Kivy Image Collision - python

Is it possible to check if two images are overlapping or colliding in kivy?
I am using ScreenManager, and have a moving image that I am controlling. I want to check if it collides, and when that happens I want its pos to change (-)negatively.
I don't know what code to include. But here is some that is somewhat relevent.
Py Code:
xnum = 0.53
ynum = 0.412
xmovement = 0.0889
ymovement = 0.05
movementt = 0.1
class L1(Screen):
screensize()
def animate_down_button(self, widget, *args):
global ynum
global ymovement
global movementt
ynum -= ymovement
anim = Animation(y_hint=ynum, duration=movementt)
anim.start(widget)
pass
def animate_up_button(self, widget, *args):
global ynum
global ymovement
ynum += ymovement
anim = Animation(y_hint=ynum, duration=movementt)
anim.start(widget)
pass
def animate_right_button(self, widget, *args):
global xnum
global xmovement
xnum += xmovement
anim = Animation(x_hint=xnum, duration=movementt)
anim.start(widget)
pass
def animate_left_button(self, widget, *args):
global xnum
global xmovement
xnum -= xmovement
anim = Animation(x_hint=xnum, duration=movementt)
anim.start(widget)
pass
def play_nav(self):
if nav:
nav.play()
Kv Code:
<L1>:
name: "L1"
canvas:
Rectangle:
source: 'background.jpg'
size: root.width, root.height
Rectangle:
source: 'Mazebg.png'
size: root.width*0.7, root.height*0.6
pos: root.width*0.5 - root.width*0.35, root.height*0.32
Rectangle:
source: 'Maze1.png'
size: root.width*0.7, root.height*0.6
pos: root.width*0.5 - root.width*0.35, root.height*0.32
Rectangle:
source: 'Star.png'
size: root.width*1.5, root.height*0.25
pos: (root.width*-0.125), root.height*0.92
Button:
pos_hint: {"x":0.01, "top":0.995}
size_hint: 0.15, 0.075
background_normal: 'BackArrow.png'
background_down: 'BackArrowPressed.png'
on_release: root.play_nav()
on_release: app.root.current = "GameMenu"
Image:
id: mazeball
source: 'ball.png'
size_hint: 0.07, 0.07
x_hint: 0.53
y_hint: 0.412
pos_hint: {"x": self.x_hint, "top": self.y_hint}
Button:
pos_hint: {"x":0.4, "top":0.17}
size_hint: 0.2, 0.1
background_normal: 'PadDown.png'
background_down: 'PadDownPressed.png'
on_release: root.play_nav()
on_press: root.animate_down_button(mazeball)
Button:
pos_hint: {"x":0.4, "top":0.31}
size_hint: 0.2, 0.1
background_normal: 'PadUp.png'
background_down: 'PadUpPressed.png'
on_release: root.play_nav()
on_press: root.animate_up_button(mazeball)
Button:
pos_hint: {"x":0.525, "top": 0.235}
size_hint: 0.2, 0.1
background_normal: 'PadRight.png'
background_down: 'PadRightPressed.png'
on_release: root.play_nav()
on_press: root.animate_right_button(mazeball)
Button:
pos_hint: {"x":0.275, "top": 0.235}
size_hint: 0.2, 0.1
background_normal: 'PadLeft.png'
background_down: 'PadLeftPressed.png'
on_release: root.play_nav()
on_press: root.animate_left_button(mazeball)

Related

Kivy screen isn't able to call function in py

I'm having trouble calling a function in the .kv file. I get " AttributeError: 'ScreenManager' object has no attribute 'text_wait'" with app.root, and "AttributeError: 'FirstScreen' object has no attribute 'text_wait'" with just root. I'm assuming it's something to do with the multiple wnidows that im using, but is there a way to fix this?
