In this chapter we will explore widgets in more detail, and how you can create custom widgets of your own.
A widget is a component of your UI responsible for managing a rectangular region of the screen. Widgets may respond to events in much the same way as an app. In many respects, widgets are like mini-apps.
!!! information
Every widget runs in its own asyncio task.
There is a growing collection of builtin widgets in Textual, but you can build entirely custom widgets that work in the same way.
The first step in building a widget is to import and extend a widget class. This can either be [Widget][textual.widget.Widget] which is the base class of all widgets, or one of its subclasses.
Let's create a simple custom widget to display a greeting.
--8<-- "docs/examples/guide/widgets/hello01.py"
The highlighted lines define a custom widget class with just a [render()][textual.widget.Widget.render] method. Textual will display whatever is returned from render in the content area of your widget. We have returned a string in the code above, but there are other possible return types which we will cover later.
Note that the text contains tags in square brackets, i.e. [b]
. This is console markup which allows you to embed various styles within your content. If you run this you will find that World
is in bold.
This (very simple) custom widget may be styled in the same way as builtin widgets, and targeted with CSS. Let's add some CSS to this app.
=== "hello02.py"
```python title="hello02.py" hl_lines="13"
--8<-- "docs/examples/guide/widgets/hello02.py"
```
=== "hello02.tcss"
```css title="hello02.tcss"
--8<-- "docs/examples/guide/widgets/hello02.tcss"
```
The addition of the CSS has completely transformed our custom widget.
While you can extend the Widget class, a subclass will typically be a better starting point. The [Static][textual.widgets.Static] class is a widget subclass which caches the result of render, and provides an [update()][textual.widgets.Static.update] method to update the content area.
Let's use Static to create a widget which cycles through "hello" in various languages.
=== "hello03.py"
```python title="hello03.py" hl_lines="23-35"
--8<-- "docs/examples/guide/widgets/hello03.py"
```
=== "hello03.tcss"
```css title="hello03.tcss"
--8<-- "docs/examples/guide/widgets/hello03.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/hello03.py"}
```
Note that there is no render()
method on this widget. The Static class is handling the render for us. Instead we call update()
when we want to update the content within the widget.
The next_word
method updates the greeting. We call this method from the mount handler to get the first word, and from a click handler to cycle through the greetings when we click the widget.
When building an app it is best to keep your CSS in an external file. This allows you to see all your CSS in one place, and to enable live editing. However if you intend to distribute a widget (via PyPI for instance) it can be convenient to bundle the code and CSS together. You can do this by adding a DEFAULT_CSS
class variable inside your widget class.
Textual's builtin widgets bundle CSS in this way, which is why you can see nicely styled widgets without having to copy any CSS code.
Here's the Hello example again, this time the widget has embedded default CSS:
=== "hello04.py"
```python title="hello04.py" hl_lines="26-35"
--8<-- "docs/examples/guide/widgets/hello04.py"
```
=== "hello04.tcss"
```css title="hello04.tcss"
--8<-- "docs/examples/guide/widgets/hello04.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/hello04.py"}
```
Default CSS is scoped by default.
All this means is that CSS defined in DEFAULT_CSS
will affect the widget and potentially its children only.
This is to prevent you from inadvertently breaking an unrelated widget.
You can disable scoped CSS by setting the class var SCOPED_CSS
to False
.
CSS defined within DEFAULT_CSS
has an automatically lower specificity than CSS read from either the App's CSS
class variable or an external stylesheet. In practice this means that your app's CSS will take precedence over any CSS bundled with widgets.
Text in a widget may be marked up with links which perform an action when clicked. Links in console markup use the following format:
"Click [@click='app.bell']Me[/]"
The @click
tag introduces a click handler, which runs the app.bell
action.
Let's use markup links in the hello example so that the greeting becomes a link which updates the widget.
=== "hello05.py"
```python title="hello05.py" hl_lines="23-32"
--8<-- "docs/examples/guide/widgets/hello05.py"
```
=== "hello05.tcss"
```css title="hello05.tcss"
--8<-- "docs/examples/guide/widgets/hello05.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/hello05.py"}
```
If you run this example you will see that the greeting has been underlined, which indicates it is clickable. If you click on the greeting it will run the next_word
action which updates the next word.
Every widget has a [border_title
][textual.widgets.Widget.border_title] and [border_subtitle
][textual.widgets.Widget.border_subtitle] attribute.
