I'm trying to create a view using Kivy that has a list of options that are all selected by default, and the user can choose to deselect some entries (by clicking on the checkbox or anywhere on the row).
Clicking on the label part of the row item works, but I noticed that clicking on the checkbox doesn't change the selection which I can't work out how to solve (I tried a few different state bindings, I left them commented out in the example code)
Here is a quick example showing what I've tried.
from kivy.app import App
from kivy.properties import StringProperty, ListProperty
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.selectableview import SelectableView
from kivy.uix.togglebutton import ToggleButtonBehavior
from kivy.adapters.models import SelectableDataItem
from kivy.lang import Builder
Builder.load_string("""
#: import ListAdapter kivy.adapters.listadapter.ListAdapter
#: import Factory kivy.factory.Factory
<MyListItem>:
height: 50
on_state: root.is_selected = args[1] == "down"
state: "down" if root.is_selected else "normal"
BoxLayout:
spacing: 10
CheckBox:
on_state: root.is_selected = args[1] == "down"
state: "down" if root.is_selected else "normal"
# on_state: root.state = args[1]
# state: root.state
Label:
text: root.name
<Page>:
orientation: "vertical"
ListView:
id: LV
adapter: ListAdapter(data=root.data, cls=Factory.MyListItem, args_converter=root.args_converter, selection_mode="multiple", propagate_selection_to_data=True)
Button:
size_hint_y: None
text: "print selection"
on_press: print(LV.adapter.selection)
""")
class MyListItem(ToggleButtonBehavior, SelectableView, BoxLayout):
name = StringProperty()
def __repr__(self):
return "%s(name=%r)" % (type(self).__name__, self.name)
def on_state(self, me, state):
print me, state
if state == "down":
self.select()
else:
self.deselect()
# self.is_selected = state == "down"
class DataItem(SelectableDataItem):
def __init__(self, name, **kwargs):
super(DataItem, self).__init__(**kwargs)
self.name = name
def __repr__(self):
return "%s(name=%r, is_selected=%r)" % (type(self).__name__, self.name, self.is_selected)
class Page(BoxLayout):
data = ListProperty()
def __init__(self, **kwargs):
super(Page, self).__init__(**kwargs)
self.data = [DataItem("Item {}".format(i), is_selected=True) for i in range(10)]
def args_converter(self, index, data_item):
return {
"index": index,
"name": data_item.name,
}
class ExampleApp(App):
def build(self):
return Page()
if __name__ == "__main__":
ExampleApp().run()
I'm using Kivy v1.9.1-dev
Edit: I worked out how to get all the entries pre-selected, I've updated the code and took that part of the question out.
Just in case someone else has the the question I point to the right url:
You should consider the new RecycleView, which has all the functionality you request. Look here for a sample: Kivy: alternative to deprecated features
Related
I removed everything superfluous, leaving only what was necessary to reproduce the same behavior.
There is an MD Text Field in which, when entering text, if there are matches, MDDropdownMenu appears with options to choose from. The options are stored in the P_LIST list. If you don't enter text into this Mytextfield, everything works. As soon as you enter the text, the function is triggered, a menu appears, you select. After that, the application does not function.
I determined that this is happening because of the line: self.add_widget(list drop down) # <----------- marked in the code
The menu appears without add_widget, but if you enter more than one letter, a new instance of the ListDropdownValue class is created each time and the menus overlap.