kv code:
<FirstScreen>:
canvas:
Color:
rgb: (255/255, 170/255, 235/255)
Rectangle:
pos: self.pos
size: self.size
Line:
width: 2
rectangle: self.x, self.y, self.width, self.height
Button:
id: obama_text
size_hint: (.274, .2)
pos_hint: {"x":.067, "y":.049}
background_normal: ''
background_color: 1, .5, .6, .85
font_size: 50
bold: True
color: 200/255, 0/255, 70/255, 1
text: "OBAMA"
on_release: app.root.text_wait("burger") # gives an error
<SecondScreen>:
FloatLayout:
Button:
text: "Go to third"
pos_hint: {"center_x": .5, "center_y": .5}
size_hint: .2, .2
on_release: root.manager.current = "third"
<ThirdScreen>:
FloatLayout:
Button:
text: "go to fourth"
size_hint: .3, .1
pos_hint: {"x": .3, "y": .5}
on_release: root.manager.current = "fourth"
<FourthScreen>:
FloatLayout:
Button:
text: "go to first"
size_hint: .3, .1
pos_hint: {"x": .3, "y": .5}
on_release: root.manager.current = "first"
.py code:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.core.window import Window
import time
Window.fullscreen = True
Builder.load_file("test.kv")
class FirstScreen(Screen):
pass
class SecondScreen(Screen):
pass
class ThirdScreen(Screen):
pass
class FourthScreen(Screen):
pass
class MainApp(App):
def build(self):
sm = ScreenManager()
sm.add_widget(FirstScreen(name="first"))
sm.add_widget(SecondScreen(name="second"))
sm.add_widget(ThirdScreen(name="third"))
sm.add_widget(FourthScreen(name="fourth"))
return sm
def text_wait(self, text):
#for i in text:
#print(i)
pass
if __name__ == "__main__":
MainApp().run()
The text_wait method is an instance method of the MyApp class. So you simply need to call app.text_wait. You just need to remove the root part of the directive in your .kv file.
<FirstScreen>:
canvas:
Color:
rgb: (255/255, 170/255, 235/255)
Rectangle:
pos: self.pos
size: self.size
Line:
width: 2
rectangle: self.x, self.y, self.width, self.height
Button:
id: obama_text
size_hint: (.274, .2)
pos_hint: {"x":.067, "y":.049}
background_normal: ''
background_color: 1, .5, .6, .85
font_size: 50
bold: True
color: 200/255, 0/255, 70/255, 1
text: "OBAMA"
on_release: app.text_wait("burger") # gives an error
...

kivy VideoPlayer: Video does not return to its original size after full screen mode

When I double click on the video, it goes full screen, but if I double click on it again, it doesn't go back to normal. However, the rest of the window elements are partially visible. The part of my .kv code responsible for the VideoPlayer is given below:
<VideosWindow>:
name: 'vids'
FloatLayout:
FileChooserListView:
id:chooser
path: root.get_files_list()
canvas.before:
Color:
rgb: .4, .5, .5
Rectangle:
pos: self.pos
size: self.size
on_selection: root.select(chooser.selection)
size_hint: (.9, .15)
pos_hint: {'x':.05, 'y':.8}
VideoPlayer:
id:vid
options: {'eos':'loop'}
size_hint: (.9, .7)
pos_hint: {'x':.05, 'y':.05}
Button:
size_hint_y: 0.3
height: 48
text: "open"
disabled: not chooser.selection
on_release: root.select(chooser.selection)
size_hint: (.45, .05)
pos_hint: {'x':.05, 'y':.00}
Button:
text: 'Go Back'
color: (1,1,1,1)
background_normal:''
background_color: (0.3,0.6,0.7,1)
on_release:
vid.state = 'pause'
app.root.current = 'saved_files'
size_hint: (.45, .05)
pos_hint: {'x':.50, 'y':.00}
VideosWindow class code:
class VideosWindow(Screen):
def get_files_list(self):
files = os.sep.join([my_folder,'mp4'])
return files
def select(self, filename):
self.ids.vid.source = filename[0]
self.ids.vid.state = 'play'
The screenshots of my program before and after I go fullscreen mode:
before
after
Solved this issue by adding VideoPlayer widget to the GridLayout. Now .kv code looks like this:
<VideosWindow>:
name: 'vids'
FloatLayout:
FileChooserListView:
id:chooser
path: root.get_files_list()
canvas.before:
Color:
rgb: .4, .5, .5
Rectangle:
pos: self.pos
size: self.size
on_selection: root.select(chooser.selection)
size_hint: (.9, .15)
pos_hint: {'x':.05, 'y':.8}
GridLayout:
cols:1
size_hint: (.9, .7)
pos_hint: {'x':.05, 'y':.05}
VideoPlayer:
id:vid
options: {'eos':'loop'}
Button:
size_hint_y: 0.3
height: 48
text: "open"
disabled: not chooser.selection
on_release: root.select(chooser.selection)
size_hint: (.45, .05)
pos_hint: {'x':.05, 'y':.00}
Button:
text: 'Go Back'
color: (1,1,1,1)
background_normal:''
background_color: (0.3,0.6,0.7,1)
on_release:
vid.state = 'pause'
app.root.current = 'saved_files'
size_hint: (.45, .05)
pos_hint: {'x':.50, 'y':.00}
Don't know if it is good decision but it works.

