PocketPyGui Doc

Introduction

This tutorial assumes some knowledge of python and object-oriented programming. Especially, ppygui uses new-style classes and properties. Properties are described in this document, you can get reference and examples here for further documentation. However, it does not require any prior knowledge of gui programming.

Creating your first app

Most of times, a graphical handheld application is based on a main container window (the main frame), on WinCe several conventions applies to this window :

The main frame is divised between it's content and the command bar.

'Screenshot here'

PocketPyGui helps the programmer respecting these conventions and encapsulates a WinCE main frame in a single class : CeFrame

We are going now to create a basic application with an empty main frame:

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")

if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

Paste this code in a python file or simply run tut1.py and you should see :

'screen here'

You'll notice that when you close the main frame, the python interpreter exits. Internally ppygui has bound the main frame 'close' event ( ~ signal) to the stop of our application instance. We'll talk more about events and handlers later in this document.

Populating our application

So far we've seen how to create a really basic application and main frame, in practice our main frame will be populated by other child controls (~ widgets) which have different usage for input and output of user data. For instance a Button control receives an user command, a Label control displays a text to the user, an Edit control will receive user text input. More advanced controls like List, Combo, Tree, Table displays information in a structured way.

There are plenty of controls for different types of user input, and we do not talk yet about custom controls you can create with the Canvas control. We'll cover the API of these controls later. Here, we will see the basic mechanism involved in ppygui programming that are common to all controls.

In this code we're going to add some controls to our main frame. We'll create a Label, a Button and an Edit control. The purpose of our (dummy) application will be to copy the content of the edit into the label when we press the button.

You can launch tut7.py to see the final application.

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut2.py

You'll notice we give self as first argument to the constructor of each control. This way, we tell those controls that our main frame is their parent, thus our controls are children of the main frame.

The second optional argument will always be the text of the control (it defaults to the empty string ""). This parameter is ignored where it doesn't make sense for a control.

Further arguments will depend on the type of control constructed. It is possible to initialize properties in the constructor, but wait, we'll talk about properties later

Now rerun the app and you'll see ... nothing new ! Why ? Time to move to next part.

Placing our controls

We have now, a bunch of control created but we cannot see them yet. Indeed we have not tell yet ppygui how to place these controls relatively to the main frame. That's where sizers come. Sizers help the programmer placing controls relatively to one other without using absolute coordinates. In mobile development, absolute coordinates are the roots of all evils (in desktop development too), since resolution and fonts sizes may vary from a device to another and a gui programmed for one device will not display correctly on another.

It is more effective to say : place this control after this one on a vertical/horizontal box or as a table, and let ppygui compute the right positions and sizes for us.

Sizers come in three flavors : VBox, HBox, TBox, for VerticalBox, HorizontalBox and TableBox.

Let's use the VBox class in our little example:

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

# Place our controls in a vertical box
sizer = gui.VBox()
sizer.add(self.text_entry)
sizer.add(self.button)
sizer.add(self.label)

# Set the vertical box as our main frame sizer
self.sizer = sizer

if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut3.py

Now run the app and then you should have (at least !) :

'screenshot'

There's a few things to note :

Properties, as introduced in python 2.2 new style classes, allow to emulate attribute access using regular methods. In ppygui the line

self.sizer = sizer

is strictly equivalent to

self.set_sizer(sizer)

The sizer property allows to delegate the placing of controls to the given sizer. When our main frame is moved or resized it will tell it's sizer to replace the controls accordingly to it's new size and position. Sizers can also be added one into another, so you can do any layout you want.

We'll see soon that properties are often used to manipulate ppygui objects when it makes sense.

We gonna play a bit around the VBox class to see some possibilities offered by ppygui.

First we're going to aerate our frame a little by adding space around our controls, Let's :

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

# Place our controls in a vertical box
sizer = gui.VBox(border=(2,2,2,2), spacing=2)
sizer.add(self.text_entry)
sizer.add(self.button)
sizer.add(self.label)

# Set the vertical box as our main frame sizer
self.sizer = sizer

if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut4.py

Reacting to user input

So we have our main frame and some controls in it. We can type some text in the edit field and press the button, but we have yet to implement our application logic. GUI programming is by definition event-driven : on certain user input or when user issues command we want our application to compute some stuff and/or display some results.

