i would like to ask for favor here for python kivy desktop application, i have small problem but it is so annoying. the problem that i have is switching between two buttons (Yes Button and No Button) in kivy Popup with keyboard "Tab key" is not working and also i want to be able pressing "Enter key" for the selected button processing the function.
here is my Popup looks like:
Popup screenshot
and the code of the popup is as follow:
from kivy.app import App
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.popup import Popup
from kivy.uix.label import Label
class testWindow(BoxLayout):
def __init__(self, **kwargs):
super().__init__(**kwargs)
def yes_btn(instance):
print("this function is called.")
contents = BoxLayout(orientation='vertical')
content_text = Label(text="Lanjutkan Transaksi?")
pop_btn = BoxLayout(spacing=10)
btn_yes = Button(text='Ya', size_hint_y=None, height=40)
btn_no = Button(text='Tidak', size_hint_y=None, height=40)
pop_btn.add_widget(btn_yes)
pop_btn.add_widget(btn_no)
contents.add_widget(content_text)
contents.add_widget(pop_btn)
pop_insert = Popup(title="Confirmation Message", content=contents, size_hint=(None, None), size=(300, 300))
btn_yes.bind(on_release=yes_btn)
btn_no.bind(on_release=pop_insert.dismiss)
pop_insert.open()
class testApp(App):
def build(self):
return testWindow()
if __name__ == '__main__':
m = testApp()
m.run()
The popup is functioned properly when i click the button using mouse. as the popup picture above, i would like to make Yes Button focused and when i press "Enter key" popup dismiss and running the function i want. meanwhile to switch between button just press "Tab key".
i have been trying to find the way to solve the problems but still got no result, so please if anyone know how to solve my problem help me.
Here is a modification of your code that I think does what you want:
from kivy.app import App
from kivy.core.window import Window
from kivy.lang import Builder
from kivy.properties import BooleanProperty
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.popup import Popup
from kivy.uix.label import Label
from kivy.uix.behaviors import FocusBehavior
# This is a Button that also has focus behavior
class FocusButton(FocusBehavior, Button):
first_focus = BooleanProperty(False)
def on_parent(self, widget, parent):
# if first_focus is set, this Button takes the focus first
if self.first_focus:
self.focus = True
class MyPopup(Popup):
def keydown(self, window, scancode, what, text, modifiers):
if scancode == 13:
for w in self.walk():
if isinstance(w, FocusButton) and w.focus:
w.dispatch('on_press')
def keyup(self, key, scancode, codepoint):
if scancode == 13:
for w in self.walk():
if isinstance(w, FocusButton) and w.focus:
w.dispatch('on_release')
def on_dismiss(self):
Window.unbind(on_key_down=self.keydown)
Window.unbind(on_key_up=self.keyup)
Builder.load_string('''
# provide for a small border that indicates Focus
<FocusButton>:
canvas.before:
Color:
rgba: 1,1,1,1
Rectangle:
pos: self.x-2, self.y-2
size: (self.size[0]+4, self.size[1]+4) if self.focus else (0,0)
''')
class testWindow(BoxLayout):
def __init__(self, **kwargs):
super().__init__(**kwargs)
def yes_btn(instance):
print("this function is called.")
contents = BoxLayout(orientation='vertical')
content_text = Label(text="Lanjutkan Transaksi?")
pop_btn = BoxLayout(spacing=10)
# set first_focus to True for this Button
self.btn_yes = FocusButton(text='Ya', size_hint_y=None, height=40, first_focus=True)
self.btn_no = FocusButton(text='Tidak', size_hint_y=None, height=40)
pop_btn.add_widget(self.btn_yes)
pop_btn.add_widget(self.btn_no)
contents.add_widget(content_text)
contents.add_widget(pop_btn)
pop_insert = MyPopup(title="Confirmation Message", content=contents, size_hint=(None, None), size=(300, 300))
self.btn_yes.bind(on_release=yes_btn)
self.btn_no.bind(on_release=pop_insert.dismiss)
# bind to get key down and up events
Window.bind(on_key_down=pop_insert.keydown)
Window.bind(on_key_up=pop_insert.keyup)
pop_insert.open()
class testApp(App):
def build(self):
return testWindow()
if __name__ == '__main__':
m = testApp()
m.run()
This code adds FocusBehavior to a Button to create a FocusButton, and adds key down and key up processing to the MyPopup class.