kivy multiple instances of a screen with unique data

good day
is it possible to have multiple instances of a screen each using unique data? for example, i have a 'homescreen' with various buttons for various categories that takes you to a batch list screen unique to that category where you can add batches to be listed. each buttons batch list screen would have unique data to that category but the template for all batch list screens are the same.
ive made a simple example for one category but in order to expand it to the others would i need to repeat the code and create appropriately named .kv files and add each screen to the screen manager.
.py
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import Screen
from kivy.uix.behaviors.touchripple import TouchRippleButtonBehavior
from kivy.uix.button import Button
from kivy.clock import Clock
from kivy.uix.textinput import TextInput
class CapitalInput(TextInput):
def insert_text(self, substring, from_undo=False):
s = substring.upper()
return super(CapitalInput, self).insert_text(s, from_undo=from_undo)
class RippleButton(TouchRippleButtonBehavior, Button):
def on_touch_down(self, touch):
collide_point = self.collide_point(touch.x, touch.y)
if collide_point:
touch.grab(self)
self.transparency = self.background_color[3]
self.background_color[3] = 0.5 # set transparency to half (0.5)
self.ripple_show(touch)
self.dispatch('on_press')
return True
return False
def on_touch_up(self, touch):
if touch.grab_current is self:
touch.ungrab(self)
self.ripple_fade()
def defer_release(dt):
self.background_color[3] = self.transparency
self.dispatch('on_release')
Clock.schedule_once(defer_release, self.ripple_duration_out)
return True
return False
class AddBatchScreen(Screen):
pass
class BatchScreen(Screen):
pass
class HomeScreen(Screen):
pass
gui = Builder.load_file('BatchTracker.kv')
class BatchTrackerApp(App):
def build(self):
return gui
def insert(self, value):
bs = self.root.get_screen('batch_screen')
bs.ids.rv.data.insert(0, {'value': value or 'default value'})
if __name__ == '__main__':
BatchTrackerApp().run()
BatchTraker.kv
#:kivy 1.11.1
#:include batchscreen.kv
#:include add_batch_screen.kv
#:include homescreen.kv
#:import hex kivy.utils.get_color_from_hex
#:import TouchRippleButtonBehavior kivy.uix.behaviors.touchripple
#:import SlideTransition kivy.uix.screenmanager.SlideTransition
ScreenManager:
id: screen_manager
HomeScreen:
name: 'home_screen'
id: home_screen
BatchScreen:
name: 'batch_screen'
id: batch_screen
AddBatchScreen:
name: 'add_batch_screen'
id: add_batch_screen
<RoundButton#RippleButton>:
background_color: (0,0,0,0)
background_normal: ''
back_color: (1,0,1,1)
border_radius: [20]
canvas.before:
Color:
rgba: self.back_color
RoundedRectangle:
size: self.size
pos: self.pos
radius: self.border_radius
homescreen.kv
<HomeScreen>:
BoxLayout:
orientation: 'vertical'
canvas:
Color:
rgba: 0.5, 0.5, 0.5, 1
Rectangle:
size: self.size
pos: self.pos
Label:
canvas.before:
Color:
rgba: 1, 0.7, 0.5, 1
Rectangle:
size: self.size
pos: self.pos
size_hint_y: None
pos_hint: {'top': .1}
text: 'Home Screen'
font_size: 40
GridLayout:
rows: 4
AnchorLayout:
canvas:
Color:
rgba: 0.1, 0.1, 1, 0.9
Rectangle:
pos: self.pos
size: self.size
Button:
pos_hint: {'center_x': 0.5}
size_hint: 0.5, 0.7
halign: 'center'
valign: 'middle'
text: 'Isolations'
font_size: 40
size: self.texture_size
