets
Adding several widgets in a loop
In this chapter, we will develop our first GUI in Python. We start with the minimum code required to build a running GUI application. Each recipe then adds different widgets to the GUI form.
In the first two recipes, we show the entire code, consisting of only a few lines of code. In the following recipes we only show the code to be added to the previous recipes.
By the end of this chapter, we will have created a working GUI application that consists of labels, buttons, text boxes, combo boxes, and check buttons in various states, as well as radio buttons that change the background color of the GUI.
Python is a very powerful programming language. It ships with the built-in tkinter module. In only a few lines of code (four, to be precise) we can build our first Python GUI.
To follow this recipe, a working Python development environment is a prerequisite. The IDLE GUI that ships with Python is enough to start. IDLE was built using tkinter!
Note
All the recipes in this book were developed using Python 3.4 on a Windows 7 64-bit OS. They have not been tested on any other configuration. As Python is a cross-platform language, the code from each recipe is expected to run everywhere.
If you are using a Mac, it does come built-in with Python, yet it might be missing some modules such as tkinter, which we will use throughout this book.
We are using Python 3 and the creator of Python intentionally chose not to make it backwards compatible with Python 2.
If you are using a Mac or Python 2, you might have to install Python 3 from www.python.org in order to successfully run the recipes in this book.
Here are the four lines of Python code required to create the resulting GUI:
import tkinter as tk # 1 win = tk.Tk() # 2 win.title("Python GUI") # 3 win.mainloop() # 4
Execute this code and admire the result:

In line 1, we import the built-in tkinter
module and alias it as tk
to simplify our Python code. In line 2, we create an instance of the Tk
class by calling its constructor (the parentheses appended to Tk
turn the class into an instance). We are using the alias tk
so we don't have to use the longer word tkinter
. We are assigning the class instance to a variable named win
(short for a window). As Python is a dynamically typed language, we did not have to declare this variable before assigning to it and we did not have to give it a specific type. Python infers the type from the assignment of this statement. Python is a strongly typed language, so every variable always has a type. We just don't have to specify its type beforehand like in other languages. This makes Python a very powerful and productive language to program in.
Note
A little note about classes and types:
In Python every variable always has a type. We cannot create a variable without assigning it a type. Yet, in Python, we do not have to declare the type beforehand, as we have to do in the C programming language.
Python is smart enough to infer the type. At the time of writing, C# also has this capability.
Using Python, we can create our own classes using the class
keyword instead of the def
keyword.
In order to assign the class to a variable, we first have to create an instance of our class. We create the instance and assign this instance to our variable.
class AClass(object): print('Hello from AClass') classInstance = AClass()
Now the variable classInstance
is of the type AClass
.
If this sounds confusing, do not worry. We will cover OOP in the coming chapters.
In line 3, we use the instance variable of the class (win
) to give our window a title via the title
property. In line 4, we start the window's event loop by calling the mainloop
method on the class instance win
. Up to this point in our code, we created an instance and set one property but the GUI will not be displayed until we start the main event loop.
Note
An event loop is a mechanism that makes our GUI work. We can think of it as an endless loop where our GUI is waiting for events to be sent to it. A button click creates an event within our GUI or our GUI being resized also creates an event.
We can write all of our GUI code in advance and nothing will be displayed on the user's screen until we call this endless loop (win.mainloop()
in the code shown above).
The event loop ends when the user clicks the red X button or a widget that we have programmed to end our GUI. When the event loop ends, our GUI also ends.
This recipe extends the previous one. Therefore, it is necessary to have typed Recipe 1 yourself into a project of your own or downloaded the code from https://www.packtpub.com/support.
We are preventing the GUI from being resized.
import tkinter as tk # 1 imports win = tk.Tk() # 2 Create instance win.title("Python GUI") # 3 Add a title win.resizable(0, 0) # 4 Disable resizing the GUI win.mainloop() # 5 Start GUI
Running the code creates this GUI:

Line 4 prevents the Python GUI from being resized.
Running this code will result in a GUI similar to the one we created in Recipe 1. However, the user can no longer resize it. Also, notice how the maximize button in the toolbar of the window is grayed out.
Why is this important? Because, once we add widgets to our form, resizing can make our GUI look not as good as we want it to be. We will add widgets to our GUI in the next recipes.
Resizable()
is a method of the Tk()
class and, by passing in (0, 0),
we prevent the GUI from being resized. If we pass in other values, we hard-code the x and y start up size of the GUI, but that won't make it nonresizable.
We also added comments to our code in preparation for the recipes contained in this book.
We are extending the first recipe. We will leave the GUI resizable, so don't use the code from the second recipe (or comment the win.resizable
line 4 out).
In order to add a Label
widget to our GUI, we are importing the ttk
module from tkinter
. Please note the two import statements.
# imports # 1 import tkinter as tk # 2 from tkinter import ttk # 3
Add the following code just above win.mainloop()
located at the bottom of recipes 1 and 2.
# Adding a Label # 4 ttk.Label(win, text="A Label").grid(column=0, row=0) # 5
Running the code adds a label to our GUI:

In line 3 of the above code, we are importing a separate module from tkinter
. The ttk
module has some advanced widgets that make our GUI look great. In a sense, ttk
is an extension within tkinter
.
We still need to import tkinter
itself, but we have to specify that we now want to also use ttk
from tkinter
.
Line 5 above adds the label to the GUI, just before we call mainloop
(not shown here to preserve space. See recipes 1 or 2).
We are passing our window instance into the ttk.Label
constructor and setting the text property. This becomes the text our Label
will display.
We are also making use of the grid layout manager, which we'll explore in much more depth in Chapter 2, Layout Management.
Note how our GUI suddenly got much smaller than in previous recipes.
The reason why it became so small is that we added a widget to our form. Without a widget, tkinter
uses a default size. Adding a widget causes optimization, which generally means using as little space as necessary to display the widget(s).
If we make the text of the label longer, the GUI will expand automatically. We will cover this automatic form size adjustment in a later recipe in Chapter 2, Layout Management.
This recipe extends the previous one. You can download the entire code from the Packt Publishing website.
We are adding a button that, when clicked, performs an action. In this recipe, we will update the label we added in the previous recipe, as well as updating the text property of the button.
# Modify adding a Label # 1 aLabel = ttk.Label(win, text="A Label") # 2 aLabel.grid(column=0, row=0) # 3 # Button Click Event Callback Function # 4 def clickMe(): # 5 action.configure(text="** I have been Clicked! **") aLabel.configure(foreground='red') # Adding a Button # 6 action = ttk.Button(win, text="Click Me!", command=clickMe) # 7 action.grid(column=1, row=0) # 8

After clicking the button, the color of the label has been changed, and so has the text of the button. Action!

In line 2 we are now assigning the label to a variable and in line 3 we use this variable to position the label within the form. We will need this variable to change its properties in the clickMe()
function. By default, this is a module-level variable so we can access it inside the function as long as we declare the variable above the function that calls it.
Line 5 is the event handler that is being invoked once the button gets clicked.
In line 7, we create the button and bind the command to the clickMe()
function.
Note
GUIs are event-driven. Clicking the button creates an event. We bind what happens when this event occurs in the callback function using the command property of the ttk.Button
widget. Notice how we do not use parentheses; only the name clickMe
.
We also change the text of the label to include red
as in the printed book, this might otherwise not be obvious. When you run the code you can see that the color did indeed change.
Lines 3 and 8 both use the grid layout manager, which will be discussed in the following chapter. This aligns both the label and the button.
In tkinter
, the typical textbox widget is called Entry
. In this recipe, we will add such an Entry
to our GUI. We will make our label more useful by describing what the Entry
is doing for the user.
# Modified Button Click Function # 1 def clickMe(): # 2 action.configure(text='Hello ' + name.get()) # Position Button in second row, second column (zero-based) action.grid(column=1, row=1) # Changing our Label # 3 ttk.Label(win, text="Enter a name:").grid(column=0, row=0) # 4 # Adding a Textbox Entry widget # 5 name = tk.StringVar() # 6 nameEntered = ttk.Entry(win, width=12, textvariable=name) # 7 nameEntered.grid(column=0, row=1) # 8
Now our GUI looks like this:

After entering some text and clicking the button, there is the following change in the GUI:

