I'm making an App in python kivy, and I have a problem. I'm dragging an image and even If I hold outside the image it still drags. I want the image to drag only if I'm holding on the image. I tried to fix the problem but couldn't find any solution. Below is my code! Any help is appreciated! Thank You!
This is my .kv
kv = '''
<DragImage>:
drag_rectangle: self.x+self.width/3, self.y+self.height/3, self.width/3, self.height/3
drag_timeout: 10000000
drag_distance: 0
<MainScreen>:
#:import utils kivy.utils
#:import FadeTransition kivy.uix.screenmanager.FadeTransition
canvas.before:
Rectangle:
pos: self.pos
size: self.size
source: "Background.png"
DragImage
id: book
pos: 0, 102
size_hint: 1, .1
source: "Tv.png"
'''
This is my main.py
class DragImage(DragBehavior, Image):
def on_touch_up(self, touch):
uid = self._get_uid()
if uid in touch.ud:
print(self.source, 'dropped at', touch.x, touch.y)
return super(DragImage, self).on_touch_up(touch)
You can use the actual size of the picture that you see instead of the widget size when calculating the drag_rectangle:
<DragImage>:
drag_rectangle: self.center[0] - self.norm_image_size[0]/6, self.center[1] - self.norm_image_size[1]/6, \
self.norm_image_size[0]/3, self.norm_image_size[1]/3
Related
Below I have a code that displays 2 scatter widgets in a kivy screen. If one widget is dragged, the other also drags and vice versa.
What I want is in addition to movement, if one is rotated, the other rotates in the same way. In other words, they are exactly mimicking each other with both rotation and position.
The problem I am facing is that kivy's default position is the bottom left of the widget. So, if the user rotates one widget from some random axis point, the other widget rotates at the bottom left. When introducing rotation while the positions are locked, it becomes all messed up, and I cannot find a way to overcome this bug in order to match both rotation and movement.
Here is code with positions locked.
from kivy.uix.scatter import Scatter
from kivy.uix.relativelayout import RelativeLayout
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.lang import Builder
class ScatterWidget(Scatter):
pass
class SquareWidget(Widget):
pass
class WindowManager(ScreenManager):
pass
class GeneralWindow(Screen,RelativeLayout):
start_position_1=(200,200)
start_position_2=(300,400)
def on_touch_move(self, touch):
app=self.manager.get_screen('General')
pos1=app.ids['widget10'].parent.to_parent(*self.pos)
pos2=app.ids['widget20'].parent.to_parent(*self.pos)
mov1=(pos1[0]-self.start_position_1[0],pos1[1]-self.start_position_1[1])
mov2=(pos2[0]-self.start_position_2[0],pos2[1]-self.start_position_2[1])
if self.ids.one.collide_point(*touch.pos):
app.ids['two'].pos=(mov1[0]+self.start_position_2[0],mov1[1]+self.start_position_2[1])
if self.ids.two.collide_point(*touch.pos):
app.ids['one'].pos =(mov2[0]+self.start_position_1[0],mov2[1]+self.start_position_1[1])
KV = Builder.load_string("""
WindowManager:
GeneralWindow:
<GeneralWindow>:
name: 'General'
RelativeLayout:
canvas:
Color:
rgba: 0,0,0,0.3
Rectangle:
size: self.size
pos: self.pos
ScatterWidget:
do_scale: False
id: one
size_hint: None,None
size: widget10.size
rotation: 0
pos: root.start_position_1
SquareWidget:
id: widget10
size: (200,20)
canvas:
Color:
rgba: 1,1,0,0.7
Rectangle:
size: self.size
pos: self.pos
ScatterWidget:
do_scale: False
id: two
size_hint: None,None
size: widget20.size
rotation: 0
pos: root.start_position_2
SquareWidget:
id: widget20
size: (200,20)
canvas:
Color:
rgba: 0,1,0,0.7
Rectangle:
size: self.size
pos: self.pos
""")
class TApp(App):
def build(self):
return KV
if __name__ == '__main__':
TApp().run()
The Scatter widget has a rotation property, that performs a rotation about the center of the widget. By using this property, and specifying do_rotation: False for both of your ScatterWidgets, I think your problem is simplified. Also, modifying your movement code to work on the center property of the widgets adds another simplification.
