Kivy Color Change with Button - python

I am currently working on a bit of code using Kivy and Python. I am trying to make it so when you click a button, the button's text changes color.
When I click on the button, however, the color doesn't like I want it to.
Any ideas how this can be fixed? I am just learning Kivy and perhaps the answer is easier than I think. The .py file is below
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.properties import ObjectProperty
from kivy.uix.button import Button
from kivy.graphics import Color
class TextBubbleSample(Widget):
bubble = ObjectProperty(None)
class TextBubble(Widget):
pass
class Talk(Button):
btn = Button
def button_press(self):
btn.bind(on_state = self.on_event)
def on_event(self):
btn.color = 1,0,0,1
class TextBubbleApp(App):
def build(self):
return TextBubbleSample()
if __name__ == '__main__':
TextBubbleApp().run()
and here is the .kv file
#:kivy 1.0.9
<TextBubbleSample>:
bubble: text_bubble
btn: click_here
TextBubble:
id: text_bubble
x: root.x
center_y: root.center_y
Talk:
id: click_here
x: 10
center_y: 220
text: "Talk to me."
color: 0,0,1,1
<TextBubble>:
canvas:
Color:
rgba: 1,0,0,1
Rectangle:
pos: 10, 10
size: 780, 150
Label:
color: 0,0,1,1
font_size: 35
center_x: 200
top: root.top - 200
text: "I am talking"

You shouldn't/can't use the variable btn like that. Use self.bind(on_state=self.on_event) then self.color = (1, 0, 0, 1).

You should try to reduce the code length, you don't need to use any id in this case.
There could be an easy alternative to inclement's answer.
In your .py file (Talk class) add.
class Talk(Button):
....
def on_release(self):
self.color = 1,0,0,1
and in your .kv file add
Talk:
text: "talk to me"
....
on_release: self.on_release
EDIT:
you can do it this way too
class Singularity(BoxLayout):
def __init__(self,**kwargs):
super(Singularity,self).__init__(**kwargs)
self.b = Button(text = "hello",on_press = self.on_press)
self.add_widget(self.b)
def on_press(self,event):
if event.color == [1,0,0,1]:
event.color = [0,0,1,1]
else:
event.color=[1,0,0,1]

Related

Access to variables from Popup class in .kv file

I need light/dark theme. I can make it work but I want another solution (I know about KivyMD too but in this case I don't want to use it).
In short: I have multiple screens and on all screens there is a Popup button.
On the Popup, there are two buttons: light and dark. So when I press light or dark it should changes the background color of the screens.
My problem is that I don't know how to access to Popup class from the .kv file. Could you give me a solution or a hint how to achive this?
Minimal code:
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.popup import Popup
from kivy.properties import ListProperty
Builder.load_string("""
<FirstScreen>:
canvas.before:
Color:
#--------------> how to access to popup class from here?
#rgba: ???.my_background_color
rgba: 240/255, 240/255, 240/255, 1
Rectangle:
pos: self.pos
size: self.size
Button:
text: 'Popup'
size_hint: 0.5, 0.5
on_release:
root.the_popup()
<MyPopup>
size_hint: 0.75 , 1
title: 'T H E M E'
BoxLayout:
Button:
text: 'D A R K'
on_release:
root.dark()
Button:
text: 'L I G H T'
on_release:
root.light()
"""
)
class FirstScreen(Screen):
def the_popup(self):
the_popup = MyPopup()
the_popup.open()
class MyPopup(Popup):
my_background_color = ListProperty([240/255, 240/255, 240/255, 1])
def light(self):
self.my_background_color = [240/255, 240/255, 240/255, 1]
def dark(self):
self.my_background_color = [48/255, 48/255, 48/255, 1]
class myApp(App):
def build(self):
sm = ScreenManager()
sm.add_widget(FirstScreen(name='first'))
return sm
if __name__ == '__main__':
myApp().run()

