How to create a gauge using Kivy? - python

I want to make an internet speed test application for Android with Python.
I have done the back-end side but I have a hard time with the front-end.
After research, I decided to use the Kivy framework, however, I need guidance on how to create a gauge like this.

There are two ways to create a gauge. The first one is by using code with mathematics and the second one is by using graphic files for cadran and needle. Below, you will find the implementation of the second way, with the help of the original code of the gauge widget of Kivy Garden project, in which you will be able to understand how the gauge works more easily.
import kivy
kivy.require('1.6.0')
from kivy.app import App
from kivy.clock import Clock
from kivy.properties import NumericProperty
from kivy.properties import StringProperty
from kivy.properties import BoundedNumericProperty
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.widget import Widget
from kivy.uix.scatter import Scatter
from kivy.uix.image import Image
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from os.path import join, dirname, abspath
class Gauge(Widget):
'''
Gauge class
'''
unit = NumericProperty(1.8)
value = BoundedNumericProperty(0, min=0, max=100, errorvalue=0)
path = dirname(abspath(__file__))
file_gauge = StringProperty(join(path, "cadran.png"))
file_needle = StringProperty(join(path, "needle.png"))
size_gauge = BoundedNumericProperty(128, min=128, max=256, errorvalue=128)
size_text = NumericProperty(10)
def __init__(self, **kwargs):
super(Gauge, self).__init__(**kwargs)
self._gauge = Scatter(
size=(self.size_gauge, self.size_gauge),
do_rotation=False,
do_scale=False,
do_translation=False
)
_img_gauge = Image(
source=self.file_gauge,
size=(self.size_gauge, self.size_gauge)
)
self._needle = Scatter(
size=(self.size_gauge, self.size_gauge),
do_rotation=False,
do_scale=False,
do_translation=False
)
_img_needle = Image(
source=self.file_needle,
size=(self.size_gauge, self.size_gauge)
)
self._glab = Label(font_size=self.size_text, markup=True)
self._progress = ProgressBar(max=100, height=20, value=self.value)
self._gauge.add_widget(_img_gauge)
self._needle.add_widget(_img_needle)
self.add_widget(self._gauge)
self.add_widget(self._needle)
self.add_widget(self._glab)
self.add_widget(self._progress)
self.bind(pos=self._update)
self.bind(size=self._update)
self.bind(value=self._turn)
def _update(self, *args):
'''
Update gauge and needle positions after sizing or positioning.
'''
self._gauge.pos = self.pos
self._needle.pos = (self.x, self.y)
self._needle.center = self._gauge.center
self._glab.center_x = self._gauge.center_x
self._glab.center_y = self._gauge.center_y + (self.size_gauge / 4)
self._progress.x = self._gauge.x
self._progress.y = self._gauge.y + (self.size_gauge / 4)
self._progress.width = self.size_gauge
def _turn(self, *args):
'''
Turn needle, 1 degree = 1 unit, 0 degree point start on 50 value.
'''
self._needle.center_x = self._gauge.center_x
self._needle.center_y = self._gauge.center_y
self._needle.rotation = (50 * self.unit) - (self.value * self.unit)
self._glab.text = "[b]{0:.0f}[/b]".format(self.value)
self._progress.value = self.value
if __name__ == '__main__':
from kivy.uix.slider import Slider
class GaugeApp(App):
increasing = NumericProperty(1)
begin = NumericProperty(50)
step = NumericProperty(1)
def build(self):
box = BoxLayout(orientation='horizontal', padding=5)
self.gauge = Gauge(value=50, size_gauge=256, size_text=25)
self.slider = Slider(orientation='vertical')
stepper = Slider(min=1, max=25)
stepper.bind(
value=lambda instance, value: setattr(self, 'step', value)
)
box.add_widget(self.gauge)
box.add_widget(stepper)
box.add_widget(self.slider)
Clock.schedule_interval(lambda *t: self.gauge_increment(), 0.03)
return box
def gauge_increment(self):
begin = self.begin
begin += self.step * self.increasing
if 0 < begin < 100:
self.gauge.value = self.slider.value = begin
else:
self.increasing *= -1
self.begin = begin
GaugeApp().run()
Of course, if you don't want to use the default cadran and needle, you will have to design your own, using a vector graphics editor.