Here is a modified version of your code that does this. In this code, the left button is used to move the widgets and the right button is used to rotate the widgets:
from kivy.config import Config
Config.set('input', 'mouse', 'mouse,disable_multitouch')
from kivy.app import App
from kivy.uix.scatter import Scatter
from kivy.uix.relativelayout import RelativeLayout
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.widget import Widget
from kivy.lang import Builder
from kivy.vector import Vector
class ScatterWidget(Scatter):
def on_touch_down(self, touch):
if self.collide_point(*touch.pos) and touch.button == 'right':
touch.grab(self)
return True
return super(ScatterWidget, self).on_touch_down(touch)
def on_touch_move(self, touch):
if touch.grab_current is self and touch.button == 'right':
self.rotation = -Vector(1, 0).angle(Vector(touch.pos) - Vector(self.center))
return True
return super(ScatterWidget, self).on_touch_move(touch)
def on_touch_up(self, touch):
if touch.grab_current is self:
touch.ungrab(self)
return super(ScatterWidget, self).on_touch_up(touch)
class SquareWidget(Widget):
pass
class WindowManager(ScreenManager):
pass
class GeneralWindow(Screen, RelativeLayout):
start_center_1 = (200, 200)
start_center_2 = (300, 400)
def on_touch_move(self, touch):
app = self.manager.get_screen('General')
scatter_one = app.ids['one']
scatter_two = app.ids['two']
center1 = scatter_one.center
center2 = scatter_two.center
mov1 = (center1[0] - self.start_center_1[0], center1[1] - self.start_center_1[1])
mov2 = (center2[0] - self.start_center_2[0], center2[1] - self.start_center_2[1])
# convert touch.grab_list of WeakReferences to a grab_list of actual objects
grab_list = []
for wr in touch.grab_list:
grab_list.append(wr())
if scatter_one in grab_list:
if touch.button == 'right':
scatter_two.rotation = scatter_one.rotation
else:
scatter_two.center = (mov1[0] + self.start_center_2[0], mov1[1] + self.start_center_2[1])
elif scatter_two in grab_list:
if touch.button == 'right':
scatter_one.rotation = scatter_two.rotation
else:
scatter_one.center = (mov2[0] + self.start_center_1[0], mov2[1] + self.start_center_1[1])
return super(GeneralWindow, self).on_touch_move(touch)
KV = Builder.load_string("""
WindowManager:
GeneralWindow:
<GeneralWindow>:
name: 'General'
RelativeLayout:
canvas:
Color:
rgba: 0,0,0,0.3
Rectangle:
size: self.size
pos: self.pos
ScatterWidget:
do_scale: False
do_rotation: False
id: one
size_hint: None,None
size: widget10.size
rotation: 0
center: root.start_center_1
SquareWidget:
id: widget10
size: (200,20)
canvas:
Color:
rgba: 1,1,0,0.7
Rectangle:
size: self.size
pos: self.pos
ScatterWidget:
do_scale: False
do_rotation: False
id: two
size_hint: None,None
size: widget20.size
rotation: 0
center: root.start_center_2
SquareWidget:
id: widget20
size: (200,20)
canvas:
Color:
rgba: 0,1,0,0.7
Rectangle:
size: self.size
pos: self.pos
""")
class TApp(App):
def build(self):
return KV
if __name__ == '__main__':
TApp().run()
I'm making an app in python kivy and in my tacscreen I have a draggable Image and an Label, whenever I drag my draggable Image my label drags with it as well. The position of the label is just below the draggable Image. The problem that I'm facing is whenever I resize my window and drag the image the label goes from this to this the space between the Image and the label is too much. How can I fix this? I want the label to always be like how it is in the first screenshot even after I resize the screen and drag. Below is my code. I have been trying to find a solution to this for a months now. I really appreciate any help. Thanks!