#kivymd 0.104.2
#kivy 2.0.0
from kivy.clock import Clock
from kivy.lang import Builder
from kivy.metrics import dp
from kivy.properties import ObjectProperty
from kivymd.app import MDApp
from kivy.uix.boxlayout import BoxLayout
from kivymd.uix.menu import MDDropdownMenu
kv_str = """
<StartScreen>:
startscreen_textfield_1: textfield_id
BoxLayout:
orientation: "vertical"
BoxLayout:
size_hint: 1, 0.5
BoxLayout:
size_hint: 1, 0.5
orientation: "vertical"
BoxLayout:
MDTextField:
id: textfield_id
on_text:
root.open_listdropdown(textfield_id)#
BoxLayout:
MDTextField:
BoxLayout:
MDTextField:
"""
P_LIST = ["ASD", "SDF", "AASD"]
def search_product(prefix):
filtered_list = []
filtered_list = list(filter(lambda l: l.startswith(prefix), P_LIST))
return filtered_list
class MyListDropdownValue(MDDropdownMenu):
def __init__(self, dropdown_list, **kwargs):
super().__init__(**kwargs)
self.dropdown_list_id = dropdown_list
def list_dropdown(self):
if len(self.dropdown_list_id.text) != 0:
prefix = self.dropdown_list_id.text.upper()
filtered_list = search_product(prefix)
menu_items = [{'text':f'{value}',
"height": dp(56),
"viewclass": "OneLineListItem",
"on_release": lambda x= f"{value}": self.set_item(x)}
for value in filtered_list]
self.menu = MDDropdownMenu(
caller=self.dropdown_list_id,
items=menu_items,
width_mult=5,
)
self.menu.open()
def set_item(self, value):
def set_item(interval):
self.dropdown_list_id.text = value
self.menu.dismiss()
Clock.schedule_once(set_item, 0.1)
class StartScreen(BoxLayout):
startscreen_textfield_1 = ObjectProperty()
def open_listdropdown(self, id):
if len(self.children) == 1:
listdropdown = MyListDropdownProduct(id)
self.add_widget(listdropdown)
self.children[0].list_dropdown()
else:
self.children[0].menu.dismiss()
self.children[0].list_dropdown()
kv = Builder.load_string(kv_str)
class Program(MDApp):
def build(self):
self.screen = StartScreen()
return self.screen
def main():
app = Program()
app.run()
if __name__ == "__main__":
main()
Your MyListDropdownValue(MDDropdownMenu) class inherits from a MDDropdownMenu.
Then you make dropdown instance with
openlistdrop_down = MyDropdownValue(id)
Then you add that instance every time you "on_text" with
self.add_widget(listdropdown)
So you are adding multiple dropdowns.
In Kv try changing
on_text:
root.open_listdropdown(textfield_id)
To
on_validate:
root.open_listdropdown(textfield_id)
Then the user will need to hit enter before the list is made instead of with every letter added.
When the checkbox for an item is clicked/unclicked in a recycleview grid, the click/unclick also automatically repeats for other data items in the grid. Why is this happening? The code below is a minimum working example. Thanks.
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.recycleview import RecycleView
from kivy.properties import StringProperty, ListProperty
from kivy.clock import Clock
from kivymd.app import MDApp
from kivymd.uix.imagelist import SmartTile
from kivymd.uix.selectioncontrol import MDCheckbox
Builder.load_string("""
<Check>:
<GridTile>:
SmartTile:
source: root.tile
size_hint_y: None
height: '150dp'
Check:
<GridScreen>:
name: 'grid_screen'
RV:
id: rv
viewclass: 'GridTile'
RecycleGridLayout:
cols: 2
size_hint_y: None
default_size: 1, dp(150)
default_size_hint: 1, None
height: self.minimum_height
""")
class GridTile(Screen):
tile = StringProperty('')
class GridScreen(Screen):
pass
class RV(RecycleView):
data = ListProperty('[]')
def __init__(self, **kwargs):
super(RV, self).__init__(**kwargs)
self.cell_data()
def cell_data(self):
self.data = [{"tile": 'The Beatles'} for i in range(41)]
class Check(SmartTile):
def __init__(self, **kwargs):
super().__init__(**kwargs)
Clock.schedule_once(self.add_checkbox)
def add_checkbox(self, interval):
app = MDApp.get_running_app()
self.check = MDCheckbox(size_hint=(None, None), size=(48, 48))
self.check.bind(active=app.on_checkbox_active)
self._box_overlay.add_widget(self.check)
class ThisApp(MDApp):
def __init__(self, **kwargs):
super().__init__(**kwargs)
def build(self):
self.sm = ScreenManager()
self.sm.add_widget(GridScreen(name='grid_screen'))
return self.sm
def on_checkbox_active(self, checkbox, value):
if value:
print('The checkbox', checkbox, 'is active', 'and', checkbox.state, 'state')
else:
print('The checkbox', checkbox, 'is inactive', 'and', checkbox.state, 'state')
if __name__ == "__main__":
ThisApp().run()
Here is a modified version of your original posted code. This version works, but there is some interaction between GridTile instances (when you click on one check box, another GridTile appears to refresh itself). I have only seen this interaction with KivyMd. Writing a similar app without KivyMD does not display that odd interaction.
