Kivy graph doesn't appear in widget - python

I'm trying to find a solution to embed a graph within a kivy widget. There seems to be only one example of using kivy garden graph (sin wave) and I'm having difficulty implementing this within my app.
Here is the code that I'm working with
#!/usr/bin/kivy
import kivy
from random import random
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.gridlayout import GridLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.switch import Switch
from kivy.uix.label import Label
from kivy.garden.graph import Graph, MeshLinePlot
from math import sin
import matplotlib.pyplot as plt
import matplotlib.animation as animation
from kivy.graphics import *
from kivy.config import Config
Config.set('graphics', 'width', '800')
Config.set('graphics', 'height', '480')
Builder.load_string("""
<Menuscreen>:
#Handling the gesture event.
ScreenManager:
id: manager
Screen:
id: main_screen
name:'main_screen'
FloatLayout:
MyGraph:
size_hint: None, None
size: 800,600
pos: 25,25
""")
class MyGraph(Graph):
def __init__(self, **kwargs):
super(MyGraph, self).__init__(**kwargs)
self.xlabel = 'This is the X axis'
self.ylabel = 'This is the Y axis'
self.x_ticks_minor = 5
self.x_ticks_major = 25
self.y_ticks_major = 1
self.y_grid_label = True
self.x_grid_label = True
self.x_grid = True
self.y_grid = True
self.xmax = 100
self.xmin = -0
self.ymin = -1
self.ymax = 1
self.plot = MeshLinePlot(color=[1, 0, 0, 1])
self.plot.points = [(x, sin(x / 10.)) for x in range(0, 100)]
self.add_plot(self.plot)
class MenuScreen(Screen):
pass
sm = ScreenManager()
menu_screen = MenuScreen(name='menu')
sm.add_widget(menu_screen)
class TestApp(App):
def build(self):
return sm
if __name__ == '__main__':
TestApp().run()
All of the axis labels seem to appear but the points on the graph do not appear. Is there something that I am missing to get this to appear? Thanks in advance for your advice.

Mostafar at Github asked this same question, and thanks to #Tshirtman, the following answer was provided:
mostafar commented on Apr 27, 2014 After a chat with #tshirtman, He found out the problem is with stencilbuffer and by changing line 139 of init.py of graph module to:
self._fbo = Fbo(size=self.size, with_stencilbuffer=False)
It will be visible in my example, but then there will be many problems with new features of graph (SmoothLinePlot).
Link: https://github.com/kivy-garden/garden.graph/issues/7

Related

Updating multiple Labels with kivy

Hello i'm relatively new to python and kivy and I've been looking around but i cant quite find the answer, i'm trying to make a hub where I can display live data from my rasberry-pi. I made a clock widget using a Label, and it updates time, but when i try to add my CPU usage only one label shows up. I thought the widgets might be covering each other but I used size_hint and it wont help. When i run the code below, only the timex will show up and only if i delete the Clock.schedule_interval(display32.timex, (1)) will the *updatex * display.
Thanks alot for the help
from kivy.app import App
from kivy.uix.label import Label
from kivy.clock import Clock
from kivy.uix.floatlayout import FloatLayout
import psutil
from kivy.lang import Builder
import time
class Display(Label, FloatLayout):
def __init__(self):
super(Display, self).__init__()
def updatex(self, *args):
self.cpu2 = psutil.cpu_percent()
self.text=str(self.cpu2)
self.size_hint=(.5, .25)
self.pos=(500, 500)
self.texture_size=(0.1,0.1)
def timex(self, *args):
self.time2 = time.asctime()
self.text = str(self.time2)
self.size_hint = (.5, .25)
self.pos = (30, 500)
self.size_hint=(0.1,0.1)
class TimeApp(App):
def build(self):
display32 = Display()
Clock.schedule_interval(display32.updatex, (1))
Clock.schedule_interval(display32.timex, (1))
return display32
if __name__ == "__main__":
TimeApp().run()
Instead of passing both labels to the clock, you can define a widget, add both labels and start the clock on the widget.
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.label import Label
from kivy.clock import Clock
import psutil
import time
class Display(Widget):
def draw(self, *args):
self.clear_widgets()
self.add_widget(Label(text=str(psutil.cpu_percent()), pos=(500, 500)))
self.add_widget(Label(text=str(time.asctime()), pos=(30, 500)))
class TimeApp(App):
def build(self):
display32 = Display()
Clock.schedule_interval(display32.draw, 1)
return display32
if __name__ == '__main__':
TimeApp().run()