Related
I have creating multiple buttons via for loop in Python/Kivy. I can't figureout how to implement for each button on_press and on_release function, so each button (having it's defined color) will come back to its original color after releasing.
Below You will find part of code in python and kivy.
Python:
class PrButton(GridLayout):
def __init__(self, **kwargs):
super(PrButton, self).__init__(**kwargs)
self.build_grid()
def build_grid(self):
for i in hi_cat():
btn = ButtonDD(text=i[0].upper())
btn.background_color = i[1]
self.ids[i[0]] = btn
self.add_widget(btn)
kivy file:
<ButtonDD>
bold: True
from kivymd.app import MDApp
from kivy.lang import Builder
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
KV = """
<MainWidget>:
size : root.size
"""
class MainWidget(BoxLayout):
def __init__(self,**kwargs):
super().__init__(**kwargs)
for i in range(5):
btn = Button(text = str(i))
btn.bind(on_release = lambda i=i:self.clicked(i))
self.add_widget(btn)
def clicked(self,text):
print(text)
class MainApp(MDApp):
def build(self):
Builder.load_string(KV)
return MainWidget()
MainApp().run()
It is achieved by changing lambda x: self.clicked() To lambda i=i:self.clicked()
I've been stuck with this kind of problem for some time now. But I got my answer recently. So I hope this helps you
After some days looking for an answer, I finally decided that it was time to ask some more experienced users ! Here is my problem : in the following piece of code (simplified version of the original code), when I open the Dialog by clicking on the button, the opened window doesn't have the right size, and so one part of the GridLayout is appearing outside this popup.
I anyone has an idea, thanks in advance !
from kivymd.app import MDApp
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivymd.uix.dialog import MDDialog
class AppClass(MDApp):
def build_toolbar(self):
button = Button(text="Press")
button.bind(on_press=self.popup)
return button
def build(self):
self.theme_cls.theme_style = "Dark"
layout = BoxLayout(orientation='vertical')
toolbar = self.build_toolbar()
layout.add_widget(toolbar)
return layout
#==============================
def popup(self, instance):
print("called")
panel = self.build_settings_panel()
self.dialog = MDDialog(
type="custom",
title="Settings",
content_cls=panel
)
self.dialog.open()
def build_settings_panel(self):
panel = GridLayout(cols=2, row_default_height=100)
for i in range(4):
panel.add_widget(Label(text="Number"))
panel.add_widget(Label(text=str(i)))
return panel
if __name__ == '__main__':
AppClass().run()
It appears that the problem is the size of the panel. way to fix that is to just calculate that size and set it in the build_settings_panel():
def build_settings_panel(self):
row_height = 100
total_height = 0
panel = GridLayout(cols=2, row_default_height=row_height)
for i in range(4):
panel.add_widget(Label(text="Number"))
panel.add_widget(Label(text=str(i)))
total_height +=row_height
panel.height = total_height
return panel
You can try:
row_default_height=9
In your code:
from kivymd.app import MDApp
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivymd.uix.dialog import MDDialog
class AppClassjbsidis(MDApp):
def build_toolbar(self):
button = Button(text="Press")
button.bind(on_press=self.popup)
return button
def build(self):
self.theme_cls.theme_style = "Dark"
layout = BoxLayout(orientation='vertical')
toolbar = self.build_toolbar()
layout.add_widget(toolbar)
return layout
#==============================
def popup(self, instance):
print("called")
panel = self.build_settings_panel()
self.dialog = MDDialog(
type="custom",
title="[color=ffffff]Settings",
content_cls=panel
)
self.dialog.open()
def build_settings_panel(self):
panel = GridLayout(cols=2, row_default_height=9)
for i in range(4):
panel.add_widget(Label(text="Number"))
panel.add_widget(Label(text=str(i)))
return panel
if __name__ == '__main__':
AppClassjbsidis().run()
Pictures:
I have a very simplistic case of a window with a single button. With a button release I want to pop up a modal view with some text on it. In every button release I create and open an instance of ModalView and it works:
from kivy.app import App
from kivy.uix.button import Button
from kivy.uix.modalview import ModalView
from kivy.uix.label import Label
class AButton(Button):
def on_release(self, *largs):
view = ModalView(size_hint=(None, None), size=[200, 200])
view.add_widget(Label(text='I am a modal view'))
view.open()
class MyApp(App):
def build(self):
return AButton()
if __name__ == '__main__':
MyApp().run()
Now let's say I want to create a subclass of ModalView so I don't have to specify size_hint and size every time I pop up a modal view. This is the code after that change:
from kivy.app import App
from kivy.uix.button import Button
from kivy.uix.modalview import ModalView
from kivy.uix.label import Label
from kivy.properties import ListProperty
class AButton(Button):
def on_release(self, *largs):
view = ModalView2()
view.add_widget(Label(text='I am a modal view'))
view.open()
class ModalView2(ModalView):
size_hint = ListProperty([None, None])
size = ListProperty([200, 200])
def __init__(self, **kwargs):
super(ModalView2, self).__init__(**kwargs)
class MyApp(App):
def build(self):
return AButton()
if __name__ == '__main__':
MyApp().run()
ModalView and Label position get totally messed up. I tried with anchor_x and anchor_y in ModalView2 in an attempt to fix the label position with no luck. What am I doing wrong?