text_size: self.width, None
on_press: print('isolations')
on_release: root.manager.current = 'batch_screen'
AnchorLayout:
canvas:
Color:
rgba: 0.1, 0.1, 1, 0.9
Rectangle:
pos: self.pos
size: self.size
Button:
pos_hint: {'center_x': 0.5}
size_hint: 0.5, 0.7
halign: 'center'
valign: 'middle'
text: 'QPCR'
font_size: 40
size: self.texture_size
text_size: self.width, None
on_release: root.manager.current = 'batch_screen'
AnchorLayout:
canvas:
Color:
rgba: 0.1, 0.1, 1, 0.9
Rectangle:
pos: self.pos
size: self.size
Button:
pos_hint: {'center_x': 0.5}
size_hint: 0.5, 0.7
halign: 'center'
valign: 'middle'
text: 'PCR'
font_size: 40
size: self.texture_size
text_size: self.width, None
AnchorLayout:
canvas:
Color:
rgba: 0.1, 0.1, 1, 0.9
Rectangle:
pos: self.pos
size: self.size
Button:
pos_hint: {'center_x': 0.5}
size_hint: 0.5, 0.7
halign: 'center'
valign: 'middle'
text: 'Electrophoresis'
font_size: 40
size: self.texture_size
text_size: self.width, None
batchscreen.kv
<Row#BoxLayout>:
canvas.before:
Color:
rgba: 0.5, 0.5, 0.5, 1
Rectangle:
size: self.size
pos: self.pos
value: ''
Button:
text: root.value
font_size: sp(80)
on_press: print(f'pressed button {root.value}')
<BatchScreen>:
rv: rv #to expose the widget
FloatLayout:
canvas:
Color:
rgba: hex('c6e2ff')
Rectangle:
pos: self.pos
size: self.size
FloatLayout:
canvas.before:
Color:
rgba: hex('b3b3ff')
RoundedRectangle:
radius: 0,0,25,25
pos: self.pos
size: self.size
pos_hint: {'top':1}
size_hint: 1, .1
Label:
id: lb
text: 'User'
font_size: 60
pos_hint: {'top': 1, 'x': .15}
size_hint: .2, .8
RoundButton:
text: 'Sign Out'
font_size: 40
on_release: print('Sign Out pressed')
pos_hint: {'top': .95, 'x': .55}
size_hint: .4, .8
BoxLayout:
canvas.before:
Color:
rgba: hex('eaec3c')
Rectangle:
pos: self.pos
size: self.size
pos_hint: {'center_x':.5,'center_y':.5}
size_hint: 0.9,0.8
RecycleView:
id: rv
viewclass: 'Row'
scroll_type: ['bars', 'content']
scroll_wheel_distance: dp(114)
bar_width: dp(10)
RecycleBoxLayout:
default_size: None,100
default_size_hint: 1, None
size_hint_y: None
height: self.minimum_height
orientation: 'vertical'
GridLayout:
cols:3
canvas.before:
Color:
rgba: hex('969c9c')
Rectangle:
pos: self.pos
size: self.size
pos_hint: {'y': 0}
size_hint: 1, .1
RoundButton:
id: add_batch
text: 'Add Batch'
font_size: 30
on_press: root.manager.transition = SlideTransition(direction="left")
on_release: root.manager.current = 'add_batch_screen'
pos_hint: {'center_y': .5, 'x': .05}
size_hint: .4, .8
back_color: hex('62fd00')
RoundButton:
text: 'Remove Batch'
font_size: 30
halign: 'center'
valign: 'middle'
size: self.texture_size
text_size: self.width, None
on_release: print('Remove pressed')
on_release: print(root.manager.ids.batch_screen.rv.data)
pos_hint: {'center_y': .5, 'x': .55}
size_hint: .4, .8
back_color: hex('fd0000')
RoundButton:
text: 'Back'
font_size: 30
halign: 'center'
valign: 'middle'
size: self.texture_size
text_size: self.width, None
on_press: print('Back pressed')
on_release: root.manager.current = 'home_screen'
pos_hint: {'center_y': .5, 'x': .55}
size_hint: .4, .8
back_color: hex('0000ff')
add_batch_screen.kv
<AddBatchScreen>:
canvas:
Color:
rgba: 0,0,1,1
Rectangle:
pos: self.pos
size: self.size
CapitalInput:
id: capital_input
size_hint: .9, .15
pos_hint: {'center_x': .5, 'y': .6}
font_size: 40
padding: [0, (self.height-self.line_height)/2]
hint_text: 'Batch No.'
