Kivy - Update Canvas background with value passed from Python - python

Struggling to update the image source of a canvas from the python:
This is the .KV section:
BoxLayout:
orientation: "vertical"
padding: "5dp"
size_hint_y: 0.70
canvas.before:
Color:
rgb: .6, .6, .6
Rectangle:
pos: self.pos
size: self.size
source: "image.png"
On the python side I have a function returning the new image name which I would like to pass to source in order to update "image.png" to "image2.png"
I tried to add an ID within the .kv but unfortunately it does not work for the "Rectangle"
Any wonderful ideas?

Variables are accessible perfectly fine from outside with e.g builtin names (app for App instance, root for main rule/class, self for current widget's instance). Ids will not work because canvas (before, classic, after) is constructed before anything else is, therefore you won't be able to access ids in a canvas of a widget you build the canvas for.
After the canvas is constructed, then such things as ids work in the way you expect them to work.
from kivy.app import App
from kivy.lang import Builder
kv = '''
BoxLayout:
variable: 'blob'
orientation: 'vertical'
canvas:
Color:
rgb: 1, 1, 1
Rectangle:
source: app.test # self.variable
'''
class TestApp(App):
def build(self):
self.test = 'path'
return Builder.load_string(kv)
if __name__ == '__main__':
TestApp().run()

Related

How to target canvas.before in kv

In a button i have made a rounded button with canvas.before, and it changes colors as it should. The line is:
canvas.before:
Color:
rgba: btn_color_not_pressed if self.state=='normal' else btn_color_pressed
RoundedRectangle:
size: self.size
pos: self.pos
radius: [40]
The variables btn_color_not_pressed and btn_color_not_pressed are made with #:set in the start of the kv-file
I have tried to target the line with self.canvas.before.Color.rgba, as i am used to normally, but i get following error:
AttributeError: 'kivy.graphics.instructions.CanvasBase' object has no attribute 'Color'
How do i target that line from within kv and replace the variables ... or if necessary from the python file.?
How do i target the source: "some_file.jpg under Rectangle?
My goal is that when a user has clicked an option all the button colors (and maybe the background) in the app must change.
You cannot change the variables created in kv. Once your app is running, those variables no longer exist. You can, however, use a Property that is created in kv (or python) as an attribute of a class (or the App itself). Such Properties continue to exist while the App is running, and kivy recognizes such Properties and will automatically handle changes to those Properties. An example is to create a new class that extends Button and has Properties like you want:
<-MyButton#Button>:
# create the desired properties
btn_color_not_pressed: [.5, .5, .5,1]
btn_color_pressed: [.25, .25, .25, 1]
canvas:
Color:
# reference the above properties
rgba: self.btn_color_not_pressed if self.state=='normal' else self.btn_color_pressed
RoundedRectangle:
size: self.size
pos: self.pos
radius: [40]
# this is copied from style.kv to show the Button text
Color:
rgba: 1, 1, 1, 1
Rectangle:
texture: self.texture
size: self.texture_size
pos: int(self.center_x - self.texture_size[0] / 2.), int(self.center_y - self.texture_size[1] / 2.)
# actually make an instance of the new MyButton class
MyButton:
btn_color_not_pressed: [1,0,0,1]
btn_color_pressed: [0,1,0,1]
text: 'Button Test'
The <-MyButton#Button> creates a new class (MyButton) that extends Button. The prepended - indicates that the default canvas instructions for Button are not to be used and the provided instructions are used instead. Those new Properties can be changed in python code as usual. You can use a similar approach for the source property.
That brought me a step closer.
My problem now is that the colors only change the button itself or togglebutton-group, but only when you click on them. It only reacts to the new colors when activated (button og group).
The design is not updated
I tried the solution with the - but it made no difference
main.py
import kivy
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.behaviors import ToggleButtonBehavior
from kivy.factory import Factory
kivy.require("1.11.1")
class Controller(BoxLayout):
def __init__(self):
super(Controller, self).__init__()
ToggleButtonBehavior.allow_no_selection = False
def change_button_color(self,theme):
if theme == "red":
Factory.My_tgl_btn.btn_color_pressed = (1,0,0,.7)
Factory.My_tgl_btn.btn_color_not_pressed = (1,0,0,.5)
else: # theme == "blue":
Factory.My_tgl_btn.btn_color_pressed = (0,0,1,.7)
Factory.My_tgl_btn.btn_color_not_pressed = (0,0,1,.5)
class mainApp(App):
def build(self):
return Controller()
if __name__ == "__main__":
mainApp().run()
main.kv
#:set bg_color 1,1,1,.7
#:set txt_color 0,0,0,1
#:import Factory kivy.factory.Factory
<Controller>
BoxLayout:
orientation: "vertical"
background_color: 1,1,1,.5
background_normal: ""
Label:
text: "THIS IS THE MAIN TEKST"
color: txt_color
size_hint_y:.7
BoxLayout:
size_hint_y: .15
My_tgl_btn:
text: "RED theme"
group: 1
state: "down"
on_press: root.change_button_color("red")
on_release: root.change_button_color("red")
My_tgl_btn:
text: "Blue theme"
group: 1
on_press: root.change_button_color("blue")
on_release: root.change_button_color("blue")
BoxLayout:
size_hint_y: .15
My_tgl_btn:
text: "Option1"
group: 2
state: "down"
My_tgl_btn:
text: "Option2"
group: 2
state: "normal"
<My_tgl_btn#ToggleButton>
btn_color_pressed: 1,0,0,.7
btn_color_not_pressed: 1,0,0,.5
color: txt_color
background_color: 0,0,0,0
background_normal: ""
canvas.before:
Color:
rgba:self.btn_color_not_pressed if self.state=='normal' else self.btn_color_pressed
RoundedRectangle:
size: self.size
pos: self.pos
radius: [40]
Found a solution (here: Kivy: resetting toggle buttons to "normal" on re-entering screen)
It's kind'a ugly, but it works..
Give every button an id ... and then use on_enter for each button and set and change the state.
In the code above it would mean:
on_enter:
button1.state = "down"
button1.state = "normal"
button2.state = "down"
button2.state = "normal"
button3.state = "down"
button3.state = "normal"
button4.state = "down"
button4.state = "normal"
It works ... but it is not pretty :|