Related

How to control Atlas images in memory with CoreImage, Python and Kivy

So i'm making this arcade game and i have a state machine that takes an object(the enemy class) as a constructor parameter, and i have 1 folder for the enemy sprite.
So when i instantiate 1 state machine the game works fine, but when i instantiate 2 state machines(2 enemies) things get weird, when 1 enemy gets to the end of the screen and turn around with kivy's "flip_horizontal" the other enemy turns around too, and its because both state machines are controlling the same enemy folder(same images).
Now if i create an enemy folder for each state machine then it works fine but this is not good. so i thought about manipulating the images in memory, this way the effects of a state machine on the images wont be shared to other state machines.
I tried to do this using CoreImage but the furthest i got was to get a static on the screen and move the "x position", no animation, nothing.
So would anyone help me with this? or if you have a better solution i will be grateful.
heres a sample code:
statemachine.py:
from kivy.app import App
from kivy.properties import Clock, StringProperty, NumericProperty
from kivy.atlas import Atlas
from kivy.uix.image import Image
from itertools import cycle
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.widget import Widget
from kivy.core.window import Window
class EnemyFSM(FloatLayout):
def __init__(self, enemy_object, **kwargs):
super().__init__(**kwargs)
self.enemy = enemy_object
self.states = {'ROAM': 'ROAM',
'CHASE': 'CHASE',
'ATTACK': 'ATTACK',
'DEAD': 'DEAD',
'IDLE': 'IDLE'}
self.state = self.states['ROAM']
self.init_state = True
def update(self, dt):
if self.state == 'ROAM':
self.roam_state()
def idle_state(self):
self.enemy.methods_caller("walk")
def roam_state(self):
self.enemy.methods_caller("walk")
main.py:
from kivymd.app import MDApp
from kivymd.uix.screen import MDScreen
from kivymd.uix.floatlayout import MDFloatLayout
from kivy.properties import Clock
from kivy.uix.image import Image
from kivy.properties import NumericProperty
from random import uniform as rdm
from random import randint as rdi
from random import choice
enemy_list = []
from baseenemy import Enemy
from statemachine import EnemyFSM
class LevelOne(MDScreen):
def __init__(self, **kwargs):
super().__init__(**kwargs)
Clock.schedule_once(self.setup, 1/60)
def setup(self, dt):
self.left_side_spawn = rdi(-500, -100)
self.right_side_spawn = rdi(500, 600)
self.spawn_side = [self.left_side_spawn, self.right_side_spawn]
self.speed = rdi(1, 5)
"""here we instatiate the enemies, 1 works fine, 2 or more then hell breaks loose unless we give each state machine its own image folder"""
for _ in range(1):
self.base_enemy = Enemy(choice(self.spawn_side), rdm(1, 5))
self.add_widget(self.base_enemy)
self.enemy_ai = EnemyFSM(self.base_enemy)
self.add_widget(self.enemy_ai)
enemy_list.append(self.enemy_ai)
Clock.schedule_interval(self.init_game, 1/60)
def init_game(self, dt):
for i in range(len(enemy_list)):
enemy_list[i].update(dt)
class MainApp(MDApp):
def build(self):
self.theme_cls.theme_style = "Dark"
self.theme_cls.primary_palette = "Red"
return None
def on_start(self):
self.fps_monitor_start()
main.kv:
LevelOne:
<EnemyFSM>:
<Enemy>:
source: root.frame_path #the frame_path variable in the enenmy class
size_hint: None, None
size: "150dp", "150dp"
x: root.xpos
y: root.ypos
baseenemy.py:
from kivy.app import App
from kivy.atlas import Atlas
from kivy.properties import Clock, StringProperty, NumericProperty
from kivy.uix.image import Image
from kivy.core.image import Image as CoreImage
import itertools
"""Method to set up the frame names"""
def frame_setup(src):
return [f"1_enemies_1_{src}_{i}" for i in range(20)]
"""Path to the image folder with the atlas"""
def create_frame_path(frame_name):
return {'my_source':
f"atlas://{frame_name}/{frame_name}_atlas/1_enemies_1_{frame_name}_0",
'my_atlas': f"atlas://{frame_name}/{frame_name}_atlas/"}
class Enemy(Image):
xpos = NumericProperty(10)
ypos = NumericProperty(50)
init_frame = create_frame_path('walk')#default frame state 'walk'
frame_path = StringProperty(init_frame['my_source'])#path to the image, this var is also the images source in the .kv file
frame_atlas_path = None
updated_frames = []
previous_frame = None
frame_cycle_called = False
updated_frames_cycle = None
fliped = 0
def __init__(self, spawn_pos, speed, *args, **kwargs):
super().__init__(**kwargs)
self.goal = 0
self.methods_dict = {'walk': self.walk}
self.methods_call = None
self.step = 3
self.xpos = spawn_pos
"""this method, takes a param, and sets up everything
the new frame if the frame is diferent than the current frames'walk'
creates the frame list..."""
def methods_caller(self, new_src):
#The src param is the state of the enemy
#which will tell which frames to set up
#now its just "walk"
self.src = new_src
self.updated_frames = frame_setup(self.src)
#if a state change has occured these lines will run and set up
# a new set of frames according to the new state but for now its just the 'walk' state
if self.previous_frame is not new_src:
self.previous_frame = new_src
self.methods_call = self.methods_dict[new_src]#this get the dict element which is a function and assign to the var
self.frame_path = str(create_frame_path(new_src))
self.frame_atlas_path = create_frame_path(new_src)
self.frame_cycle_called = False
if not self.frame_cycle_called:
self.updated_frames_cycle = itertools.cycle(self.updated_frames)
self.frame_cycle_called = True
self.methods_call()#calling the method we got from the dict element which call the walk method
def walk(self):
#this is where the walking animation happen
if self.xpos >= 700:
self.goal = 1
if self.xpos <= -300:
self.goal = 0
self.frame_path =
self.frame_atlas_path['my_atlas']+next(self.updated_frames_cycle)
image_side = Image(source=self.frame_path).texture
if self.goal == 0 and int(round(image_side.tex_coords[0])) != 0:
image_side.flip_horizontal()
self.fliped = 0
if self.goal == 1 and int(round(image_side.tex_coords[0])) != 1:
image_side.flip_horizontal()
self.fliped = 1
if self.fliped == 0:
self.xpos += self.step
if self.fliped == 1:
self.xpos -= self.step
And finally heres the link to a zip file with the image folder:
https://drive.google.com/file/d/11eGTS_pI690eI5EhxAAoRmT05uNW3VOM/view?usp=sharing
and sorry for the long text.

