I have an Kivy app that has 2 screens. Screen 1 (ProblemWindow) will get the user input and screen 2 (StepsWindow) will show some images based on screen1 input. However, I need to pass one of the values (Spinner id: problem_id) from screen 1 (ProblemWindow) into screen 2 (StepsWindow) and also use the value in the python file for additional logic.
I can pass the value between the screens but I am not able to use it in python. I need to get the updated Label Text of the StepsWindow into my python code every time I change it in my ProblemWindow and press the button "ShowSteps".
Could anyone please guide me how to achieve this?
This is my python code:
# importing dependencies
from kivy.app import App
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.lang import Builder
class WindowManager(ScreenManager):
pass
class ProblemWindow(Screen):
def selected_problem(self, value):
self.ids.click_label.text = f'selected problem: {value}'
return value
class StepsWindow(Screen):
def __init__(self, **kwargs):
super().__init__(**kwargs)
# self.get_problem_name()
def get_problem_name(self, *args):
self.problem_name = self.ids.problem_name.text
print(self.problem_name)
kv = Builder.load_file('main.kv')
class main(App):
def build(self):
return kv
if __name__ == '__main__':
main().run()
This is my kv file for reference:
WindowManager:
id: window_manager
ProblemWindow:
id: pw
StepsWindow:
id: sw
<ProblemWindow>:
name: "problem_window"
GridLayout:
rows: 4
Label:
text: "TEST"
font_size: 24
Label:
id: click_label
text: "Select a problem"
Spinner:
id: problem_id
text: "Problems List (Click here)"
font_size: 24
values: ["Problem_1", "Problem_2"]
on_text: root.selected_problem(problem_id.text)
size_hint: 0.1, 0.1
width: 300
Button:
text: "Show Steps"
font_size: 28
size_hint: 0.2, 0.2
pos_hint: {"center_x": 0.5, "center_y": 0.5}
on_release:
app.root.current = "steps_window"
root.manager.transition.direction = "left"
<StepsWindow>:
name: "steps_window"
GridLayout:
rows: 3
size: root.width, root.height
Label:
id: problem_name
text: root.manager.ids.pw.ids.problem_id.text
font_size: '42'
size_hint_y: None
height: 50
Button:
text: "Back"
on_release:
app.root.current = "problem_window"
root.manager.transition.direction = 'right'
Something like this?
# importing dependencies
from kivy.app import App
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.lang import Builder
class WindowManager(ScreenManager):
pass
class ProblemWindow(Screen):
def selected_problem(self, value):
self.value = value
self.ids.click_label.text = f'selected problem: {value}'
return value
#logic here
def logic_here(self):
if self.value == "Problem_1":
print(f'The solution for "Problem_1" is:')
else:
print(f'The solution for "Problem_2" is:')
class StepsWindow(Screen):
def __init__(self, **kwargs):
super().__init__(**kwargs)
# self.get_problem_name()
def get_problem_name(self, *args):
self.problem_name = self.ids.problem_name.text
print(self.problem_name)
kv = Builder.load_file('main.kv')
class main(App):
def build(self):
return kv
if __name__ == '__main__':
main().run()
And for the <ProblemWindow> button in the .kv file add this:
root.logic_here()
Related
I'm hoping there's a way to do this but not entirely sure. I want a way to update all of my labels after a button press. This is how I'm currently doing it which throws an error but I don't quite understand it.
At the moment I'm trying to add an id to the custom label and then call it but that doesn't work.
Python Code:
from kivy.lang import Builder
from kivymd.app import MDApp
class MainApp(MDApp):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.screen = Builder.load_file("main.kv")
def build(self):
self.theme_cls.theme_style = "Dark"
return self.screen
def button_press(self):
self.root.ids.custom_label.text = "Two"
if __name__ == '__main__':
MainApp().run()
Kivy File:
<MDLabel>
id: custom_label
text: "One"
halign: "center"
BoxLayout:
orientation: "vertical"
MDLabel
MDLabel
MDRoundFlatButton:
text: "Press"
pos_hint: {"center_x": 0.5, "center_y": 0.5}
on_release: app.button_press()
First things first you can't name a custom label, MDLabel.