Setting border_title
will display text within the top border, and setting border_subtitle
will display text within the bottom border.
!!! note
Border titles will only display if the widget has a [border](../styles/border.md) enabled.
The default value for these attributes is empty string, which disables the title.
You can change the default value for the title attributes with the [BORDER_TITLE
][textual.widget.Widget.BORDER_TITLE] and [BORDER_SUBTITLE
][textual.widget.Widget.BORDER_SUBTITLE] class variables.
Let's demonstrate setting a title, both as a class variable and a instance variable:
=== "hello06.py"
```python title="hello06.py" hl_lines="26 30"
--8<-- "docs/examples/guide/widgets/hello06.py"
```
1. Setting the default for the `title` attribute via class variable.
2. Setting `subtitle` via an instance attribute.
=== "hello06.tcss"
```css title="hello06.tcss"
--8<-- "docs/examples/guide/widgets/hello06.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/hello06.py"}
```
Note that titles are limited to a single line of text. If the supplied text is too long to fit within the widget, it will be cropped (and an ellipsis added).
There are a number of styles that influence how titles are displayed (color and alignment). See the style reference for details.
Widgets can have a list of associated key bindings, which let them call actions in response to key presses.
A widget is able to handle key presses if it or one of its descendants has focus.
Widgets aren't focusable by default.
To allow a widget to be focused, we need to set can_focus=True
when defining a widget subclass.
Here's an example of a simple focusable widget:
=== "counter01.py"
```python title="counter01.py" hl_lines="6"
--8<-- "docs/examples/guide/widgets/counter01.py"
```
1. Allow the widget to receive input focus.
=== "counter.tcss"
```css title="counter.tcss" hl_lines="6-11"
--8<-- "docs/examples/guide/widgets/counter.tcss"
```
1. These styles are applied only when the widget has focus.
=== "Output"
```{.textual path="docs/examples/guide/widgets/counter01.py"}
```
The app above contains three Counter
widgets, which we can focus by clicking or using ++tab++ and ++shift+tab++.
Now that our counter is focusable, let's add some keybindings to it to allow us to change the count using the keyboard.
To do this, we add a BINDINGS
class variable to Counter
, with bindings for ++up++ and ++down++.
These new bindings are linked to the change_count
action, which updates the count
reactive attribute.
With our bindings in place, we can now change the count of the currently focused counter using ++up++ and ++down++.
=== "counter02.py"
```python title="counter02.py" hl_lines="9-12 19-20"
--8<-- "docs/examples/guide/widgets/counter02.py"
```
1. Associates presses of ++up++ or ++k++ with the `change_count` action, passing `1` as the argument to increment the count. The final argument ("Increment") is a user-facing label displayed in the footer when this binding is active.
2. Called when the binding is triggered. Take care to add the `action_` prefix to the method name.
=== "counter.tcss"
```css title="counter.tcss"
--8<-- "docs/examples/guide/widgets/counter.tcss"
```
1. These styles are applied only when the widget has focus.
=== "Output"
```{.textual path="docs/examples/guide/widgets/counter02.py" press="up,tab,down,down"}
```
In previous examples we've set strings as content for Widgets. You can also use special objects called renderables for advanced visuals. You can use any renderable defined in Rich or third party libraries.
Lets make a widget that uses a Rich table for its content. The following app is a solution to the classic fizzbuzz problem often used to screen software engineers in job interviews. The problem is this: Count up from 1 to 100, when the number is divisible by 3, output "fizz"; when the number is divisible by 5, output "buzz"; and when the number is divisible by both 3 and 5 output "fizzbuzz".
This app will "play" fizz buzz by displaying a table of the first 15 numbers and columns for fizz and buzz.
=== "fizzbuzz01.py"
```python title="fizzbuzz01.py" hl_lines="18"
--8<-- "docs/examples/guide/widgets/fizzbuzz01.py"
```
=== "fizzbuzz01.tcss"
```css title="fizzbuzz01.tcss" hl_lines="32-35"
--8<-- "docs/examples/guide/widgets/fizzbuzz01.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/fizzbuzz01.py"}
```
Textual will auto-detect the dimensions of the content area from rich renderables if width or height is set to auto
. You can override auto dimensions by implementing [get_content_width()][textual.widget.Widget.get_content_width] or [get_content_height()][textual.widget.Widget.get_content_height].