multiline: False
halign: 'center'
Button:
id: addbtn
text: 'Add'
size_hint: .4, .08
pos_hint: {'center_x': .5, 'y': .2}
on_press: app.insert(capital_input.text) if capital_input.text != '' else None
on_release: capital_input.text = ''
Button:
text: 'Batch List'
size_hint: .4, .08
pos_hint: {'center_x': .5, 'y': .1}
on_press: root.manager.transition = SlideTransition(direction="right")
on_release: root.manager.current = 'batch_screen'
on_release: print(root.manager.ids.batch_screen.rv.data)
As this is a lot of code you will have a hard time finding someone to give you a specific answer. Without looking through all of your code, yes it is possible to have multiple instances of a screen with unique data. This is exactly the use case of class instances. You simply need to pass a variable, list or object into the instance. I will give you a short example, then you should be able to figure it out yourself for your code.
class MyReusableScreen(Screen):
def __init__(self, data, **kwargs):
super(MyReusableScreen, self).__init__(**kwargs)
self.data = data
mylabel = Label(text=self.data['mylabel_text'])
We added the attribute data to the class. Now we have to pass the data when we initialize the class instance
data1 = {'mylabel_text': 'first label'}
data2 = {'mylabel_text': 'second label'}
screen1 = MyReusableScreen(data=data1)
screen2 = MyReusableScreen(data=data2)
Like this we added unique label texts to the class instances labels. I guess you should now be able to build it up on your own. In case you defined a label in kv language, give it an id like for exanple id: mylabel and then assign the data value like this within you screen mylabel.text = self.data['mylabel_text']. I hope this helps you and if you struggle with something just give me a sign.

Kivy Changing State of Toggle Button When Another Toggle Button Is Active

I have two toggle buttons. When one is in the "down" state I need the other one to be in the "normal" state. I tried making an if statement but it makes both buttons have the same state at the same time. Here it is:
on_state: exlexport.state = "down" if exlexport.state == "normal" else "normal"
Here is my full code:
<SettingsWindow>:
name:"settings"
FloatLayout:
Widget:
canvas.before:
# Background
Rectangle:
pos: self.pos
size: self.size
source: "Images/logo_br.png"
# Brothers Menu
Color:
rgba: 1,1,1,.3
Rectangle:
size: 200, 500
pos: self.width/10, self.height/7
Color:
rgba: 0,0,0,.5
Rectangle:
size: 190, 350
pos: self.width/9.4, self.height/3
# Jobs Menu
Color:
rgba: 1,1,1,.3
Rectangle:
size: 200, 500
pos: self.width/2.5, self.height/7
Color:
rgba: 0,0,0,.5
Rectangle:
size: 190, 350
pos: self.width/2.465, self.height/3
# Export Menu
Color:
rgba: 1,1,1,.3
Rectangle:
size: 200, 250
pos: self.width/1.43, self.height/3.08
Color:
rgba: 0,0,0,.5
Rectangle:
size: 190, 205
pos: self.width/1.416, self.height/3
# Brothers Scroll List
ScrollView:
size_hint: (None, None)
size: (150, 325)
pos_hint: {'center_x': .23, 'center_y': .62}
# Brothers Menu Scroll Label
Label:
size_hint: None, None
size: self.texture_size
text: root.pretty_list_people
# Jobs Menu Scroll Label
ScrollView:
size_hint: (None, None)
size: (150, 325)
pos_hint: {'center_x': .53, 'center_y': .62}
Label:
size_hint: None, None
size: self.texture_size
text: root.pretty_list_jobs
Button:
text:"Back"
size_hint: 0.1, 0.1
pos_hint: {"x":0, "y":0}
background_color: 1,1,1,.6
on_release:
app.root.current = "main"
root.manager.transition.direction = 'right'
# Brothers Title
Label:
text: "Brothers"
font_size: 30
italic: True