Why does the kivy labels text show out of the label?

I am new to kivy. I want to insert a text into a kivy label at the startup. But the text of the lable shows out of the label as shown below. I can't find a way to fix this. So please give me a solution.
This is the code of the kv file.
<SmoothLabel#Label>
background_color: (0,0,0,0)
background_normal: ''
back_color: (255,255,255,1)
border_radius: [18]
canvas.before:
Color:
rgba: (255,255,255,0.3)
RoundedRectangle:
size: 50,50
pos: 100,10
radius: self.border_radius
<Money_Manager>
FloatLayout:
size_hint_y: None
height:100
Image:
source:'image4.png'
size: self . texture_size
allow_stretch: True
keep_ratio: False
SmoothLabel:
d: Total_Wealth
text: "Total_Wealth"
This is the code of the python file.
from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.image import Image
from kivy.lang import Builder
from kivy.uix.boxlayout import BoxLayout
Builder.load_file('total_wealth.kv')
class Money_Manager(App, FloatLayout):
def build(self):
return self
Money_Manager().run()
In your kv file, you have set the pos and size of the RoundedRectangle to fixed values. You need to set them to the pos and size of the Label. So change this:
<SmoothLabel#Label>
background_color: (0,0,0,0)
background_normal: ''
back_color: (255,255,255,1)
border_radius: [18]
canvas.before:
Color:
rgba: (255,255,255,0.3)
RoundedRectangle:
size: 50,50
pos: 100,10
radius: self.border_radius
to:
<SmoothLabel#Label>
background_color: (0,0,0,0)
background_normal: ''
back_color: (255,255,255,1)
border_radius: [18]
canvas.before:
Color:
rgba: (255,255,255,0.3)
RoundedRectangle:
size: self.size
pos: self.pos
radius: self.border_radius
Here is my answer for yours
# import kivy module
import kivy
# this restricts the kivy version i.e
# below this kivy version you cannot use the app or software
kivy.require("1.9.1")
# base Class of your App inherits from the App class.
# app:always refers to the instance of your application
from kivy.app import App
# if you not import label and use it it through error
from kivy.uix.label import Label
# defining the App class
class MyLabelApp(App):
def build(self):
# label display the text on screen
lbl = Label(text ="Label is Added on screen !!:):)")
return lbl
# creating the object
label = MyLabelApp()
# run the window
label.run()
Output:

Scroll contents of GridLayout in ScrollView - Kivy

I will say first off I have tried every single example on the web involving kv lang. Not once have I had any success.
The idea is pretty simple: As I swipe up/down/scroll the contents of GridLayout() within ScrollView() are scrolled up or down.
The best I have been able to do is have the scroll bar fade into view when running the program. Not able to scroll unfortunately.
<Root>
grid_layout: grid_layout
ScreenManager:
...
Screen:
...
ScrollView:
GridLayout:
id: grid_layout
size_hint_y: None
cols: 1
height: self.minimum_height
<list of buttons>
Binding minimum_heightin the __init__ method of the root class (RelativeLayout):
grid_layout = ObjectProperty(None)
self.grid_layout.bind(minimum_height=self.grid_layout.setter('height'))
I have followed https://github.com/kivy/kivy/blob/master/examples/widgets/scrollview.py converting it to kv lang - scroll bar visible, unable to scroll. Also tried every example on Google Groups and here related to using kv lang. Still no scroll :\
Compiling using buildozer and running on Android fails for an unknown reason.
I would appreciate any assistance that can be given.. I am completely clueless at this point
This:
height: self.minimum_height
should be:
minimum_height: self.height
This is unnecessary:
grid_layout = ObjectProperty(None)
self.grid_layout.bind(minimum_height=self.grid_layout.setter('height'))
It also won't scroll unless the contents are larger than the scrollview's height:
Full code:
from kivy.lang.builder import Builder
from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
Builder.load_string('''
<Root>:
ScrollView:
size_hint: 1, .1
# setting the width of the scrollbar to 50pixels
bar_width: 50
# setting the color of the active bar using rgba
bar_color: 5, 10, 15, .8
# setting the color of the inactive bar using rgba
bar_inactive_color: 5, 20, 10, .5
# setting the content only to scroll via bar, not content
scroll_type: ['bars']
GridLayout:
size_hint_y: None
cols: 1
minimum_height: self.height
Button
text: 'one'
Button:
text: 'two'
Button:
text: 'three'
Button:
text: 'four'
''')
class Root(FloatLayout):
pass
class DemoApp(App):
def build(self):
return Root()
if __name__ == '__main__':
DemoApp().run()
Being unable to scroll was due to a misunderstanding of Kivy's touch handlers. Completely unrelated to the code mentioned in my question.
The key is to have GridLayout be larger than ScrollView, so GridLayout can be panned within ScrollView.
For those wanting to use ScrollView inside ScreenManager using kvlang only:
ScreenManager:
id: screen_manager
Screen:
manager: screen_manager
id: main_screen
name: 'main'
ScrollView:
bar_width: 4
# pos_hint defaults to 1,1 so no need to declare it
GridLayout:
size_hint_y: None
cols: 1
# you do not need to manually bind to setter('height') in
# python - perfectly possible with kv lang
# this allows for height to update depending on the
# collective heights of its child widgets
height: self.minimum_height
<----- widgets here ----->
# for scroll to show/work there must be more widgets
# then can fit root.height. If not there is no need
# for scrollview :)

What is a good way to handle widget placement to account for screen rotation using python / kivy?