In line 2 we are getting the value of the Entry
widget. We are not using OOP yet, so how come we can access the value of a variable that was not even declared yet?
Without using OOP classes, in Python procedural coding we have to physically place a name above a statement that tries to use that name. So how come this works (it does)?
The answer is that the button click event is a callback function, and by the time the button is clicked by a user, the variables referenced in this function are known and do exist.
Life is good.
Line 4 gives our label a more meaningful name, because now it describes the textbox below it. We moved the button down next to the label to visually associate the two. We are still using the grid layout manager, to be explained in more detail in Chapter 2, Layout Management.
Line 6 creates a variable name
. This variable is bound to the Entry
and, in our clickMe()
function, we are able to retrieve the value of the Entry
box by calling get()
on this variable. This works like a charm.
Now we see that while the button displays the entire text we entered (and more), the textbox Entry
widget did not expand. The reason for this is that we had hard-coded it to a width of 12 in line 7.
Note
Python is a dynamically-typed language and infers the type from the assignment. What this means is if we assign a string to the variable name,
the variable will be of the type string, and if we assign an integer to name,
this variable's type will be integer.
Using tkinter, we have to declare the variable name
as the type tk.StringVar()
before we can use it successfully. The reason is this that Tkinter is not Python. We can use it from Python but it is not the same language.
While our GUI is nicely improving, it would be more convenient and useful to have the cursor appear in the Entry
widget as soon as the GUI appears. Here we learn how to do this.
Python is truly great. All we have to do to set the focus to a specific control when the GUI appears is call the focus()
method on an instance of a tkinter
widget we previously created. In our current GUI example, we assigned the ttk.Entry
class instance to a variable we named nameEntered
. Now we can give it the focus.
Place the following code just above the bottom of the module that starts the main windows event loop, just like in previous recipes. If you get some errors, make sure you are placing calls to variables below the code where they are declared. We are not using OOP as of yet, so this is still necessary. Later, it will no longer be necessary to do this.
nameEntered.focus() # Place cursor into name Entry
On a Mac, you might have to set the focus to the GUI window first before being able to set the focus to the Entry
widget in this window.
Adding this one line of Python code places the cursor into our text Entry
box, giving the text Entry
box the focus. As soon as the GUI appears, we can type into this text box without having to click it first.

We can also disable widgets. To do that, we set a property on the widget. We can make the button disabled by adding this one line of Python code:
action.configure(state='disabled') # Disable the Button Widget
After adding the above line of Python code, clicking the button no longer creates any action!

This code is self-explanatory. We set the focus to one control and disable another widget. Good naming in programming languages helps to eliminate lengthy explanations. Later in this book, there will be some advanced tips on how to do this while programming at work or practicing our programming skills at home.
In this recipe, we will improve our GUI by adding drop-down combo boxes that can have initial default values. While we can restrict the user to only certain choices, at the same time, we can allow the user to type in whatever they wish.
We are inserting another column between the Entry
widget and the Button
using the grid layout manager. Here is the Python code.
ttk.Label(win, text="Choose a number:").grid(column=1, row=0) # 1 number = tk.StringVar() # 2 numberChosen = ttk.Combobox(win, width=12, textvariable=number) #3 numberChosen['values'] = (1, 2, 4, 42, 100) # 4 numberChosen.grid(column=1, row=1) # 5 numberChosen.current(0) # 6
This code, when added to previous recipes, creates the following GUI. Note how, in line 4 in the preceding code, we assign a tuple with default values to the combo box. These values then appear in the drop-down box. We can also change them if we like (by typing in different values when the application is running).

Line 1 adds a second label to match the newly created combo box (created in line 3). Line 2 assigns the value of the box to a variable of a special tkinter
type (StringVar
), as we did in a previous recipe.
Line 5 aligns the two new controls (label and combo box) within our previous GUI layout, and line 6 assigns a default value to be displayed when the GUI first becomes visible. This is the first value of the numberChosen['values']
tuple, the string "1"
. We did not place quotes around our tuple of integers in line 4, but they got casted into strings because, in line 2, we declared the values to be of type tk.StringVar
.
The screenshot shows the selection made by the user (42). This value gets assigned to the number
variable.
If we want to restrict the user to only be able to select the values we have programmed into the Combobox
, we can do that by passing the state property into the constructor. Modify line 3 in the previous code to:
numberChosen = ttk.Combobox(win, width=12, textvariable=number, state='readonly')
Now users can no longer type values into the Combobox
. We can display the value chosen by the user by adding the following line of code to our Button Click Event Callback function:
# Modified Button Click Callback Function def clickMe(): action.configure(text='Hello ' + name.get()+ ' ' + numberChosen.get())
After choosing a number, entering a name, and then clicking the button, we get the following GUI result, which now also displays the number selected:

In this recipe, we will add three Checkbutton
widgets, each with a different initial state.
We are creating three Checkbutton
widgets that differ in their states. The first is disabled and has a checkmark in it. The user cannot remove this checkmark as the widget is disabled.
The second Checkbutton
is enabled and, by default, has no checkmark in it, but the user can click it to add a checkmark.
The third Checkbutton
is both enabled and checked by default. The users can uncheck and recheck the widget as often as they like.
# Creating three checkbuttons # 1 chVarDis = tk.IntVar() # 2 check1 = tk.Checkbutton(win, text="Disabled", variable=chVarDis, state='disabled') # 3 check1.select() # 4 check1.grid(column=0, row=4, sticky=tk.W) # 5 chVarUn = tk.IntVar() # 6 check2 = tk.Checkbutton(win, text="UnChecked", variable=chVarUn) check2.deselect() # 8 check2.grid(column=1, row=4, sticky=tk.W) # 9 chVarEn = tk.IntVar() # 10 check3 = tk.Checkbutton(win, text="Enabled", variable=chVarEn) check3.select() # 12 check3.grid(column=2, row=4, sticky=tk.W) # 13
Running the new code results in the following GUI:

In lines 2, 6, and 10, we create three variables of type IntVar
. In the following line, for each of these variables we create a Checkbutton
, passing in these variables. They will hold the state of the Checkbutton
(unchecked or checked). By default, that is either 0 (unchecked) or 1 (checked) so the type of the variable is a tkinter
integer.
We place these Checkbutton
widgets in our main window so the first argument passed into the constructor is the parent of the widget; in our case win
. We give each Checkbutton
a different label via its text
property.
Setting the sticky property of the grid to tk.W
means that the widget will be aligned to the west of the grid. This is very similar to Java syntax and it means that it will be aligned to the left. When we resize our GUI, the widget will remain on the left side and not be moved towards the center of the GUI.
Lines 4 and 12 place a checkmark into the Checkbutton
widget by calling the select()
method on these two Checkbutton
class instances.
We continue to arrange our widgets using the grid layout manager, which will be explained in more detail in Chapter 2, Layout Management.
In this recipe, we will create three tkinter Radiobutton
widgets. We will also add some code that changes the color of the main form depending upon which Radiobutton
is selected.
We are adding the following code to the previous recipe:
# Radiobutton Globals # 1 COLOR1 = "Blue" # 2 COLOR2 = "Gold" # 3 COLOR3 = "Red" # 4 # Radiobutton Callback # 5 def radCall(): # 6 radSel=radVar.get() if radSel == 1: win.configure(background=COLOR1) elif radSel == 2: win.configure(background=COLOR2) elif radSel == 3: win.configure(background=COLOR3) # create three Radiobuttons # 7 radVar = tk.IntVar() # 8 rad1 = tk.Radiobutton(win, text=COLOR1, variable=radVar, value=1, command=radCall) # 9 rad1.grid(column=0, row=5, sticky=tk.W) # 10 rad2 = tk.Radiobutton(win, text=COLOR2, variable=radVar, value=2, command=radCall) # 11 rad2.grid(column=1, row=5, sticky=tk.W) # 12 rad3 = tk.Radiobutton(win, text=COLOR3, variable=radVar, value=3, command=radCall) # 13 rad3.grid(column=2, row=5, sticky=tk.W) # 14
Running this code and selecting the Radiobutton
named Gold creates the following window:

In lines 2-4 we create some module-level global variables, which we will use in the creation of each radio button as well as in the callback function that creates the action of changing the background color of the main form (using the instance variable win
).
We are using global variables to make it easier to change the code. By assigning the name of the color to a variable and using this variable in several places, we can easily experiment with different colors. Instead of doing a global search-and-replace of a hard-coded string (which is prone to errors), we just need to change one line of code and everything else will work. This is known as the DRY principle, which stands for Don't Repeat Yourself. This is an OOP concept that we will use in later recipes of the book.
Note
The names of the colors we are assigning to the variables (COLOR1
, COLOR2 …
) are tkinter
keywords (technically, they are symbolic names). If we use names that are not tkinter
color keywords, then the code will not work.
Line 6 is the callback function that changes the background of our main form (win
) depending upon the user's selection.
In line 8 we are creating a tk.IntVar
variable. What is important about this is that we are creating only one variable to be used by all three radio buttons. As can be seen from the above screenshot, no matter which Radiobutton
we select, all the others will automatically be unselected for us.
Lines 9 to 14 create the three radio buttons, assign them to the main form, and pass in the variable to be used in the callback function that creates the action of changing the background of our main window.
Here is a small sample of the available symbolic color names that you can look up at the official tcl manual page:
http://www.tcl.tk/man/tcl8.5/TkCmd/colors.htm
Name |
Red |
Green |
Blue |
---|---|---|---|
alice blue |
240 |
248 |
255 |
AliceBlue |
240 |
248 |
255 |
Blue |
0 |
0 |
255 |
Gold |
255 |
215 |
0 |
Red |
255 |
0 |
0 |
Some of the names create the same color, so alice blue
creates the same color as AliceBlue
. In this recipe we used the symbolic names Blue
, Gold
, and Red
.
ScrolledText
widgets are much larger than simple Entry
widgets and span multiple lines. They are widgets like Notepad and wrap lines, automatically enabling vertical scrollbars when the text gets larger than the height of the ScrolledText
widget.
This recipe extends the previous recipes. You can download the code for each chapter of this book from the Packt Publishing website.
By adding the following lines of code, we create a ScrolledText
widget:
# Add this import to the top of the Python Module # 1 from tkinter import scrolledtext # 2 # Using a scrolled Text control # 3 scrolW = 30 # 4 scrolH = 3 # 5 scr = scrolledtext.ScrolledText(win, width=scrolW, height=scrolH, wrap=tk.WORD) # 6 scr.grid(column=0, columnspan=3) # 7
We can actually type into our widget, and if we type enough words, the lines will automatically wrap around!