pos_hint: {"x":-0.275, "y":0.45}
color: 0,0,0,1
# Jobs Title
Label:
text: "Jobs"
font_size: 30
italic: True
pos_hint: {"x":0.02, "y":0.45}
color: 0,0,0,1
# Exporting Title
Label:
text: "Exporting"
font_size: 30
italic: True
pos_hint: {"x":0.325, "y":0.21}
color: 0,0,0,1
# Brothers Menu Buttons
Button:
text:"Update"
size_hint: 0.25, 0.1
pos_hint: {"x":0.1, "y":0.144}
on_press: root.Pretty_Print_People(root.get_People())
Button:
text:"Add"
size_hint: 0.125, 0.09
pos_hint: {"x":0.1, "y":0.243}
on_press: root.showpop_addbro()
Button:
text:"Remove"
size_hint: 0.125, 0.09
pos_hint: {"x":0.225, "y":0.243}
on_press: root.showpop_removebro()
Button:
text:"Update"
size_hint: 0.25, 0.1
pos_hint: {"x":0.1, "y":0.144}
on_press: root.Pretty_Print_People(root.get_People())
# Jobs Menu Buttons
Button:
text:"Add"
size_hint: 0.125, 0.09
pos_hint: {"x":0.4, "y":0.243}
on_press: root.showpop_addjob()
Button:
text:"Remove"
size_hint: 0.125, 0.09
pos_hint: {"x":0.525, "y":0.243}
on_press: root.showpop_removejob()
Button:
text: "Update"
size_hint: 0.25, 0.1
pos_hint: {"x":0.4, "y":0.144}
on_press: root.Pretty_Print_Jobs(root.get_Jobs())
# Exporting Menu Content
ToggleButton:
id: txtexport
text: "Toggle Text File Export"
size_hint: 0.236, 0.08
pos_hint: {"x":0.707, "y":0.59}
on_state: exlexport.state = "down" if exlexport.state == "normal" else "normal"
ToggleButton:
id: exlexport
text: "Toggle Excel File Export"
size_hint: 0.236, 0.08
pos_hint: {"x":0.707, "y":0.51}
The toggle buttons start after the comment "Exporting Menu Content"
ToggleButton:
id: txtexport
group: 'exportopts'
text: "Toggle Text File Export"
size_hint: 0.236, 0.08
pos_hint: {"x":0.707, "y":0.59}
state: 'down'
ToggleButton:
id: exlexport
group: 'exportopts'
text: "Toggle Excel File Export"
size_hint: 0.236, 0.08
pos_hint: {"x":0.707, "y":0.51}
Credit to this solution goes to John Anderson! Thank you.
Just assign the toggle buttons the same group via group property and set the state of one them to 'down'.
I was looking for a way to always make one of my toggle buttons be "down" because belonging to the same group, don't assure me that, they can both be "normal". In order to get that result and have always one button "down", I've added this line on each one:
on_press: self.state = "down"

button and label text not showing

the two windows in the picture are exact copies(same line of code), only difference being that the right window is a screen inside a screen manager, but somehow the window on the right does not show the texts.
i'm not sure what the problem is and can't find anything related to it while doing research.
RIGHT WINDOW PYTHON FILE:
import kivy
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.config import Config
space = ""
x = [(a * 9), (a*16)]
Config.set('graphics', 'width', x[0])
Config.set('graphics', 'height', x[1])
class MainScreen(Screen):
pass
class SecondScreen(Screen):
pass
class ThirdScreen(Screen):
pass
kv = Builder.load_file("main2.kv")
class ComplimentUI(App):
def build(self):
return kv
def change_screen(self, x):
scrnmanager = self.root.ids['sm']
scrnmanager.current = x
if __name__ == "__main__":
ComplimentUI().run()
RIGHT WINDOW BUILDER FILE:(main2.kv)
#:include secondscreen.kv
#:include thirdscreen.kv
<MainScreen>:
canvas.before:
Color:
rgb: .59, .74, .20
Rectangle:
size: self.size
pos: self.pos
FloatLayout:
TextInput:
pos_hint: {'center_x':1, 'top':.1}
size_hint: .1,.1
multiline: False
font_size: 20
font_name: "Dimbo Regular"
background_normal: ''
background_color: 0,0,0,0
Button:
text: "PLAY!"
