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wxGlade and __init__

P: n/a
I'm making a GUI for a console-based program I just wrote. I figured
it would be mostly straight forward to convert it over in wxPython but
now I'm confused.

In my console program, I have __init__ making the dictionaries et al.
and then my methods will populate them. However, when I use wxGlade
under SPE to make the GUI, wxGlade makes it's own __init__. I know not
to add anything to this section because it's written over everytime I
make changes in wxGlade.

How do I reconcile having the auto created __init__ from wxGlade and
the __init__ I want to use from my console version?

Here's an example of my console program:

def __init__(self):
"""Constructor to initialize each data member to zero."""

#---Attribute info
self.attrib = 0
self.attrib_dict = self.default_attribs.copy() #instance
version
self.setAttribute("str")
self.setAttribute("intel")
self.setAttribute("build")
self.setAttribute("char")
self.setAttribute("will")
self.setAttribute("throw")
self.setAttribute("mass")
self.setAttribute("load")
self.setAttribute("dex")
self.coreInitiative = 0

#---Create attributes---
def setAttribute(self, attr):
"""Generate value for an attribute, between 2 and 20."""

#---Get secondary attributes
if attr == "throw":
self.attrib_dict[attr] = self.attrib_dict["str"] * 2
#meters
elif attr == "mass":
self.attrib_dict[attr] = (self.attrib_dict["build"] * 5) +
15 #kg
elif attr == "load":
self.attrib_dict[attr] = (self.attrib_dict["str"] +
self.attrib_dict["build"]) #kg
#---Get core attributes
else:
self.attrib_dict[attr] = multiDie(2, 2) #2d10

Here's the code created by wxGlade:

class Attributes(wx.Frame):
def __init__(self, *args, **kwds):
# begin wxGlade: Attributes.__init__
kwds["style"] = wx.DEFAULT_FRAME_STYLE
wx.Frame.__init__(self, *args, **kwds)
self.panel_2 = wx.Panel(self, -1)
self.btnAttributes = wx.Button(self.panel_2, -1, "Get
Attributes")
self.lblAge = wx.StaticText(self.panel_2, -1, "Age:")
self.txtAge = wx.TextCtrl(self.panel_2, -1, "")
self.lblChar = wx.StaticText(self.panel_2, -1, "Charisma:")
self.txtChar = wx.TextCtrl(self.panel_2, -1, "")
self.lblStr = wx.StaticText(self.panel_2, -1, "Strength:")
self.txtStr = wx.TextCtrl(self.panel_2, -1, "")
self.lblBuild = wx.StaticText(self.panel_2, -1, "Build:")
self.txtBuild = wx.TextCtrl(self.panel_2, -1, "")
self.lblIntel = wx.StaticText(self.panel_2, -1,
"Intelligence:")
self.txtIntel = wx.TextCtrl(self.panel_2, -1, "")
self.lblThrow = wx.StaticText(self.panel_2, -1, "Throw Range:")
self.txtThrow = wx.TextCtrl(self.panel_2, -1, "")
self.lblWill = wx.StaticText(self.panel_2, -1, "Willpower:")
self.txtWill = wx.TextCtrl(self.panel_2, -1, "")
self.lblMass = wx.StaticText(self.panel_2, -1, "Mass:")
self.txtMass = wx.TextCtrl(self.panel_2, -1, "")
self.lblDex = wx.StaticText(self.panel_2, -1, "Dexterity:")
self.txtDex = wx.TextCtrl(self.panel_2, -1, "")
self.lblLoad = wx.StaticText(self.panel_2, -1, "Load:")
self.txtLoad = wx.TextCtrl(self.panel_2, -1, "")
self.lblHP = wx.StaticText(self.panel_2, -1, "Hit Points")
self.lblHead = wx.StaticText(self.panel_2, -1, "Head:")
self.txtHead = wx.TextCtrl(self.panel_2, -1, "")
self.lblTorso = wx.StaticText(self.panel_2, -1, "Torso:")
self.txtTorso = wx.TextCtrl(self.panel_2, -1, "")
self.lblRArm = wx.StaticText(self.panel_2, -1, "Right Arm:")
self.txtRArm = wx.TextCtrl(self.panel_2, -1, "")
self.lblLArm = wx.StaticText(self.panel_2, -1, "Left Arm:")
self.txtLArm = wx.TextCtrl(self.panel_2, -1, "")
self.lblRLeg = wx.StaticText(self.panel_2, -1, "Right Leg:")
self.txtRLeg = wx.TextCtrl(self.panel_2, -1, "")
self.lblLLeg = wx.StaticText(self.panel_2, -1, "Left Leg:")
self.text_ctrl_18 = wx.TextCtrl(self.panel_2, -1, "")
self.btnNext2 = wx.Button(self.panel_2, -1, "Next Page")

self.__set_properties()
self.__do_layout()
# end wxGlade

Aug 26 '06 #1
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2 Replies


P: n/a

crystalattice wrote:
I'm making a GUI for a console-based program I just wrote. I figured
it would be mostly straight forward to convert it over in wxPython but
now I'm confused.
Hi Crystalattice,

One thing you could do is make your original console-program a subclass
of the wxGlade-generated GUI.

Another thing you could do is to keep the original console program code
intact, and to make the GUI program create an instance of your original
console program, and call it.

You can modify to some extent the code generated by wxGlade, or you can
subclass it (which is what I do, following advice found on this list).

Good luck,

--Tim

Aug 26 '06 #2

P: n/a
Tim N. van der Leeuw wrote:
crystalattice wrote:
I'm making a GUI for a console-based program I just wrote. I figured
it would be mostly straight forward to convert it over in wxPython but
now I'm confused.

Hi Crystalattice,

One thing you could do is make your original console-program a subclass
of the wxGlade-generated GUI.

Another thing you could do is to keep the original console program code
intact, and to make the GUI program create an instance of your original
console program, and call it.

You can modify to some extent the code generated by wxGlade, or you can
subclass it (which is what I do, following advice found on this list).

Good luck,

--Tim
I think I get it. I'll mess with it and see what happens. Thanks.

Aug 27 '06 #3

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