The ModalView already has size_hint and size attributes, so you don't need to create new ones, just set the existing attributes to the values you want:
class ModalView2(ModalView):
def __init__(self, **kwargs):
super(ModalView2, self).__init__(**kwargs)
self.size_hint = (None, None)
self.size = (200, 200)
I am just trying to get code working where I have two screens in a Python Kivy app that can switch back and forth, without using the .kv file stuff.
On this page: https://kivy.org/docs/api-kivy.uix.screenmanager.html, the second block of code from the top is what I am trying to accomplish, except I want to do it without the 'Builder.load_string("""' section, and instead just instantiate buttons normally.
Here is my attempt at doing so, except I can't get it to work:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.button import Button
class MenuScreen(Screen):
def build(self):
def switchScreen():
root.manager.current = 'settings'
f = FloatLayout()
button1 = Button(text = "My settings button")
button2 = Button(text = "Back to menu", on_press = switchScreen)
f.add_widget(button1)
f.add_widget(button2)
class SettingsScreen(Screen):
def build(self):
def switchScreen():
root.manager.current = 'menu'
f = FloatLayout()
button1 = Button(text = "My settings button")
button2 = Button(text = "Back to menu", on_press = switchScreen)
f.add_widget(button1)
f.add_widget(button2)
sm = ScreenManager()
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(SettingsScreen(name='settings'))
class MainApp(App):
def build(self):
return sm
if __name__ == '__main__':
MainApp().run()
Running this code just creates a blank page that produces no errors.
Is there a way to designate it to draw a certain screen to begin with that I am missing? I'm not really sure where my issue is.
What you did wrong:
If you want to create Widget content from Python code you should place it inside Widget __init__ method, not build
You're creating a layout and then discarding it. You need to use self.add_widget(f) to actually use it after its creation
You're binding to your switchScreen method, so it needs to accept caller widget as an argument. Or you can simply use *args and not worry about it.
You're not in kv anymore, so there's no root. Use self instead.
Putting this all together:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.button import Button
class MenuScreen(Screen):
def __init__(self, **kwargs):
super(MenuScreen, self).__init__(**kwargs)
def switchScreen(*args):
self.manager.current = 'settings'
f = FloatLayout()
button1 = Button(text = "My settings button")
button2 = Button(text = "Back to menu", on_press = switchScreen)
f.add_widget(button1)
f.add_widget(button2)
self.add_widget(f)
class SettingsScreen(Screen):
def __init__(self, **kwargs):
super(SettingsScreen, self).__init__(**kwargs)
def switchScreen(*args):
self.manager.current = 'menu'
f = FloatLayout()
button1 = Button(text = "My settings button")
button2 = Button(text = "Back to menu", on_press = switchScreen)
f.add_widget(button1)
f.add_widget(button2)
self.add_widget(f)
sm = ScreenManager()
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(SettingsScreen(name='settings'))
class MainApp(App):
def build(self):
return sm
if __name__ == '__main__':
MainApp().run()
I want to make a game and I have chosen Kivy for my GUI, as I have written my backend in Python. I am currently using runTouchApp(appwindow) to run the application, where appwindow is a FloatLayout() object. The way I update my screen is that I run appwindow.clear_widgets() and then appwindow.add_widget(new_screen) where new_screen is the layout object which contains all other widgets.
It worked fine till now, but for some reason I can't understand the widget I add gets loaded properly (according to the cmd running in the background) but won't display till I change the screen size.