pos_hint: {'center_x':.5, 'center_y':.3}
size_hint: .8, .17
font_name: "Splatch"
color: 0.15, .5, 0.2, 1
font_size: 0.14 * self.width
background_normal: ''
background_color: 0,0,0,0
on_press:
print("pressed, navigating to prev screen")
app.change_screen("screentwo")
root.manager.transition.direction = "left"
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
ScreenManager:
GridLayout:
cols: 1
ScreenManager:
id: sm
MainScreen:
name: "screenone"
id: screenone
SecondScreen:
name: "screentwo"
id: screentwo
ThirdScreen:
name: "thirdscreen"
id: thirdscreen[enter image description here][1]
LEFT WINDOW PYTHON FILE:
import kivy
from kivy.app import App
from kivy.lang import Builder
from kivy.config import Config
space = "";
x = [(a * 9), (a*16)]
Config.set('graphics', 'width', x[0])
Config.set('graphics', 'height', x[1])
kv = Builder.load_file("main.kv")
class MyMainApp(App):
def build(self):
return kv
if __name__ == "__main__":
MyMainApp().run()
LEFT WINDOW BUILDER FILE:(main.kv)
FloatLayout:
canvas.before:
Color:
rgb: .59, .74, .20
Rectangle:
size: self.size
pos: self.pos
TextInput:
pos_hint: {'center_x':1, 'top':.1}
size_hint: .1,.1
multiline: False
font_size: 20
font_name: "Dimbo Regular"
background_normal: ''
background_color: 0,0,0,0
Button:
text: "PLAY!"
pos_hint: {'center_x':.5, 'center_y':.3}
size_hint: .8, .17
font_name: "Splatch"
color: 0.15, .5, 0.2, 1
font_size: 0.14 * self.width
background_normal: ''
background_color: 0,0,0,0
on_press:
print("pressed, navigating to prev screen")
app.change_screen("screentwo")
root.manager.transition.direction = "left"
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
NEW EDIT:
as i pointed out in the comment below, the same problem happens with the FloatLayout of secondscreen.kv and thirdscreen.kv, if i put it inside the builder file of the left window, its normal. But when i put it inside a screen inside a screen manager(like the right window) it's gone. the same problem happens to all my screens. the reason i only put the mainscreen.kv is because its the shortest out of all the screens, but nonetheless i will still provide the files, but only 1 version of it (the one used for the right window) since they're basically the same lines. (only difference being the added first line for its class name and a slight indetation change to fit the levels)
SECONDSCREEN BUILDER FILE:
<SecondScreen>:
FloatLayout:
canvas.before:
Color:
rgb: .59, .74, .20
Rectangle:
size: self.size
pos: self.pos
TextInput:
pos_hint: {'center_x':.5, 'center_y':.56}
size_hint: .8, .3
multiline: False
font_size: 20
font_name: "Dimbo Regular"
background_normal: ''
background_color: 1, 1, .8, 1
Label:
pos_hint: {'center_x':.5, 'center_y':.76}
size_hint: .8, .07
text: "NAME!"
