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			321 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			321 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
"""Drag-and-drop support for Tkinter.
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This is very preliminary.  I currently only support dnd *within* one
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application, between different windows (or within the same window).
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I an trying to make this as generic as possible -- not dependent on
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the use of a particular widget or icon type, etc.  I also hope that
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this will work with Pmw.
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To enable an object to be dragged, you must create an event binding
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for it that starts the drag-and-drop process. Typically, you should
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bind <ButtonPress> to a callback function that you write. The function
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should call Tkdnd.dnd_start(source, event), where 'source' is the
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object to be dragged, and 'event' is the event that invoked the call
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(the argument to your callback function).  Even though this is a class
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instantiation, the returned instance should not be stored -- it will
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be kept alive automatically for the duration of the drag-and-drop.
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When a drag-and-drop is already in process for the Tk interpreter, the
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call is *ignored*; this normally averts starting multiple simultaneous
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dnd processes, e.g. because different button callbacks all
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dnd_start().
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The object is *not* necessarily a widget -- it can be any
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application-specific object that is meaningful to potential
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drag-and-drop targets.
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Potential drag-and-drop targets are discovered as follows.  Whenever
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the mouse moves, and at the start and end of a drag-and-drop move, the
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Tk widget directly under the mouse is inspected.  This is the target
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widget (not to be confused with the target object, yet to be
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determined).  If there is no target widget, there is no dnd target
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object.  If there is a target widget, and it has an attribute
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dnd_accept, this should be a function (or any callable object).  The
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function is called as dnd_accept(source, event), where 'source' is the
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object being dragged (the object passed to dnd_start() above), and
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'event' is the most recent event object (generally a <Motion> event;
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it can also be <ButtonPress> or <ButtonRelease>).  If the dnd_accept()
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function returns something other than None, this is the new dnd target
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object.  If dnd_accept() returns None, or if the target widget has no
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dnd_accept attribute, the target widget's parent is considered as the
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target widget, and the search for a target object is repeated from
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there.  If necessary, the search is repeated all the way up to the
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root widget.  If none of the target widgets can produce a target
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object, there is no target object (the target object is None).
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The target object thus produced, if any, is called the new target
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object.  It is compared with the old target object (or None, if there
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was no old target widget).  There are several cases ('source' is the
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source object, and 'event' is the most recent event object):
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- Both the old and new target objects are None.  Nothing happens.
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- The old and new target objects are the same object.  Its method
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dnd_motion(source, event) is called.
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- The old target object was None, and the new target object is not
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None.  The new target object's method dnd_enter(source, event) is
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called.
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- The new target object is None, and the old target object is not
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None.  The old target object's method dnd_leave(source, event) is
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called.
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- The old and new target objects differ and neither is None.  The old
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target object's method dnd_leave(source, event), and then the new
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target object's method dnd_enter(source, event) is called.
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Once this is done, the new target object replaces the old one, and the
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Tk mainloop proceeds.  The return value of the methods mentioned above
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is ignored; if they raise an exception, the normal exception handling
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mechanisms take over.
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The drag-and-drop processes can end in two ways: a final target object
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is selected, or no final target object is selected.  When a final
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target object is selected, it will always have been notified of the
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potential drop by a call to its dnd_enter() method, as described
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above, and possibly one or more calls to its dnd_motion() method; its
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dnd_leave() method has not been called since the last call to
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dnd_enter().  The target is notified of the drop by a call to its
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method dnd_commit(source, event).
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If no final target object is selected, and there was an old target
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object, its dnd_leave(source, event) method is called to complete the
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dnd sequence.
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Finally, the source object is notified that the drag-and-drop process
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is over, by a call to source.dnd_end(target, event), specifying either
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the selected target object, or None if no target object was selected.
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The source object can use this to implement the commit action; this is
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sometimes simpler than to do it in the target's dnd_commit().  The
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target's dnd_commit() method could then simply be aliased to
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dnd_leave().
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At any time during a dnd sequence, the application can cancel the
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sequence by calling the cancel() method on the object returned by
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dnd_start().  This will call dnd_leave() if a target is currently
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active; it will never call dnd_commit().