Once we type in more words than the height of the widget can display, the vertical scrollbar becomes enabled. This all works out-of-the-box without us needing to write any more code to achieve this.

In line 2 we are importing the module that contains the ScrolledText
widget class. Add that to the top of the module, just below the other two import
statements.
Lines 4 and 5 define the width and height of the ScrolledText
widget we are about to create. These are hard-coded values we are passing into the ScrolledText
widget constructor in line 6.
These values are magic numbers found by experimentation to work well. You might experiment by changing srcolW
from 30 to 50 and observe the effect!
In line 6 we are setting a property on the widget by passing in wrap=tk.WORD
.
By setting the wrap
property to tk.WORD
we are telling the ScrolledText
widget to break lines by words, so that we do not wrap around within a word. The default option is tk.CHAR
, which wraps any character regardless of whether we are in the middle of a word.
The second screenshot shows that the vertical scrollbar moved down because we are reading a longer text that does not entirely fit into the x, y dimensions of the SrolledText
control we created.
Setting the columnspan
property of the grid widget to 3
for the SrolledText
widget makes this widget span all three columns. If we did not set this property, our SrolledText
widget would only reside in column one, which is not what we want.
So far we have created several widgets of the same type (for example. Radiobutton
) by basically copying and pasting the same code and then modifying the variations (for example, the column number). In this recipe, we start refactoring our code to make it less redundant.
We are refactoring some parts of the previous recipe's code, so you need that code to apply to this recipe to.
# First, we change our Radiobutton global variables into a list. colors = ["Blue", "Gold", "Red"] # 1 # create three Radiobuttons using one variable radVar = tk.IntVar() Next we are selecting a non-existing index value for radVar. radVar.set(99) # 2 Now we are creating all three Radiobutton widgets within one loop. for col in range(3): # 3 curRad = 'rad' + str(col) curRad = tk.Radiobutton(win, text=colors[col], variable=radVar, value=col, command=radCall) curRad.grid(column=col, row=5, sticky=tk.W) We have also changed the callback function to be zero-based, using the list instead of module-level global variables. # Radiobutton callback function # 4 def radCall(): radSel=radVar.get() if radSel == 0: win.configure(background=colors[0]) elif radSel == 1: win.configure(background=colors[1]) elif radSel == 2: win.configure(background=colors[2])
Running this code will create the same window as before, but our code is much cleaner and easier to maintain. This will help us when we expand our GUI in the following recipes.
In line 1, we have turned our global variables into a list.
In line 2, we are setting a default value to the tk.IntVar
variable we named radVar
. This is important because, while in the previous recipe we had set the value for Radiobutton
widgets starting at 1, in our new loop it is much more convenient to use Python's zero-based indexing. If we did not set the default value to a value outside the range of our Radiobutton
widgets, one of the radio buttons would be selected when the GUI appears. While this in itself might not be so bad, it would not trigger the callback and we would end up with a radio button selected that does not do its job (that is, change the color of the main win form).
In line 3 we are replacing the three previously hard-coded creations of the Radiobutton widgets with a loop, which does the same. It is just more concise (fewer lines of code) and much more maintainable. For example, if we want to create 100 instead of just 3 Radiobutton
widgets, all we have to change is the number inside Python's range operator. We would not have to type or copy and paste 97 sections of duplicate code, just one number.
Line 4 shows the modified callback, which physically lives above the previous lines. We placed it below to give emphasis to the more important parts of this recipe.