font_size: 0.8 * self.height
font_name: "kidsrock"
color: 0.15, .5, 0.2, 1
background_color: 0,0,0,0
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
Button:
text: "<<<"
size_hint: .28, .07
pos_hint: {'center_x':.24, 'center_y':.1}
font_name: "kidsrock"
color: 0.15, .5, 0.2, 1
font_size: 0.35 * self.width
background_normal: ''
background_color: 0,0,0,0
on_press:
print("pressed, navigating to prev screen")
app.change_screen("screenone")
root.manager.transition.direction = "right"
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
Button:
pos_hint: {'center_x':.8, 'center_y':.35}
size_hint: .2, .07
background_normal: ''
background_color: 0,0,0,0
color: 0.15, .5, 0.2, 1
text: "ENTER"
font_name: "kidsrock"
font_size: 0.25 * self.width
on_press:
print("pressed, navigating to next screen")
app.change_screen("thirdscreen")
root.manager.transition.direction = "left"
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
THIRDSCREEN BUILDER FILE:
<ThirdScreen>:
FloatLayout:
canvas.before:
Color:
rgb: .59, .74, .20
Rectangle:
size: self.size
pos: self.pos
TextInput:
pos_hint: {'center_x':1, 'top':.1}
size_hint: .1, .1
multiline: False
font_size: 20
font_name: "Dimbo Regular"
background_normal: ''
background_color: 0, 0, 0, 0
Label:
pos_hint: {'center_x':.5, 'center_y':.71}
size_hint: .8, .17
text: "COMPLIMENT!"
font_size: 20
font_name: "kidsrock"
color: 0.15, .5, 0.2, 1
background_color: 0,0,0,0
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
Button:
pos_hint: {'center_x':.24, 'center_y':.1}
size_hint: .28, .07
font_name: "kidsrock"
color: 0.15, .5, 0.2, 1
font_size: 0.35 * self.width
text: "<<<"
background_normal: ''
background_color: 0,0,0,0
on_press:
print("pressed, navigating to prev screen")
app.change_screen("screentwo")
root.manager.transition.direction = "right"
canvas.before:
Color:
rgb: 1,1, .8,1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
NEW- NEW EDIT!:
UPDATE
after restarting my computer, it now looks like this.
Root Cause - Button & Label text not showing
The most probable cause is that the default color for text is white ([1, 1, 1, 1]), and the background color for both widgets are also white. You need to set the text color to non-white e.g. black ([0, 0, 0, 1]).
TextInput Box - not showing
The TexInput box is not visible in both windows (left & right) because of background_normal: '' and background_color: 0,0,0,0.
Comment them off and the TextInput box will be visible.
Button's text, 'PLAY' - not showing in right window
It could be something in the include kv files e.g. secondscreen.kv, and/or thirdscreen.kv that are/is causing the visibility. Comment off both kv files to trouble shoot the problem.
Example
The following example of the right window i.e. using ScreenManager is able to display the Button's text, "PLAY" and also the TextInput box.
main-right.py
from kivy.app import App
from kivy.uix.screenmanager import Screen
from kivy.lang import Builder
class MainScreen(Screen):
pass
class SecondScreen(Screen):
pass
class ThirdScreen(Screen):
pass
kv = Builder.load_string("""
# :include secondscreen.kv
# :include thirdscreen.kv
<MainScreen>:
canvas.before:
Color:
rgb: .59, .74, .20
Rectangle:
size: self.size
pos: self.pos
FloatLayout:
TextInput:
hint_text: 'Type here'
pos_hint: {'center_x':1, 'top':.1}
size_hint: .1,.1
multiline: False
font_size: 20
# font_name: "Dimbo Regular"
# background_normal: ''
# background_color: 0,0,0,0
Button:
text: "PLAY!"
pos_hint: {'center_x':.5, 'center_y':.3}
size_hint: .8, .17
#font_name: "Splatch"
color: 0.15, .5, 0.2, 1
font_size: 0.14 * self.width
background_normal: ''
background_color: 0,0,0,0
on_press:
print("pressed, navigating to prev screen")
app.change_screen("screentwo")
root.manager.transition.direction = "left"
canvas.before:
Color:
rgba: 1, 1, .8, 1
RoundedRectangle:
size: self.size
pos: self.pos
radius: [4,]
GridLayout:
cols: 1
ScreenManager:
id: sm
MainScreen:
name: "screenone"
id: screenone
SecondScreen:
name: "screentwo"
id: screentwo
ThirdScreen:
name: "thirdscreen"
id: thirdscreen
""")
class RightWindow(App):
title = "ComplimentUI"
def build(self):
return kv
if __name__ == "__main__":
RightWindow().run()
Output
I was facing a similar problem and the bug for me turned out to be a declaration of size_hint_x for the button. Once I removed that, the text was visible.

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