restructure your code like so. Starting with your .kv file
<CustomLabel#MDLabel>
text: "One"
halign: "center"
BoxLayout:
orientation: "vertical"
CustomLabel:
id: custom_label_1
CustomLabel:
id: custom_label_2
MDRoundFlatButton:
text: "Press"
pos_hint: {"center_x": 0.5, "center_y": 0.5}
on_release: app.button_press()
The in your .py file
from kivy.lang import Builder
from kivymd.app import MDApp
class MainApp(MDApp):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.screen = Builder.load_file("main.kv")
def build(self):
self.theme_cls.theme_style = "Dark"
return self.screen
def button_press(self):
self.root.ids.custom_label_1.text = "Two"
self.root.ids.custom_label_2.text = "Two"
if __name__ == '__main__':
MainApp().run()
Hope that works. you can't have 2 widgets using the same id. so if you wanna change the the text of 2 custom labels you gonna have to reference them individually
I am trying to make a children's learning app using KIVY and gTTS where a child will be shown a random image and will have to identify it by saying what it is ("square" for square, "three" for 3 etc).
So far I have the menus working fine.
I am using random.choice() in a dictionary where the value is the image path and the key is "the name"
If I open the relevant screen the image is correctly selected at random and displayed using def on_pre_enter(self, *args): and gTTS kicks in fine as well using def on_enter(self, *args): but only ONCE
I want it to load a new random image once the user replies to the previous one for an X amount of loops but no matter what I try I cannot get it to work (I thought of putting everything on a for x in range() loop as well as using a counter on a while X < Y: but without any success).
here's my .py file
import random
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.properties import StringProperty
class MenuWindow(Screen):
pass
class ShapeGame(Screen):
rand_shape = StringProperty()
def on_pre_enter(self, *args):
random_shape = {"square":'shapes/square.png', "triangle":'shapes/triangle.jpg', "circle":'shapes/circle.jpg'}
random_shape_key, random_shape_value = random.choice(list(random_shape.items()))
print(random_shape_key)
self.rand_shape_key = random_shape_key
self.rand_shape = random_shape_value
def on_enter(self, *args):
print(self.random_shape_key)
class WindowManager(ScreenManager):
pass
class MainApp(App):
def build(self):
return Builder.load_file('Main.kv')
if __name__ == '__main__':
MainApp().run()
and my .kv file
#:kivy 2.0
WindowManager:
MenuWindow:
ShapeGame:
<MenuWindow>:
name: "menu"
BoxLayout:
orientation: "vertical"
size: root.width, root.height
Label:
id:"menu"
text: "Menu Screen"
font_size: 34
BoxLayout:
size_hint: 1.0, 0.2
Button:
text: "Shape Game"
font_size: 22
on_release:
app.root.current = "shapes"
root.manager.transition.direction = "left"
Button:
text: "Exit"
font_size: 22
size_hint: 1.0, 0.2
on_release: app.root.current = exit()
<ShapeGame>:
name: "shapes"
id: ShapeGame
BoxLayout:
orientation: "vertical"
size: root.width, root.height
Image:
id:"shapes"
screen: ShapeGame
source: self.screen.rand_shape
before_source: self.source
BoxLayout:
size_hint: 1.0, 0.2
size: root.width, root.height
Button:
text: "Menu"
on_release:
app.root.current = "menu"
root.manager.transition.direction = "right"
Button:
text: "Exit"
on_release:
app.root.current = exit()
and the entire repo
Not sure I can follow your problem, assuming that you want to shuffle images on entering screen after some time until some value reaches its limit.
For that you can use Clock.schedule_interval with some waiting time, say 2.0 sec.
Thus your ShapeGame will now look like,
class ShapeGame(Screen):
rand_shape = StringProperty()
count = 0
def on_pre_enter(self, *args):
self.count = 0
self.change_event = Clock.schedule_interval(self.chage_photo, 2.0)
def chage_photo(self, *args):
if self.count < 3:
self.count += 1
else:
self.change_event.cancel()
random_shape = {"square":'shapes/square.png', "triangle":'shapes/triangle.jpg', "circle":'shapes/circle.jpg'}
random_shape_key, random_shape_value = random.choice(list(random_shape.items()))
print(random_shape_key)
self.rand_shape_key = random_shape_key
self.rand_shape = random_shape_value
You should change source: self.screen.rand_shape to source: root.rand_shape.