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"""
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import tkinter
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# The factory function
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def dnd_start(source, event):
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    h = DndHandler(source, event)
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    if h.root:
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        return h
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    else:
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        return None
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# The class that does the work
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class DndHandler:
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    root = None
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    def __init__(self, source, event):
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        if event.num > 5:
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            return
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        root = event.widget._root()
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        try:
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            root.__dnd
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            return # Don't start recursive dnd
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        except AttributeError:
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            root.__dnd = self
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            self.root = root
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        self.source = source
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        self.target = None
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        self.initial_button = button = event.num
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        self.initial_widget = widget = event.widget
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        self.release_pattern = "<B%d-ButtonRelease-%d>" % (button, button)
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        self.save_cursor = widget['cursor'] or ""
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        widget.bind(self.release_pattern, self.on_release)
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        widget.bind("<Motion>", self.on_motion)
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        widget['cursor'] = "hand2"
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    def __del__(self):
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        root = self.root
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        self.root = None
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        if root:
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            try:
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                del root.__dnd
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            except AttributeError:
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                pass
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    def on_motion(self, event):
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        x, y = event.x_root, event.y_root
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        target_widget = self.initial_widget.winfo_containing(x, y)
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        source = self.source
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        new_target = None
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        while target_widget:
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            try:
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                attr = target_widget.dnd_accept
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            except AttributeError:
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                pass
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            else:
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                new_target = attr(source, event)
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                if new_target:
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                    break
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            target_widget = target_widget.master
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        old_target = self.target
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        if old_target is new_target:
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            if old_target:
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                old_target.dnd_motion(source, event)
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        else:
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            if old_target:
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                self.target = None
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                old_target.dnd_leave(source, event)
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            if new_target:
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                new_target.dnd_enter(source, event)
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                self.target = new_target
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    def on_release(self, event):
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        self.finish(event, 1)
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    def cancel(self, event=None):
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        self.finish(event, 0)
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    def finish(self, event, commit=0):
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        target = self.target
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        source = self.source
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        widget = self.initial_widget
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        root = self.root
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        try:
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            del root.__dnd
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            self.initial_widget.unbind(self.release_pattern)
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            self.initial_widget.unbind("<Motion>")
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            widget['cursor'] = self.save_cursor
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            self.target = self.source = self.initial_widget = self.root = None
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            if target:
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                if commit:
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                    target.dnd_commit(source, event)
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                else:
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                    target.dnd_leave(source, event)
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        finally:
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            source.dnd_end(target, event)
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# ----------------------------------------------------------------------
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# The rest is here for testing and demonstration purposes only!
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class Icon:
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    def __init__(self, name):
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        self.name = name
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        self.canvas = self.label = self.id = None
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    def attach(self, canvas, x=10, y=10):
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        if canvas is self.canvas:
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            self.canvas.coords(self.id, x, y)
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            return
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        if self.canvas:
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            self.detach()
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        if not canvas:
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            return
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        label = tkinter.Label(canvas, text=self.name,
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                              borderwidth=2, relief="raised")
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        id = canvas.create_window(x, y, window=label, anchor="nw")
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        self.canvas = canvas
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        self.label = label
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        self.id = id
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        label.bind("<ButtonPress>", self.press)
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    def detach(self):
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        canvas = self.canvas
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        if not canvas:
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            return
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        id = self.id
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        label = self.label
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        self.canvas = self.label = self.id = None
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        canvas.delete(id)
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        label.destroy()
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    def press(self, event):
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        if dnd_start(self, event):
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            # where the pointer is relative to the label widget:
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            self.x_off = event.x
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            self.y_off = event.y
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            # where the widget is relative to the canvas:
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            self.x_orig, self.y_orig = self.canvas.coords(self.id)
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    def move(self, event):
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        x, y = self.where(self.canvas, event)
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        self.canvas.coords(self.id, x, y)
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    def putback(self):
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        self.canvas.coords(self.id, self.x_orig, self.y_orig)
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    def where(self, canvas, event):
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        # where the corner of the canvas is relative to the screen:
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        x_org = canvas.winfo_rootx()
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        y_org = canvas.winfo_rooty()
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        # where the pointer is relative to the canvas widget:
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        x = event.x_root - x_org
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        y = event.y_root - y_org
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        # compensate for initial pointer offset
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        return x - self.x_off, y - self.y_off
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    def dnd_end(self, target, event):
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        pass
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class Tester:
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    def __init__(self, root):
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        self.top = tkinter.Toplevel(root)
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        self.canvas = tkinter.Canvas(self.top, width=100, height=100)
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        self.canvas.pack(fill="both", expand=1)
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        self.canvas.dnd_accept = self.dnd_accept
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    def dnd_accept(self, source, event):
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        return self
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    def dnd_enter(self, source, event):
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        self.canvas.focus_set() # Show highlight border
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        x, y = source.where(self.canvas, event)
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        x1, y1, x2, y2 = source.canvas.bbox(source.id)
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        dx, dy = x2-x1, y2-y1
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        self.dndid = self.canvas.create_rectangle(x, y, x+dx, y+dy)
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        self.dnd_motion(source, event)
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    def dnd_motion(self, source, event):
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        x, y = source.where(self.canvas, event)
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        x1, y1, x2, y2 = self.canvas.bbox(self.dndid)
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        self.canvas.move(self.dndid, x-x1, y-y1)
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    def dnd_leave(self, source, event):
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        self.top.focus_set() # Hide highlight border
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        self.canvas.delete(self.dndid)
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        self.dndid = None
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    def dnd_commit(self, source, event):
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        self.dnd_leave(source, event)
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        x, y = source.where(self.canvas, event)
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        source.attach(self.canvas, x, y)
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def test():
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    root = tkinter.Tk()
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    root.geometry("+1+1")
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    tkinter.Button(command=root.quit, text="Quit").pack()
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    t1 = Tester(root)
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    t1.top.geometry("+1+60")
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    t2 = Tester(root)
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    t2.top.geometry("+120+60")
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    t3 = Tester(root)
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    t3.top.geometry("+240+60")
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    i1 = Icon("ICON1")
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    i2 = Icon("ICON2")
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    i3 = Icon("ICON3")
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    i1.attach(t1.canvas)
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    i2.attach(t2.canvas)
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    i3.attach(t3.canvas)
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    root.mainloop()
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if __name__ == '__main__':
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    test()
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