Reference from python into kivy gone wrong

The problem is in the .kv file. My problem is that i would like my .kv to notice the object-property in my .py. My code works if change the color in .kv to color: 0,0,0 which gives me black text as intend.
.py
from kivy import utils
from kivy.animation import Animation
from kivy.clock import Clock
from kivy.properties import ObjectProperty
from kivy.uix.label import Label
from kivy.lang import Builder
from kivy.uix.button import ButtonBehavior
Builder.load_file("FirebaseLoginScreen/themedwidgets.kv")
class ThemedButton(ButtonBehavior,Label):
colorchanged = ObjectProperty()
color = ObjectProperty([0,0,0,1])
def __init__(self, **kwargs):
super(ThemedButton, self).__init__(**kwargs)
Clock.schedule_once(self.start_pulsing, 1)
def start_pulsing(self, *args):
anim = Animation(color=[0,1,0,1]) + Animation(color=[0,0,1,1]) + Animation(color=[1,0,0,1])
anim.repeat = True
anim.start(self)
.kv
<ThemedButton#ButtonBehavior+Label>:
colorchanged: colorchanged
id: colorchanged
markup: True
color: self.color #root.color doesn't work either but 0,0,0 does give me black.
opacity: 1 if self.state == 'normal' else .8
font_size: 38
<ThemedButton#ButtonBehavior+Label>:
This is the kv syntax to create a new widget class inheriting from ButtonBehavior and Label, so it doesn't have any of the behaviour of your Python-defined class that happens to have the same name.
You want to just do <ThemedButton>: instead.

Kivy change label text [duplicate]

This question already has answers here:
What is the purpose of the `self` parameter? Why is it needed?
(26 answers)
Closed 3 years ago.
I would like to change a Label-text in Python/Kivy after a swipe event has been detected. Changing the text works basically via the following line
self.Translation.text = "test"
but I have to change the text after detecting a swipe event from another class, in which I call a function to change the label text:
MyWidget.ThisDoesntWork("self_dummy")
In this function the exact same line as above gives me an error.
How can I change the Label-text from class "Swiping_class" calling function "MyWidget.ThisDoesntWork("self_dummy")"?
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.anchorlayout import AnchorLayout
from kivy.uix.button import Button
from kivy.uix.label import Label
from kivy.uix.textinput import TextInput
from kivy.base import EventLoop
from kivy.clock import Clock
from kivy.factory import Factory
from kivy.uix.stacklayout import StackLayout
from kivy.uix.image import Image
from kivy.uix.floatlayout import FloatLayout
from kivy.graphics import *
from kivy.properties import ListProperty
from kivy.lang import Builder
from kivy.core.window import Window
from kivy.uix.screenmanager import ScreenManager, Screen
from random import random
import pickle
import random
kv = '''
<ColoredLabel>:
size: (self.size_x,self.size_y)
pos: (0,0) # no effect
background_color:
canvas.before:
Color:
rgba: self.background_color
Rectangle:
pos: self.pos
size: (self.size_x,self.size_y)
'''
Builder.load_string(kv)
class ColoredLabel(Label):
background_color = ListProperty((0,0,0,1))
s_global = Window.size
size_x = s_global[0]
size_y = s_global[1]/3
class MyWidget(BoxLayout):
#init
def __init__(self, **kwargs):
super().__init__(**kwargs)
s_global = Window.size
size_x = s_global[0]
size_y = s_global[1]/3
self.ForeignLanguage = ColoredLabel(text="str_fl", size_hint=(None, None),size = (size_x,size_y), background_color=(0/255,171/255,169/255, 1))
self.Translation = ColoredLabel(text="str_tr", size_hint=(None, None),size = (size_x,size_y), background_color=(45/255,137/255,239/255, 1))
self.Example = ColoredLabel(text="str_ex", size_hint=(None, None),size = (size_x,size_y), background_color=(43/255,87/255,151/255, 1))
self.verticalBox = BoxLayout(orientation='vertical')
self.verticalBox.add_widget(self.ForeignLanguage)
self.verticalBox.add_widget(self.Translation)
self.verticalBox.add_widget(self.Example)
self.Translation.text = "test"
s=Swiping_class()
s.add_widget(self.verticalBox)
self.add_widget(s)
def ThisDoesntWork(self):
print("this is printed")
self.Translation.text = "I wanna change this via fucntion"
print("this is not printed anymore")
class Swiping_class(Screen):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.initial = 0
def on_touch_down(self, touch):
self.initial = touch.x
def on_touch_up(self, touch):
if touch.x < self.initial:
print("swiped left")
MyWidget.ThisDoesntWork("self_dummy")
else:
print("swiped right")
class BoxLayoutDemo(App):
def build(self):
return MyWidget()
if __name__ == '__main__':
BoxLayoutDemo().run()
I think I found a solution. Within your Swiping_class, replace this line:
MyWidget.ThisDoesntWork("self_dummy")
with this line:
MyWidget.ThisDoesntWork(self.parent)
That way, instead of passing a string to your method, you pass the label object, which contains the text attribute you are trying to modify.