You may also trigger the same action by a button instead of using Clock.schedule.
In a previous question, I asked how to have a row of text inputs which is dinamically added on press of a button, all from a py script.
I am now attempting at moving all my layout code to a kv file. While this was pretty straightforward for the widgets which appear on screen by default, I am not really sure of how to define the dinamically added text inputs from the kv file.
My solution, at present, is to create the 'default' widgets in the kv file, and to add the other ones from the py script through the addIngredient method. Below a minimal working version.
The kv file:
WMan:
AddWindow:
<AddWindow>:
name: 'add'
ingsGrid: ingsGrid
ing1: ing1
quant1: quant1
addIng: addIng
saveButton: saveButton
StackLayout:
id: ingsGrid
size_hint: .9, None
height: self.minimum_height
orientation: 'lr-tb'
spacing: '5sp', '5sp'
TextInput:
id: ing1
multiline: False
size_hint: .65, None
height: self.minimum_height
TextInput:
id: quant1
multiline: False
size_hint: .25, None
height: self.minimum_height
Button:
id: addIng
text: "+"
size_hint: .1, None
height: ing1.height
on_release: root.addIngredient(self)
Button:
id: saveButton
text: "Save"
size_hint: .3, None
on_release:
root.saveRec(self)
The py script reads:
from kivy.app import App
from kivy.properties import ObjectProperty
from kivy.uix.button import Button
from kivy.uix.textinput import TextInput
from kivy.uix.stacklayout import StackLayout
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.lang import Builder
class AddWindow(Screen):
def __init__(self, **kwargs):
super(AddWindow, self).__init__(**kwargs)
recipeName = ObjectProperty(None)
ingsGrid = ObjectProperty(None)
ing1 = ObjectProperty(None)
quant1 = ObjectProperty(None)
self.i = 1
self.ingsList = {}
self.ingsList[0] = ing1
self.quants = {}
self.quants[0] = quant1
def addIngredient(self, instance):
tmp_children_list = self.ingsGrid.children[:]
self.ingsGrid.clear_widgets()
# range(start,stop[, step])
for index in range(len(tmp_children_list)-1, -1, -1):
# the last item, then last-1, etc
child = tmp_children_list[index]
# add the last first (new ones will be added on top)
self.ingsGrid.add_widget(child)
# if child is the pressed button
if child == instance:
self.ing = TextInput(
size_hint=(.65, None),
height='30sp')
self.ingsGrid.add_widget(self.ing)
self.ingsList[self.i] = self.ing
self.quant = TextInput(
size_hint=(0.25, None),
height='30sp')
self.ingsGrid.add_widget(self.quant)
self.quants[self.i] = self.quant
self.i += 1
self.addNext = Button(
text="+",
size_hint=(0.1, None),
height='30sp')
self.addNext.bind(on_press=self.addIngredient)
self.ingsGrid.add_widget(self.addNext)
def saveRec(self, instance): # grab all inputs and send to SQLite db
print(self.ingsList)
print(self.ingsList[0].text)
print(self.ingsList[1].text)
class WMan(ScreenManager):
pass
kv = Builder.load_file("test.kv")
class TestApp(App):
def build(self):
return kv
if __name__ == "__main__":
TestApp().run()
My problem here is twofold: first, while this way of dinamically adding rows works as it should, it is to me a bit messy to have half of the layout defined on the kv file, and the other half defined in the py script. So my first question is:
1. Is there a way to move the entire layout to the kv file?
Second questions is:
2. How do I access the content of textInput 'ing1' (the one created in the kv file)?
when I run print(self.ingsList), I get:
{0: <ObjectProperty name=>, 1: <kivy.uix.textinput.TextInput object at 0x000002077FB89C88>}
So while I can easily do print(self.ingsList[1].text), running print(self.ingsList[0].text) will give error:
AttributeError: 'kivy.properties.ObjectProperty' object has no attribute 'text'
Here is a modified version of your code that does what I think you want:
from kivy.app import App
from kivy.properties import ObjectProperty, NumericProperty
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.lang import Builder
class AddWindow(Screen):
def __init__(self, **kwargs):
super(AddWindow, self).__init__(**kwargs)
recipeName = ObjectProperty(None)
ingsGrid = ObjectProperty(None)
ing1 = ObjectProperty(None)
quant1 = ObjectProperty(None)
self.i = 1
self.ingsList = {}
self.ingsList[0] = ing1
self.quants = {}
self.quants[0] = quant1
def saveRec(self, instance): # grab all inputs and send to SQLite db
for child in self.ids.ingsGrid.children:
if isinstance(child, OneRow):
print('ingedient name:', child.ids.ing1.text)
print('quantity:', child.ids.quant1.text)
print('')
class WMan(ScreenManager):
pass
class OneRow(BoxLayout):
inst_count = NumericProperty(0)
count = 0
def __init__(self, **kwargs):
OneRow.count += 1
self.inst_count = OneRow.count
super(OneRow, self).__init__(**kwargs)
def get_index(self):
par = self.parent
if par is None:
return None
index = 0
for index in range(len(par.children) - 1, -1, -1):
child = par.children[index]
if child == self:
return index
kv_str = '''
#:import Factory kivy.factory.Factory
WMan:
AddWindow:
id: add
#:set row_height 30
<OneRow>:
orientation: 'horizontal'
size_hint_y: None
height: row_height
TextInput:
id: ing1
multiline: False
size_hint: .65, None
height: row_height
TextInput:
id: quant1
multiline: False
text: str(root.inst_count)
size_hint: .25, None
height: row_height
Button:
id: addIng
text: "+"
size_hint: .1, None
height: row_height
on_release: app.root.ids.add.ids.ingsGrid.add_widget(Factory.OneRow(), index=root.get_index())
<AddWindow>:
name: 'add'
ingsGrid: ingsGrid
saveButton: saveButton
StackLayout:
id: ingsGrid
size_hint: .9, None
height: self.minimum_height
orientation: 'lr-tb'
spacing: '5sp', '5sp'
OneRow:
Button:
id: saveButton
text: "Save"
size_hint: .3, None
on_release:
root.saveRec(self)
'''
# kv = Builder.load_file("test.kv")
kv = Builder.load_string(kv_str)
class TestApp(App):
def build(self):
return kv
if __name__ == "__main__":
TestApp().run()
I used Builder.load_string() instead of load_file() just for my own convenience.
I have created a class named OneRow that holds a single row from the ingredients list, and the + Button now just adds an instance of that class. The get_index() method of that class is only used to position new ingredients below the row with the Button that was pressed. And the other code in that class is just to add some identifying info. If those things are not important to you, you can eliminate the OneRow class definition from the python, and just replace <OneRow>: in the kv with <OneRow#BoxLayout>: and where the OneRow is added you can just set index=1.
I found this code that showed me how to use a spinner to change screens. It works well in allowing me to switch screens, but I found that I also need to switch screens by using buttons on an individual screen.
Here is an example of what I mean:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.spinner import Spinner
KV = """
<MainScreen>:
BoxLayout:
orientation: 'vertical'
Button:
text: 'Edit'
on_press: root.goEdit()
Label:
text: 'Main Screen'
<HelpScreen>:
Label:
text: 'Help Screen'
<SettingsScreen>:
Label:
text: 'Settings Screen'
<EditScreen>:
name: 'edit_Screen'
text: 'Edit Screen'
<ScreenMenu>:
text: 'main'
values: ('main', 'help', 'settings')
size_hint: None, None
size: 200, 44
"""
class MainScreen(FloatLayout):
def goEdit(self):
MyApp.build.screen_layout.remove_widget(MyApp.screen)
screen = EditScreen()
MyApp.screen = screen
MyApp.screen_layout.add_widget(MyApp.screen)
class HelpScreen(FloatLayout):
pass
class SettingsScreen(FloatLayout):
pass
class EditScreen(FloatLayout):
pass
class ScreenMenu(Spinner):
pass
class MyApp(App):
def build(self):
Builder.load_string(KV)
self.screen = None
self.root = FloatLayout()
self.screen_layout = FloatLayout()
self.menu = ScreenMenu()
self.root.add_widget(self.screen_layout)
self.root.add_widget(self.menu)
self.menu.bind(text=self.select_screen)
self.show('main')
return self.root
def select_screen(self, *args):
self.show(self.menu.text)
def show(self, name='main'):
if self.screen is not None:
self.screen_layout.remove_widget(self.screen)
self.screen = None
if name == 'main':
screen = MainScreen()
elif name == 'help':
screen = HelpScreen()
elif name == 'settings':
screen = SettingsScreen()
else:
raise Exception('Invalid screen name')
self.screen = screen
self.screen_layout.add_widget(screen)
if __name__ == "__main__":
MyApp().run()
As you can see, this is almost the exact code as found in the link above, the only difference is that here, I create an "Edit" button that when clicked, refers to the goEdit() method of the "MainScreen" class.