Let's modify the default width for the fizzbuzz example. By default, the table will be just wide enough to fix the columns. Let's force it to be 50 characters wide.
=== "fizzbuzz02.py"
```python title="fizzbuzz02.py" hl_lines="10 21-23"
--8<-- "docs/examples/guide/widgets/fizzbuzz02.py"
```
=== "fizzbuzz02.tcss"
```css title="fizzbuzz02.tcss"
--8<-- "docs/examples/guide/widgets/fizzbuzz02.tcss"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/fizzbuzz02.py"}
```
Note that we've added expand=True
to tell the Table
to expand beyond the optimal width, so that it fills the 50 characters returned by get_content_width
.
Widgets can have tooltips which is content displayed when the user hovers the mouse over the widget. You can use tooltips to add supplementary information or help messages.
!!! tip
It is best not to rely on tooltips for essential information.
Some users prefer to use the keyboard exclusively and may never see tooltips.
To add a tooltip, assign to the widget's [tooltip
][textual.widgets.Widget.tooltip] property.
You can set text or any other Rich renderable.
The following example adds a tooltip to a button:
=== "tooltip01.py"
```python title="tooltip01.py"
--8<-- "docs/examples/guide/widgets/tooltip01.py"
```
=== "Output (before hover)"
```{.textual path="docs/examples/guide/widgets/tooltip01.py"}
```
=== "Output (after hover)"
```{.textual path="docs/examples/guide/widgets/tooltip01.py" hover="Button"}
```
If you don't like the default look of the tooltips, you can customize them to your liking with CSS.
Add a rule to your CSS that targets Tooltip
. Here's an example:
=== "tooltip02.py"
```python title="tooltip02.py" hl_lines="15-19"
--8<-- "docs/examples/guide/widgets/tooltip02.py"
```
=== "Output (before hover)"
```{.textual path="docs/examples/guide/widgets/tooltip02.py"}
```
=== "Output (after hover)"
```{.textual path="docs/examples/guide/widgets/tooltip02.py" hover="Button"}
```
Widgets have a [loading
][textual.widget.Widget.loading] reactive which when set to True
will temporarily replace your widget with a LoadingIndicator
.
You can use this to indicate to the user that the app is currently working on getting data, and there will be content when that data is available. Let's look at an example of this.
=== "loading01.py"
```python title="loading01.py"
--8<-- "docs/examples/guide/widgets/loading01.py"
```
1. Shows the loading indicator in place of the data table.
2. Insert a random sleep to simulate a network request.
3. Show the new data.
=== "Output"
```{.textual path="docs/examples/guide/widgets/loading01.py"}
```
In this example we have four DataTable widgets, which we put into a loading state by setting the widget's loading
property to True
.
This will temporarily replace the widget with a loading indicator animation.
When the (simulated) data has been retrieved, we reset the loading
property to show the new data.
!!! tip
See the guide on [Workers](./workers.md) if you want to know more about the `@work` decorator.
A downside of widgets that return Rich renderables is that Textual will redraw the entire widget when its state is updated or it changes size. If a widget is large enough to require scrolling, or updates frequently, then this redrawing can make your app feel less responsive. Textual offers an alternative API which reduces the amount of work required to refresh a widget, and makes it possible to update portions of a widget (as small as a single character) without a full redraw. This is known as the line API.
!!! note
The Line API requires a little more work that typical Rich renderables, but can produce powerful widgets such as the builtin [DataTable](./../widgets/data_table.md) which can handle thousands or even millions of rows.
To build a widget with the line API, implement a render_line
method rather than a render
method. The render_line
method takes a single integer argument y
which is an offset from the top of the widget, and should return a [Strip][textual.strip.Strip] object containing that line's content.
Textual will call this method as required to get content for every row of characters in the widget.
Let's look at an example before we go in to the details. The following Textual app implements a widget with the line API that renders a checkerboard pattern. This might form the basis of a chess / checkers game. Here's the code:
=== "checker01.py"
```python title="checker01.py" hl_lines="12-31"
--8<-- "docs/examples/guide/widgets/checker01.py"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/checker01.py"}
```
The render_line
method above calculates a Strip
for every row of characters in the widget. Each strip contains alternating black and white space characters which form the squares in the checkerboard.
You may have noticed that the checkerboard widget makes use of some objects we haven't covered before. Let's explore those.
A Segment is a class borrowed from the Rich project. It is small object (actually a named tuple) which bundles a string to be displayed and a Style which tells Textual how the text should look (color, bold, italic etc).