AttributeError 'Button' object has no attribute scrlFBtn

from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.label import Label
from kivy.core.window import Window
from kivy.uix.scrollview import ScrollView
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
from kivy.uix.button import Button
class BSGameMain:
def sas(self):
# blmain.remove_widget(scrlFBtns)
self.scrlFBtns.remove_widget(blbtns)
blmain = BoxLayout(orientation = 'vertical') # MainBoxLayout init
scrlFBtns = ScrollView(effect_cls = 'ScrollEffect')
blbtns = BoxLayout(
orientation = 'vertical',
size_hint_y = None
) # BoxLayout for buttons
blbtns.bind(minimum_height = blbtns.setter('height'))
scrlFBtns.add_widget(blbtns)
for i in range (2):
blbtns.add_widget(Button(
text='asd',
size_hint_y = None,
height = 40,
on_press = sas
))
lblmain = Label(text = 'asd')
blmain.add_widget(lblmain)
blmain.add_widget(scrlFBtns)
class BSApp(App):
def build(self):
game = BSGameMain()
return game.blmain
if __name__ == "__main__":
BSApp().run()
AttributeError 'Button' object has no attribute scrlFBtn. What is the problem? I'm trying to make it so that when you clicked, the screen was cleared (Widget was deleted). Рelp me please =)
Your code has several errors and bad programming practices:
if you declare variables that are inside a class and outside any method of the class will be class variables and not attributes of the class, so it is not a good practice to do so if you want to use later self, all that code must be within a method of a class.
on_someproperty wait as parameter a function that receives parameters, in your case sas() does not receive them so the solution is to use a lambda method.
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.label import Label
from kivy.uix.scrollview import ScrollView
from kivy.effects.scroll import ScrollEffect
from kivy.uix.button import Button
class BSGameMain:
def __init__(self):
self.blmain = BoxLayout(orientation = 'vertical') # MainBoxLayout init
self.scrlFBtns = ScrollView(effect_cls = 'ScrollEffect')
self.blbtns = BoxLayout(
orientation = 'vertical',
size_hint_y = None )
self.blbtns.bind(minimum_height = self.blbtns.setter('height'))
self.scrlFBtns.add_widget(self.blbtns)
for i in range(2):
self.blbtns.add_widget(Button(
text='asd',
size_hint_y = None,
height = 40,
on_press = lambda *args: self.sas()))
lblmain = Label(text = 'asd')
self.blmain.add_widget(lblmain)
self.blmain.add_widget(self.scrlFBtns)
def sas(self):
self.scrlFBtns.remove_widget(self.blbtns)
class BSApp(App):
def build(self):
game = BSGameMain()
return game.blmain
if __name__ == "__main__":
BSApp().run()

Kivy DragBehavior property - simplest way. Why does it not work?

Everything seems to be ok (according to docs) (I know it isnt), but it's impossible to move my Image object.
Image object is visible on BrickCanvas but probably it is untouchable. I tried to print something after on_touch_down event on Image object and after touch down nothing happend.
memo.kv
<BrickCanvas>:
FloatLayout:
Brick
<Brick>:
drag_rectangle: 100 , 100 , 100 , 100
drag_timeout: 1000000000000000
drag_distance: 0
Image:
size: (150,150)
source: '/home/prezes/Desktop/KO.jpg'
main.py
#!/usr/bin/kivy
# -*- coding: utf-8 -*-
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.behaviors import DragBehavior
class BrickCanvas(Widget):
pass
class Brick(DragBehavior,Widget):
pass
class MemoApp(App):
def build(self):
return BrickCanvas()
if __name__ == '__main__':
MemoApp().run()
Apparently DragBehavior works but only for selected widget and not its children (in this case it's a Image) as you can test with this code:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.behaviors import DragBehavior
from kivy.lang import Builder
Builder.load_string('''
<BrickCanvas>:
FloatLayout:
Brick
<Brick>:
canvas:
Color:
rgb: 0.5, 0.5, 0.5
Rectangle:
size: self.size
pos: self.pos
Image:
size: 50, 50
source: 'test.png' # change to your path
''')
class BrickCanvas(Widget):
pass
class Brick(DragBehavior,Widget):
pass
class MemoApp(App):
def build(self):
return BrickCanvas()
if __name__ == '__main__':
MemoApp().run()
You can use Image class directly to avoid this problem:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.image import Image
from kivy.uix.behaviors import DragBehavior
from kivy.lang import Builder
Builder.load_string('''
<BrickCanvas>:
Brick
<Brick>:
source: 'test.png' # change to your path
''')
class BrickCanvas(Widget):
pass
class Brick(DragBehavior, Image):
pass
class MemoApp(App):
def build(self):
return BrickCanvas()
if __name__ == '__main__':
MemoApp().run()
Still I'd say that for simple drag and drop functionality for an image it's better to just use Scatter widget:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.scatter import Scatter
from kivy.lang import Builder
Builder.load_string('''
<BrickCanvas>:
Brick
<Brick>:
do_scale: False
do_rotation: False
Image
source: 'test.png' # change to your path
''')
class BrickCanvas(Widget):
pass
class Brick(Scatter):
pass
class MemoApp(App):
def build(self):
return BrickCanvas()
if __name__ == '__main__':
MemoApp().run()

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