How can I successfully create an infinitely scrolling background?

import kivy
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.clock import Clock
from kivy.graphics import Rectangle
from kivy.core.image import Image as CoreImage
from kivy.core.window import Window
class Background(Widget):
def __init__(self, **kw):
super(Background, self).__init__(**kw)
with self.canvas:
texture = CoreImage('space.png').texture
texture.wrap = 'repeat'
self.rect_1 = Rectangle(texture=texture, size=self.size, pos=self.pos)
Clock.schedule_interval(self.txupdate, 0)
def txupdate(self, *l):
t = Clock.get_boottime()
self.rect_1.tex_coords = -(t * 0.001), 0, -(t * 0.001 + 10), 0, -(t * 0.001 + 10), -10, -(t * 0.001), -10
class CosmicPolygons(App):
def build(self):
return Background(size=Window.size)
if __name__ == "__main__":
CosmicPolygons().run()
I've tried many different ways and attempts in order to create a scrolling background in Kivy. This was the best method I could find as it was the only one that didn't crash. But I'm pretty sure it's still outdated as it did not work as intended, in addition to distorting my png greatly.
If anyone has any ideas on how to achieve this, let me know. Thanks in advance.
Image of current app:
Space.png:
Here is another approach that just creates a list of Images and moves them across the screen:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.image import Image
from kivy.clock import Clock
from kivy.core.window import Window
class BgImage(Image):
pass
Builder.load_string('''
<BgImage>:
source: 'stars.png'
allow_stretch: True
size_hint: None, 1
width: self.image_ratio * self.height
''')
class Background(FloatLayout):
def __init__(self, **kwargs):
super(Background, self).__init__(**kwargs)
self.deltax = 3 # sets speed of background movement
self.bg_images = [] # list of Images that form the background
Clock.schedule_once(self.set_up_bg)
def set_up_bg(self, dt):
# create BgImages and position them to fill the Background
self.start_x = None
pos_x = -1
while pos_x < self.width:
img = BgImage()
if self.start_x is None:
# starting position of first Image is just off screen
self.start_x = -self.height * img.image_ratio
pos_x = self.start_x
img.pos = (pos_x, 0)
self.bg_images.append(img)
self.add_widget(img)
# calculate starting position of next Image by adding its width
pos_x += self.height * img.image_ratio
# start moving the background
Clock.schedule_interval(self.update, 1.0/30.0)
def update(self, dt):
for img in self.bg_images:
img.x += self.deltax
if img.x > self.width:
# this Image is off screen, move it back to starting position
img.x = self.start_x
class CosmicPolygons(App):
def build(self):
return Background(size=Window.size)
if __name__ == "__main__":
CosmicPolygons().run()

Can buildozer made android apps use glob and os modules?