When I build an application using kivy, I can get everything where I want it, but when I rotate the screen from portrait to landscape, my widgets start colliding with one another. What is a good way to prevent this from happening?
In the attached example, I was able to bind the placement of a settings button to my header label widget, but I was unsuccessful in getting my scrollview to bind to it so when it rotates it stays X amount of space away from the bottom of the label.
Python:
class First_Screen(Screen):
def __init__(self, **kwargs):
super(First_Screen, self).__init__(**kwargs)
list_of_buttons = [
'button1',
'button2',
'button3',
'button4',
'button5',
'button6 ',
'button7',
'button8',
]
class My_Grid(FloatLayout, ScrollView):
grid = ObjectProperty(None)
def on_grid(self, *args):
for btn in list_of_buttons:
btn = Button(
text = btn,
)
btn.bind(on_press= First_Screen.print_message)
self.grid.add_widget(btn)
def print_message(self):
print ('Congratulations! You have clicked a button!')
class ScreenManagement(ScreenManager):
pass
class Stack_Overflow(App):
def build(self):
sm = ScreenManager(transition = FadeTransition())
sc0 = First_Screen(name = 'first_screen')
sm.add_widget(sc0)
return sm
if __name__ == '__main__':
Stack_Overflow().run()
kv:
ScreenManagement:
First_Screen:
<ImageButton#ButtonBehavior+Image>:
<First_Screen>:
name: 'first_screen'
Label:
id: header
text: 'header'
pos_hint: ({'left' : 1, 'top' : 1})
size_hint: (1,None)
height: dp(50)
canvas.before:
Color:
rgba: (.6, .6, .6, 1)
Rectangle:
pos: self.pos
size: self.size
ScrollView:
size_hint: (1,.8)
pos_hint: ({'center_x' : .5, 'center_y' : .5})
My_Grid:
grid: grid
GridLayout:
id: grid
cols: 1
size_hint_y: None
row_default_height: "40dp"
height: self.minimum_height
ImageButton:
id: settings
size_hint: None, None
height: dp(30)
width: dp(30)
pos: header.x, header.y + 10
pos_hint: {'right': 1}
source: 'settings_black.png'
Images: portrait, landscape
Thanks!
Edit: I misunderstood the question, I thought you were unsatisfied with the Image. In the case of ScrollView the problem isn't the ScrollView itself, because that uses relative positions and sizes.
The problem is the Label(header), which has height set as an absolute number i.e. 50 dense pixels. It means that whatever screen you have or however you size anything else, this widget will have 50 pixels corrected with dpi of the screen.
In reality this means that if your screen reaches 400x100 resolution, your Label will take half of the screen and ScrollView will be placed on top of that (most likely you won't see the Label then).
To fix that you have two options. If you want to play with FloatLayout alone, you'll need to use correct positioning/sizing i.e. relative and make sure widgets aren't overlaping.
Otherwise just drop the widgets to BoxLayout or a similar other layout that manages such things on its own:
class First_Screen(BoxLayout, Screen):
def __init__(self, **kwargs):
super(First_Screen, self).__init__(orientation='vertical', **kwargs)
or a little bit different (and better looking):
class First_Screen(BoxLayout, Screen):
def __init__(self, **kwargs):
and in kv:
<First_Screen>:
name: 'first_screen'
orientation: 'vertical'
Also note, that there's a screen module, which makes testing such things a way more easier than dropping the code to apk and to android when it's just unnecessary. Example:
python main.py -m screen:note2,landscape,scale=.5

Kivy behavior of drawing in canvas, to change it's background

I'm trying to set the background of my layout with the following kv language:
<RootWidget>:
Menu:
orientation: 'vertical'
Button:
text: 'btn1'
on_release: print('btn1')
Button:
text: 'btn'
on_release: print('btn2')
BoxLayout:
BoxLayout:
canvas.before:
Rectangle:
pos: self.pos
size: self.size
source: 'main_background.png'
ToggleMenuButton:
on_release: root.toggle_state()
size_hint: None, None
size: 60, 60
background_color: 0, 0, 0, 0
Image:
size: self.parent.size
pos: self.parent.pos
allow_stretch: True
source: './data/images/white_menu.png'
And this is my code:
from kivy.app import App
from kivy.garden.navigationdrawer import NavigationDrawer
from layouts.menu import Menu
from layouts.menu import ToggleMenuButton
from layouts.content import Content
class RootWidget(NavigationDrawer):
pass
class MainApp(App):
def build(self):
self.root = RootWidget()
return self.root
if __name__ == '__main__':
MainApp().run()
The Menu and Content classes are Kivy BoxLayout, the ToggleMenuButton is a Kivy Button.
When I run this code I get the following screen:
The background should be my image, not black. If I but the white_menu.png as my background, I also get a black braground. But, if put the following code:
BoxLayout:
orientation: 'vertical'
BoxLayout:
orientation: 'vertical'
canvas.before:
Rectangle:
pos: self.pos
size: self.size
source: 'main_background.png'
I get the following:
Like you can notice on the bottom, the image is transparent, with 3 white rectangles, but on the main layout the image is red. I kwnow that it is red, because the rgba code, but why the image changes it's color?
If I put the background on canvas.after it works correctly, I can see my background, but I can't see the widgets.
Summing up, I want to understand what is happening? Why I cant see the changes on canvas.before? Why/How putting a color on my canvas changes my image?
If I change, the RootWidget to be a BoxLayout instead of a NavigationDrawer, it works correctaly. Why? Why changing the canvas of a child of a child of a NavigationDrawer does not work?

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