on_press: root.goEdit()
My problem is I don't know how to create the goEdit() method so that, when called, it goes to the "EditScreen" while also having the spinner work ( it goes to the "MainScreen", "HelpScreen" and "SettingScreen" screens). The code I tried in goEdit() clearly doesn't work.
I have also tried changing the inherited classes from FloatLayout to Screen:
class MainScreen(Screen):
def goEdit(self):
self.parent.current = 'edit_Screen'
class HelpScreen(Screen):
pass
class SettingsScreen(Screen):
pass
class EditScreen(Screen):
pass
class ScreenMenu(Spinner):
pass
Here I tried to switch screens using this code:
self.parent.current = 'edit_Screen'
but when clicking the 'edit' button, nothing happens, I don't even get error messages.
Essentially what I want is for the spinner to work as it does in the example link, but I also need the 'edit' button to also change screens. Any help would be greatly appreciated.
Solution
Please refer to the explanations, example and output for details.
kv String
Replace root.edit() with app.show(name='edit')
Replace name: 'edit_screen' with Label:
Indent text: 'Edit Screen'
Python Script
Replace all the codings in MainScreen with pass
Add elif name == 'edit': screen = EditScreen() statement in method show
Example
main.py
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.spinner import Spinner
KV = """
<MainScreen>:
BoxLayout:
orientation: 'vertical'
Button:
text: 'Edit'
on_press: app.show(name='edit')
Label:
text: 'Main Screen'
<HelpScreen>:
Label:
text: 'Help Screen'
<SettingsScreen>:
Label:
text: 'Settings Screen'
<EditScreen>:
Label:
text: 'Edit Screen'
<ScreenMenu>:
text: 'main'
values: ('main', 'help', 'settings')
size_hint: None, None
size: 200, 44
"""
class MainScreen(FloatLayout):
pass
class HelpScreen(FloatLayout):
pass
class SettingsScreen(FloatLayout):
pass
class EditScreen(FloatLayout):
pass
class ScreenMenu(Spinner):
pass
class MyApp(App):
def build(self):
Builder.load_string(KV)
self.screen = None
self.root = FloatLayout()
self.screen_layout = FloatLayout()
self.menu = ScreenMenu()
self.root.add_widget(self.screen_layout)
self.root.add_widget(self.menu)
self.menu.bind(text=self.select_screen)
self.show('main')
return self.root
def select_screen(self, *args):
self.show(self.menu.text)
def show(self, name='main'):
if self.screen is not None:
self.screen_layout.remove_widget(self.screen)
self.screen = None
if name == 'main':
screen = MainScreen()
elif name == 'help':
screen = HelpScreen()
elif name == 'settings':
screen = SettingsScreen()
elif name == 'edit':
screen = EditScreen()
else:
raise Exception('Invalid screen name')
self.screen = screen
self.screen_layout.add_widget(screen)
if __name__ == "__main__":
MyApp().run()
Output
Here is a very simple example using the ScreenManager:
Python
import kivy
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition
class Screen1(Screen):
pass
class Screen2(Screen):
pass
class Screen3(Screen):
pass
class MyScreenManager(ScreenManager):
def changescreen(self, value):
try:
if value!='Choose a Value...':
self.current = value
except:
print('No screen named ' + value)
#Main application
class TestApp(App):
def build(self):
self.sm = MyScreenManager()
return self.sm
if __name__ == '__main__':
TestApp().run()
kv
<MyScreenManager>:
Screen1:
name: 'screen1'
Screen2:
name: 'screen2'
Screen3:
name: 'screen3'
<Screen1>:
GridLayout:
rows: 2
padding: 20
spacing: 20
Button:
text: 'Go to Screen 2'
on_press: root.manager.current = 'screen2'
Button:
text: 'Go to Screen 3'
on_press: root.manager.current = 'screen3'
Spinner:
text: 'Choose a Value...'
values: ['screen2', 'screen3']
on_text:
root.manager.changescreen(self.text)
self.text = 'Choose a Value...'