So at the moment in try to figure out why is my small player i wrote in kivy crashes on start. It says build successful and all modules seem to work separately in other tests (except for glob) but this one is pure python as far as i know.
here's my code
import glob
import kivy
from kivy.core.audio import SoundLoader
from kivy.app import App
from kivy.uix.label import Label
from kivy.uix.gridlayout import GridLayout
from kivy.uix.textinput import TextInput
from kivy.uix.button import Button
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.graphics import Rectangle
from kivy.graphics import Color
from kivy.uix.widget import Widget
import random
import os
from android.permissions import request_permissions, Permission
request_permissions([Permission.READ_EXTERNAL_STORAGE])
class PageI(GridLayout):
def __init__(self,**kwargs):
super().__init__( **kwargs)
self.cols = 3
self.state = False
self.music = glob.glob('/Phone/reMusic/*.mp3')#glob.glob('music\\*.mp3')
self.currname = self.music[0]
self.lasttime = 0
self.currsound = SoundLoader.load(self.currname)
fillclr = (round(random.random(),4), round(random.random(),4), round(random.random(),4), 1)
SR = Button(text='forward')
SR.bind(on_press=self.switchoR)
self.add_widget(SR)
placeholder = Label()
self.add_widget(placeholder)
SL = Button(text='backward')
SL.bind(on_press=self.switchoL)
self.add_widget(SL)
placeholder = Label()
self.add_widget(placeholder)
self.PP = Button(on_press = self.switchostate)
self.add_widget(self.PP)
placeholder = Label()
self.add_widget(placeholder)
placeholder = Label()
self.add_widget(placeholder)
self.showcase = Label(text=self.currname)
self.add_widget(self.showcase)
def PPcontrol(self):
if not self.currsound.state == 'play':
self.currsound.play()
self.currsound.seek(self.lasttime)
else:
self.lasttime = int(self.currsound.get_pos())
self.currsound.stop()
def switchostate(self,instance):
self.PPcontrol()
def showsitch(self):
self.showcase.text = self.currname
def switchoR(self,instance):
instance.background_color = (round(random.random(),4), round(random.random(),4), round(random.random(),4), 1)
ind = self.music.index(self.currname)
if ind+1 > len(self.music)-1:
self.currname = self.music[ind - len(self.music) + 1]
else:
self.currname = self.music[ind + 1]
self.lasttime = 0
self.currsound.stop()
self.currsound = SoundLoader.load(self.currname)
self.currsound.play()
self.showsitch()
def switchoL(self,instance):
instance.background_color = (round(random.random(),4), round(random.random(),4), round(random.random(),4), 1)
ind = self.music.index(self.currname)
if ind - 1 < 0:
self.currname = self.music[len(self.music) - 2]
else:
self.currname = self.music[ind - 1]
self.lasttime = 0
self.currsound.stop()
self.currsound = SoundLoader.load(self.currname)
self.currsound.play()
self.showsitch()
class Applet(App):
def build(self):
self.dircheck()
self.p = PageI()
return self.p
def dircheck(self):
try:
if not os.path.exists(os.path.join(os.getcwd(),'\\music')):
os.mkdir(os.path.join(os.getcwd(),'\\music'))
except: None
if __name__ == '__main__':
apper = Applet()
apper.run()
ik its quite messy but as you can see i tried both creating directories and accessing premade one.
and well, im not sure why it dies, i made sure it had all perms in spec file as well.