How to get input box content in kivy application

I'm writing a kivy app that lets the user enter and store content, but I've searched the web and can't find a solution
This is the python program
from kivy.app import App
from kivy.graphics import Line, Color
from kivy.uix.widget import Widget
from kivy.properties import ObjectProperty
from kivy.config import Config
Config.set('graphics', 'resizable', False)
from kivy.core.window import Window
Window.size = (450, 800)
class DrawCanvasWidget(Widget):
def __init__(self,**kwargs):
super().__init__(**kwargs)
class PaintApp(App):
def build(self):
self.draw_canvas_widget = DrawCanvasWidget()
return self.draw_canvas_widget # 返回root控件
if __name__ == "__main__":
PaintApp().run()
This is the kv program
<DrawCanvasWidget>
orientation: "vertical"
canvas.before:
Color:
rgba: [1,1,1,1]
Rectangle:
pos: self.pos
size: self.size
TextInput:
multiline:False
font_size:20
pos:75,450
size:300,40
allow_copy:False
cursor_color:[0,1,0,1]
Button:
text:'ok'
bold:10
size_hint:None,None
size:100,50
pos:180,380
I want to let the user save the content of the input box after pressing the button
This is the basic idea. Create a function in the draw canvas widget and pass the text of the text input by using the id tag.
<DrawCanvasWidget>
orientation: "vertical"
canvas.before:
Color:
rgba: [1,1,1,1]
Rectangle:
pos: self.pos
size: self.size
TextInput:
id: text_input
multiline:False
font_size:20
pos:75,450
size:300,40
allow_copy:False
cursor_color:[0,1,0,1]
Button:
text:'ok'
bold:10
size_hint:None,None
size:100,50
pos:180,380
on_release: root.submit(text_input.text)
class DrawCanvasWidget(Widget):
def __init__(self,**kwargs):
super().__init__(**kwargs)
def submit(self, text_input):
print(text_input)
# Should print whatever is in the textinput to the terminal
# Here you can save it to your database or do anything with the input.

Is there a simple way to add a border to Kivy Buttons

I am using python-2.7 and kivy. Can someone tell me that how to add a different colour border to kivy button.
test.py
from kivy.uix.screenmanager import Screen
from kivy.app import App
from kivy.core.window import Window
Window.clearcolor = (0.5, 0.5, 0.5, 1)
Window.size = (300, 100)
class User(Screen):
pass
class Test(App):
def build(self):
return self.root
if __name__ == '__main__':
Test().run()
test.py
User:
BoxLayout:
Button:
background_normal: ''
text: 'Ok'
I suppose you mean additionnaly to the current background/border.
If so, you probably want to use some canvas instruction.
You probably want to add them in canvas.before so it's drawn before the text of the button.
The instruction you'll use will depend on the effect you want, but Line is probably a good start.
Button:
text: 'test'
canvas.before:
Color:
rgba: .5, .5, .5, 1
Line:
width: 2
rectangle: self.x, self.y, self.width, self.height
You may want to look at the border property of the Button Class,basically:
In kiv:
Button:
border: (10,10,10,10)
I believe this will be the border image used by BorderImage
Disclaimer: Not tested but its along those lines
you can use kivymd
in .py file
from kivymd.app import MDApp
Window.clearcolor = (0.5, 0.5, 0.5, 1)
Window.size = (300, 100)
class User(Screen):
pass
class Test(MDApp):
def build(self):
return self.root
if __name__ == '__main__':
Test().run()
and .kv
MDRectangleFlatButton:
background_normal: ''
text: 'Ok'

How to Periodically Update Parent (Screen) Class UI from Child (BoxLayout) Class (Python with Kivy)