from functools import partial
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.recycleview import RecycleView
from kivy.properties import StringProperty, ListProperty, NumericProperty, ObjectProperty
from kivy.clock import Clock
from kivymd.app import MDApp
from kivymd.uix.imagelist import SmartTile
from kivymd.uix.selectioncontrol import MDCheckbox
Builder.load_string("""
<GridTile>:
SmartTile:
source: root.tile
size_hint_y: None
height: '150dp'
Check:
id: ck
root_ref: root # creat reference to containing GridTile
<GridScreen>:
name: 'grid_screen'
RV:
id: rv
viewclass: 'GridTile'
RecycleGridLayout:
cols: 2
size_hint_y: None
default_size: 1, dp(150)
default_size_hint: 1, None
height: self.minimum_height
""")
class GridTile(Screen):
# properties to be set in the rv.data
tile = StringProperty('')
index = NumericProperty(-1)
cb_state = StringProperty('normal')
def __init__(self, **kwargs):
super(GridTile, self).__init__(**kwargs)
self.bind(cb_state=self.set_cb_state) # bind the cb_state property to set the state of the MDCheckBox
def set_cb_state(self, gridtile, cb_state_value):
self.ids.ck.check.state = cb_state_value # actually set the state of the MDCheckBox
class GridScreen(Screen):
pass
class RV(RecycleView):
data = ListProperty('[]')
def __init__(self, **kwargs):
super(RV, self).__init__(**kwargs)
self.cell_data()
def cell_data(self):
self.data = [{"tile": 'The Beatles', "index": i, "cb_state": 'normal'} for i in range(41)]
class Check(SmartTile):
root_ref = ObjectProperty(None) # reference to the containing GridTile (set by kv)
def __init__(self, **kwargs):
super().__init__(**kwargs)
Clock.schedule_once(self.add_checkbox)
def add_checkbox(self, interval):
app = MDApp.get_running_app()
self.check = MDCheckbox(size_hint=(None, None), size=(48, 48))
self.check.bind(on_press=partial(app.on_checkbox_press, self)) # bind to on_press to avoid possible looping when active is changed
self._box_overlay.add_widget(self.check)
class ThisApp(MDApp):
def __init__(self, **kwargs):
super().__init__(**kwargs)
def build(self):
self.sm = ScreenManager()
self.sm.add_widget(GridScreen(name='grid_screen'))
return self.sm
def on_checkbox_press(self, check, checkbox):
new_state = checkbox.state
# set checkbox state back to the default
checkbox.state = 'normal' # avoids setting checkbox state without data
rv = self.root.get_screen('grid_screen').ids.rv
rv.data[check.root_ref.index]['cb_state'] = new_state
rv.refresh_from_data() # set the state from data
if __name__ == "__main__":
ThisApp().run()
Th gist of the modifications is the adding of the index and cb_state properties to the GridTile class and to the data. The index property is just used as the index into the data when adjusting the data. And the cb_state is the state of the MDCheckbox. Since the MDCheckbox does not appear in the kv, there is no automatic binding if the cb_state property to the actual state of the MDChckbox, so that binding is explicitly created in the GridTile class. Also, the binding of the MDCheckbox to update the data is changed to bind to on_press, rather than on_active, since the active property will be changed by the RecycleView based on the data and could result in a looping effecet.