RstDocument in kivy Accordion is blocking all interaction

I want to create an Accordion containing content consisting of an RstDocument and a button. The Accordion shall be scrollable as well as the content of the RstDocument when this content is larger than the given space. So I came up with the following code but after some clicks on AccordionItems all further interaction is blocking. What am I doing wrong here?
from kivy.app import App
from kivy.uix.scrollview import ScrollView
from kivy.uix.rst import RstDocument
from kivy.core.window import Window
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.accordion import Accordion, AccordionItem
from kivy.uix.button import Button
class ShowrstApp (App):
def update_size(self, instance, *args):
instance.size = 60 * len(instance.children)
def build (self):
numitems = 10
root = BoxLayout()
accheight = numitems * 60
accitems = Accordion(id='acc_panel', orientation='vertical', pos_hint={'top': 1}, size_hint_y=None,
height=accheight, md_bg_color=(1, 1, 1, 1))
for i in xrange(numitems):
item = AccordionItem(title='This is item: %d' % i)
somecontent = BoxLayout(orientation='vertical')
somecontent.add_widget(RstDocument(text='Some nicely formatted text here'))
somecontent.add_widget(Button(text='click here', height=(42), size_hint=(1,None)))
item.add_widget(somecontent)
item.bind(children=self.update_size)
accitems.add_widget(item)
sv = ScrollView(do_scroll_x = False)
sv.add_widget(accitems)
root.add_widget(sv)
return root
Window.size = (350,650)
showrst = ShowrstApp()
showrst.run()
Below the scrolling effect works when the RstDocument Boxlayout is either horizontal of vertical, but an issue I saw was that when the BoxLayout was set to vertical, the toggle of each item was mute, you had to go one by one from the bottom-up. This was weird. You can click on each AccordionItem, where the RstDocument is not. This should be a great starting point. Noticed this effect doesn't occur when using a Label, so that could be a another option.
from kivy.app import App
from kivy.uix.scrollview import ScrollView
from kivy.uix.rst import RstDocument
from kivy.core.window import Window
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.accordion import Accordion, AccordionItem
from kivy.uix.button import Button
class ShowrstApp (App):
def update_size(self, instance, *args):
instance.height = 100 * len(instance.children) # set Accordion height to the number of accordionItem times the height accordionItem height
def build (self):
numitems = 10
root = BoxLayout()
accheight = numitems * 60
accitems = Accordion(id='acc_panel', orientation='vertical', size_hint_y=None, pos_hint={'top':1}
height=accheight, md_bg_color=(1, 1, 1, 1))
for i in xrange(numitems * 2): # *2 to show it works
item = AccordionItem(title='This is item: %d' % i)
somecontent = BoxLayout(orientation = 'horizontal') # couldn't solve an issue I notice so I used horizontal
somecontent.add_widget(RstDocument(text='Some nicely formatted text here' * 10))
somecontent.add_widget(Button(text='click here', height=(42), size_hint=(1,None)))
item.add_widget(somecontent)
accitems.bind(size=self.update_size)
accitems.add_widget(item)
sv = ScrollView(do_scroll_x = False)
sv.add_widget(accitems)
root.add_widget(sv)
return root
Window.size = (350,650)
showrst = ShowrstApp()
showrst.run()
I was having the same issue with RstDocuments in a ScrollView. The problem arises because RstDocuments have their own scrolling and 'intercept' the scroll command because it thinks you're trying to scroll inside the RstDocument. If you're fine with non-scrolling RstDocuments, you can set do_scroll_y: False for RstDocument, and scrolling will then work fine in the ScrollView regardless of mousing over an RstDocument.

live input managment in kivy

In a part of my app I want to show a list of numbers (1 to 100) and when the "filter" button selected list numbers change (1 to 10). I've tried several solutions like this but none of them worked !
what is the problem in your idea?
from kivy.app import App
from kivy.uix.button import Button
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.listview import ListView
from kivy.uix.label import Label
class SingleApp(App):
def build(self):
hole = BoxLayout()
right = BoxLayout(size_hint_x=0.2)
left = BoxLayout(size_hint_x=0.8, orientation='vertical')
side_panel = ListView(item_strings=['no %i' %i for i in range(100)])
right.add_widget(side_panel)
btn = Button(text='Show 1 to 10 ')
lbl = Label(text='Show list of numbers (test)')
btn2 = Button(text='reset')
left.add_widget(btn)
left.add_widget(lbl)
left.add_widget(btn2)
hole.add_widget(right)
hole.add_widget(left)
btn.bind(on_press=self.change(right))
btn2.bind(on_press=self.reset(right))
return hole
def change(self, side):
side.clear_widgets()
side_panel = ListView(item_strings=['NUMBER %i' %i for i in range(10)])
side.add_widget(side_panel)
def reset(self, side):
side.clear_widgets()
side_panel = ListView(item_strings=['no %i' %i for i in range(100)])
side.add_widget(side_panel)
if __name__=='__main__':
SingleApp().run()

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