main.py
from kivy.properties import BooleanProperty
from kivy.properties import ObjectProperty
from kivy.metrics import dp
from kivy.app import App
from kivy.uix.screenmanager import Screen
from kivy.lang import Builder
from kivy.uix.behaviors import DragBehavior
from kivy.uix.image import Image
class DragImage1(DragBehavior, Image):
dragging = BooleanProperty(False)
drag_label = ObjectProperty()
def on_touch_move(self, touch):
if touch.grab_current is self:
self.drag_label.pos = self.x, self.y - dp(300)
return super().on_touch_move(touch)
def on_touch_up(self, touch):
uid = self._get_uid()
if uid in touch.ud:
# do something on drop
print(self.source, 'dropped at', touch.x, touch.y)
return super(DragImage1, self).on_touch_up(touch)
class TacScreen(Screen):
Pass
GUI = Builder.load_file("main.kv")
class MainApp(App):
def build(self):
return GUI
def change_screen(self, screen_name, *args):
self.root.current = screen_name
MainApp().run()
main.kv
#:include tacscreen.kv
ScreenManager:
id: screen_manager
TacScreen:
name: "tac_screen"
id: tac_screen
tacscreen.kv
<tacscreen>:
#:import utils kivy.utils
canvas.before:
Rectangle:
pos: self.pos
size: self.size
source: "Background.png"
DragImage1:
drag_label: per
pos: root.center_x - self.width/2, root.center_y - self.height/0.3
size_hint: 1, .1
source: "Image.png"
Label:
id: per
text: "Hello"
font_size: "20dp"
pos: root.center_x - self.width/2, root.center_y - self.height/1.2
You can modify your kv to do the positioning for you:
DragImage1:
id: di # added id for use by the Label
drag_label: per
pos: root.center_x - self.width/2, root.center_y - self.height/0.3
size_hint: 1, .1
source: "Image.png"
Label:
id: per
text: "Hello"
font_size: "20dp"
size_hint: None, None
size: self.texture_size # set size to just contain the text
pos: di.center_x - self.width/2, di.y - self.height # adjust postion based on the DragImage1
And, since kv is now handling the positioning, you should remove the on_touch_move() method from the DragImage1 class.
Note that this will handle positioning when resizing before dragging. But if you drag before resizing, then the resizing will revert the position to that defined in the kv.
I have a canvas background but I am trying to switch the back ground when a person his a correct button to move on to the next level. I am trying to do this all within one class. Is there a way to assign an image to a canvas rectangle and then on the press of a button the canvas image will change to a new source.
main.py
class MazeSolution(Screen):
def CheckDoor1(self):
if self.ids.door1.source == "correct":
print("correct")
self.ids.change.source = 's-curvee selection.png'
else:
print("incorrect")
main.kv
#:import utils kivy.utils
<MazeSolution>:
FloatLayout:
canvas:
Rectangle:
id: change
source: 'selection grass.png'
pos: self.pos
size: self.size
Button:
pos_hint: {"top": .8, "right": .75}
size_hint: .5, .1
text:
"Door 1"
source: "<random_name>"
id: door1
on_press:
root.CheckDoor1()
I don't think assigning ids within canvas instructions is supported. But you can accomplish the same thing by creating the Rectangle in python:
from kivy.app import App
from kivy.graphics.vertex_instructions import Rectangle
from kivy.lang import Builder
from kivy.uix.screenmanager import Screen, ScreenManager
class MazeSolution(Screen):
def __init__(self):
super(MazeSolution, self).__init__()
# make the Rectangle here and save a reference to it
with self.canvas.before:
self.rect = Rectangle(source='selection grass.png')
def on_pos(self, *args):
# update Rectangle position when MazeSolution position changes
self.rect.pos = self.pos
def on_size(self, *args):
# update Rectangle size when MazeSolution size changes
self.rect.size = self.size
def CheckDoor1(self):
if self.ids.door1.source == "correct":
print("correct")
# use the saved reference to change the background
self.rect.source = 's-curvee selection.png'
else:
print("incorrect")
Builder.load_string('''
<MazeSolution>:
FloatLayout:
Button:
pos_hint: {"top": .8, "right": .75}
size_hint: .5, .1
text:
"Door 1"
source: "correct"
id: door1
on_press:
root.CheckDoor1()
''')
class TestApp(App):
def build(self):
sm = ScreenManager()
sm.add_widget(MazeSolution())
return sm
TestApp().run()
The on_pos() and on_size() methods perform the operations that kv would set up for you automatically, but must be set up manually since the Rectangle is not created in kv.
I'm trying to copy this gif, which is done in Kivy (here's the link to the full page )
Just as I started, I noticed a black screen between transition (link to what it looks like so you don't have to copy-paste and run)
Why does that black screen appear?
EDIT: I must work without buttons.