Let's look at a simple segment which would produce the text "Hello, World!" in bold.
greeting = Segment("Hello, World!", Style(bold=True))
This would create the following object:
Both Rich and Textual work with segments to generate content. A Textual app is the result of combining hundreds, or perhaps thousands, of segments,
A [Strip][textual.strip.Strip] is a container for a number of segments covering a single line (or row) in the Widget. A Strip will contain at least one segment, but often many more.
A Strip
is constructed from a list of Segment
objects. Here's now you might construct a strip that displays the text "Hello, World!", but with the second word in bold:
segments = [
Segment("Hello, "),
Segment("World", Style(bold=True)),
Segment("!")
]
strip = Strip(segments)
The first and third Segment
omit a style, which results in the widget's default style being used. The second segment has a style object which applies bold to the text "World". If this were part of a widget it would produce the text: Hello, World!
The Strip
constructor has an optional second parameter, which should be the cell length of the strip. The strip above has a length of 13, so we could have constructed it like this:
strip = Strip(segments, 13)
Note that the cell length parameter is not the total number of characters in the string. It is the number of terminal "cells". Some characters (such as Asian language characters and certain emoji) take up the space of two Western alphabet characters. If you don't know in advance the number of cells your segments will occupy, it is best to omit the length parameter so that Textual calculates it automatically.
When applying styles to widgets we can use CSS to select the child widgets. Widgets rendered with the line API don't have children per-se, but we can still use CSS to apply styles to parts of our widget by defining component classes. Component classes are associated with a widget by defining a COMPONENT_CLASSES
class variable which should be a set
of strings containing CSS class names.
In the checkerboard example above we hard-coded the color of the squares to "white" and "black". But what if we want to create a checkerboard with different colors? We can do this by defining two component classes, one for the "white" squares and one for the "dark" squares. This will allow us to change the colors with CSS.
The following example replaces our hard-coded colors with component classes.
=== "checker02.py"
```python title="checker02.py" hl_lines="11-13 16-23 35-36"
--8<-- "docs/examples/guide/widgets/checker02.py"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/checker02.py"}
```
The COMPONENT_CLASSES
class variable above adds two class names: checkerboard--white-square
and checkerboard--black-square
. These are set in the DEFAULT_CSS
but can modified in the app's CSS
class variable or external CSS.
!!! tip
Component classes typically begin with the name of the widget followed by *two* hyphens. This is a convention to avoid potential name clashes.
The render_line
method calls [get_component_rich_style][textual.widget.Widget.get_component_rich_style] to get Style
objects from the CSS, which we apply to the segments to create a more colorful looking checkerboard.
### Scrolling
A Line API widget can be made to scroll by extending the [ScrollView][textual.scroll_view.ScrollView] class (rather than Widget
).
The ScrollView
class will do most of the work, but we will need to manage the following details:
- The
ScrollView
class requires a virtual size, which is the size of the scrollable content and should be set via thevirtual_size
property. If this is larger than the widget then Textual will add scrollbars. - We need to update the
render_line
method to generate strips for the visible area of the widget, taking into account the current position of the scrollbars.
Let's add scrolling to our checkerboard example. A standard 8 x 8 board isn't sufficient to demonstrate scrolling so we will make the size of the board configurable and set it to 100 x 100, for a total of 10,000 squares.
=== "checker03.py"
```python title="checker03.py" hl_lines="4 26-30 35-36 52-53"
--8<-- "docs/examples/guide/widgets/checker03.py"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/checker03.py"}
```
The virtual size is set in the constructor to match the total size of the board, which will enable scrollbars (unless you have your terminal zoomed out very far). You can update the virtual_size
attribute dynamically as required, but our checkerboard isn't going to change size so we only need to set it once.
The render_line
method gets the scroll offset which is an [Offset][textual.geometry.Offset] containing the current position of the scrollbars. We add scroll_offset.y
to the y
argument because y
is relative to the top of the widget, and we need a Y coordinate relative to the scrollable content.
We also need to compensate for the position of the horizontal scrollbar. This is done in the call to strip.crop
which crops the strip to the visible area between scroll_x
and scroll_x + self.size.width
.
!!! tip
[Strip][textual.strip.Strip] objects are immutable, so methods will return a new Strip rather than modifying the original.
The Line API makes it possible to refresh parts of a widget, as small as a single character. Refreshing smaller regions makes updates more efficient, and keeps your widget feeling responsive.
