From the Urwid documentation:
The topmost widget displayed by MainLoop must be passed as the first
parameter to the constructor.
If you want to change the topmost widget
while running, you can assign a new widget to the MainLoop object’s
MainLoop.widget attribute. This is useful for applications that have a
number of different modes or views.
Now for some code:
import urwid
# This function handles input not handled by widgets.
# It's passed into the MainLoop constructor at the bottom.
def unhandled_input(key):
if key in ('q','Q'):
raise urwid.ExitMainLoop()
if key == 'enter':
try:
## This is the part you're probably asking about
loop.widget = next(views).build()
except StopIteration:
raise urwid.ExitMainLoop()
# A class that is used to create new views, which are
# two text widgets, piled, and made into a box widget with
# urwid filler
class MainView(object):
def __init__(self,title_text,body_text):
self.title_text = title_text
self.body_text = body_text
def build(self):
title = urwid.Text(self.title_text)
body = urwid.Text(self.body_text)
body = urwid.Pile([title,body])
fill = urwid.Filler(body)
return fill
# An iterator consisting of 3 instantiated MainView objects.
# When a user presses Enter, since that particular key sequence
# isn't handled by a widget, it gets passed into unhandled_input.
views = iter([ MainView(title_text='Page One',body_text='Lorem ipsum dolor sit amet...'),
MainView(title_text='Page Two',body_text='consectetur adipiscing elit.'),
MainView(title_text='Page Three',body_text='Etiam id hendrerit neque.')
])
initial_view = next(views).build()
loop = urwid.MainLoop(initial_view,unhandled_input=unhandled_input)
loop.run()
In short, I've used a global key handling function to listen for a certain sequence pressed by the user and on receiving that sequence, my key handling function builds a new view object with the MainView class and replaces loop.widget
with that object. Of course, in an actual application, you're going to want to create a signal handler on a particular widget in your view class rather than use the global unhandled_input function for all user input. You can read about the connect_signal function here.
Note the part about garbage collection in Signal Functions documentation: if you're intending to write something with many views, they will remain in memory even after you've replaced them due to the fact that the signal_handler is a closure, which retains a reference to that widget implicitly, so you need to pass the weak_args
named argument into the urwid.connect_signal
function to tell Urwid to let it go once its not actively being used in the event loop.