尝试在屏幕上滚动图形,同时将文本保持在同一位置。文本显示鼠标的位置。我已经想过在屏幕滚动的相反方向滚动文本的想法,但我不确定是否有更简单的方法,如果我必须以相反的方式滚动文本我不确定如何设置初始文本指针,以便我可以返回并重新调用/重置它。我只是希望它能够在不久的将来表现出不会做其他事情的立场。
class Example(tk.Frame):
def __init__(self, parent):
tk.Frame.__init__(self, parent)
self.keys = dict.fromkeys(('Left', 'Right', 'Up', 'Down'))
self.canvas = tk.Canvas(self, background="bisque", width=700, height=700)
self.canvas.pack(fill="both", expand=True)
self.canvas.configure(scrollregion=(-1000, -1000, 1000, 1000))
self.looper() # start the looping
def keypress(self,event):
if event.keysym in self.keys:
# event type 2 is key down, type 3 is key up
self.keys[event.keysym] = event.type == '2'
def looper(self):
if self.keys['Up']:
self.canvas.yview_scroll(-2,'units')
if self.keys['Down']:
self.canvas.yview_scroll(2,'units')
if self.keys['Left']:
self.canvas.xview_scroll(-2,'units')
if self.keys['Right']:
self.canvas.xview_scroll(2,'units')
self.after(5, self.looper) # set the refresh rate here ... ie 20 milliseconds. Smaller number means faster scrolling
def on_press(self, event):
self.last_x = event.x
self.last_y = event.y
self.startx, self.starty = self.canvas.canvasx(event.x),self.canvas.canvasy(event.y)
def on_motion(self, event):
self.canvas.delete("sx")
self.startx, self.starty = self.canvas.canvasx(event.x),self.canvas.canvasy(event.y)
px = round(-(((1000-self.startx) * .00015) + 69.3),5)
py = round((45.05-((1000+self.starty) * .00015)),5)
self.canvas.create_text(400,-400, text = str(px), fill = "black", tags = "sx")
self.canvas.create_text(475,-400, text = str(py), fill = "black", tags = "sx")
def button_motion(self,event):
delta_x = event.x - self.last_x
delta_y = event.y - self.last_y
self.last_x = event.x
self.last_y = event.y
self.canvas.xview_scroll(-delta_x, "units")
self.canvas.yview_scroll(-delta_y, "units")
if __name__ == "__main__":
root = tk.Tk()
Example(root).pack(fill="both", expand=True)
root.mainloop()
答案 0 :(得分:0)
最简单的解决方案是使用未嵌入到画布中的窗口小部件,以便在画布滚动时不会滚动。创建一个Label
,其父级为画布,然后使用place
将标签叠加在画布顶部。