Goal:
Periodic update of parent (screen) class / UI from child (boxlayout) class. Theconf2.dat is occasionally updated (from various other screens), and I want the UI to update every 5 seconds or so by re-running this class.
Latest code update:
In the __init__ function, I have Clock.schedule_interval(self.create_button, 1), which should cause the create_button function to rerun every second.
At the top of the create_button function, I have self.box_share.clear_widgets(), which should clear all the widgets so they can be repopulated (per the instructions outlined further down the create_button function).
Action:
I run the code
I navigate to NoTags screen by clicking the button with text title 'updating sequence'
I make changes to buttons that were dynamically created under scrollview by clicking on them. They successfully change color. This information is written to the conf2.dat file.
I navigate to SequenceScreen screen by first clicking 'home' button, then clicking 'sequence display' button. This SequenceScreen screen is the screen I wish to have updated to reflect the changes made to conf2.dat file.
Result:
UI associated withSequenceScreen(Screen) class still does not update per changes made from UI associated with NoTags(Screen) class.
However, when I restart the app altogether, I find the SequenceScreen UI successfully updated.
Suspicion:
I'm just one line of code away from getting this UI to update properly.
Python Code:
from kivy.app import App
# kivy.require("1.10.0")
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen, FadeTransition
from kivy.uix.textinput import TextInput
from kivy.uix.gridlayout import GridLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.label import Label
from kivy.properties import NumericProperty
from kivy.clock import Clock
from kivy.uix.widget import Widget
from kivy.uix.scrollview import ScrollView
#from kivy.base import runTouchApp
from kivy.properties import StringProperty, ObjectProperty, NumericProperty
from kivy.storage.dictstore import DictStore
import pickle
import datetime, threading
import time
from kivy.clock import mainthread
class BackHomeWidget(Widget):
pass
class SequenceBoxLayout_NoEdits(BoxLayout):
box_share = ObjectProperty()
config_file = DictStore('conf2.dat')
def __init__(self, **kwargs):
super(SequenceBoxLayout_NoEdits, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_interval(self.create_button, 1)
def create_button(self, *args):
self.box_share.clear_widgets()
top_button_share = 1.1
color = (.4, .4, .4, 1)
for i in range(25):
top_button_share -= .4
id_ = "part" + str(i + 1)
if self.config_file.exists(id_):
btn_color = self.config_file[id_]["background_color"]
else:
self.config_file.put(id_, background_color=color)
btn_color = color
button_share = Button(background_normal='',
background_color=btn_color,
id=id_,
pos_hint={"x": 0, "top": top_button_share},
size_hint_y=None,
height=60,
font_size = 30,
text= str(i+1)
self.box_share.add_widget(button_share)
#Clock.schedule_interval(self.parent.ids.updatedisplay.create_button(self, *args) , 1)
#self.parent.ids.updatedisplay.create_button(self, *args)
class SequenceBoxLayout_NoTag(BoxLayout):
box_share = ObjectProperty()
config_file = DictStore('conf2.dat')
def __init__(self, **kwargs):
super(SequenceBoxLayout_NoTag, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_once(self.create_button)
def create_button(self, *args):
df = pd.read_excel("Test.xlsx","Sheet1")
parts = df['parts'].values.tolist()
top_button_share = 1.1
color = (.4, .4, .4, 1)
for i in range(len(parts)):
top_button_share -= .4
id_ = "part" + str(i + 1)
if self.config_file.exists(id_):
btn_color = self.config_file[id_]["background_color"]
else:
self.config_file.put(id_, background_color=color)
btn_color = color
button_share = Button(background_normal='',
background_color=btn_color,
id=id_,
pos_hint={"x": 0, "top": top_button_share},
size_hint_y=None,
height=60,
font_size = 30,
text= str(i+1)+ ". " + str(parts[i]))
if self.parent.name == 'notags':
button_share.bind(on_press=self.update_buttons_notag)
self.box_share.add_widget(button_share)
def update_buttons_notag(self, button):
button.background_color = 0.86,0.54,0.04,1
self.config_file.put(button.id, background_color=(0.86,0.54,0.04,1))
class MainScreen(Screen):
pass
class AnotherScreen(Screen):
pass
class SequenceScreen(Screen):
pass
class NoTags(Screen):
pass
class ScreenManagement(ScreenManager):
pass
presentation = Builder.load_file("updatelistexample.kv")
class MainApp(App):
def build(self):
return presentation
if __name__ == "__main__":
MainApp().run()
KV Code:
#: import FadeTransition kivy.uix.screenmanager.FadeTransition
ScreenManagement:
transition: FadeTransition()
MainScreen:
AnotherScreen:
NoTags:
SequenceScreen:
<SmallNavButton#Button>:
font_size: 32
size: 125, 50
color: 0,1,0,1
<BigButton#Button>:
font_size: 40
size_hint: 0.5, 0.15
color: 0,1,0,1
<BackHomeWidget>:
SmallNavButton:
on_release: app.root.current = "main"
text: "Home"
pos: root.x, root.top - self.height
<MainScreen>:
name: "main"
FloatLayout:
BigButton:
on_release: app.root.current = "notags"