To demonstrate this we will update the checkerboard to highlight the square under the mouse pointer. Here's the code:
=== "checker04.py"
```python title="checker04.py" hl_lines="18 28-30 33 41-44 46-63 74 81-92"
--8<-- "docs/examples/guide/widgets/checker04.py"
```
=== "Output"
```{.textual path="docs/examples/guide/widgets/checker04.py"}
```
We've added a style to the checkerboard which is the color of the highlighted square, with a default of "darkred". We will need this when we come to render the highlighted square.
We've also added a reactive variable called cursor_square
which will hold the coordinate of the square underneath the mouse. Note that we have used [var][textual.reactive.var] which gives us reactive superpowers but won't automatically refresh the whole widget, because we want to update only the squares under the cursor.
The on_mouse_move
handler takes the mouse coordinates from the [MouseMove][textual.events.MouseMove] object and calculates the coordinate of the square underneath the mouse. There's a little math here, so let's break it down.
- The event contains the coordinates of the mouse relative to the top left of the widget, but we need the coordinate relative to the top left of board which depends on the position of the scrollbars.
We can perform this conversion by adding
self.scroll_offset
toevent.offset
. - Once we have the board coordinate underneath the mouse we divide the x coordinate by 8 and divide the y coordinate by 4 to give us the coordinate of a square.
If the cursor square coordinate calculated in on_mouse_move
changes, Textual will call watch_cursor_square
with the previous coordinate and new coordinate of the square. This method works out the regions of the widget to update and essentially does the reverse of the steps we took to go from mouse coordinates to square coordinates.
The get_square_region
function calculates a [Region][textual.geometry.Region] object for each square and uses them as a positional argument in a call to [refresh][textual.widget.Widget.refresh]. Passing Region objects to refresh
tells Textual to update only the cells underneath those regions, and not the entire widget.
!!! note
Textual is smart about performing updates. If you refresh multiple regions, Textual will combine them into as few non-overlapping regions as possible.
The final step is to update the render_line
method to use the cursor style when rendering the square underneath the mouse.
You should find that if you move the mouse over the widget now, it will highlight the square underneath the mouse pointer in red.
### Line API examples
The following builtin widgets use the Line API. If you are building advanced widgets, it may be worth looking through the code for inspiration!
Widgets may be combined to create new widgets with additional features. Such widgets are known as compound widgets. The stopwatch in the tutorial is an example of a compound widget.
A compound widget can be used like any other widget.
The only thing that differs is that when you build a compound widget, you write a compose()
method which yields child widgets, rather than implement a render
or render_line
method.
The following is an example of a compound widget.
=== "compound01.py"
```python title="compound01.py" hl_lines="28-30 44-47"
--8<-- "docs/examples/guide/compound/compound01.py"
```
1. The `compose` method makes this widget a *compound* widget.
=== "Output"
```{.textual path="docs/examples/guide/compound/compound01.py"}
```
The InputWithLabel
class bundles an Input with a Label to create a new widget that displays a right-aligned label next to an input control. You can re-use this InputWithLabel
class anywhere in a Textual app, including in other widgets.
Widgets rarely exist in isolation, and often need to communicate or exchange data with other parts of your app. This is not difficult to do, but there is a risk that widgets can become dependant on each other, making it impossible to reuse a widget without copying a lot of dependant code.
In this section we will show how to design and build a fully-working app, while keeping widgets reusable.
We are going to build a byte editor which allows you to enter a number in both decimal and binary. You could use this as a teaching aid for binary numbers.
Here's a sketch of what the app should ultimately look like:
!!! tip
There are plenty of resources on the web, such as this [excellent video from Khan Academy](https://www.khanacademy.org/math/algebra-home/alg-intro-to-algebra/algebra-alternate-number-bases/v/number-systems-introduction) if you want to brush up on binary numbers.
There are three types of built-in widget in the sketch, namely (Input, Label, and Switch). Rather than manage these as a single collection of widgets, we can arrange them into logical groups with compound widgets. This will make our app easier to work with.
??? textualize "Try in Textual-web"
<div class="textual-web-demo" data-app="byte03"></div>
We will divide this UI into three compound widgets:
BitSwitch
for a switch with a numeric label.ByteInput
which contains 8BitSwitch
widgets.ByteEditor
which contains aByteInput
and an Input to show the decimal value.