Label:
text: 'You are on ' + root.name
<Screen2>:
GridLayout:
rows: 2
padding: 20
spacing: 20
Button:
text: 'Go to Screen 1'
on_press: root.manager.current = 'screen1'
Button:
text: 'Go to Screen 3'
on_press: root.manager.current = 'screen3'
Spinner:
text: 'Choose a Value...'
values: ['screen1', 'screen3']
on_text:
root.manager.changescreen(self.text)
self.text = 'Choose a Value...'
Label:
text: 'You are on ' + root.name
<Screen3>:
GridLayout:
rows: 2
padding: 20
spacing: 20
Button:
text: 'Go to Screen 1'
on_press: root.manager.current = 'screen1'
Button:
text: 'Go to Screen 2'
on_press: root.manager.current = 'screen2'
Spinner:
text: 'Choose a Value...'
values: ['screen1', 'screen2']
on_text:
root.manager.changescreen(self.text)
self.text = 'Choose a Value...'
Label:
text: 'You are on ' + root.name
Question:
How do you use an On-Press event to change screen for dynamically created buttons in python, and without using KV language?
Goal:
Be able to navigate to new screen from clicking on dynamically created button,
[without needing to create button in Kivy, and still getting to use Screenmanager in both Python and Kivy (not sure if you have to stick with either Python or Kivy throughout entire program?]
Things I've already tried:
Using button_share.bind(on_press = self.changer), then this:
def changer(self,*args):
ScreenManager()
screenmanager.current = 'MainScreen'
But I get the error ScreenManagerException: No Screen with name "MainScreen".
Suspicion:
I think this is because I'm creating a new instance of ScreenManager, instead of referencing the existing one. To combat this issue, I considered instantiating Screenmanager() in the App class, then referencing that instantiation in the my button def changer(self, *args) method, but that's useless if it's not the same ScreenManager I'm actually using for all my screens. And those are all defined in KV language. I wouldn't be able to switch them all over without a substantial amount of effort.
Using:
button_share.bind(on_press=partial(app.sm.setter('current'), (app.sm, "MainScreen")))`
But the error I get here is ValueError: ScreenManager.current accept only str
Below is a fully runnable example:
Note: In this example, I want to click 'Continue Editing' button, then click on 'Test 1', 'Test 2' or 'Test 3' button and have it take me to another screen.
Python Code:
from kivy.app import App
# kivy.require("1.10.0")
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.clock import Clock
from kivy.uix.widget import Widget
#from kivy.base import runTouchApp
from kivy.properties import StringProperty, ObjectProperty, NumericProperty
from functools import partial
class ScrollableLabelDataEntryInstructions(BoxLayout):
pass
class NewGarageScreen(Screen):
pass
class ContinueEditingScreen(Screen):
pass
class GarageNameBoxLayout(BoxLayout):
box_share2 = ObjectProperty()
sm = ScreenManager()
def __init__(self, **kwargs):
super(GarageNameBoxLayout, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_interval(self.create_button, 5)
def create_button(self, *args):
self.box_share2.clear_widgets()
app = App.get_running_app()
#put GarageNameStartList data into app class, then pull from it in this class
top_button_share = 1.1
color = (.4, .4, .4, 1)
for i in range(len(app.GarageNameStartList)):
top_button_share -= .4
id_ = app.GarageNameStartList[i]
button_share = Button(background_normal='',
background_color = color,
id = id_,
pos_hint = {"x": 0, "top": top_button_share},
size_hint_y = None,
height = 60,
font_size = 30,
text = app.GarageNameStartList[i])
button_share.bind(on_press = self.changer)