Events are emitted by user interaction and must be caught and handled by our application.

For instance, in ppygui, a button emits the 'clicked' event when the user clicks on it; an edit will emit the 'update' event when it's text is changed. An event handler is the piece of code that will be executed in response to an event.

To do so, ppygui exposes a simple mechanism : the bind method.

The bind method of a control maps gui events coming from the control to event handlers; it's signature is

window.bind(* * kw)

window.bind(event1=callback1, event2=callback2, ...)

Event handlers are any python callable that takes a single argument. When the specified event occurs this callable will be called with an object wrapping event data as argument.

Let's report to the console each time our button is clicked, and each time our edit is modified:

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

# Place our controls in a vertical box
sizer = gui.VBox(border=(2,2,2,2), spacing=2)
sizer.add(self.text_entry)
sizer.add(self.button)
sizer.add(self.label)

# Set the vertical box as our main frame sizer
self.sizer = sizer

# Set the event handler for the button clicked event
self.button.bind(clicked=self.on_click)
# Set the event handler for the edit update event
self.text_entry.bind(update=self.on_text_update)

def on_click(self, event):
# The code of our event handler
print "The button %s is clicked" %event.window

def on_text_update(self, event):
# The code of our event handler
print "The text of edit control %s was changed" %event.window

if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut5.py

Click a few times the button and write some texts in the edit, you should get on the console lines like:

The text of edit control <ppygui.controls.Edit object at 0x0053D690> was changed
The button <ppygui.controls.Button object at 0x008C4DF0> is clicked

Manipulate our controls

Now we know how to detect and react to user input, we will now implement our application logic. Remember we want the label to display the entry text when the user clicks the 'copy' button; in ppygui getting or setting the text of a control can be easily done with properties:

Properties emulate attribute access and affectation, for instance:

print control.text

will be translated into:

print control.get_text()

and

control.text = "some text"

will be translated into:

control.set_text("some_text")

Properties of each class are referenced in the API documentation. They are inherited like regular methods, and can be overriden by overriding the getter and setter methods (i.e. methods get_xxx and set_xxx, where xxx is the property name)

So here is the full code:

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World")
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

# Place our controls in a vertical box
sizer = gui.VBox(border=(2,2,2,2), spacing=2)
sizer.add(self.text_entry)
sizer.add(self.button)
sizer.add(self.label)

# Set the vertical box as our main frame sizer
self.sizer = sizer

# Set the event handler for the button clicked event
self.button.bind(clicked=self.on_click)

def on_click(self, event):
# The code of our event handler
self.label.text = self.text_entry.text


if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut6.py

More on CeFrame

If you're targeting Windows Mobile 5.0 and 6.0, you can add an action button and a menu to the command bar. PocketPyGui tries to make their creation easy given the limitation of the underlying win32 API. To create an action button and a menu, the CeFrame constructor accept two particular keyword arguments:

Here is our final application using a menu action for copy :

import ppygui as gui
# import the gui namespace

class MainFrame(gui.CeFrame):
# subclass to create our own main frame type
def __init__(self):
gui.CeFrame.__init__(self, title="Hello World"
action=('Copy', self.on_click))
# Create some child control
self.text_entry = gui.Edit(self)
self.button = gui.Button(self, "Copy")
self.label = gui.Label(self)

# Place our controls in a vertical box
sizer = gui.VBox(border=(2,2,2,2), spacing=2)
sizer.add(self.text_entry)
sizer.add(self.button)
sizer.add(self.label)

# Set the vertical box as our main frame sizer
self.sizer = sizer

# Set the event handler for the button clicked event
self.button.bind(clicked=self.on_click)

def on_click(self, event):
# The code of our event handler
self.label.text = self.text_entry.text


if __name__ == '__main__':
app = gui.Application(MainFrame())
# create an application bound to our main frame instance
app.run()
#launch the app !

tut7.py

Conclusion

This little tutorial is not a full reference of all ppygui API, however it aims to show the basic principle involved in gui creation and that will be common to all applications created with ppygui. If you want to learn more about ppygui, I invite you to read the source of the sample applications as well as the API reference.

I hope you will enjoy using ppygui as much as I did writing it.