This is not the only way we could implement our design with compound widgets. So why these three widgets? As a rule of thumb, a widget should handle one piece of data, which is why we have an independent widget for a bit, a byte, and the decimal value.
In the following code we will implement the three widgets. There will be no functionality yet, but it should look like our design.
=== "byte01.py"
```python title="byte01.py" hl_lines="28-30 48-50 67-71"
--8<-- "docs/examples/guide/compound/byte01.py"
```
=== "Output"
```{.textual path="docs/examples/guide/compound/byte01.py" columns="90" line="30"}
```
Note the compose()
methods of each of the widgets.
-
The
BitSwitch
yields a Label which displays the bit number, and a Switch control for that bit. The default CSS forBitSwitch
aligns its children vertically, and sets the label's text-align to center. -
The
ByteInput
yields 8BitSwitch
widgets and arranges them horizontally. It also adds afocus-within
style in its CSS to draw an accent border when any of the switches are focused. -
The
ByteEditor
yields aByteInput
and anInput
control. The default CSS stacks the two controls on top of each other to divide the screen into two parts.
With these three widgets, the DOM for our app will look like this:
Now that we have the design in place, we can implement the behavior.
We want to ensure that our widgets are re-usable, which we can do by following the guideline of "attributes down, messages up". This means that a widget can update a child by setting its attributes or calling its methods, but widgets should only ever send messages to their parent (or other ancestors).
!!! info
This pattern of only setting attributes in one direction and using messages for the opposite direction is known as *uni-directional data flow*.
In practice, this means that to update a child widget you get a reference to it and use it like any other Python object. Here's an example of an action that updates a child widget:
def action_set_true(self):
self.query_one(Switch).value = 1
If a child needs to update a parent, it should send a message with [post_message][textual.message_pump.MessagePump.post_message].
Here's an example of posting message:
def on_click(self):
self.post_message(MyWidget.Change(active=True))
Note that attributes down and messages up means that you can't modify widgets on the same level directly. If you want to modify a sibling, you will need to send a message to the parent, and the parent would make the changes.
The following diagram illustrates this concept:
Let's extend the ByteEditor
so that clicking any of the 8 BitSwitch
widgets updates the decimal value. To do this we will add a custom message to BitSwitch
that we catch in the ByteEditor
.
=== "byte02.py"
```python title="byte02.py" hl_lines="5-6 26-32 34 44-48 91-96"
--8<-- "docs/examples/guide/compound/byte02.py"
```
1. This will store the value of the "bit".
2. This is sent by the builtin `Switch` widgets, when it changes state.
3. Stop the event, because we don't want it to go to the parent.
4. Store the new value of the "bit".
=== "Output"
```{.textual path="docs/examples/guide/compound/byte02.py" columns="90" line="30", press="tab,tab,tab,enter"}
```
- The
BitSwitch
widget now has anon_switch_changed
method which will handle a [Switch.Changed
][textual.widgets.Switch.Changed] message, sent when the user clicks a switch. We use this to store the new value of the bit, and sent a new custom message,BitSwitch.BitChanged
. - The
ByteEditor
widget handles theBitSwitch.Changed
message by calculating the decimal value and setting it on the input.
The following is a (simplified) DOM diagram to show how the new message is processed:
We also want the switches to update if the user edits the decimal value.
Since the switches are children of ByteEditor
we can update them by setting their attributes directly.
This is an example of "attributes down".
=== "byte03.py"
```python title="byte03.py" hl_lines="5 45-47 90 92-94 109-114 116-120"
--8<-- "docs/examples/guide/compound/byte03.py"
```
1. When the `BitSwitch`'s value changed, we want to update the builtin `Switch` to match.
2. Ensure the value is in a the range of a byte.
3. Handle the `Input.Changed` event when the user modified the value in the input.
4. When the `ByteEditor` value changes, update all the switches to match.
5. Prevent the `BitChanged` message from being sent.
6. Because `switch` is a child, we can set its attributes directly.
=== "Output"
```{.textual path="docs/examples/guide/compound/byte03.py" columns="90" line="30", press="1,0,0"}
```
- When the user edits the input, the Input widget sends a
Changed
event, which we handle withon_input_changed
by settingself.value
, which is a reactive value we added toByteEditor
. - If the value has changed, Textual will call
watch_value
which sets the value of each of the eight switches. Because we are working with children of theByteEditor
, we can set attributes directly without going via a message.