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
# Create both screens. Please note the root.manager.current: this is how
# you can control the ScreenManager from kv. Each screen has by default a
# property manager that gives you the instance of the ScreenManager used.
Builder.load_string("""
<MenuScreen>:
canvas.before:
Color:
rgba: 122,255,0,2
Rectangle:
pos: self.pos
size: self.size
Label:
text: 'hello'
<SettingsScreen>:
canvas.before:
Color:
rgba: 0,255,0,2
Rectangle:
pos: self.pos
size: self.size
Label:
text: 'hello'
""")
# Declare both screens
class MenuScreen(Screen):
def on_touch_down(self, touch):
sm.current = 'settings'
class SettingsScreen(Screen):
def on_touch_down(self, touch):
sm.current = 'menu'
# Create the screen manager
sm = ScreenManager()
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(SettingsScreen(name='settings'))
class TestApp(App):
def build(self):
return sm
if __name__ == '__main__':
TestApp().run()
EDIT: I've tried this but still not working
<sm>:
canvas:
Color:
rgb: (0, 255, 255)
Rectangle:
size: self.size
pos: self.pos
You are not supposed to use the Screen subclasses directly. Instead you must add a component first (e.g. Button or Layout), for example use RelativeLayout:
Builder.load_string("""
<MenuScreen>:
RelativeLayout:
canvas.before:
Color:
rgba: 122,255,0,2
Rectangle:
pos: self.pos
size: self.size
Label:
text: 'hello'
<SettingsScreen>:
RelativeLayout:
canvas.before:
Color:
rgba: 0,255,0,2
Rectangle:
pos: self.pos
size: self.size
Label:
text: 'hello'
""")
That black area is a canvas of the screen manager. If you don't like it black, then you can paint it, just like you did with screens; or change transition type to NoTransition to hide it.
Also, you should consider building your screen manager inside that kv lang string.
Old, but in case anyone runs into this issue:
To clarify the vague responses in the comments, you need to paint your screen manager the same way you would paint a screen.
Example in kvlang:
ScreenManagement:
canvas.before:
Color:
rgba: 1,1,1,1
Rectangle:
size: self.size
pos: self.pos
id: screen_manager
transition: NoTransition()
Screen1:
Screen2:
Settings_:
I'm trying to understand how kv files work.
So far, i've been able to tackle a couple errors, but I'm stuck with something that doesn't produces errors but doesn't produce the intended result.
Expected :
My goal is to create a parent widget containing two isntances of a sub-widget. The sub-widget contains a rectangle and a touch-move instruction. I want each instance to cover only part of the main widget (the rectangle is here for me to see where the sub-widget is). I assume the on-touch-move instructions should trigger only on the part of the screen where the sub-widget instance is.
Actual:
The sub-widget rectangles don't show, and the on-touch-move behaviour is triggered anywhere twice (which makes be think both sub-widgets span on the whole screen but the rectangle isn't shown).
Removing the parent widget canvas doesn't solve my problem, neither does adding only one sub-widget.
What am I doing wrong ?
python file :
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.graphics import Rectangle
class MainWidget(Widget):
pass
class SubWidget(Widget):
def on_touch_move(self, touch):
self.center_x, self.center_y = (touch.x, touch.y)
print touch.x, touch.y
class testApp(App):
def build(self):
x = MainWidget()
return x
if __name__ == '__main__':
testApp().run()
kv file:
#:kivy 1.8.0
<MainWidget>:
canvas:
Color:
rgb: 0,1,0
Rectangle:
pos: self.center
size: 10,10
SubWidget:
pos: self.width - self.width/5 ,0
size: self.width/5 , self.height
SubWidget:
pos: 0, 0
size: self.width/5 , self.height
<SubWidget>:
canvas:
Color:
rgb: 1,0,0
Rectangle:
pos: self.pos
size: self.size
Thanks in advance for answers.
edit :
1) child widgets should be added within a layout. Still need to find a way to
position my widgets properly within the layout.
2) widgets' touch events are triggered even if the widget isn't directly clicked. Using widget.collide_point(*touch.pos) makes it work.
edit2 :
Fixed the .kv. Self.parent.pos/size didn't behave consistently so I moved to root.pos/size :
#:kivy 1.8.0
<MainWidget>:
canvas:
Color:
rgb: 0,1,0
Rectangle:
pos: self.center
size: 10,10
FloatLayout:
SubWidget:
pos: root.width - root.width/5 ,0
size: root.width/5 , root.height
SubWidget:
pos: 0, 0
size: root.width/5 , root.height
<SubWidget>:
canvas:
Color:
rgb: 1,0,0
Rectangle:
pos: self.pos
size: self.size
I believe you need to put the child elements into a box layout.
So it would be something like this.
<MainWidget>:
canvas:
...
BoxLayout:
SubWidget:
...
SubWidget:
...
The SubWidget elements' attributes (like pos) might need some changing.
Some more info here too.
I assume the on-touch-move instructions should trigger only on the part of the screen where the sub-widget instance is.
This assumption is incorrect. To check for the collision yourself, you can do if self.collide_point(*touch.pos): ... in your on_touch_move method.
Also, your positioning problems are caused by using only Widgets - these do not impose anything on their children, so everything except the root widget has the default pos of (0, 0) and size of (100, 100). You should use Layout classes to have widgets automatically resize and position their children.