The RecycleView works by recycling a minimal number of instances of the viewclass, which is GridTile in your case. The RecycleView assigns properties to those instances of GridTile based on the entries in the data. If you change any properties of GridTile, or its children, that are not handled in the data, then the RecycleView is unaware of those changes and those changes remain in the recycled instances of GridTile. So, if you want the MDCheckBox state to be handled correctly, you must include it in your data as another property of GridTile. The fact that your MDCheckBox is not in your kv, makes this much more difficult to accomplish. This answers the why question.
New to kivy, and OOP.
I'm trying to update a label in kivy with data I pull from a temp sensor. The code that pulls in the sensor data is in labeltempmod. I created a function getTheTemp() that is called every second. In the function I try to assign the text of the label via Label(text=(format(thetemp)), font_size=80). The program ignores this. What am I doing wrong here?
#This is a test to see if I can write the temp to label
import labeltempmod
import kivy
from kivy.app import App
from kivy.clock import Clock
from kivy.uix.label import Label
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.textinput import TextInput
from kivy.uix.boxlayout import BoxLayout
def getTheTemp(dt):
thetemp = labeltempmod.readtemp()
Label(text=(format(thetemp)), font_size=80)
print thetemp
class LabelWidget(BoxLayout):
pass
class labeltestApp(App):
def build(self):
# call get_temp 0.5 seconds
Clock.schedule_interval(getTheTemp, 1)
return LabelWidget()
if __name__ == "__main__":
labeltestApp().run()
Here is the kivy language file:
<LabelWidget>:
orientation: 'vertical'
TextInput:
id: my_textinput
font_size: 80
size_hint_y: None
height: 100
text: 'default'
FloatLayout:
Label:
id: TempLabel
font_size: 150
text: 'Temp Test'
Thanks.
Sorry but you never update something You are just creating another label
Try this:
class LabelWidget(BoxLayout):
def __init__(self, **kwargs):
super(LabelWidget, self).__init__(**kwargs)
Clock.schedule_interval(self.getTheTemp, 1)
def getTheTemp(self, dt):
thetemp = labeltempmod.readtemp()
self.ids.TempLabel.text = thetemp
print thetemp
class labeltestApp(App):
def build(self):
return LabelWidget()
if __name__ == "__main__":
labeltestApp().run()
Update : for your last request, I think the best way to do that is:
...
class LabelWidget(BoxLayout):
def __init__(self, **kwargs):
super(LabelWidget, self).__init__(**kwargs)
self.Thetemp = None
Clock.schedule_interval(self.getTheTemp, 1)
def getTheTemp(self, dt):
if self.Thetemp is None:
self.thetemp = labeltempmod.readtemp()
else:
self.thetemp = labeltempmod.readtemp(self.theTemp)
self.ids.TempLabel.text = str(self.thetemp)
I have a ScrollView that's supposed to have an update feature when you overscroll to the top (like in many apps). I've found a way to trigger it when the overscroll exceeds a certain threshold, but it triggers it a lot of times, as the on_overscroll event is triggered on every movement. So is there a way to limit it?