#button_share.bind(on_press=partial(app.sm.setter('current'), (app.sm, "MainScreen")))
self.box_share2.add_widget(button_share)
def changer(self,*args):
ScreenManager()
#app = App.get_running_app()
screenmanager.current = 'MainScreen'
class BackHomeWidget(Widget):
pass
class MainScreen(Screen):
pass
class AnotherScreen(Screen):
pass
class ScreenManagement(ScreenManager):
pass
presentation = Builder.load_file("example_on_press.kv")
class MainApp(App):
GarageNameStartList = ["Test1", "Test2", "Test3"]
def Update_GarageNameStartList(self, *args):
self.GarageNameStartList = ["Test1", "Test2", "Test3"]
def build(self):
return presentation
if __name__ == "__main__":
MainApp().run()
KV Code:
#: import FadeTransition kivy.uix.screenmanager.FadeTransition
ScreenManagement:
transition: FadeTransition()
MainScreen:
AnotherScreen:
NewGarageScreen:
ContinueEditingScreen:
<SmallNavButton#Button>:
font_size: 32
size: 125, 50
color: 0,1,0,1
<MedButton#Button>:
font_size: 30
size_hint: 0.25, 0.1
color: 0,1,0,1
<BackHomeWidget>:
SmallNavButton:
on_release: app.root.current = "main"
text: "Home"
pos: root.x, root.top - self.height
<MainScreen>:
name: "main"
FloatLayout:
MedButton:
on_release: app.root.current = "edit"
text: "Edit"
pos_hint: {"x":0.3728, "top": 0.4}
<AnotherScreen>:
name: "edit"
BackHomeWidget:
SmallNavButton:
on_release: app.root.current = "main"
text: "Back"
pos: root.x, root.top - (2.25*(self.height))
FloatLayout:
MedButton:
on_release: app.root.current = "continueediting"
text: "Continue Editing"
pos_hint: {"x":0.25, "top": 0.6}
MedButton:
on_release: app.root.current = "newgarage"
text: "Create New"
pos_hint: {"x":0.3728, "top": 0.4}
<NewGarageScreen>:
name: "newgarage"
BackHomeWidget:
SmallNavButton:
on_release: app.root.current = "edit"
text: "Back"
pos: root.x, root.top - (2.25*(self.height))
FloatLayout:
MedButton:
text: "1. Groundfloor"
pos_hint: {"x":0, "top": 0.6}
<GarageNameBoxLayout>:
box_share2: box_share2
ScrollView:
GridLayout:
id: box_share2
cols: 1
size_hint_y: None
size_hint_x: 0.5
spacing: 5
padding: 130
height: self.minimum_height
canvas:
Color:
rgb: 0, 0, 0
Rectangle:
pos: self.pos
size: self.size
<ContinueEditingScreen>:
name: "continueediting"
GarageNameBoxLayout:
BackHomeWidget:
SmallNavButton:
on_release: app.root.current = "edit"
text: "Back"
pos: root.x, root.top - (2.25*(self.height))
Your code can be improved in the following things:
You do not have to create box_share2 in the .py since you're creating it in the .kv
When you use sm = ScreenManager() you are creating another ScreenManager different from the original, that is not necessary.
It is not necessary to use range and len, make your code less readable, you just have to iterate.
If we look at the structure of the .kv we see that the presentation object is the ScreenManager so you can get it via app.root.
Using the above your code the solution is:
[...]
class GarageNameBoxLayout(BoxLayout):
def __init__(self, **kwargs):
super(GarageNameBoxLayout, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_interval(self.create_button, 5)
def create_button(self, *args):
self.box_share2.clear_widgets()
app = App.get_running_app()
sm = app.root
#put GarageNameStartList data into app class, then pull from it in this class
top_button_share = 1.1
color = (.4, .4, .4, 1)
for text in app.GarageNameStartList:
top_button_share -= .4
id_ = text
button_share = Button(background_normal='',
background_color = color,
id = id_,
pos_hint = {"x": 0, "top": top_button_share},
size_hint_y = None,
height = 60,
font_size = 30,
text = text)
button_share.bind(on_press=lambda *args: setattr(sm, 'current', "main"))
self.box_share2.add_widget(button_share)
[...]