Here is a sample code:
import kivy
kivy.require('1.1.1')
from kivy.base import runTouchApp
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.image import Image
appwindow = FloatLayout()
class MenuScreen():
def build(self):
bg = Image(source = 'Images/bg/bg.jpg',allow_stretch= True,keep_ratio= False)
box = BoxLayout(orientation = 'vertical')
menu_items = []
for i in range (0,4):
button = Button(text = 'Menu item no:'+str(i))
button.bind(state = checkMenuPress)
menu_items.append(button)
for button in menu_items:
box.add_widget(button)
floater = FloatLayout(size = bg.size)
floater.add_widget(bg)
floater.add_widget(box)
floater.size_hint = 1,1
return floater
class SecondScreen():
def build(self):
bg = Image(source = 'Images/bg/bg.jpg',allow_stretch= True,keep_ratio= False)
box = BoxLayout(orientation = 'vertical')
box.add_widget(bg)
return box
def checkMenuPress(button,*args):
if button.state == 'normal':
sc = SecondScreen().build()
appwindow.clear_widgets()
appwindow.add_widget(sc)
if __name__ == '__main__':
menuscreen = MenuScreen().build()
appwindow.add_widget(menuscreen)
runTouchApp(appwindow)
Okay, there are a few things wrong here. To create an app, you should subclass kivy.app.App and have it's build method return the "root" widget. Only this class needs build method: any others are redundant.
Once you have a root widget, it's just a matter of inserting and removing widgets. This is how I would approach it.
import kivy
kivy.require('1.1.1')
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.image import Image
from kivy.app import App
class MenuScreen(App):
floater = None
def build(self):
bg = Image(source='Images/bg/bg.jpg',
allow_stretch= True,
keep_ratio= False)
box = BoxLayout(orientation='vertical')
menu_items = []
for i in range(0, 4):
button = Button(text='Menu item no:'+str(i))
button.bind(state=self.checkMenuPress)
menu_items.append(button)
for button in menu_items:
box.add_widget(button)
self.floater = FloatLayout(size=bg.size)
self.floater.add_widget(bg)
self.floater.add_widget(box)
self.floater.size_hint = 1, 1
return self.floater
def checkMenuPress(self, button,*args):
if button.state == 'normal':
self.floater.clear_widgets()
self.floater.add_widget(SecondScreen())
class SecondScreen(FloatLayout):
def __init__(self, **kwargs):
super(SecondScreen, self).__init__(**kwargs)
self.add_widget(Image(source='Images/bg/bg.jpg',
allow_stretch=True,
keep_ratio=False))
if __name__ == '__main__':
MenuScreen().run()
Okay, so here's a quick rework of the example using Screens. It's difficult without knowing what you are trying to do, so if this does not help, try writing summary of the behavior you are looking for.
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.image import Image
from kivy.app import App
from kivy.uix.screenmanager import ScreenManager, Screen
class MenuScreen(Screen):
"""
The Screen containing the menu
"""
def __init__(self, sm, **kwargs):
super(MenuScreen, self).__init__(**kwargs)
self.sm = sm # Store a reference to the screen manager
bg = Image(source='Images/bg/bg.jpg',
allow_stretch= True,
keep_ratio= False)
box = BoxLayout(orientation='vertical')
menu_items = []
for i in range(0, 4):
button = Button(text='Menu item no:'+str(i))
button.bind(state=self.check_menu_press)
menu_items.append(button)
for button in menu_items:
box.add_widget(button)
floater = FloatLayout(size=bg.size)
floater.add_widget(bg)
floater.add_widget(box)
floater.size_hint = 1, 1
self.add_widget(floater)
def check_menu_press(self, button, *args):
if button.state == 'normal':
self.sm.current = "second"
class SecondScreen(Screen):
def __init__(self, sm, **kwargs):
super(SecondScreen, self).__init__(**kwargs)
self.add_widget(Image(source='Images/bg/bg.jpg',
allow_stretch=True,
keep_ratio=False))
self.sm = sm # Store a reference to the screen manager
def on_touch_down(self, touch):
self.sm.current = "menu"
class MainApp(App):
def build(self):
sm = ScreenManager()
sm.add_widget(MenuScreen(sm, name="menu"))
sm.add_widget(SecondScreen(sm, name="second"))
return sm
if __name__ == '__main__':
MainApp().run()
looks like i have found a source of the crashing problem. I had used multi-threading for a server client interaction. i had been using two extra threads, one for the server and another for the client. If i try to integrate the client thread with the GUI it raises another problem. even if the socket.recv() is after the ScreenManager.current = "newscreen" line, the app's screen does not change. it freezes in the way i left it. it resumes only after it gets a message from the server.