My code looks like this:
from kivy.app import App
from kivy.uix.scrollview import ScrollView
from kivy.uix.gridlayout import GridLayout
from kivy.uix.button import Button
from kivy.effects.dampedscroll import DampedScrollEffect
class Effect(DampedScrollEffect):
def on_overscroll(self, *args):
super().on_overscroll(*args)
if self.overscroll < -50:
print('hey')
class TestApp(App):
def build(self):
sv = ScrollView(effect_cls = Effect,
size_hint_y = 0.2)
gl = GridLayout(cols = 1,
size_hint_y = None)
gl.bind(minimum_height = gl.setter('height'))
for i in range(5):
gl.add_widget(Button(text = str(i),
size_hint = (None, None)))
sv.add_widget(gl)
return sv
TestApp().run()
So, as you can see, when the overscroll goes beyond 50, it prints a simple message. But when you actually try it, you'll see that it prints it many times. What I want for it is to trigger an event, stay untriggerable for some time (like a second) and update the content. I've tried messing with boolean flags and Clock, but it didn't work. What could be done here?
I would use a stateful decorator here:
class call_control:
def __init__(self, max_call_interval):
self._max_call_interval = max_call_interval
self._last_call = time()
def __call__(self, function):
def wrapped(*args, **kwargs):
now = time()
if now - self._last_call > self._max_call_interval:
self._last_call = now
function(*args, **kwargs)
return wrapped
class Effect(DampedScrollEffect):
def on_overscroll(self, *args):
super().on_overscroll(*args)
if self.overscroll < -50:
self.do_something()
#call_control(max_call_interval=1)
def do_something(self):
print('hey')
I know this an old question but someone might find it useful
This is a sample from tshirtman's github gist
from threading import Thread
from time import sleep
from kivy.app import App
from kivy.lang import Builder
from kivy.factory import Factory
from kivy.clock import mainthread
from kivy.properties import ListProperty, BooleanProperty
KV = '''
FloatLayout:
Label:
opacity: 1 if app.refreshing or rv.scroll_y > 1 else 0
size_hint_y: None
pos_hint: {'top': 1}
text: 'Refreshing…' if app.refreshing else 'Pull down to refresh'
RecycleView:
id: rv
data: app.data
viewclass: 'Row'
do_scroll_y: True
do_scroll_x: False
on_scroll_y: app.check_pull_refresh(self, grid)
RecycleGridLayout:
id: grid
cols: 1
size_hint_y: None
height: self.minimum_height
default_size: 0, 36
default_size_hint: 1, None
<Row#Label>:
_id: 0
text: ''
canvas:
Line:
rectangle: self.pos + self.size
width: 0.6
'''
class Application(App):
data = ListProperty([])
refreshing = BooleanProperty()
def build(self):
self.refresh_data()
return Builder.load_string(KV)
def check_pull_refresh(self, view, grid):
max_pixel = 200
to_relative = max_pixel / (grid.height - view.height)
if view.scroll_y < 1.0 + to_relative or self.refreshing:
return
self.refresh_data()
def refresh_data(self):
Thread(target=self._refresh_data).start()
def _refresh_data(self):
self.refreshing = True
sleep(2)
self.append_data([
{'_id': i, 'text': 'hello {}'.format(i)}
for i in range(len(self.data), len(self.data) + 50)
])
self.refreshing = False
#mainthread
def append_data(self, data):
self.data = self.data + data
if __name__ == "__main__":
Application().run()
I want to access root widgets ids from other rootwidgets, but I can't seem to fully grasp how referencing works in Kivy and using a ScreenManager with different screens makes it even harder for me.
I want to achieve the following:
Edit: single file version
(This code assumes you're going to build a complex app, so I don't want to load all code at startup. Hence the kv_strings are loaded when switching screen, and not put into kv code of the ScreenManager. Code is based on the Kivy Showcase.)