text: "updating sequence"
pos_hint: {"x":0.25, "top": 0.4}
BigButton:
on_release: app.root.current = "sequence"
text: "sequence display"
pos_hint: {"x":0.25, "top": 0.7}
<AnotherScreen>:
name: "newgarage"
<NoTags>:
name: "notags"
SequenceBoxLayout_NoTag:
BackHomeWidget:
FloatLayout:
BigButton:
text: "Select Parts w/o Tags"
pos_hint: {"x":0.5, "top": 0.6}
background_normal: ''
background_color: (0.4,0.4,0.4,1)
<SequenceBoxLayout_NoEdits>:
box_share: box_share
ScrollView:
GridLayout:
id: box_share
cols: 1
size_hint_y: None
size_hint_x: 0.5
spacing: 5
padding: 130
height: self.minimum_height
canvas:
Color:
rgb: 0, 0, 0
Rectangle:
pos: self.pos
size: self.size
<SequenceBoxLayout_NoTag>:
box_share: box_share
ScrollView:
GridLayout:
id: box_share
cols: 1
size_hint_y: None
size_hint_x: 0.5
spacing: 5
padding: 130
height: self.minimum_height
canvas:
Color:
rgb: 0, 0, 0
Rectangle:
pos: self.pos
size: self.size
<SequenceScreen>:
name: "sequence"
SequenceBoxLayout_NoEdits:
id: updatedisplay
BackHomeWidget:
Credit:
Based on advice provided by #Tshirtman in the comments thread of the posted question...
Summary:
The problem with the code had to do with the fact that I had two different DictStore pointing to the same file, which was tripping up the communication between both classes.
The solution was to instead use only one DictStore and define that variable in the App class, then reference that particular variable in the child classes [using App.get_running_app()], like so:
Define config_file in App class:
class MainApp(App):
config_file = DictStore('conf2.dat')
def build(self):
return presentation
Reference App variable in child classes:
class SequenceBoxLayout_NoEdits(BoxLayout):
...
def __init__(self, **kwargs):
super(SequenceBoxLayout_NoEdits, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_interval(self.create_button, 1)
def create_button(self, *args):
self.box_share.clear_widgets()
app = App.get_running_app()
...
for i in range(len(parts)):
...
if app.config_file.exists(id_):
btn_color = app.config_file[id_]["background_color"]
else:
app.config_file.put(id_, background_color=color)
...
...
class SequenceBoxLayout_NoTag(BoxLayout):
...
def __init__(self, **kwargs):
super(SequenceBoxLayout_NoTag, self).__init__(**kwargs)
self.orientation = "vertical"
Clock.schedule_once(self.create_button)
def create_button(self, *args):
...
app = App.get_running_app()
...
for i in range(len(parts)):
...
if app.config_file.exists(id_):
btn_color = app.config_file[id_]["background_color"]
else:
app.config_file.put(id_, background_color=color)
...
...
def update_buttons_notag(self, button):
app = App.get_running_app()
...
app.config_file.put(button.id, background_color=(0.86,0.54,0.04,1))
Clock has a schedule_interval method, which works much like the schedule_once one, but will be called every n seconds instead of just once after n seconds.
So you could certainly just change that call in __init__ and start the create_button by calling self.box_share.clear_widgets() to remove widgets from the previous call before re-creating them.
This might be a bit wasteful, if you find yourself recreating a lot of widgets even if nothing changed, so you could add some logic to first check if the data didn't change, or even if it did, just reuse the old buttons if possible.
box = self.box_share
old_buttons = box.children[:]
box.clear_widgets()
# [your logic about computing the list of parts]
for i, p in enumerate(parts): # this is much better than doing range(len(parts))
# [the logic to get the content of the button]
if old_buttons: # check there are still buttons in the list of old buttons
btn = old_buttons.pop()
else:
btn = Button(
background_normal='',
background_color=btn_color,
pos_hint={"x": 0, "top": top_button_share},
# etc, all the things that are common to all your buttons
# but really, hardcoding them like this is a bit painful,
# you should use a subclass of button so you can style it
# in a kv rule so it would apply to all of them directly
)
btn.id=id_
btn.text = "{}. {}".format(i+1, p)
btn.pos_hint["top"] = top_button_share
# re-apply any other property that might have changed for this part
box.add_widget(btn)
But this logic is quite a common one, actually, and there are other things you can do to improve things in even more situations, though that's quite some work.
Thankfully, you are not the first one to need such thing, and we have been blessed with the wonderful RecycleView, which automates all of this and more, you just need to feed it a data directory, and it'll create the necessary widgets to fill the visible part of the scrollview if there is enough widgets to warrant scrolling, and automatically update when data changes, and when you scroll to see different parts of the list. I encourage you to check it, yourself. but the end result would certainly be something like.
<PartButton#Button>:
id_: None
part: ''
text: '{}. {}'.format(self.id, self.part)
<SequencedBoxLayout#Recycleview>:
parts: self.get_parts()
viewclass: 'PartButton'
data:
[
{
id_: i,
part: part
} for i, p in enumerate(self.parts or [])
]
RecycleBoxLayout:

Kivy: Modifying a child widget of another separate class

im currently looking into kivy to start with crossplatform development. i have a bit of python experience (but basic) and now wanted to code a little game in kivy to get into. i probably wont finish this but i like learning stuff while doing it with something im intrested in.
Anyway my "App" is supposed to be seperated in two seperate "screens" the top one is only used for displaying stuff and the all interactive stuff is controlled from the bottom "screen".
Now i want to display some text in old school way by getting it written letter by letter to the screen.
This is working fine but for some reason the Label widget is only updated on screen if i call the "print_something" function from the top screen, if i call it from the bottom screen the function is indeed called but the Label widget wont change on screen.
Am i doing something wrong?
Here is a stripped version of the code:
from kivy.app import App
from kivy.lang import Builder
from kivy.properties import ObjectProperty
from kivy.core.window import Window
from kivy.uix.widget import Widget
from kivy.clock import Clock
Builder.load_string('''
<MainUI>:
orientation: 'vertical'
# both these variables can be the same name and this doesn't lead to
# an issue with uniqueness as the id is only accessible in kv.
<Screen1>:
print_txt: print_txt
layout: layout
RelativeLayout:
id: layout
pos: 0, 400
size: 480, 400
Button:
pos: 0, 200
size_hint: (1, 0.2)
text: "Test Print"
on_press: root.print_something('TEST PRINT FROM SCREEN1')
AnchorLayout:
anchor_x: 'center'
anchor_y: 'bottom'
Label:
id: print_txt
padding_x: 10
markup: True
text_size: self.size
halign: 'left'
valign: 'top'
size_hint: (1, 0.2)
text: ""
<Screen2>:
btn1: btn1
RelativeLayout:
pos: 0, 0
size: 480, 400
Button:
id: btn1
pos_hint: {'x': .15, 'center_y': .5}
size_hint: (0.7, 0.5)
text: "Test Print"
on_press: root.print_text()
''')
class Screen1(Widget):
print_txt = ObjectProperty(None)
layout = ObjectProperty(None)
def print_something(self, string):
print 'Function called...'
self.print_txt.text = ''
counter = [0]
string_len = len(string)
def print_step(dt):
if counter[0] == string_len:
return False
else:
self.print_txt.text += string[counter[0]]
counter[0] = counter[0] + 1
Clock.schedule_interval(print_step, 2.0/60.0)
print 'Function End..'
class Screen2(Widget):
btn1 = ObjectProperty(None)
def __init__(self):
super(Screen2, self).__init__()
def print_text(self):
print 'Trying to print Text from Screen2 to Screen1'
target = Screen1()
target.print_something('TEST PRINT FROM SCREEN2')
class MainUI(Widget):
def __init__(self):
super(MainUI, self).__init__()
self.screen1 = Screen1()
self.add_widget(self.screen1)
self.add_widget(Screen2())
class MainApp(App):
def build(self):
Window.size = (480, 800)
return MainUI()
if __name__ == '__main__':
MainApp().run()
Your Screen2 print_text method creates a new Screen1 instance, which is modified but not displayed anywhere so you don't see anything change.
You could change the call to instead something like
on_press: root.parent.screen1.print_text()
...to access the print_text function of the Screen1 instance that you actually want to update.

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