Code main.py, Edit 2: working code (see answer why)
#!/usr/bin/kivy
# -*- coding: utf-8 -*-
from kivy.app import App
from kivy.uix.screenmanager import Screen
from kivy.uix.boxlayout import BoxLayout
from kivy.lang import Builder
from kivy.clock import Clock
from kivy.properties import StringProperty, ObjectProperty
kv_foo = '''
<FooScreen>:
id: fooscreen_id
BoxLayout:
id: content
orientation: 'vertical'
spacing: '20dp'
padding: '8dp'
size_hint: (1, 1)
BoxLayout:
orientation: 'vertical'
Label:
id: important_text
size_hint_y: 0.3
text: app.imp_text
Button:
id: magic_change
size_hint_y: 0.3
text: "Change text above to text below (after screen switch)"
on_press: app.change_text()
ScreenManager:
id: sm
on_current_screen:
idx = app.screen_names.index(args[1].name)
'''
class FooScreen(Screen):
# 'content' refers to the id of the BoxLayout in FooScreen in foo.kv
def add_widget(self, *args):
if 'content' in self.ids:
return self.ids.content.add_widget(*args)
return super(FooScreen, self).add_widget(*args)
class FooApp(App):
imp_text = StringProperty("Should change to text from id: magic_text")
screen_magic = ObjectProperty()
magic_layout = ObjectProperty()
def build(self):
self.title = 'Foo'
self.root = root = Builder.load_string(kv_foo)
# Trying stuff with References
self.sm = self.root.ids.sm # ScreenManager
# Setting up screens for screen manager
self.screens = {}
self.available_screens = [kv_mainmenu, kv_magic]
self.screen_names = ['MainMenu', 'Magic']
self.go_screen(0)
# Go to other screen
def go_screen(self, idx):
print("Change MainScreen to: {}".format(idx))
self.index = idx
# Go to not main menu
if idx == 0:
self.root.ids.sm.switch_to(self.load_screen(idx), direction='right')
# Go to main menu
else:
self.root.ids.sm.switch_to(self.load_screen(idx), direction='left')
# Load kv files
def load_screen(self, index):
if index in self.screens:
return self.screens[index]
screen = Builder.load_string(self.available_screens[index])
self.screens[index] = screen
# if index refers to 'Magic' (kv_magic), create reference
if index == 1:
Clock.schedule_once(lambda dt: self.create_reference())
return screen
# Trying to get id's
def create_reference(self):
print("\nrefs:")
# Get screen from ScreenManager
self.screen_magic = self.sm.get_screen(self.screen_names[1])
# screen.boxlayout.magiclayout
self.magic_layout = self.screen_magic.children[0].children[0]
def change_text(self):
# Get text from id: magic_text
if self.magic_layout:
self.imp_text = self.magic_layout.ids['magic_text'].text
kv_mainmenu = '''
FooScreen:
id: mainm
name: 'MainMenu'
Button:
text: 'Magic'
on_release: app.go_screen(1)
'''
kv_magic = '''
<MagicLayout>
id: magic_layout
orientation: 'vertical'
Label:
id: magic_text
text: root.m_text
FooScreen:
id: magic_screen
name: 'Magic'
MagicLayout:
id: testmagic
'''
class MagicLayout(BoxLayout):
m_text = StringProperty("Reference between widgets test")
if __name__ == '__main__':
FooApp().run()
Question
How can I set up proper references that the button "Change text above..." can retrieve magic_text.text ("Reference between widgets test") and change self.imp_text to magic_text.text?
I found a way to reference to Kivy widgets not loaded at the startup of the app without using globals. Thanks #inclement for ScreenManager.get_screen().
I had to add the following code:
class FooApp(App):
screen_magic = ObjectProperty()
magic_layout = ObjectProperty()
...
# Trying to get id's
def create_reference(self):
print("\nrefs:")
# Get screen from ScreenManager
self.screen_magic = self.sm.get_screen(self.screen_names[1])
# screen.boxlayout.magiclayout
self.magic_layout = self.screen_magic.children[0].children[0]
def change_text(self):
# Get text from id: magic_text
if self.magic_layout:
self.imp_text = self.magic_layout.ids['magic_text'].text
self.screen_magic is assigned the screen I need (<FooScreen>) and self.magic_layout is assigned the widget I need (<MagicLayout>). Then I can use the ids from <MagicLayout> to access the Label magic_text's text.
(For full code see updated question)